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Diffstat (limited to 'src/mbgl/gl/context.cpp')
-rw-r--r--src/mbgl/gl/context.cpp55
1 files changed, 48 insertions, 7 deletions
diff --git a/src/mbgl/gl/context.cpp b/src/mbgl/gl/context.cpp
index f23dfe3dbe..b12c77c1a1 100644
--- a/src/mbgl/gl/context.cpp
+++ b/src/mbgl/gl/context.cpp
@@ -4,12 +4,16 @@
#include <mbgl/gl/vertex_array.hpp>
#include <mbgl/util/traits.hpp>
#include <mbgl/util/std.hpp>
+#include <mbgl/platform/log.hpp>
#include <boost/functional/hash.hpp>
namespace mbgl {
namespace gl {
+static_assert(underlying_type(ShaderType::Vertex) == GL_VERTEX_SHADER, "OpenGL type mismatch");
+static_assert(underlying_type(ShaderType::Fragment) == GL_FRAGMENT_SHADER, "OpenGL type mismatch");
+
static_assert(underlying_type(PrimitiveType::Points) == GL_POINTS, "OpenGL type mismatch");
static_assert(underlying_type(PrimitiveType::Lines) == GL_LINES, "OpenGL type mismatch");
static_assert(underlying_type(PrimitiveType::LineLoop) == GL_LINE_LOOP, "OpenGL type mismatch");
@@ -34,16 +38,53 @@ Context::~Context() {
reset();
}
-UniqueProgram Context::createProgram() {
- return UniqueProgram{ MBGL_CHECK_ERROR(glCreateProgram()), { this } };
-}
+UniqueShader Context::createShader(ShaderType type, const std::string& source) {
+ UniqueShader result { MBGL_CHECK_ERROR(glCreateShader(static_cast<GLenum>(type))), { this } };
+
+ const GLchar* sources = source.data();
+ const GLsizei lengths = static_cast<GLsizei>(source.length());
+ MBGL_CHECK_ERROR(glShaderSource(result, 1, &sources, &lengths));
+ MBGL_CHECK_ERROR(glCompileShader(result));
+
+ GLint status = 0;
+ MBGL_CHECK_ERROR(glGetShaderiv(result, GL_COMPILE_STATUS, &status));
+ if (status != 0) {
+ return result;
+ }
+
+ GLint logLength;
+ MBGL_CHECK_ERROR(glGetShaderiv(result, GL_INFO_LOG_LENGTH, &logLength));
+ if (logLength > 0) {
+ const auto log = std::make_unique<GLchar[]>(logLength);
+ MBGL_CHECK_ERROR(glGetShaderInfoLog(result, logLength, &logLength, log.get()));
+ Log::Error(Event::Shader, "Shader failed to compile: %s", log.get());
+ }
-UniqueShader Context::createVertexShader() {
- return UniqueShader{ MBGL_CHECK_ERROR(glCreateShader(GL_VERTEX_SHADER)), { this } };
+ throw std::runtime_error("shader failed to compile");
}
-UniqueShader Context::createFragmentShader() {
- return UniqueShader{ MBGL_CHECK_ERROR(glCreateShader(GL_FRAGMENT_SHADER)), { this } };
+UniqueProgram Context::createProgram(ShaderID vertexShader, ShaderID fragmentShader) {
+ UniqueProgram result { MBGL_CHECK_ERROR(glCreateProgram()), { this } };
+
+ MBGL_CHECK_ERROR(glAttachShader(result, vertexShader));
+ MBGL_CHECK_ERROR(glAttachShader(result, fragmentShader));
+ MBGL_CHECK_ERROR(glLinkProgram(result));
+
+ GLint status;
+ MBGL_CHECK_ERROR(glGetProgramiv(result, GL_LINK_STATUS, &status));
+ if (status != 0) {
+ return result;
+ }
+
+ GLint logLength;
+ MBGL_CHECK_ERROR(glGetProgramiv(result, GL_INFO_LOG_LENGTH, &logLength));
+ const auto log = std::make_unique<GLchar[]>(logLength);
+ if (logLength > 0) {
+ MBGL_CHECK_ERROR(glGetProgramInfoLog(result, logLength, &logLength, log.get()));
+ Log::Error(Event::Shader, "Program failed to link: %s", log.get());
+ }
+
+ throw std::runtime_error("program failed to link");
}
UniqueBuffer Context::createVertexBuffer(const void* data, std::size_t size) {