blob: 656c78262ede936d69f426a3d129db8711898b35 [file] [log] [blame]
/*
* Copyright (C) 2011 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <GLES2/gl2.h>
#include <GLcommon/objectNameManager.h>
#include "ProgramData.h"
ProgramData::ProgramData() : ObjectData(PROGRAM_DATA),
AttachedVertexShader(0),
AttachedFragmentShader(0),
LinkStatus(GL_FALSE) {
infoLog = new GLchar[1];
infoLog[0] = '\0';
}
ProgramData::~ProgramData () {
delete[] infoLog;
};
void ProgramData::setInfoLog(GLchar* log) {
delete[] infoLog;
infoLog = log;
}
GLchar* ProgramData::getInfoLog() {
return infoLog;
}
GLuint ProgramData::getAttachedVertexShader() {
return AttachedVertexShader;
}
GLuint ProgramData::getAttachedFragmentShader() {
return AttachedFragmentShader;
}
GLuint ProgramData::getAttachedShader(GLenum type) {
GLuint shader = 0;
switch (type) {
case GL_VERTEX_SHADER:
shader = AttachedVertexShader;
break;
case GL_FRAGMENT_SHADER:
shader = AttachedFragmentShader;
break;
}
return shader;
}
bool ProgramData::attachShader(GLuint shader,GLenum type) {
if (type==GL_VERTEX_SHADER && AttachedVertexShader==0) {
AttachedVertexShader=shader;
return true;
}
else if (type==GL_FRAGMENT_SHADER && AttachedFragmentShader==0) {
AttachedFragmentShader=shader;
return true;
}
return false;
}
bool ProgramData::isAttached(GLuint shader) {
return (AttachedFragmentShader==shader || AttachedVertexShader==shader);
}
bool ProgramData::detachShader(GLuint shader) {
if (AttachedVertexShader==shader) {
AttachedVertexShader = 0;
return true;
}
else if (AttachedFragmentShader==shader) {
AttachedFragmentShader = 0;
return true;
}
return false;
}
void ProgramData::setLinkStatus(GLint status) {
LinkStatus = status;
}
GLint ProgramData::getLinkStatus() {
return LinkStatus;
}