Files
workinf_Blender_Wasm/blender-5.2.0/extern/opensubdiv-source/examples/common/glShaderCache.cpp
2026-08-12 04:47:48 -04:00

92 lines
2.3 KiB
C++

//
// Copyright 2015 Pixar
//
// Licensed under the terms set forth in the LICENSE.txt file available at
// https://opensubdiv.org/license.
//
#include "glLoader.h"
#include "glShaderCache.h"
#include "glUtils.h"
#include <vector>
#include <opensubdiv/far/error.h>
GLDrawConfig::GLDrawConfig(const std::string &version)
: _version(version), _numShaders(0) {
_program = glCreateProgram();
}
GLDrawConfig::~GLDrawConfig() {
if (_program)
glDeleteProgram(_program);
}
bool
GLDrawConfig::CompileAndAttachShader(GLenum shaderType,
const std::string &source) {
GLuint shader = glCreateShader(shaderType);
#if 0
const char *sources[2];
sources[0] = _version.c_str();
sources[1] = source.c_str();
#endif
std::string sources = _version + source;
const char *src = sources.c_str();
glShaderSource(shader, 1, &src, NULL);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLint infoLogLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
char * infoLog = new char[infoLogLength];
glGetShaderInfoLog(shader, infoLogLength, NULL, infoLog);
OpenSubdiv::Far::Error(OpenSubdiv::Far::FAR_RUNTIME_ERROR,
"Error compiling GLSL shader: %s\n",
infoLog);
delete[] infoLog;
return false;
}
glAttachShader(_program, shader);
++_numShaders;
return true;
}
bool
GLDrawConfig::Link() {
glLinkProgram(_program);
std::vector<GLuint> shaders(_numShaders);
GLsizei count = 0;
glGetAttachedShaders(_program, _numShaders, &count, &shaders[0]);
for (int i = 0; i < (int)count; ++i) {
glDeleteShader(shaders[i]);
}
GLint status;
glGetProgramiv(_program, GL_LINK_STATUS, &status );
if (status == GL_FALSE) {
GLint infoLogLength;
glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &infoLogLength);
char * infoLog = new char[infoLogLength];
glGetProgramInfoLog(_program, infoLogLength, NULL, infoLog);
OpenSubdiv::Far::Error(OpenSubdiv::Far::FAR_RUNTIME_ERROR,
"Error linking GLSL program: %s\n", infoLog);
delete[] infoLog;
return false;
}
return true;
}