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#include <mbgl/shader/shader.hpp>
#include <mbgl/platform/gl.hpp>
#include <mbgl/util/timer.hpp>
#include <mbgl/platform/log.hpp>
#include <cstring>
#include <cstdlib>
using namespace mbgl;
Shader::Shader(const GLchar *vertSource, const GLchar *fragSource)
: valid(false),
program(0) {
util::timer timer("shader compilation", Event::Shader);
GLuint vertShader;
if (!compileShader(&vertShader, GL_VERTEX_SHADER, vertSource)) {
Log::Error(Event::Shader, "Vertex shader failed to compile: %s", vertSource);
return;
}
GLuint fragShader;
if (!compileShader(&fragShader, GL_FRAGMENT_SHADER, fragSource)) {
Log::Error(Event::Shader, "Fragment shader failed to compile: %s", fragSource);
return;
}
program = glCreateProgram();
// Attach shaders
glAttachShader(program, vertShader);
glAttachShader(program, fragShader);
{
// Link program
GLint status;
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == 0) {
GLint logLength;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetProgramInfoLog(program, logLength, &logLength, log);
Log::Error(Event::Shader, "Program failed to link: %s", log);
free(log);
}
glDeleteShader(vertShader);
vertShader = 0;
glDeleteShader(fragShader);
fragShader = 0;
glDeleteProgram(program);
program = 0;
return;
}
}
{
// Validate program
GLint status;
glValidateProgram(program);
glGetProgramiv(program, GL_VALIDATE_STATUS, &status);
if (status == 0) {
GLint logLength;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetProgramInfoLog(program, logLength, &logLength, log);
Log::Error(Event::Shader, "Program failed to validate: %s", log);
free(log);
}
glDeleteShader(vertShader);
vertShader = 0;
glDeleteShader(fragShader);
fragShader = 0;
glDeleteProgram(program);
program = 0;
}
}
// Remove the compiled shaders; they are now part of the program.
glDetachShader(program, vertShader);
glDeleteShader(vertShader);
glDetachShader(program, fragShader);
glDeleteShader(fragShader);
valid = true;
}
bool Shader::compileShader(GLuint *shader, GLenum type, const GLchar *source) {
GLint status;
*shader = glCreateShader(type);
const GLchar *strings[] = { source };
const GLint lengths[] = { (GLint)strlen(source) };
glShaderSource(*shader, 1, strings, lengths);
glCompileShader(*shader);
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
if (status == 0) {
GLint logLength;
glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetShaderInfoLog(*shader, logLength, &logLength, log);
Log::Error(Event::Shader, "Shader failed to compile: %s", log);
free(log);
}
glDeleteShader(*shader);
*shader = 0;
return false;
}
return true;
}
void Shader::setMatrix(const std::array<float, 16>& newMatrix) {
if (matrix != newMatrix) {
glUniformMatrix4fv(u_matrix, 1, GL_FALSE, newMatrix.data());
matrix = newMatrix;
}
}
Shader::~Shader() {
if (program) {
glDeleteProgram(program);
program = 0;
valid = false;
}
}
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