2 * shaders implementation
4 * Copyright 2002-2003 Jason Edmeades
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006 Ivan Gyurdiev
9 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
35 #define GLINFO_LOCATION ((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info
37 /* This table is not order or position dependent. */
38 const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[] =
41 {WINED3DSIO_NOP, 0, 0, WINED3DSIH_NOP, 0, 0 },
42 {WINED3DSIO_MOV, 1, 2, WINED3DSIH_MOV, 0, 0 },
43 {WINED3DSIO_MOVA, 1, 2, WINED3DSIH_MOVA, WINED3DVS_VERSION(2,0), -1 },
44 {WINED3DSIO_ADD, 1, 3, WINED3DSIH_ADD, 0, 0 },
45 {WINED3DSIO_SUB, 1, 3, WINED3DSIH_SUB, 0, 0 },
46 {WINED3DSIO_MAD, 1, 4, WINED3DSIH_MAD, 0, 0 },
47 {WINED3DSIO_MUL, 1, 3, WINED3DSIH_MUL, 0, 0 },
48 {WINED3DSIO_RCP, 1, 2, WINED3DSIH_RCP, 0, 0 },
49 {WINED3DSIO_RSQ, 1, 2, WINED3DSIH_RSQ, 0, 0 },
50 {WINED3DSIO_DP3, 1, 3, WINED3DSIH_DP3, 0, 0 },
51 {WINED3DSIO_DP4, 1, 3, WINED3DSIH_DP4, 0, 0 },
52 {WINED3DSIO_MIN, 1, 3, WINED3DSIH_MIN, 0, 0 },
53 {WINED3DSIO_MAX, 1, 3, WINED3DSIH_MAX, 0, 0 },
54 {WINED3DSIO_SLT, 1, 3, WINED3DSIH_SLT, 0, 0 },
55 {WINED3DSIO_SGE, 1, 3, WINED3DSIH_SGE, 0, 0 },
56 {WINED3DSIO_ABS, 1, 2, WINED3DSIH_ABS, 0, 0 },
57 {WINED3DSIO_EXP, 1, 2, WINED3DSIH_EXP, 0, 0 },
58 {WINED3DSIO_LOG, 1, 2, WINED3DSIH_LOG, 0, 0 },
59 {WINED3DSIO_EXPP, 1, 2, WINED3DSIH_EXPP, 0, 0 },
60 {WINED3DSIO_LOGP, 1, 2, WINED3DSIH_LOGP, 0, 0 },
61 {WINED3DSIO_LIT, 1, 2, WINED3DSIH_LIT, 0, 0 },
62 {WINED3DSIO_DST, 1, 3, WINED3DSIH_DST, 0, 0 },
63 {WINED3DSIO_LRP, 1, 4, WINED3DSIH_LRP, 0, 0 },
64 {WINED3DSIO_FRC, 1, 2, WINED3DSIH_FRC, 0, 0 },
65 {WINED3DSIO_POW, 1, 3, WINED3DSIH_POW, 0, 0 },
66 {WINED3DSIO_CRS, 1, 3, WINED3DSIH_CRS, 0, 0 },
67 {WINED3DSIO_SGN, 1, 2, WINED3DSIH_SGN, 0, 0 },
68 {WINED3DSIO_NRM, 1, 2, WINED3DSIH_NRM, 0, 0 },
69 {WINED3DSIO_SINCOS, 1, 4, WINED3DSIH_SINCOS, WINED3DVS_VERSION(2,0), WINED3DVS_VERSION(2,1)},
70 {WINED3DSIO_SINCOS, 1, 2, WINED3DSIH_SINCOS, WINED3DVS_VERSION(3,0), -1 },
72 {WINED3DSIO_M4x4, 1, 3, WINED3DSIH_M4x4, 0, 0 },
73 {WINED3DSIO_M4x3, 1, 3, WINED3DSIH_M4x3, 0, 0 },
74 {WINED3DSIO_M3x4, 1, 3, WINED3DSIH_M3x4, 0, 0 },
75 {WINED3DSIO_M3x3, 1, 3, WINED3DSIH_M3x3, 0, 0 },
76 {WINED3DSIO_M3x2, 1, 3, WINED3DSIH_M3x2, 0, 0 },
77 /* Declare registers */
78 {WINED3DSIO_DCL, 0, 2, WINED3DSIH_DCL, 0, 0 },
79 /* Constant definitions */
80 {WINED3DSIO_DEF, 1, 5, WINED3DSIH_DEF, 0, 0 },
81 {WINED3DSIO_DEFB, 1, 2, WINED3DSIH_DEFB, 0, 0 },
82 {WINED3DSIO_DEFI, 1, 5, WINED3DSIH_DEFI, 0, 0 },
84 {WINED3DSIO_REP, 0, 1, WINED3DSIH_REP, WINED3DVS_VERSION(2,0), -1 },
85 {WINED3DSIO_ENDREP, 0, 0, WINED3DSIH_ENDREP, WINED3DVS_VERSION(2,0), -1 },
86 {WINED3DSIO_IF, 0, 1, WINED3DSIH_IF, WINED3DVS_VERSION(2,0), -1 },
87 {WINED3DSIO_IFC, 0, 2, WINED3DSIH_IFC, WINED3DVS_VERSION(2,1), -1 },
88 {WINED3DSIO_ELSE, 0, 0, WINED3DSIH_ELSE, WINED3DVS_VERSION(2,0), -1 },
89 {WINED3DSIO_ENDIF, 0, 0, WINED3DSIH_ENDIF, WINED3DVS_VERSION(2,0), -1 },
90 {WINED3DSIO_BREAK, 0, 0, WINED3DSIH_BREAK, WINED3DVS_VERSION(2,1), -1 },
91 {WINED3DSIO_BREAKC, 0, 2, WINED3DSIH_BREAKC, WINED3DVS_VERSION(2,1), -1 },
92 {WINED3DSIO_BREAKP, 0, 1, WINED3DSIH_BREAKP, 0, 0 },
93 {WINED3DSIO_CALL, 0, 1, WINED3DSIH_CALL, WINED3DVS_VERSION(2,0), -1 },
94 {WINED3DSIO_CALLNZ, 0, 2, WINED3DSIH_CALLNZ, WINED3DVS_VERSION(2,0), -1 },
95 {WINED3DSIO_LOOP, 0, 2, WINED3DSIH_LOOP, WINED3DVS_VERSION(2,0), -1 },
96 {WINED3DSIO_RET, 0, 0, WINED3DSIH_RET, WINED3DVS_VERSION(2,0), -1 },
97 {WINED3DSIO_ENDLOOP, 0, 0, WINED3DSIH_ENDLOOP, WINED3DVS_VERSION(2,0), -1 },
98 {WINED3DSIO_LABEL, 0, 1, WINED3DSIH_LABEL, WINED3DVS_VERSION(2,0), -1 },
100 {WINED3DSIO_SETP, 1, 3, WINED3DSIH_SETP, 0, 0 },
101 {WINED3DSIO_TEXLDL, 1, 3, WINED3DSIH_TEXLDL, WINED3DVS_VERSION(3,0), -1 },
102 {0, 0, 0, WINED3DSIH_TABLE_SIZE, 0, 0 },
105 static void vshader_set_limits(
106 IWineD3DVertexShaderImpl *This) {
108 This->baseShader.limits.texcoord = 0;
109 This->baseShader.limits.attributes = 16;
110 This->baseShader.limits.packed_input = 0;
112 switch (This->baseShader.reg_maps.shader_version)
114 case WINED3DVS_VERSION(1,0):
115 case WINED3DVS_VERSION(1,1):
116 This->baseShader.limits.temporary = 12;
117 This->baseShader.limits.constant_bool = 0;
118 This->baseShader.limits.constant_int = 0;
119 This->baseShader.limits.address = 1;
120 This->baseShader.limits.packed_output = 0;
121 This->baseShader.limits.sampler = 0;
122 This->baseShader.limits.label = 0;
123 /* TODO: vs_1_1 has a minimum of 96 constants. What happens if a vs_1_1 shader is used
124 * on a vs_3_0 capable card that has 256 constants?
126 This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
129 case WINED3DVS_VERSION(2,0):
130 case WINED3DVS_VERSION(2,1):
131 This->baseShader.limits.temporary = 12;
132 This->baseShader.limits.constant_bool = 16;
133 This->baseShader.limits.constant_int = 16;
134 This->baseShader.limits.address = 1;
135 This->baseShader.limits.packed_output = 0;
136 This->baseShader.limits.sampler = 0;
137 This->baseShader.limits.label = 16;
138 This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
141 case WINED3DVS_VERSION(3,0):
142 This->baseShader.limits.temporary = 32;
143 This->baseShader.limits.constant_bool = 32;
144 This->baseShader.limits.constant_int = 32;
145 This->baseShader.limits.address = 1;
146 This->baseShader.limits.packed_output = 12;
147 This->baseShader.limits.sampler = 4;
148 This->baseShader.limits.label = 16; /* FIXME: 2048 */
149 /* DX10 cards on Windows advertise a d3d9 constant limit of 256 even though they are capable
150 * of supporting much more(GL drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
151 * wined3d-advertised maximum. Clamp the constant limit for <= 3.0 shaders to 256.s
152 * use constant buffers
154 This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
157 default: This->baseShader.limits.temporary = 12;
158 This->baseShader.limits.constant_bool = 16;
159 This->baseShader.limits.constant_int = 16;
160 This->baseShader.limits.address = 1;
161 This->baseShader.limits.packed_output = 0;
162 This->baseShader.limits.sampler = 0;
163 This->baseShader.limits.label = 16;
164 This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
165 FIXME("Unrecognized vertex shader version %#x\n",
166 This->baseShader.reg_maps.shader_version);
170 /* This is an internal function,
171 * used to create fake semantics for shaders
172 * that don't have them - d3d8 shaders where the declaration
173 * stores the register for each input
175 static void vshader_set_input(
176 IWineD3DVertexShaderImpl* This,
178 BYTE usage, BYTE usage_idx) {
180 This->semantics_in[regnum].usage = usage;
181 This->semantics_in[regnum].usage_idx = usage_idx;
182 This->semantics_in[regnum].reg.register_type = WINED3DSPR_INPUT;
183 This->semantics_in[regnum].reg.register_idx = regnum;
184 This->semantics_in[regnum].reg.write_mask = WINED3DSP_WRITEMASK_ALL;
185 This->semantics_in[regnum].reg.modifiers = 0;
186 This->semantics_in[regnum].reg.shift = 0;
187 This->semantics_in[regnum].reg.rel_addr = NULL;
190 static BOOL match_usage(BYTE usage1, BYTE usage_idx1, BYTE usage2, BYTE usage_idx2) {
191 if (usage_idx1 != usage_idx2) return FALSE;
192 if (usage1 == usage2) return TRUE;
193 if (usage1 == WINED3DDECLUSAGE_POSITION && usage2 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
194 if (usage2 == WINED3DDECLUSAGE_POSITION && usage1 == WINED3DDECLUSAGE_POSITIONT) return TRUE;
199 BOOL vshader_get_input(
200 IWineD3DVertexShader* iface,
201 BYTE usage_req, BYTE usage_idx_req,
202 unsigned int* regnum) {
204 IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) iface;
207 for (i = 0; i < MAX_ATTRIBS; i++) {
208 if (!This->baseShader.reg_maps.attributes[i]) continue;
210 if (match_usage(This->semantics_in[i].usage,
211 This->semantics_in[i].usage_idx, usage_req, usage_idx_req))
220 /* *******************************************
221 IWineD3DVertexShader IUnknown parts follow
222 ******************************************* */
223 static HRESULT WINAPI IWineD3DVertexShaderImpl_QueryInterface(IWineD3DVertexShader *iface, REFIID riid, LPVOID *ppobj) {
224 TRACE("iface %p, riid %s, ppobj %p\n", iface, debugstr_guid(riid), ppobj);
226 if (IsEqualGUID(riid, &IID_IWineD3DVertexShader)
227 || IsEqualGUID(riid, &IID_IWineD3DBaseShader)
228 || IsEqualGUID(riid, &IID_IWineD3DBase)
229 || IsEqualGUID(riid, &IID_IUnknown))
231 IUnknown_AddRef(iface);
236 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
239 return E_NOINTERFACE;
242 static ULONG WINAPI IWineD3DVertexShaderImpl_AddRef(IWineD3DVertexShader *iface) {
243 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
244 ULONG refcount = InterlockedIncrement(&This->baseShader.ref);
246 TRACE("%p increasing refcount to %u\n", This, refcount);
251 static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface) {
252 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
253 ULONG refcount = InterlockedDecrement(&This->baseShader.ref);
255 TRACE("%p decreasing refcount to %u\n", This, refcount);
259 shader_cleanup((IWineD3DBaseShader *)iface);
260 HeapFree(GetProcessHeap(), 0, This);
266 /* *******************************************
267 IWineD3DVertexShader IWineD3DVertexShader parts follow
268 ******************************************* */
270 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){
271 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
273 *parent = This->parent;
274 IUnknown_AddRef(*parent);
275 TRACE("(%p) : returning %p\n", This, *parent);
279 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetDevice(IWineD3DVertexShader* iface, IWineD3DDevice **pDevice){
280 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
281 IWineD3DDevice_AddRef(This->baseShader.device);
282 *pDevice = This->baseShader.device;
283 TRACE("(%p) returning %p\n", This, *pDevice);
287 static HRESULT WINAPI IWineD3DVertexShaderImpl_GetFunction(IWineD3DVertexShader* impl, VOID* pData, UINT* pSizeOfData) {
288 IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)impl;
289 TRACE("(%p) : pData(%p), pSizeOfData(%p)\n", This, pData, pSizeOfData);
292 *pSizeOfData = This->baseShader.functionLength;
295 if (*pSizeOfData < This->baseShader.functionLength) {
296 /* MSDN claims (for d3d8 at least) that if *pSizeOfData is smaller
297 * than the required size we should write the required size and
298 * return D3DERR_MOREDATA. That's not actually true. */
299 return WINED3DERR_INVALIDCALL;
302 TRACE("(%p) : GetFunction copying to %p\n", This, pData);
303 memcpy(pData, This->baseShader.function, This->baseShader.functionLength);
308 /* Note that for vertex shaders CompileShader isn't called until the
309 * shader is first used. The reason for this is that we need the vertex
310 * declaration the shader will be used with in order to determine if
311 * the data in a register is of type D3DCOLOR, and needs swizzling. */
312 static HRESULT WINAPI IWineD3DVertexShaderImpl_SetFunction(IWineD3DVertexShader *iface, CONST DWORD *pFunction) {
314 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
315 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
317 shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
319 TRACE("(%p) : pFunction %p\n", iface, pFunction);
321 /* First pass: trace shader */
322 if (TRACE_ON(d3d_shader)) shader_trace_init(pFunction, This->baseShader.shader_ins);
324 /* Initialize immediate constant lists */
325 list_init(&This->baseShader.constantsF);
326 list_init(&This->baseShader.constantsB);
327 list_init(&This->baseShader.constantsI);
329 /* Second pass: figure out registers used, semantics, etc.. */
330 This->min_rel_offset = GL_LIMITS(vshader_constantsF);
331 This->max_rel_offset = 0;
332 hr = shader_get_registers_used((IWineD3DBaseShader*) This, reg_maps,
333 This->semantics_in, This->semantics_out, pFunction);
334 if (hr != WINED3D_OK) return hr;
336 vshader_set_limits(This);
338 This->baseShader.shader_mode = deviceImpl->vs_selected_mode;
340 if(deviceImpl->vs_selected_mode == SHADER_ARB &&
341 (GLINFO_LOCATION).arb_vs_offset_limit &&
342 This->min_rel_offset <= This->max_rel_offset) {
344 if(This->max_rel_offset - This->min_rel_offset > 127) {
345 FIXME("The difference between the minimum and maximum relative offset is > 127\n");
346 FIXME("Which this OpenGL implementation does not support. Try using GLSL\n");
347 FIXME("Min: %d, Max: %d\n", This->min_rel_offset, This->max_rel_offset);
348 } else if(This->max_rel_offset - This->min_rel_offset > 63) {
349 This->rel_offset = This->min_rel_offset + 63;
350 } else if(This->max_rel_offset > 63) {
351 This->rel_offset = This->min_rel_offset;
353 This->rel_offset = 0;
356 This->baseShader.load_local_constsF = This->baseShader.reg_maps.usesrelconstF && !list_empty(&This->baseShader.constantsF);
358 /* copy the function ... because it will certainly be released by application */
359 This->baseShader.function = HeapAlloc(GetProcessHeap(), 0, This->baseShader.functionLength);
360 if (!This->baseShader.function) return E_OUTOFMEMORY;
361 memcpy(This->baseShader.function, pFunction, This->baseShader.functionLength);
366 /* Preload semantics for d3d8 shaders */
367 static void WINAPI IWineD3DVertexShaderImpl_FakeSemantics(IWineD3DVertexShader *iface, IWineD3DVertexDeclaration *vertex_declaration) {
368 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
369 IWineD3DVertexDeclarationImpl* vdecl = (IWineD3DVertexDeclarationImpl*)vertex_declaration;
372 for (i = 0; i < vdecl->element_count; ++i)
374 const struct wined3d_vertex_declaration_element *e = &vdecl->elements[i];
375 vshader_set_input(This, e->output_slot, e->usage, e->usage_idx);
379 /* Set local constants for d3d8 shaders */
380 static HRESULT WINAPI IWIneD3DVertexShaderImpl_SetLocalConstantsF(IWineD3DVertexShader *iface,
381 UINT start_idx, const float *src_data, UINT count) {
382 IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
385 TRACE("(%p) : start_idx %u, src_data %p, count %u\n", This, start_idx, src_data, count);
387 end_idx = start_idx + count;
388 if (end_idx > GL_LIMITS(vshader_constantsF)) {
389 WARN("end_idx %u > float constants limit %u\n", end_idx, GL_LIMITS(vshader_constantsF));
390 end_idx = GL_LIMITS(vshader_constantsF);
393 for (i = start_idx; i < end_idx; ++i) {
394 local_constant* lconst = HeapAlloc(GetProcessHeap(), 0, sizeof(local_constant));
395 if (!lconst) return E_OUTOFMEMORY;
398 memcpy(lconst->value, src_data + (i - start_idx) * 4 /* 4 components */, 4 * sizeof(float));
399 list_add_head(&This->baseShader.constantsF, &lconst->entry);
405 static GLuint vertexshader_compile(IWineD3DVertexShaderImpl *This, const struct vs_compile_args *args) {
406 IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
407 SHADER_BUFFER buffer;
410 /* Generate the HW shader */
411 TRACE("(%p) : Generating hardware program\n", This);
412 shader_buffer_init(&buffer);
413 This->cur_args = args;
414 ret = deviceImpl->shader_backend->shader_generate_vshader((IWineD3DVertexShader *)This, &buffer, args);
415 This->cur_args = NULL;
416 shader_buffer_free(&buffer);
421 const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl =
423 /*** IUnknown methods ***/
424 IWineD3DVertexShaderImpl_QueryInterface,
425 IWineD3DVertexShaderImpl_AddRef,
426 IWineD3DVertexShaderImpl_Release,
427 /*** IWineD3DBase methods ***/
428 IWineD3DVertexShaderImpl_GetParent,
429 /*** IWineD3DBaseShader methods ***/
430 IWineD3DVertexShaderImpl_SetFunction,
431 /*** IWineD3DVertexShader methods ***/
432 IWineD3DVertexShaderImpl_GetDevice,
433 IWineD3DVertexShaderImpl_GetFunction,
434 IWineD3DVertexShaderImpl_FakeSemantics,
435 IWIneD3DVertexShaderImpl_SetLocalConstantsF
438 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args) {
439 args->fog_src = stateblock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE ? VS_FOG_COORD : VS_FOG_Z;
440 args->swizzle_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.swizzle_map;
443 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
444 const DWORD use_map) {
445 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
446 return stored->fog_src == new->fog_src;
449 GLuint find_gl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args)
452 DWORD new_size = shader->shader_array_size;
453 struct vs_compiled_shader *new_array;
454 DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
456 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
457 * so a linear search is more performant than a hashmap or a binary search
458 * (cache coherency etc)
460 for(i = 0; i < shader->num_gl_shaders; i++) {
461 if(vs_args_equal(&shader->gl_shaders[i].args, args, use_map)) {
462 return shader->gl_shaders[i].prgId;
466 TRACE("No matching GL shader found, compiling a new shader\n");
468 if(shader->shader_array_size == shader->num_gl_shaders) {
469 if (shader->num_gl_shaders)
471 new_size = shader->shader_array_size + max(1, shader->shader_array_size / 2);
472 new_array = HeapReAlloc(GetProcessHeap(), 0, shader->gl_shaders,
473 new_size * sizeof(*shader->gl_shaders));
475 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders));
480 ERR("Out of memory\n");
483 shader->gl_shaders = new_array;
484 shader->shader_array_size = new_size;
487 shader->gl_shaders[shader->num_gl_shaders].args = *args;
488 shader->gl_shaders[shader->num_gl_shaders].prgId = vertexshader_compile(shader, args);
489 return shader->gl_shaders[shader->num_gl_shaders++].prgId;