Files
MapLibreParticleLab/src/mbgl/shader/shader.cpp
2015-05-26 17:57:38 +02:00

145 lines
5.1 KiB
C++

#include <mbgl/shader/shader.hpp>
#include <mbgl/platform/gl.hpp>
#include <mbgl/util/stopwatch.hpp>
#include <mbgl/util/exception.hpp>
#include <mbgl/platform/log.hpp>
#include <mbgl/platform/platform.hpp>
#include <cstring>
#include <cassert>
#include <iostream>
#include <fstream>
#include <cstdio>
using namespace mbgl;
Shader::Shader(const char *name_, const GLchar *vertSource, const GLchar *fragSource)
: name(name_),
program(0) {
util::stopwatch stopwatch("shader compilation", Event::Shader);
program = MBGL_CHECK_ERROR(glCreateProgram());
GLuint vertShader = 0;
GLuint fragShader = 0;
if (!compileShader(&vertShader, GL_VERTEX_SHADER, vertSource)) {
Log::Error(Event::Shader, "Vertex shader %s failed to compile: %s", name, vertSource);
MBGL_CHECK_ERROR(glDeleteProgram(program));
program = 0;
throw util::ShaderException(std::string { "Vertex shader " } + name + " failed to compile");
}
if (!compileShader(&fragShader, GL_FRAGMENT_SHADER, fragSource)) {
Log::Error(Event::Shader, "Fragment shader %s failed to compile: %s", name, fragSource);
MBGL_CHECK_ERROR(glDeleteShader(vertShader));
vertShader = 0;
MBGL_CHECK_ERROR(glDeleteProgram(program));
program = 0;
throw util::ShaderException(std::string { "Fragment shader " } + name + " failed to compile");
}
// Attach shaders
MBGL_CHECK_ERROR(glAttachShader(program, vertShader));
MBGL_CHECK_ERROR(glAttachShader(program, fragShader));
{
// Link program
GLint status;
MBGL_CHECK_ERROR(glLinkProgram(program));
MBGL_CHECK_ERROR(glGetProgramiv(program, GL_LINK_STATUS, &status));
if (status == 0) {
GLint logLength;
MBGL_CHECK_ERROR(glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength));
const auto log = std::make_unique<GLchar[]>(logLength);
if (logLength > 0) {
MBGL_CHECK_ERROR(glGetProgramInfoLog(program, logLength, &logLength, log.get()));
Log::Error(Event::Shader, "Program failed to link: %s", log.get());
}
MBGL_CHECK_ERROR(glDeleteShader(vertShader));
vertShader = 0;
MBGL_CHECK_ERROR(glDeleteShader(fragShader));
fragShader = 0;
MBGL_CHECK_ERROR(glDeleteProgram(program));
program = 0;
throw util::ShaderException(std::string { "Program " } + name + " failed to link: " + log.get());
}
}
{
// Validate program
GLint status;
MBGL_CHECK_ERROR(glValidateProgram(program));
MBGL_CHECK_ERROR(glGetProgramiv(program, GL_VALIDATE_STATUS, &status));
if (status == 0) {
GLint logLength;
MBGL_CHECK_ERROR(glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength));
const auto log = std::make_unique<GLchar[]>(logLength);
if (logLength > 0) {
MBGL_CHECK_ERROR(glGetProgramInfoLog(program, logLength, &logLength, log.get()));
Log::Error(Event::Shader, "Program failed to validate: %s", log.get());
}
MBGL_CHECK_ERROR(glDeleteShader(vertShader));
vertShader = 0;
MBGL_CHECK_ERROR(glDeleteShader(fragShader));
fragShader = 0;
MBGL_CHECK_ERROR(glDeleteProgram(program));
program = 0;
throw util::ShaderException(std::string { "Program " } + name + " failed to link: " + log.get());
}
}
// Remove the compiled shaders; they are now part of the program.
MBGL_CHECK_ERROR(glDetachShader(program, vertShader));
MBGL_CHECK_ERROR(glDeleteShader(vertShader));
MBGL_CHECK_ERROR(glDetachShader(program, fragShader));
MBGL_CHECK_ERROR(glDeleteShader(fragShader));
}
bool Shader::compileShader(GLuint *shader, GLenum type, const GLchar *source) {
GLint status;
*shader = MBGL_CHECK_ERROR(glCreateShader(type));
const GLchar *strings[] = { source };
const GLsizei lengths[] = { static_cast<GLsizei>(std::strlen(source)) };
MBGL_CHECK_ERROR(glShaderSource(*shader, 1, strings, lengths));
MBGL_CHECK_ERROR(glCompileShader(*shader));
MBGL_CHECK_ERROR(glGetShaderiv(*shader, GL_COMPILE_STATUS, &status));
if (status == 0) {
GLint logLength;
MBGL_CHECK_ERROR(glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength));
if (logLength > 0) {
const auto log = std::make_unique<GLchar[]>(logLength);
MBGL_CHECK_ERROR(glGetShaderInfoLog(*shader, logLength, &logLength, log.get()));
Log::Error(Event::Shader, "Shader failed to compile: %s", log.get());
}
MBGL_CHECK_ERROR(glDeleteShader(*shader));
*shader = 0;
return false;
}
MBGL_CHECK_ERROR(glGetShaderiv(*shader, GL_COMPILE_STATUS, &status));
if (status == GL_FALSE) {
Log::Error(Event::Shader, "Shader %s failed to compile.", name);
MBGL_CHECK_ERROR(glDeleteShader(*shader));
*shader = 0;
return false;
}
return true;
}
Shader::~Shader() {
if (program) {
MBGL_CHECK_ERROR(glDeleteProgram(program));
program = 0;
}
}