blob: 3ca6f742476c1679266b7525a6a3ea501994a72b [file] [log] [blame]
/*
* Copyright 2020 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 "shader.h"
#include <android-base/logging.h>
#include <memory>
#include <stdio.h>
// Given shader source, load and compile it
static GLuint loadShader(GLenum type, const char *shaderSrc, const char *name) {
// Create the shader object
GLuint shader = glCreateShader (type);
if (shader == 0) {
return 0;
}
// Load and compile the shader
glShaderSource(shader, 1, &shaderSrc, nullptr);
glCompileShader(shader);
// Verify the compilation worked as expected
GLint compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
LOG(ERROR) << "Error compiling "
<< (type==GL_VERTEX_SHADER ? "vtx":"pxl")
<< " shader for "
<< name;
GLint size = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
if (size > 0) {
// Get and report the error message
std::unique_ptr<char> infoLog(new char[size]);
glGetShaderInfoLog(shader, size, NULL, infoLog.get());
LOG(ERROR) << " msg:\n"
<< infoLog.get();
}
glDeleteShader(shader);
return 0;
}
return shader;
}
// Create a program object given vertex and pixels shader source
GLuint buildShaderProgram(const char* vtxSrc, const char* pxlSrc, const char* name) {
GLuint program = glCreateProgram();
if (program == 0) {
LOG(ERROR) << "Failed to allocate program object";
return 0;
}
// Compile the shaders and bind them to this program
GLuint vertexShader = loadShader(GL_VERTEX_SHADER, vtxSrc, name);
if (vertexShader == 0) {
LOG(ERROR) << "Failed to load vertex shader";
glDeleteProgram(program);
return 0;
}
GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pxlSrc, name);
if (pixelShader == 0) {
LOG(ERROR) << "Failed to load pixel shader";
glDeleteProgram(program);
glDeleteShader(vertexShader);
return 0;
}
glAttachShader(program, vertexShader);
glAttachShader(program, pixelShader);
// Link the program
glLinkProgram(program);
GLint linked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (!linked) {
LOG(ERROR) << "Error linking program.";
GLint size = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
if (size > 0) {
// Get and report the error message
std::unique_ptr<char> infoLog(new char[size]);
glGetProgramInfoLog(program, size, NULL, infoLog.get());
LOG(ERROR) << " msg: "
<< infoLog.get();
}
glDeleteProgram(program);
glDeleteShader(vertexShader);
glDeleteShader(pixelShader);
return 0;
}
return program;
}