// // Copyright 2015 Pixar // // Licensed under the Apache License, Version 2.0 (the "Apache License") // with the following modification; you may not use this file except in // compliance with the Apache License and the following modification to it: // Section 6. Trademarks. is deleted and replaced with: // // 6. Trademarks. This License does not grant permission to use the trade // names, trademarks, service marks, or product names of the Licensor // and its affiliates, except as required to comply with Section 4(c) of // the License and to reproduce the content of the NOTICE file. // // You may obtain a copy of the Apache License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the Apache License with the above modification is // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY // KIND, either express or implied. See the Apache License for the specific // language governing permissions and limitations under the Apache License. // #include "glShaderCache.h" #include "glUtils.h" #include #include #include 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 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; }