OpenSubdiv/examples/common/glShaderCache.cpp
Ignacio Lillo ed2e48f651 Merge branch 'upstream-dev' into dev
Conflicts:
	examples/common/d3d11Utils.h
	examples/common/glUtils.cpp
	examples/glViewer/glViewer.cpp
2015-05-21 22:47:36 -03:00

108 lines
3.2 KiB
C++

//
// 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 <vector>
#include <osd/opengl.h>
#include <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;
}