2015-05-14 00:35:46 +00:00
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//
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// Copyright 2015 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#include "glShaderCache.h"
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2015-05-22 01:47:36 +00:00
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#include "glUtils.h"
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2015-05-14 00:35:46 +00:00
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#include <vector>
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#include <osd/opengl.h>
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#include <far/error.h>
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GLDrawConfig::GLDrawConfig(const std::string &version)
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: _version(version), _numShaders(0) {
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_program = glCreateProgram();
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}
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GLDrawConfig::~GLDrawConfig() {
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if (_program)
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glDeleteProgram(_program);
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}
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bool
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GLDrawConfig::CompileAndAttachShader(GLenum shaderType,
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2015-05-22 01:47:36 +00:00
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const std::string &source) {
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2015-05-14 00:35:46 +00:00
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2015-05-22 01:47:36 +00:00
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GLuint shader = glCreateShader(shaderType);
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#if 0
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const char *sources[2];
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sources[0] = _version.c_str();
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sources[1] = source.c_str();
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#endif
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std::string sources = _version + source;
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const char *src = sources.c_str();
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glShaderSource(shader, 1, &src, NULL);
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2015-05-14 00:35:46 +00:00
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glCompileShader(shader);
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GLint status;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE) {
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GLint infoLogLength;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
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char * infoLog = new char[infoLogLength];
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glGetShaderInfoLog(shader, infoLogLength, NULL, infoLog);
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OpenSubdiv::Far::Error(OpenSubdiv::Far::FAR_RUNTIME_ERROR,
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"Error compiling GLSL shader: %s\n",
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infoLog);
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delete[] infoLog;
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return false;
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}
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glAttachShader(_program, shader);
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++_numShaders;
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return true;
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}
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bool
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GLDrawConfig::Link() {
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glLinkProgram(_program);
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std::vector<GLuint> shaders(_numShaders);
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GLsizei count = 0;
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glGetAttachedShaders(_program, _numShaders, &count, &shaders[0]);
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for (int i = 0; i < (int)count; ++i) {
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glDeleteShader(shaders[i]);
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}
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GLint status;
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glGetProgramiv(_program, GL_LINK_STATUS, &status );
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if (status == GL_FALSE) {
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GLint infoLogLength;
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glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &infoLogLength);
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char * infoLog = new char[infoLogLength];
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glGetProgramInfoLog(_program, infoLogLength, NULL, infoLog);
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OpenSubdiv::Far::Error(OpenSubdiv::Far::FAR_RUNTIME_ERROR,
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"Error linking GLSL program: %s\n", infoLog);
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delete[] infoLog;
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return false;
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}
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return true;
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}
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