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137 lines
4.2 KiB
137 lines
4.2 KiB
4 months ago
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/*
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* Copyright (C) 2017 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "shader.h"
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#include <stdio.h>
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#include <memory>
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// Given shader source, load and compile it
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static GLuint loadShader(GLenum type, const char *shaderSrc, const char *name) {
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// Create the shader object
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GLuint shader = glCreateShader (type);
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if (shader == 0) {
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return 0;
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}
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// Load and compile the shader
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glShaderSource(shader, 1, &shaderSrc, nullptr);
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glCompileShader(shader);
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// Verify the compilation worked as expected
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GLint compiled = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
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if (!compiled) {
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printf("Error compiling %s shader for %s\n", (type==GL_VERTEX_SHADER) ? "vtx":"pxl", name);
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GLint size = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
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if (size > 0)
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{
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// Get and report the error message
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std::unique_ptr<char> infoLog(new char[size]);
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glGetShaderInfoLog(shader, size, NULL, infoLog.get());
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printf(" msg:\n%s\n", infoLog.get());
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}
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glDeleteShader(shader);
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return 0;
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}
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return shader;
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}
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// Create a program object given vertex and pixels shader source
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GLuint buildShaderProgram(const char* vtxSrc, const char* pxlSrc, const char* name) {
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GLuint program = glCreateProgram();
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if (program == 0) {
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printf("Failed to allocate program object\n");
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return 0;
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}
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// Compile the shaders and bind them to this program
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GLuint vertexShader = loadShader(GL_VERTEX_SHADER, vtxSrc, name);
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if (vertexShader == 0) {
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printf("Failed to load vertex shader\n");
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glDeleteProgram(program);
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return 0;
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}
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GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pxlSrc, name);
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if (pixelShader == 0) {
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printf("Failed to load pixel shader\n");
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glDeleteProgram(program);
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glDeleteShader(vertexShader);
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return 0;
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}
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glAttachShader(program, vertexShader);
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glAttachShader(program, pixelShader);
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// Link the program
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glLinkProgram(program);
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GLint linked = 0;
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glGetProgramiv(program, GL_LINK_STATUS, &linked);
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if (!linked)
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{
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printf("Error linking program.\n");
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GLint size = 0;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
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if (size > 0)
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{
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// Get and report the error message
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std::unique_ptr<char> infoLog(new char[size]);
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glGetProgramInfoLog(program, size, NULL, infoLog.get());
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printf(" msg: %s\n", infoLog.get());
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}
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glDeleteProgram(program);
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glDeleteShader(vertexShader);
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glDeleteShader(pixelShader);
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return 0;
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}
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#if 0 // Debug output to diagnose shader parameters
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GLint numShaderParams;
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GLchar paramName[128];
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GLint paramSize;
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GLenum paramType;
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const char *typeName = "?";
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printf("Shader parameters for %s:\n", name);
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glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &numShaderParams);
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for (GLint i=0; i<numShaderParams; i++) {
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glGetActiveUniform(program,
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i,
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sizeof(paramName),
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nullptr,
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¶mSize,
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¶mType,
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paramName);
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switch (paramType) {
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case GL_FLOAT: typeName = "GL_FLOAT"; break;
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case GL_FLOAT_VEC4: typeName = "GL_FLOAT_VEC4"; break;
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case GL_FLOAT_MAT4: typeName = "GL_FLOAT_MAT4"; break;
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case GL_SAMPLER_2D: typeName = "GL_SAMPLER_2D"; break;
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}
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printf(" %2d: %s\t (%d) of type %s(%d)\n", i, paramName, paramSize, typeName, paramType);
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}
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#endif
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return program;
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}
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