239 lines
9.0 KiB
C++
239 lines
9.0 KiB
C++
#include <mbgl/shader/shader.hpp>
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#include <mbgl/platform/gl.hpp>
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#include <mbgl/util/stopwatch.hpp>
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#include <mbgl/platform/log.hpp>
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#include <mbgl/platform/platform.hpp>
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#include <cstring>
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#include <cassert>
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#include <iostream>
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#include <fstream>
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#include <cstdio>
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using namespace mbgl;
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Shader::Shader(const char *name_, const GLchar *vertSource, const GLchar *fragSource)
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: name(name_),
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valid(false),
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program(0) {
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util::stopwatch stopwatch("shader compilation", Event::Shader);
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program = MBGL_CHECK_ERROR(glCreateProgram());
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if (!mbgl::platform::defaultShaderCache().empty()) {
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binaryFileName = mbgl::platform::defaultShaderCache() + name + ".bin";
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}
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// Load binary shader if it exists
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bool skipCompile = false;
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if (!binaryFileName.empty() && (gl::ProgramBinary != nullptr)) {
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try {
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std::ifstream binaryFile(binaryFileName, std::ios::in | std::ios::binary);
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binaryFile.exceptions(std::ifstream::failbit | std::ifstream::badbit | std::ifstream::eofbit);
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GLsizei binaryLength;
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GLenum binaryFormat;
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binaryFile.read(reinterpret_cast<char *>(&binaryLength), sizeof(binaryLength));
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binaryFile.read(reinterpret_cast<char *>(&binaryFormat), sizeof(binaryFormat));
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GLint numBinaryFormats;
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MBGL_CHECK_ERROR(glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &numBinaryFormats));
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std::unique_ptr<GLenum[]> validBinaryFormats = mbgl::util::make_unique<GLenum[]>(numBinaryFormats);
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MBGL_CHECK_ERROR(glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, reinterpret_cast<GLint *>(validBinaryFormats.get())));
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bool validBinaryFormat = false;
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for (GLint i = 0; i < numBinaryFormats; i++) {
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if (validBinaryFormats[i] == binaryFormat) {
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validBinaryFormat = true;
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}
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}
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if (!validBinaryFormat) {
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throw std::runtime_error("Trying load program binary with an invalid binaryFormat!");
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}
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if (binaryLength == 0) {
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throw std::runtime_error("Trying load program binary with a zero length binary!");
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}
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std::unique_ptr<char[]> binary = mbgl::util::make_unique<char[]>(binaryLength);
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binaryFile.read(binary.get(), binaryLength);
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MBGL_CHECK_ERROR(gl::ProgramBinary(program, binaryFormat, binary.get(), binaryLength));
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// Check if the binary was valid
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GLint status;
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MBGL_CHECK_ERROR(glGetProgramiv(program, GL_LINK_STATUS, &status));
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if (status == GL_TRUE) {
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skipCompile = true;
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}
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} catch(const std::exception& e) {
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Log::Error(Event::Shader, "Loading binary shader failed!");
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// Delete the bad file
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std::remove(binaryFileName.c_str());
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}
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}
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GLuint vertShader = 0;
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GLuint fragShader = 0;
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if (!skipCompile) {
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if (!compileShader(&vertShader, GL_VERTEX_SHADER, vertSource)) {
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Log::Error(Event::Shader, "Vertex shader %s failed to compile: %s", name, vertSource);
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MBGL_CHECK_ERROR(glDeleteProgram(program));
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program = 0;
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return;
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}
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if (!compileShader(&fragShader, GL_FRAGMENT_SHADER, fragSource)) {
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Log::Error(Event::Shader, "Fragment shader %s failed to compile: %s", name, fragSource);
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MBGL_CHECK_ERROR(glDeleteShader(vertShader));
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vertShader = 0;
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MBGL_CHECK_ERROR(glDeleteProgram(program));
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program = 0;
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return;
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}
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// Attach shaders
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MBGL_CHECK_ERROR(glAttachShader(program, vertShader));
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MBGL_CHECK_ERROR(glAttachShader(program, fragShader));
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{
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if (!binaryFileName.empty() && (gl::ProgramParameteri != nullptr)) {
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MBGL_CHECK_ERROR(gl::ProgramParameteri(program, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE));
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}
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// Link program
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GLint status;
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MBGL_CHECK_ERROR(glLinkProgram(program));
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MBGL_CHECK_ERROR(glGetProgramiv(program, GL_LINK_STATUS, &status));
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if (status == 0) {
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GLint logLength;
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MBGL_CHECK_ERROR(glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength));
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if (logLength > 0) {
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std::unique_ptr<GLchar[]> log = mbgl::util::make_unique<GLchar[]>(logLength);
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MBGL_CHECK_ERROR(glGetProgramInfoLog(program, logLength, &logLength, log.get()));
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Log::Error(Event::Shader, "Program failed to link: %s", log.get());
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}
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MBGL_CHECK_ERROR(glDeleteShader(vertShader));
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vertShader = 0;
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MBGL_CHECK_ERROR(glDeleteShader(fragShader));
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fragShader = 0;
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MBGL_CHECK_ERROR(glDeleteProgram(program));
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program = 0;
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return;
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}
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}
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}
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{
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// Validate program
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GLint status;
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MBGL_CHECK_ERROR(glValidateProgram(program));
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MBGL_CHECK_ERROR(glGetProgramiv(program, GL_VALIDATE_STATUS, &status));
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if (status == 0) {
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GLint logLength;
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MBGL_CHECK_ERROR(glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength));
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if (logLength > 0) {
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std::unique_ptr<GLchar[]> log = mbgl::util::make_unique<GLchar[]>(logLength);
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MBGL_CHECK_ERROR(glGetProgramInfoLog(program, logLength, &logLength, log.get()));
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Log::Error(Event::Shader, "Program failed to validate: %s", log.get());
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}
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MBGL_CHECK_ERROR(glDeleteShader(vertShader));
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vertShader = 0;
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MBGL_CHECK_ERROR(glDeleteShader(fragShader));
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fragShader = 0;
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MBGL_CHECK_ERROR(glDeleteProgram(program));
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program = 0;
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}
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}
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if (!skipCompile) {
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// Remove the compiled shaders; they are now part of the program.
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MBGL_CHECK_ERROR(glDetachShader(program, vertShader));
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MBGL_CHECK_ERROR(glDeleteShader(vertShader));
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MBGL_CHECK_ERROR(glDetachShader(program, fragShader));
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MBGL_CHECK_ERROR(glDeleteShader(fragShader));
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}
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valid = true;
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}
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bool Shader::compileShader(GLuint *shader, GLenum type, const GLchar *source) {
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GLint status;
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*shader = MBGL_CHECK_ERROR(glCreateShader(type));
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const GLchar *strings[] = { source };
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const GLsizei lengths[] = { static_cast<GLsizei>(std::strlen(source)) };
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MBGL_CHECK_ERROR(glShaderSource(*shader, 1, strings, lengths));
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MBGL_CHECK_ERROR(glCompileShader(*shader));
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MBGL_CHECK_ERROR(glGetShaderiv(*shader, GL_COMPILE_STATUS, &status));
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if (status == 0) {
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GLint logLength;
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MBGL_CHECK_ERROR(glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength));
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if (logLength > 0) {
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std::unique_ptr<GLchar[]> log = mbgl::util::make_unique<GLchar[]>(logLength);
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MBGL_CHECK_ERROR(glGetShaderInfoLog(*shader, logLength, &logLength, log.get()));
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Log::Error(Event::Shader, "Shader failed to compile: %s", log.get());
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}
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MBGL_CHECK_ERROR(glDeleteShader(*shader));
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*shader = 0;
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return false;
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}
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MBGL_CHECK_ERROR(glGetShaderiv(*shader, GL_COMPILE_STATUS, &status));
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if (status == GL_FALSE) {
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Log::Error(Event::Shader, "Shader %s failed to compile.", name, type);
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MBGL_CHECK_ERROR(glDeleteShader(*shader));
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*shader = 0;
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return false;
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}
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return true;
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}
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Shader::~Shader() {
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if (!binaryFileName.empty() && (gl::GetProgramBinary != nullptr)) {
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// Retrieve the program binary
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GLsizei binaryLength;
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GLenum binaryFormat;
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MBGL_CHECK_ERROR(glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &binaryLength));
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if (binaryLength > 0) {
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std::unique_ptr<char[]> binary = mbgl::util::make_unique<char[]>(binaryLength);
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MBGL_CHECK_ERROR(gl::GetProgramBinary(program, binaryLength, nullptr, &binaryFormat, binary.get()));
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Log::Error(Event::OpenGL, "glGetProgramBinary(%u, %u, nullptr, %u, %u)", program, binaryLength, binaryFormat, binary.get());
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try {
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// Write the binary to a file
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std::ofstream binaryFile(binaryFileName, std::ios::out | std::ios::trunc | std::ios::binary);
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binaryFile.exceptions(std::ofstream::failbit | std::ofstream::badbit | std::ofstream::eofbit);
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binaryFile.write(reinterpret_cast<char *>(&binaryLength), sizeof(binaryLength));
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binaryFile.write(reinterpret_cast<char *>(&binaryFormat), sizeof(binaryFormat));
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binaryFile.write(binary.get(), binaryLength);
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} catch(const std::exception& e) {
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Log::Error(Event::Shader, "Saving binary shader failed!");
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// Delete the bad file
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std::remove(binaryFileName.c_str());
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}
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}
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}
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if (program) {
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MBGL_CHECK_ERROR(glDeleteProgram(program));
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program = 0;
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valid = false;
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}
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}
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