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#include <mbgl/shader/shader.hpp>
#include <mbgl/gl/gl.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 <fstream>
#include <cstdio>
namespace mbgl {
Shader::Shader(const char *name_, const GLchar *vertSource, const GLchar *fragSource, gl::GLObjectStore& glObjectStore)
: name(name_)
{
util::stopwatch stopwatch("shader compilation", Event::Shader);
program.create(glObjectStore);
vertexShader.create(glObjectStore);
if (!compileShader(vertexShader, &vertSource)) {
Log::Error(Event::Shader, "Vertex shader %s failed to compile: %s", name, vertSource);
throw util::ShaderException(std::string { "Vertex shader " } + name + " failed to compile");
}
fragmentShader.create(glObjectStore);
if (!compileShader(fragmentShader, &fragSource)) {
Log::Error(Event::Shader, "Fragment shader %s failed to compile: %s", name, fragSource);
throw util::ShaderException(std::string { "Fragment shader " } + name + " failed to compile");
}
// Attach shaders
MBGL_CHECK_ERROR(glAttachShader(program.getID(), vertexShader.getID()));
MBGL_CHECK_ERROR(glAttachShader(program.getID(), fragmentShader.getID()));
{
// Link program
GLint status;
MBGL_CHECK_ERROR(glLinkProgram(program.getID()));
MBGL_CHECK_ERROR(glGetProgramiv(program.getID(), GL_LINK_STATUS, &status));
if (status == 0) {
GLint logLength;
MBGL_CHECK_ERROR(glGetProgramiv(program.getID(), GL_INFO_LOG_LENGTH, &logLength));
const auto log = std::make_unique<GLchar[]>(logLength);
if (logLength > 0) {
MBGL_CHECK_ERROR(glGetProgramInfoLog(program.getID(), 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());
}
}
a_pos = MBGL_CHECK_ERROR(glGetAttribLocation(program.getID(), "a_pos"));
}
bool Shader::compileShader(gl::ShaderHolder& shader, const GLchar *source[]) {
GLint status = 0;
const GLsizei lengths = static_cast<GLsizei>(std::strlen(*source));
MBGL_CHECK_ERROR(glShaderSource(shader.getID(), 1, source, &lengths));
MBGL_CHECK_ERROR(glCompileShader(shader.getID()));
MBGL_CHECK_ERROR(glGetShaderiv(shader.getID(), GL_COMPILE_STATUS, &status));
if (status == 0) {
GLint logLength;
MBGL_CHECK_ERROR(glGetShaderiv(shader.getID(), GL_INFO_LOG_LENGTH, &logLength));
if (logLength > 0) {
const auto log = std::make_unique<GLchar[]>(logLength);
MBGL_CHECK_ERROR(glGetShaderInfoLog(shader.getID(), logLength, &logLength, log.get()));
Log::Error(Event::Shader, "Shader failed to compile: %s", log.get());
}
return false;
}
MBGL_CHECK_ERROR(glGetShaderiv(shader.getID(), 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) {
MBGL_CHECK_ERROR(glDetachShader(program.getID(), vertexShader.getID()));
MBGL_CHECK_ERROR(glDetachShader(program.getID(), fragmentShader.getID()));
}
}
} // namespace mbgl
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