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#include <mbgl/gl/shader.hpp>
#include <mbgl/gl/gl.hpp>
#include <mbgl/gl/context.hpp>
#include <mbgl/util/stopwatch.hpp>
#include <mbgl/util/exception.hpp>
#include <mbgl/platform/log.hpp>
#include <mbgl/platform/platform.hpp>
#include <cstring>
#include <cassert>
#include <iostream>
#include <string>
#include <fstream>
#include <cstdio>
#include <cassert>
namespace mbgl {
namespace gl {
Shader::Shader(const char* name_,
const char* vertexSource,
const char* fragmentSource,
Context& context,
Defines defines)
: name(name_),
program(context.createProgram()),
vertexShader(context.createVertexShader()),
fragmentShader(context.createFragmentShader()) {
util::stopwatch stopwatch("shader compilation", Event::Shader);
if (!compileShader(vertexShader, vertexSource)) {
Log::Error(Event::Shader, "Vertex shader %s failed to compile: %s", name, vertexSource);
throw util::ShaderException(std::string { "Vertex shader " } + name + " failed to compile");
}
std::string fragment(fragmentSource);
if (defines & Defines::Overdraw) {
assert(fragment.find("#ifdef OVERDRAW_INSPECTOR") != std::string::npos);
fragment.replace(fragment.find_first_of('\n'), 1, "\n#define OVERDRAW_INSPECTOR\n");
}
if (!compileShader(fragmentShader, fragment.c_str())) {
Log::Error(Event::Shader, "Fragment shader %s failed to compile: %s", name, fragmentSource);
throw util::ShaderException(std::string { "Fragment shader " } + name + " failed to compile");
}
// Attach shaders
MBGL_CHECK_ERROR(glAttachShader(program.get(), vertexShader.get()));
MBGL_CHECK_ERROR(glAttachShader(program.get(), fragmentShader.get()));
// Bind attribute variables
MBGL_CHECK_ERROR(glBindAttribLocation(program.get(), a_pos, "a_pos"));
MBGL_CHECK_ERROR(glBindAttribLocation(program.get(), a_extrude, "a_extrude"));
MBGL_CHECK_ERROR(glBindAttribLocation(program.get(), a_offset, "a_offset"));
MBGL_CHECK_ERROR(glBindAttribLocation(program.get(), a_data, "a_data"));
MBGL_CHECK_ERROR(glBindAttribLocation(program.get(), a_texture_pos, "a_texture_pos"));
// Link program
GLint status;
MBGL_CHECK_ERROR(glLinkProgram(program.get()));
MBGL_CHECK_ERROR(glGetProgramiv(program.get(), GL_LINK_STATUS, &status));
if (status == 0) {
GLint logLength;
MBGL_CHECK_ERROR(glGetProgramiv(program.get(), GL_INFO_LOG_LENGTH, &logLength));
const auto log = std::make_unique<GLchar[]>(logLength);
if (logLength > 0) {
MBGL_CHECK_ERROR(glGetProgramInfoLog(program.get(), logLength, &logLength, log.get()));
Log::Error(Event::Shader, "Program failed to link: %s", log.get());
}
throw util::ShaderException(std::string { "Program " } + name + " failed to link: " + log.get());
}
}
bool Shader::compileShader(UniqueShader& shader, const GLchar *source) {
GLint status = 0;
const GLsizei lengths = static_cast<GLsizei>(std::strlen(source));
MBGL_CHECK_ERROR(glShaderSource(shader.get(), 1, &source, &lengths));
MBGL_CHECK_ERROR(glCompileShader(shader.get()));
MBGL_CHECK_ERROR(glGetShaderiv(shader.get(), GL_COMPILE_STATUS, &status));
if (status == 0) {
GLint logLength;
MBGL_CHECK_ERROR(glGetShaderiv(shader.get(), GL_INFO_LOG_LENGTH, &logLength));
if (logLength > 0) {
const auto log = std::make_unique<GLchar[]>(logLength);
MBGL_CHECK_ERROR(glGetShaderInfoLog(shader.get(), logLength, &logLength, log.get()));
Log::Error(Event::Shader, "Shader failed to compile: %s", log.get());
}
return false;
}
MBGL_CHECK_ERROR(glGetShaderiv(shader.get(), GL_COMPILE_STATUS, &status));
if (status == GL_FALSE) {
Log::Error(Event::Shader, "Shader %s failed to compile.", name);
return false;
}
return true;
}
Shader::~Shader() {
if (program.get()) {
MBGL_CHECK_ERROR(glDetachShader(program.get(), vertexShader.get()));
MBGL_CHECK_ERROR(glDetachShader(program.get(), fragmentShader.get()));
}
}
UniformLocation Shader::getUniformLocation(const char* uniform) const {
return MBGL_CHECK_ERROR(glGetUniformLocation(program.get(), uniform));
}
} // namespace gl
} // namespace mbgl
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