Beispiel #1
0
  const CompiledShaderPtr ShaderCompiler::Compile(const char*const pszShader, const GLint shaderType)
  {
    const char* shaderCode[1] = { pszShader };

    CompiledShaderPtr compiledShader(new CompiledShader(shaderType));

    GL_CHECKERR(glShaderSource(compiledShader->GetShaderHandle(), 1, shaderCode, nullptr));
    shaderCode[0] = nullptr;

    // Lets compile the shader
    GL_CHECKERR(glCompileShader(compiledShader->GetShaderHandle()));

    GLint status;
    GL_CHECKERR(glGetShaderiv(compiledShader->GetShaderHandle(), GL_COMPILE_STATUS, &status));

    // Dump debug info (source and log) if compilation failed.
    if (status != GL_TRUE && mbVerbose)
      DumpDebugInfo(compiledShader->GetShaderHandle());
    return compiledShader;
  }
	ResourceManager::~ResourceManager() {

		DumpDebugInfo();
	}