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-rw-r--r--opengl.c424
1 files changed, 302 insertions, 122 deletions
diff --git a/opengl.c b/opengl.c
index edd615132..635cd33ef 100644
--- a/opengl.c
+++ b/opengl.c
@@ -160,10 +160,13 @@ void
glx_destroy(session_t *ps) {
#ifdef CONFIG_VSYNC_OPENGL_GLSL
// Free GLSL shaders/programs
- if (ps->glx_frag_shader_blur)
- glDeleteShader(ps->glx_frag_shader_blur);
- if (ps->glx_prog_blur)
- glDeleteProgram(ps->glx_prog_blur);
+ for (int i = 0; i < MAX_BLUR_PASS; ++i) {
+ glx_blur_pass_t *ppass = &ps->glx_blur_passes[i];
+ if (ppass->frag_shader)
+ glDeleteShader(ppass->frag_shader);
+ if (ppass->prog)
+ glDeleteProgram(ppass->prog);
+ }
#endif
// Free FBConfigs
@@ -199,8 +202,28 @@ glx_on_root_change(session_t *ps) {
*/
bool
glx_init_blur(session_t *ps) {
+ assert(ps->o.blur_kerns[0]);
+
+ // Allocate PBO if more than one blur kernel is present
+ if (ps->o.blur_kerns[1]) {
+#ifdef CONFIG_VSYNC_OPENGL_FBO
+ // Try to generate a framebuffer
+ GLuint fbo = 0;
+ glGenFramebuffers(1, &fbo);
+ if (!fbo) {
+ printf_errf("(): Failed to generate Framebuffer. Cannot do "
+ "multi-pass blur with GLX backend.");
+ return false;
+ }
+ glDeleteFramebuffers(1, &fbo);
+#else
+ printf_errf("(): FBO support not compiled in. Cannot do multi-pass blur "
+ "with GLX backend.");
+ return false;
+#endif
+ }
+
#ifdef CONFIG_VSYNC_OPENGL_GLSL
- // Build shader
{
static const char *FRAG_SHADER_BLUR_PREFIX =
"#version 110\n"
@@ -235,73 +258,81 @@ glx_init_blur(session_t *ps) {
shader_add = FRAG_SHADER_BLUR_ADD_GPUSHADER4;
}
- int wid = XFixedToDouble(ps->o.blur_kern[0]),
- hei = XFixedToDouble(ps->o.blur_kern[1]);
- int nele = wid * hei - 1;
- int len = strlen(FRAG_SHADER_BLUR_PREFIX) + strlen(sampler_type) + strlen(extension) + (strlen(shader_add) + strlen(texture_func) + 42) * nele + strlen(FRAG_SHADER_BLUR_SUFFIX) + strlen(texture_func) + 12 + 1;
- char *shader_str = calloc(len, sizeof(char));
- if (!shader_str) {
- printf_errf("(): Failed to allocate %d bytes for shader string.", len);
- return false;
- }
- {
- char *pc = shader_str;
- sprintf(pc, FRAG_SHADER_BLUR_PREFIX, extension, sampler_type);
- pc += strlen(pc);
- assert(strlen(shader_str) < len);
-
- double sum = 0.0;
- for (int i = 0; i < hei; ++i) {
- for (int j = 0; j < wid; ++j) {
- if (hei / 2 == i && wid / 2 == j)
- continue;
- double val = XFixedToDouble(ps->o.blur_kern[2 + i * wid + j]);
- if (0.0 == val)
- continue;
- sum += val;
- sprintf(pc, shader_add, val, texture_func, j - wid / 2, i - hei / 2);
+ for (int i = 0; i < MAX_BLUR_PASS && ps->o.blur_kerns[i]; ++i) {
+ XFixed *kern = ps->o.blur_kerns[i];
+ if (!kern)
+ break;
+
+ glx_blur_pass_t *ppass = &ps->glx_blur_passes[i];
+
+ // Build shader
+ {
+ int wid = XFixedToDouble(kern[0]), hei = XFixedToDouble(kern[1]);
+ int nele = wid * hei - 1;
+ int len = strlen(FRAG_SHADER_BLUR_PREFIX) + strlen(sampler_type) + strlen(extension) + (strlen(shader_add) + strlen(texture_func) + 42) * nele + strlen(FRAG_SHADER_BLUR_SUFFIX) + strlen(texture_func) + 12 + 1;
+ char *shader_str = calloc(len, sizeof(char));
+ if (!shader_str) {
+ printf_errf("(): Failed to allocate %d bytes for shader string.", len);
+ return false;
+ }
+ {
+ char *pc = shader_str;
+ sprintf(pc, FRAG_SHADER_BLUR_PREFIX, extension, sampler_type);
pc += strlen(pc);
assert(strlen(shader_str) < len);
+
+ double sum = 0.0;
+ for (int j = 0; j < hei; ++j) {
+ for (int k = 0; k < wid; ++k) {
+ if (hei / 2 == j && wid / 2 == k)
+ continue;
+ double val = XFixedToDouble(kern[2 + j * wid + k]);
+ if (0.0 == val)
+ continue;
+ sum += val;
+ sprintf(pc, shader_add, val, texture_func, k - wid / 2, j - hei / 2);
+ pc += strlen(pc);
+ assert(strlen(shader_str) < len);
+ }
+ }
+
+ sprintf(pc, FRAG_SHADER_BLUR_SUFFIX, texture_func, sum);
+ assert(strlen(shader_str) < len);
}
+ ppass->frag_shader = glx_create_shader(GL_FRAGMENT_SHADER, shader_str);
+ free(shader_str);
}
- sprintf(pc, FRAG_SHADER_BLUR_SUFFIX, texture_func, sum);
- assert(strlen(shader_str) < len);
-#ifdef DEBUG_GLX_GLSL
- fputs(shader_str, stdout);
- fflush(stdout);
-#endif
- }
- ps->glx_frag_shader_blur = glx_create_shader(GL_FRAGMENT_SHADER, shader_str);
- free(extension);
- free(shader_str);
- }
-
- if (!ps->glx_frag_shader_blur) {
- printf_errf("(): Failed to create fragment shader.");
- return false;
- }
+ if (!ppass->frag_shader) {
+ printf_errf("(): Failed to create fragment shader %d.", i);
+ return false;
+ }
- ps->glx_prog_blur = glx_create_program(&ps->glx_frag_shader_blur, 1);
- if (!ps->glx_prog_blur) {
- printf_errf("(): Failed to create GLSL program.");
- return false;
- }
+ // Build program
+ ppass->prog = glx_create_program(&ppass->frag_shader, 1);
+ if (!ppass->prog) {
+ printf_errf("(): Failed to create GLSL program.");
+ return false;
+ }
+ // Get uniform addresses
#define P_GET_UNIFM_LOC(name, target) { \
- ps->target = glGetUniformLocation(ps->glx_prog_blur, name); \
- if (ps->target < 0) { \
- printf_errf("(): Failed to get location of uniform '" name "'. Might be troublesome."); \
- } \
-}
+ ppass->target = glGetUniformLocation(ppass->prog, name); \
+ if (ppass->target < 0) { \
+ printf_errf("(): Failed to get location of %d-th uniform '" name "'. Might be troublesome.", i); \
+ } \
+ }
- P_GET_UNIFM_LOC("factor_center", glx_prog_blur_unifm_factor_center);
- if (!ps->o.glx_use_gpushader4) {
- P_GET_UNIFM_LOC("offset_x", glx_prog_blur_unifm_offset_x);
- P_GET_UNIFM_LOC("offset_y", glx_prog_blur_unifm_offset_y);
+ P_GET_UNIFM_LOC("factor_center", unifm_factor_center);
+ if (!ps->o.glx_use_gpushader4) {
+ P_GET_UNIFM_LOC("offset_x", unifm_offset_x);
+ P_GET_UNIFM_LOC("offset_y", unifm_offset_y);
+ }
+#undef P_GET_UNIFM_LOC
+ }
+ free(extension);
}
-#undef P_GET_UNIFM_LOC
#ifdef DEBUG_GLX_ERR
glx_check_err(ps);
@@ -841,9 +872,9 @@ glx_set_clip(session_t *ps, XserverRegion reg, const reg_data_t *pcache_reg) {
} \
glBegin(GL_QUADS); \
\
- for (int i = 0; i < nrects; ++i) { \
+ for (int ri = 0; ri < nrects; ++ri) { \
XRectangle crect; \
- rect_crop(&crect, &rects[i], &rec_all); \
+ rect_crop(&crect, &rects[ri], &rec_all); \
\
if (!crect.width || !crect.height) \
continue; \
@@ -856,21 +887,69 @@ glx_set_clip(session_t *ps, XserverRegion reg, const reg_data_t *pcache_reg) {
cxfree(rects); \
free_region(ps, &reg_new); \
+static inline GLuint
+glx_gen_texture(session_t *ps, GLenum tex_tgt, int width, int height) {
+ GLuint tex = 0;
+ glGenTextures(1, &tex);
+ if (!tex) return 0;
+ glEnable(tex_tgt);
+ glBindTexture(tex_tgt, tex);
+ glTexParameteri(tex_tgt, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(tex_tgt, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(tex_tgt, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(tex_tgt, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexImage2D(tex_tgt, 0, GL_RGB, width, height, 0, GL_RGB,
+ GL_UNSIGNED_BYTE, NULL);
+ glBindTexture(tex_tgt, 0);
+
+ return tex;
+}
+
+static inline void
+glx_copy_region_to_tex(session_t *ps, GLenum tex_tgt, int basex, int basey,
+ int dx, int dy, int width, int height) {
+ if (width > 0 && height > 0)
+ glCopyTexSubImage2D(tex_tgt, 0, dx - basex, dy - basey,
+ dx, ps->root_height - dy - height, width, height);
+}
+
+#ifdef CONFIG_VSYNC_OPENGL_GLSL
+/**
+ * Blur contents in a particular region.
+ */
bool
glx_blur_dst(session_t *ps, int dx, int dy, int width, int height, float z,
- GLfloat factor_center, XserverRegion reg_tgt, const reg_data_t *pcache_reg) {
- // Read destination pixels into a texture
- GLuint tex_scr = 0;
- glGenTextures(1, &tex_scr);
- if (!tex_scr) {
- printf_errf("(): Failed to allocate texture.");
- return false;
- }
+ GLfloat factor_center,
+ XserverRegion reg_tgt, const reg_data_t *pcache_reg,
+ glx_blur_cache_t *pbc) {
+ assert(ps->glx_blur_passes[0].prog);
+ const bool more_passes = ps->glx_blur_passes[1].prog;
+ const bool have_scissors = glIsEnabled(GL_SCISSOR_TEST);
+ const bool have_stencil = glIsEnabled(GL_STENCIL_TEST);
+ bool ret = false;
+
+ // Calculate copy region size
+ glx_blur_cache_t ibc = { .width = 0, .height = 0 };
+ if (!pbc)
+ pbc = &ibc;
int mdx = dx, mdy = dy, mwidth = width, mheight = height;
+#ifdef DEBUG_GLX
+ printf_dbgf("(): %d, %d, %d, %d\n", mdx, mdy, mwidth, mheight);
+#endif
+
+ /*
if (ps->o.resize_damage > 0) {
- int inc_x = min_i(ps->o.resize_damage, XFixedToDouble(ps->o.blur_kern[0]) / 2),
- inc_y = min_i(ps->o.resize_damage, XFixedToDouble(ps->o.blur_kern[1]) / 2);
+ int inc_x = 0, inc_y = 0;
+ for (int i = 0; i < MAX_BLUR_PASS; ++i) {
+ XFixed *kern = ps->o.blur_kerns[i];
+ if (!kern) break;
+ inc_x += XFixedToDouble(kern[0]) / 2;
+ inc_y += XFixedToDouble(kern[1]) / 2;
+ }
+ inc_x = min_i(ps->o.resize_damage, inc_x);
+ inc_y = min_i(ps->o.resize_damage, inc_y);
+
mdx = max_i(dx - inc_x, 0);
mdy = max_i(dy - inc_y, 0);
int mdx2 = min_i(dx + width + inc_x, ps->root_width),
@@ -878,24 +957,57 @@ glx_blur_dst(session_t *ps, int dx, int dy, int width, int height, float z,
mwidth = mdx2 - mdx;
mheight = mdy2 - mdy;
}
+ */
GLenum tex_tgt = GL_TEXTURE_RECTANGLE;
if (ps->glx_has_texture_non_power_of_two)
tex_tgt = GL_TEXTURE_2D;
- glEnable(tex_tgt);
- glBindTexture(tex_tgt, tex_scr);
- glTexParameteri(tex_tgt, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(tex_tgt, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(tex_tgt, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(tex_tgt, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexImage2D(tex_tgt, 0, GL_RGB, mwidth, mheight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
- glCopyTexSubImage2D(tex_tgt, 0, 0, 0, mdx, ps->root_height - mdy - mheight, mwidth, mheight);
+ // Free textures if size inconsistency discovered
+ if (mwidth != pbc->width || mheight != pbc->height)
+ free_glx_bc_resize(ps, pbc);
+
+ // Generate FBO and textures if needed
+ if (!pbc->textures[0])
+ pbc->textures[0] = glx_gen_texture(ps, tex_tgt, mwidth, mheight);
+ GLuint tex_scr = pbc->textures[0];
+ if (more_passes && !pbc->textures[1])
+ pbc->textures[1] = glx_gen_texture(ps, tex_tgt, mwidth, mheight);
+ pbc->width = mwidth;
+ pbc->height = mheight;
+ GLuint tex_scr2 = pbc->textures[1];
+#ifdef CONFIG_VSYNC_OPENGL_FBO
+ if (more_passes && !pbc->fbo)
+ glGenFramebuffers(1, &pbc->fbo);
+ const GLuint fbo = pbc->fbo;
+#endif
-#ifdef DEBUG_GLX
- printf_dbgf("(): %d, %d, %d, %d\n", mdx, ps->root_height - mdy - mheight, mwidth, mheight);
+ if (!tex_scr || (more_passes && !tex_scr2)) {
+ printf_errf("(): Failed to allocate texture.");
+ goto glx_blur_dst_end;
+ }
+#ifdef CONFIG_VSYNC_OPENGL_FBO
+ if (more_passes && !fbo) {
+ printf_errf("(): Failed to allocate framebuffer.");
+ goto glx_blur_dst_end;
+ }
#endif
+ // Read destination pixels into a texture
+ glEnable(tex_tgt);
+ glBindTexture(tex_tgt, tex_scr);
+ glx_copy_region_to_tex(ps, tex_tgt, mdx, mdy, mdx, mdy, mwidth, mheight);
+ /*
+ if (tex_scr2) {
+ glBindTexture(tex_tgt, tex_scr2);
+ glx_copy_region_to_tex(ps, tex_tgt, mdx, mdy, mdx, mdy, mwidth, dx - mdx);
+ glx_copy_region_to_tex(ps, tex_tgt, mdx, mdy, mdx, dy + height,
+ mwidth, mdy + mheight - dy - height);
+ glx_copy_region_to_tex(ps, tex_tgt, mdx, mdy, mdx, dy, dx - mdx, height);
+ glx_copy_region_to_tex(ps, tex_tgt, mdx, mdy, dx + width, dy,
+ mdx + mwidth - dx - width, height);
+ } */
+
// Texture scaling factor
GLfloat texfac_x = 1.0f, texfac_y = 1.0f;
if (GL_TEXTURE_2D == tex_tgt) {
@@ -904,67 +1016,130 @@ glx_blur_dst(session_t *ps, int dx, int dy, int width, int height, float z,
}
// Paint it back
- // Color negation for testing...
- // glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
- // glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
- // glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
+ if (more_passes) {
+ glDisable(GL_STENCIL_TEST);
+ glDisable(GL_SCISSOR_TEST);
+ }
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
-#ifdef CONFIG_VSYNC_OPENGL_GLSL
- glUseProgram(ps->glx_prog_blur);
- if (ps->glx_prog_blur_unifm_offset_x >= 0)
- glUniform1f(ps->glx_prog_blur_unifm_offset_x, texfac_x);
- if (ps->glx_prog_blur_unifm_offset_y >= 0)
- glUniform1f(ps->glx_prog_blur_unifm_offset_y, texfac_y);
- if (ps->glx_prog_blur_unifm_factor_center >= 0)
- glUniform1f(ps->glx_prog_blur_unifm_factor_center, factor_center);
+ bool last_pass = false;
+ for (int i = 0; !last_pass; ++i) {
+ last_pass = !ps->glx_blur_passes[i + 1].prog;
+ assert(i < MAX_BLUR_PASS - 1);
+ const glx_blur_pass_t *ppass = &ps->glx_blur_passes[i];
+ assert(ppass->prog);
+
+ assert(tex_scr);
+ glBindTexture(tex_tgt, tex_scr);
+
+#ifdef CONFIG_VSYNC_OPENGL_FBO
+ if (!last_pass) {
+ static const GLenum DRAWBUFS[2] = { GL_COLOR_ATTACHMENT0 };
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex_scr2, 0);
+ glDrawBuffers(1, DRAWBUFS);
+ if (glCheckFramebufferStatus(GL_FRAMEBUFFER)
+ != GL_FRAMEBUFFER_COMPLETE) {
+ printf_errf("(): Framebuffer attachment failed.");
+ goto glx_blur_dst_end;
+ }
+ }
+ else {
+ static const GLenum DRAWBUFS[2] = { GL_BACK };
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glDrawBuffers(1, DRAWBUFS);
+ if (have_scissors)
+ glEnable(GL_SCISSOR_TEST);
+ if (have_stencil)
+ glEnable(GL_STENCIL_TEST);
+ }
#endif
- {
- P_PAINTREG_START();
+ // Color negation for testing...
+ // glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
+ // glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
+ // glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ glUseProgram(ppass->prog);
+ if (ppass->unifm_offset_x >= 0)
+ glUniform1f(ppass->unifm_offset_x, texfac_x);
+ if (ppass->unifm_offset_y >= 0)
+ glUniform1f(ppass->unifm_offset_y, texfac_y);
+ if (ppass->unifm_factor_center >= 0)
+ glUniform1f(ppass->unifm_factor_center, factor_center);
+
{
- const GLfloat rx = (crect.x - mdx) * texfac_x;
- const GLfloat ry = (mheight - (crect.y - mdy)) * texfac_y;
- const GLfloat rxe = rx + crect.width * texfac_x;
- const GLfloat rye = ry - crect.height * texfac_y;
- const GLfloat rdx = crect.x;
- const GLfloat rdy = ps->root_height - crect.y;
- const GLfloat rdxe = rdx + crect.width;
- const GLfloat rdye = rdy - crect.height;
+ P_PAINTREG_START();
+ {
+ const GLfloat rx = (crect.x - mdx) * texfac_x;
+ const GLfloat ry = (mheight - (crect.y - mdy)) * texfac_y;
+ const GLfloat rxe = rx + crect.width * texfac_x;
+ const GLfloat rye = ry - crect.height * texfac_y;
+ GLfloat rdx = crect.x - mdx;
+ GLfloat rdy = mheight - crect.y + mdy;
+ GLfloat rdxe = rdx + crect.width;
+ GLfloat rdye = rdy - crect.height;
+
+ if (last_pass) {
+ rdx = crect.x;
+ rdy = ps->root_height - crect.y;
+ rdxe = rdx + crect.width;
+ rdye = rdy - crect.height;
+ }
#ifdef DEBUG_GLX
- printf_dbgf("(): %f, %f, %f, %f -> %d, %d, %d, %d\n", rx, ry, rxe, rye, rdx, rdy, rdxe, rdye);
+ printf_dbgf("(): %f, %f, %f, %f -> %f, %f, %f, %f\n", rx, ry, rxe, rye, rdx, rdy, rdxe, rdye);
#endif
- glTexCoord2f(rx, ry);
- glVertex3f(rdx, rdy, z);
+ glTexCoord2f(rx, ry);
+ glVertex3f(rdx, rdy, z);
- glTexCoord2f(rxe, ry);
- glVertex3f(rdxe, rdy, z);
+ glTexCoord2f(rxe, ry);
+ glVertex3f(rdxe, rdy, z);
- glTexCoord2f(rxe, rye);
- glVertex3f(rdxe, rdye, z);
+ glTexCoord2f(rxe, rye);
+ glVertex3f(rdxe, rdye, z);
- glTexCoord2f(rx, rye);
- glVertex3f(rdx, rdye, z);
+ glTexCoord2f(rx, rye);
+ glVertex3f(rdx, rdye, z);
+ }
+ P_PAINTREG_END();
+ }
+
+ glUseProgram(0);
+
+ // Swap tex_scr and tex_scr2
+ {
+ GLuint tmp = tex_scr2;
+ tex_scr2 = tex_scr;
+ tex_scr = tmp;
}
- P_PAINTREG_END();
}
-#ifdef CONFIG_VSYNC_OPENGL_GLSL
- glUseProgram(0);
+ ret = true;
+
+glx_blur_dst_end:
+#ifdef CONFIG_VSYNC_OPENGL_FBO
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glBindTexture(tex_tgt, 0);
- glDeleteTextures(1, &tex_scr);
glDisable(tex_tgt);
+ if (have_scissors)
+ glEnable(GL_SCISSOR_TEST);
+ if (have_stencil)
+ glEnable(GL_STENCIL_TEST);
+
+ if (&ibc == pbc) {
+ free_glx_bc(ps, pbc);
+ }
#ifdef DEBUG_GLX_ERR
glx_check_err(ps);
#endif
- return true;
+ return ret;
}
+#endif
bool
glx_dim_dst(session_t *ps, int dx, int dy, int width, int height, float z,
@@ -1156,7 +1331,7 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
}
#ifdef DEBUG_GLX
- printf_dbgf("(): Rect %d: %f, %f, %f, %f -> %d, %d, %d, %d\n", i, rx, ry, rxe, rye, rdx, rdy, rdxe, rdye);
+ printf_dbgf("(): Rect %d: %f, %f, %f, %f -> %d, %d, %d, %d\n", ri, rx, ry, rxe, rye, rdx, rdy, rdxe, rdye);
#endif
#define P_TEXCOORD(cx, cy) { \
@@ -1318,6 +1493,11 @@ glx_swap_copysubbuffermesa(session_t *ps, XserverRegion reg) {
#ifdef CONFIG_VSYNC_OPENGL_GLSL
GLuint
glx_create_shader(GLenum shader_type, const char *shader_str) {
+#ifdef DEBUG_GLX_GLSL
+ printf("glx_create_shader(): ===\n%s\n===\n", shader_str);
+ fflush(stdout);
+#endif
+
bool success = false;
GLuint shader = glCreateShader(shader_type);
if (!shader) {