-
Notifications
You must be signed in to change notification settings - Fork 9
/
Copy pathshader.cpp
109 lines (89 loc) · 2.89 KB
/
shader.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
/*
* Copyright 2013 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "platform.h"
#include <EGL/egl.h>
#include <GLES2/gl2.h>
#include "shader.h"
#include <stdlib.h>
#include <stdio.h>
#define DEBUG (1)
bool shader::CompileShader(GLuint *shader, const GLenum type,
const GLchar *source, const int32_t iSize) {
if (source == NULL || iSize <= 0) return false;
*shader = glCreateShader(type);
glShaderSource(*shader, 1, &source, &iSize); // Not specifying 3rd parameter
// (size) could be troublesome..
glCompileShader(*shader);
#if defined(DEBUG)
GLint logLength;
glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetShaderInfoLog(*shader, logLength, &logLength, log);
PRINT("Shader compile log:\n%s", log);
free(log);
}
#endif
GLint status;
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
if (status == 0) {
PRINT("compile failure\n");
glDeleteShader(*shader);
return false;
}
return true;
}
bool shader::CompileShader(GLuint *shader, const GLenum type,
std::vector<uint8_t> &data) {
if (!data.size()) return false;
const GLchar *source = (GLchar *)&data[0];
int32_t iSize = data.size();
return shader::CompileShader(shader, type, source, iSize);
}
bool shader::LinkProgram(const GLuint prog) {
GLint status;
glLinkProgram(prog);
#if defined(DEBUG)
GLint logLength;
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetProgramInfoLog(prog, logLength, &logLength, log);
PRINT("Program link log:\n%s", log);
free(log);
}
#endif
glGetProgramiv(prog, GL_LINK_STATUS, &status);
if (status == 0) {
PRINT("Program link failed\n");
return false;
}
return true;
}
bool shader::ValidateProgram(const GLuint prog) {
GLint logLength, status;
glValidateProgram(prog);
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetProgramInfoLog(prog, logLength, &logLength, log);
PRINT("Program validate log:\n%s", log);
free(log);
}
glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
if (status == 0) return false;
return true;
}