Example #1
0
bool CTechnique::Finialise()
{
	GLint success = 0;
	GLchar errorLog[1024] = { 0 };

	glLinkProgram(m_shaderProg);

	glGetProgramiv(m_shaderProg, GL_LINK_STATUS, &success);

	if (success == 0) {
		glGetProgramInfoLog(m_shaderProg, sizeof(errorLog), NULL, errorLog);
		OutputDebugString(errorLog);
		return false;
	}

	glValidateProgram(m_shaderProg);
	glGetProgramiv(m_shaderProg, GL_VALIDATE_STATUS, &success);

	if (!success) {
		glGetProgramInfoLog(m_shaderProg, sizeof(errorLog), NULL, errorLog);
		OutputDebugString(errorLog);
		return false;
	}

	for (auto it = m_shaderObjList.begin(); it != m_shaderObjList.end(); it++) 
		glDeleteShader(*it);
	
	m_shaderObjList.clear();

	return  true;
}
Example #2
0
static void set_shader_source(wip24_state* state, const char* source) {
    GLuint frag = glCreateShader(GL_FRAGMENT_SHADER);
    
    const char* sources[2] = {source_header, source};
    glShaderSource(frag, 2, sources, NULL);
    glCompileShader(frag);
    GLint status;
    glGetShaderiv(frag, GL_COMPILE_STATUS, &status);
    if (!status) {
        char log[1024];
        glGetShaderInfoLog(frag, sizeof(log), NULL, log);
        log_entry("Error: Unable to compile shader: %s\n", log);
        glDeleteShader(frag);
        return;
    }
    
    state->program = glCreateProgram();
    glAttachShader(state->program, frag);
    glLinkProgram(state->program);
    glValidateProgram(state->program);
    glDeleteShader(frag);
    glGetProgramiv(state->program, GL_LINK_STATUS, &status);
    if (!status) {
        char log[1024];
        glGetProgramInfoLog(state->program, sizeof(log), NULL, log);
        log_entry("Error: Unable to link program: %s\n", log);
        glDeleteProgram(state->program);
        state->program = 0;
        return;
    }
}
//
// Initialise les shader & program object
//
bool EsgiShader::Create()
{
	// Cree le program object
	m_ProgramObject = glCreateProgram();

	if (m_ProgramObject == 0) {
		return false;
	}

	if (m_VertexShader) {
		glAttachShader(m_ProgramObject, m_VertexShader);
	}
	if (m_FragmentShader) {
		glAttachShader(m_ProgramObject, m_FragmentShader);
	}


	// Liage des shaders dans le programme
	glLinkProgram(m_ProgramObject);

	GLint linked = 0;
	GLint infoLen = 0;

	// verification du statut du linkage
	glGetProgramiv(m_ProgramObject, GL_LINK_STATUS, &linked);

	if (!linked) 
	{
		glGetProgramiv(m_ProgramObject, GL_INFO_LOG_LENGTH, &infoLen);

		if (infoLen > 1)
		{
			char* infoLog = (char *)malloc(sizeof(char) * infoLen);

			glGetProgramInfoLog(m_ProgramObject, infoLen, NULL, infoLog);
			printf("Erreur de lien du programme:\n%s\n", infoLog);                     

			free(infoLog);
		}

		glDeleteProgram(m_ProgramObject);

		return false;
	}

	
	glValidateProgram(m_ProgramObject);
	glGetProgramiv(m_ProgramObject, GL_INFO_LOG_LENGTH, &infoLen);
	if (infoLen > 1)
	{
		char* infoLog = (char *)malloc(sizeof(char) * infoLen);

		glGetProgramInfoLog(m_ProgramObject, infoLen, NULL, infoLog);
		printf("Resultat de la validation du programme:\n%s\n", infoLog);                     

		free(infoLog);
	}
	return true;
}
Example #4
0
	void Shader::linkProgram(std::vector<GLuint> shaderIDs) {
		glLinkProgram(m_ProgramID);
		glValidateProgram(m_ProgramID);
		for (GLuint id : shaderIDs) {
			glDeleteShader(id);
		}
		LOG(Success, "Shader", "ID: %d", m_ProgramID);
	}
Example #5
0
void ShaderData::CompileShader() const
{
    glLinkProgram(m_program);
	CheckShaderError(m_program, GL_LINK_STATUS, true, "Error linking shader program");

    glValidateProgram(m_program);
	CheckShaderError(m_program, GL_VALIDATE_STATUS, true, "Invalid shader program");
}
Example #6
0
bool gfx::ShaderProgram::Validate()
{
    glValidateProgram ( m_Handle );
    GLint status;
    glGetProgramiv ( m_Handle, GL_VALIDATE_STATUS, &status );
    m_Validated = ( status == GL_TRUE );
    return m_Validated;
}
Example #7
0
File: shader.hpp Project: M0M0/mfl
  void ProgramValidate(GLint program){
    glValidateProgram(program);
    if (GLGET(Program,program,GL_VALIDATE_STATUS) == GL_TRUE) return;
    THROW_RT_ERR(
		 std::string("Could not validate program - Error: ")
		 +ProgramInfoLog(program)
		 );
  }
Example #8
0
	GLuint Shader::Load() {
		GLuint program = glCreateProgram();
		GLuint vertex = glCreateShader(GL_VERTEX_SHADER);
		GLuint fragment = glCreateShader(GL_FRAGMENT_SHADER);
		
		std::string vertString = FileUtil::Read_File(m_vertpath);
		std::string fragString = FileUtil::Read_File(m_fragpath);

		const char* vertSource = vertString.c_str();
		const char* fragSource = fragString.c_str();
													  
		glShaderSource(vertex, 1, &vertSource, NULL);
		glCompileShader(vertex);

		GLint result;
		glGetShaderiv(vertex, GL_COMPILE_STATUS, &result);

		if (result == GL_FALSE) {
			GLint length;
			glGetShaderiv(vertex, GL_INFO_LOG_LENGTH, &length);
			std::vector<char> log(length);
			glGetShaderInfoLog(vertex, length, &length, &log[0]);

			std::cout << "Failed to compile Vertex Shader" << std::endl << &log[0] << std::endl;
			glDeleteShader(vertex);

			return 0;
		}


		glShaderSource(fragment, 1, &fragSource, NULL);
		glCompileShader(fragment);

		glGetShaderiv(fragment, GL_COMPILE_STATUS, &result);

		if (result == GL_FALSE) {
			GLint length;
			glGetShaderiv(fragment, GL_INFO_LOG_LENGTH, &length);
			std::vector<char> log(length);
			glGetShaderInfoLog(fragment, length, &length, &log[0]);

			std::cout << "Failed to compile Fragment Shader" << std::endl << &log[0] << std::endl;
			glDeleteShader(fragment);

			return 0;
		}

		glAttachShader(program, vertex);
		glAttachShader(program, fragment);

		glLinkProgram(program);
		glValidateProgram(program);

		glDeleteShader(vertex);
		glDeleteShader(fragment);

		return program;
	}
Example #9
0
//////////////////////////////////init////////////////////////////////////////
void Shader::init()
{
	GLuint program = glCreateProgram();  

	GLuint vertex = glCreateShader(GL_VERTEX_SHADER);
	GLuint fragment = glCreateShader(GL_FRAGMENT_SHADER);

	std::string vertSourceString = FileUtils::ReadFile(m_VertPath);
	std::string fragSourceString = FileUtils::ReadFile(m_FragPath);

	const char* vertSource = vertSourceString.c_str();
	const char* fragSource = fragSourceString.c_str();

	glShaderSource(vertex, 1, &vertSource, NULL);
	glCompileShader(vertex);   // ±àÒë
	GLint result;
	glGetShaderiv(vertex, GL_COMPILE_STATUS, &result);
	if (result == GL_FALSE)    // ²¶»ñ±àÒë´íÎóÐÅÏ¢
	{
		GLint length;
		glGetShaderiv(vertex, GL_INFO_LOG_LENGTH, &length);
		std::vector<char> error(length);
		glGetShaderInfoLog(vertex, length, &length, &error[0]);
		// log("error compile vertex shader");
		// log(&error[0]);
		glDeleteShader(vertex);
		return;
	}

	glShaderSource(fragment, 1, &fragSource, NULL);
	glCompileShader(fragment); // ±àÒë
	glGetShaderiv(fragment, GL_COMPILE_STATUS, &result);
	if (result == GL_FALSE)    // ²¶»ñ±àÒë´íÎóÐÅÏ¢
	{
		GLint length;
		glGetShaderiv(fragment, GL_INFO_LOG_LENGTH, &length);
		std::vector<char> error(length);
		glGetShaderInfoLog(fragment, length, &length, &error[0]);
		// log("error compile fragment shader");
		// log(&error[0]);
		glDeleteShader(fragment);
		return;
	}

	// attach
	glAttachShader(program, vertex);
	glAttachShader(program, fragment);

	// link
	glLinkProgram(program);
	glValidateProgram(program);

	// delete
	glDeleteShader(vertex);
	glDeleteShader(fragment);

	m_ShaderID = program;
}
Example #10
0
    //
    // Validate
    //
    bool CShadingProgram::Validate() const
    {
        glValidateProgram( m_Program );

        GLint ValidateStatus;
        glGetProgramiv( m_Program, GL_VALIDATE_STATUS, &ValidateStatus );
        
        return ValidateStatus == GL_TRUE;
    }
Example #11
0
	/**
	 * return state of program (true, if program can be used)
	 */
	inline bool validate()
	{
		glValidateProgram(program);

		GLint status;
		glGetProgramiv(1, GL_VALIDATE_STATUS, &status);

		return status == GL_TRUE;
	}
Example #12
0
bool TGLProgram::Validate() const
{
	int status=GL_FALSE;
	glValidateProgram(hObject);
	glGetProgramiv(hObject, GL_VALIDATE_STATUS, &status);
	if (status != GL_TRUE)
		LogFile->Write(Format("Some shader validate error"), LT_ERROR);
	return true;
}
static DFBBoolean
init_program(GLuint prog_obj,
             char *vert_prog_name, const char *vert_prog_src,
             char *frag_prog_name, const char *frag_prog_src,
             DFBBoolean texcoords)
{
     char *log;
     GLint status, log_length, char_count;

     if (!init_shader(prog_obj, vert_prog_src, GL_VERTEX_SHADER)) {
          D_ERROR("GLES2/Driver: %s failed to compile!\n", vert_prog_name);
          return DFB_FALSE;
     }

     if (!init_shader(prog_obj, frag_prog_src, GL_FRAGMENT_SHADER)) {
          D_ERROR("GLES2/Driver: %s failed to compile!\n", frag_prog_name);
          return DFB_FALSE;
     }

     // Bind vertex positions to "dfbPos" vertex attribute slot.
     glBindAttribLocation(prog_obj, GLES2VA_POSITIONS, "dfbPos");

     if (texcoords)
          // Bind vertex texture coords to "dfbUV" vertex attribute slot.
          glBindAttribLocation(prog_obj, GLES2VA_TEXCOORDS, "dfbUV");

     // Link the program object and check for errors.
     glLinkProgram(prog_obj);
     glValidateProgram(prog_obj);
     glGetProgramiv(prog_obj, GL_LINK_STATUS, &status);

     if (status) {
          // Don't need the shader objects anymore.
          GLuint  shaders[2];
          GLsizei shader_count;

          glGetAttachedShaders(prog_obj, 2, &shader_count, shaders);

          glDetachShader(prog_obj, shaders[0]);
          glDetachShader(prog_obj, shaders[1]);

          return DFB_TRUE;
     }
     else {
          // Report errors.  Shader objects detached when program is deleted.
          glGetProgramiv(prog_obj, GL_INFO_LOG_LENGTH, &log_length);
          log = D_MALLOC(log_length);

          glGetProgramInfoLog(prog_obj, log_length, &char_count, log);
          D_ERROR("GLES2/Driver: shader program link failure:\n%s\n", log);
          D_FREE(log);

          return DFB_FALSE;
     }

     glUseProgram( prog_obj );
}
Example #14
0
// Called to draw scene
void RenderScene(void)
{
    // Track camera angle
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    if (windowWidth > windowHeight)
    {
        GLdouble ar = (GLdouble)windowWidth / (GLdouble)windowHeight;
        glFrustum(-ar * cameraZoom, ar * cameraZoom, -cameraZoom, cameraZoom, 1.0, 1000.0);
    }
    else
    {
        GLdouble ar = (GLdouble)windowHeight / (GLdouble)windowWidth;
        glFrustum(-cameraZoom, cameraZoom, -ar * cameraZoom, ar * cameraZoom, 1.0, 1000.0);
    }
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt(cameraPos[0], cameraPos[1], cameraPos[2], 
              0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);

    glViewport(0, 0, windowWidth, windowHeight);
    
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f );
    
    // Clear the window with current clearing color
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // Validate our shader before first use
    if (needsValidation[whichShader])
    {
        GLint success;

        glValidateProgram(progObj[whichShader]);
        glGetProgramiv(progObj[whichShader], GL_VALIDATE_STATUS, &success);
        if (!success)
        {
            GLchar infoLog[MAX_INFO_LOG_SIZE];
            glGetProgramInfoLog(progObj[whichShader], MAX_INFO_LOG_SIZE, NULL, infoLog);
            fprintf(stderr, "Error in program #%d validation!\n", whichShader);
            fprintf(stderr, "Info log: %s\n", infoLog);
            Sleep(10000);
            exit(0);
        }

        needsValidation[whichShader] = GL_FALSE;
    }
    
    // Draw objects in the scene
    DrawModels();
    
    if (glGetError() != GL_NO_ERROR)
        fprintf(stderr, "GL Error!\n");

    // Flush drawing commands
    glutSwapBuffers();
}
Example #15
0
    GLuint setupShaders(char * vertexfile, char * fragmentfile, GLuint * program) 
    {

        char *vs = NULL,*fs = NULL,*fs2 = NULL;

        vertexShader = glCreateShader(GL_VERTEX_SHADER);
        fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);

        if(vertexShader == 0 || fragmentShader == 0)
            std::cout << " Error with glCreateShader" << std::endl;

        vs = textFileRead(vertexfile);
        fs = textFileRead(fragmentfile);

        if(vs == NULL) 
            std::cout << "vs files null\n" << std::endl;
        if(fs == NULL)
            std::cout << "fs files null\n" << std::endl;

        const char * vv = vs;
        const char * ff = fs;

        glShaderSource(vertexShader, 1, &vv,NULL);
        glShaderSource(fragmentShader, 1, &ff,NULL);


        free(vs);free(fs);

        glCompileShader(vertexShader);
        glCompileShader(fragmentShader);

        printShaderInfoLog(vertexShader);
        printShaderInfoLog(fragmentShader);

        *program = glCreateProgram();
        glAttachShader(*program,vertexShader);
        glAttachShader(*program,fragmentShader);

        glBindFragDataLocation(*program, 0, "output");

        glBindAttribLocation(*program,vertexLoc,"position");
        glBindAttribLocation(*program,normalLoc,"normal");
        glBindAttribLocation(*program,texCoordLoc,"texCoord");

        glLinkProgram(*program);
        glValidateProgram(*program);
        IO::printProgramInfoLog(*program);

        GLuint k = glGetUniformBlockIndex(*program,"Matrices");
        glUniformBlockBinding(*program, k, matricesUniLoc);
        glUniformBlockBinding(*program, glGetUniformBlockIndex(*program,"Material"), materialUniLoc);

        texUnit = glGetUniformLocation(*program,"texUnit");

        return(*program);
    }
Example #16
0
GLuint createProgram(const char * vertexShaderCode, const char * fragmentShaderCode) {
	GLuint program = glCreateProgram();

	glAttachShader(program, createShader(vertexShaderCode, GL_VERTEX_SHADER));
	glAttachShader(program, createShader(fragmentShaderCode, GL_FRAGMENT_SHADER));
	glLinkProgram(program);
	glValidateProgram(program);

	return program;
}
Example #17
0
	GLuint Shader::Load(const String& vertSrc, const String& fragSrc)
	{
		const char* vertexSource = vertSrc.c_str();
		const char* fragmentSource = fragSrc.c_str();

		GLuint program = glCreateProgram();
		GLuint vertex = glCreateShader(GL_VERTEX_SHADER);
		GLuint fragment = glCreateShader(GL_FRAGMENT_SHADER);

		glShaderSource(vertex, 1, &vertexSource, NULL);
		glCompileShader(vertex);

		GLint result;
		glGetShaderiv(vertex, GL_COMPILE_STATUS, &result);
		if (result == GL_FALSE)
		{
			GLint length;
			glGetShaderiv(vertex, GL_INFO_LOG_LENGTH, &length);
			std::vector<char> error(length);
			glGetShaderInfoLog(vertex, length, &length, &error[0]);
			SP_ERROR("Failed to compile vertex shader!");
			SP_ERROR(&error[0]);
			SP_ASSERT(false, "Failed to compile vertex shader!");
			glDeleteShader(vertex);
			return 0;
		}

		glShaderSource(fragment, 1, &fragmentSource, NULL);
		glCompileShader(fragment);

		glGetShaderiv(fragment, GL_COMPILE_STATUS, &result);
		if (result == GL_FALSE)
		{
			GLint length;
			glGetShaderiv(fragment, GL_INFO_LOG_LENGTH, &length);
			std::vector<char> error(length);
			glGetShaderInfoLog(fragment, length, &length, &error[0]);
			SP_ERROR("Failed to compile fragment shader!");
			SP_ERROR(&error[0]);
			SP_ASSERT(false, "Failed to compile fragment shader!");
			glDeleteShader(fragment);
			return 0;
		}

		glAttachShader(program, vertex);
		glAttachShader(program, fragment);

		glLinkProgram(program);
		glValidateProgram(program);

		glDeleteShader(vertex);
		glDeleteShader(fragment);

		return program;
	}
Example #18
0
GLuint ShaderTool_CreateShaderProgram(const char * vertex_shader_filename,
                                      const char * geometry_shader_filename,
                                      const char * fragment_shader_filename)
{
   GLuint prog;
   ShaderTool_SInfo_T vertex, geometry, fragment;
   char info_log[1024];
   GLint success;

   vertex.filename      = vertex_shader_filename;
   vertex.shader_type   = GL_VERTEX_SHADER;
   geometry.filename    = geometry_shader_filename;
   geometry.shader_type = GL_GEOMETRY_SHADER;
   fragment.filename    = fragment_shader_filename;
   fragment.shader_type = GL_FRAGMENT_SHADER;

   prog = glCreateProgram();

   ShaderTool_CreateAndAttachShader(&vertex,   prog);
   ShaderTool_CreateAndAttachShader(&geometry, prog);
   ShaderTool_CreateAndAttachShader(&fragment, prog);

   glLinkProgram(prog);

   glGetProgramiv(prog, GL_LINK_STATUS, &success);
   if(success)
   {
      glValidateProgram(prog);
   }
   else
   {
      glGetProgramInfoLog(prog, sizeof(info_log), NULL, info_log);
      printf("Error: ShaderTool_CreateShaderProgram Failed to link program containg:\n");
      if(vertex.attached_flag)
      {
         printf("Error: File: %s\n", vertex.filename);
      }
      if(geometry.attached_flag)
      {
         printf("Error: File: %s\n", geometry.filename);
      }
      if(fragment.attached_flag)
      {
         printf("Error: File: %s\n", fragment.filename);
      }
      printf("Program Error: %s\n", info_log);
   }

   ShaderTool_PostLinkCleanup(&vertex,   prog);
   ShaderTool_PostLinkCleanup(&geometry, prog);
   ShaderTool_PostLinkCleanup(&fragment, prog);


   return prog;
}
Example #19
0
void GLshader::validate(void)
{
  GLint validate_ok = GL_FALSE;

  glValidateProgram(program);
  glGetProgramiv(program, GL_VALIDATE_STATUS, &validate_ok);
  if (!validate_ok) {
    fprintf(stderr, "glValidateProgram Shader:");
    this->print_log(program);
  }
}
Example #20
0
void initRender() {

    // Create 2 shader programs
    Shader[0] = glCreateShader(GL_VERTEX_SHADER);
    Shader[1] = glCreateShader(GL_FRAGMENT_SHADER);

    LoadShader((char *)VertexShader, Shader[0]);
    LoadShader((char *)FragmentShader, Shader[1]);

    // Create the prorgam and attach the shaders & attributes
    Program   = glCreateProgram();

    glAttachShader(Program, Shader[0]);
    glAttachShader(Program, Shader[1]);

    glBindAttribLocation(Program, 0, "Position");
    glBindAttribLocation(Program, 1, "Normal");
    glBindAttribLocation(Program, 2, "Texture");

    // Link
    glLinkProgram(Program);

    // Validate our work thus far
    int ShaderStatus;
    glGetProgramiv(Program, GL_LINK_STATUS, &ShaderStatus);

    if (ShaderStatus != GL_TRUE) {
        LOGE("Error: Failed to link GLSL program\n");
        int Len = 1024;
        char Error[1024];
        glGetProgramInfoLog(Program, 1024, &Len, Error);
        LOGE("%s",Error);
        exit(-1);
    }

    glValidateProgram(Program);
	checkGlError("glValidateProgram");

    // Enable the program
    glUseProgram                (Program);

    // Retrieve our uniforms
    iProj   = glGetUniformLocation(Program, "Proj");
	iModel  = glGetUniformLocation(Program, "Model");
	iCamera = glGetUniformLocation(Program, "Camera");

    // Basic GL setup
	glClearColor    (0.15, 0.15, 0.15, 1.0);
    glEnable        (GL_CULL_FACE);
    glEnable 		(GL_DEPTH_TEST);
    glCullFace      (GL_BACK);


}
Example #21
0
bool CShader::validateSP( const GLuint& t_spIndex ) {
    int param = -1;
    glValidateProgram( t_spIndex );
    glGetProgramiv( t_spIndex, GL_VALIDATE_STATUS, &param );
    LogMsg<<"program "<<t_spIndex<<" GL_VALIDATE_STATUS = " << param<<LogEndl;
    if (GL_TRUE != param) {
        printSPInfoLog( t_spIndex );
        return false;
    }
    return true;
}
Example #22
0
void Effect::validate()
{
    assert(id != 0);
    glValidateProgram(id);

    GLint status;
    glGetProgramiv(id, GL_VALIDATE_STATUS, &status);
    if (status == GL_FALSE)
        logError("Programm validation failed");
    valid = (status == GL_TRUE);
}
Example #23
0
void GLProgram::linkShaders(void)
{
	glLinkProgram(ID);							// everything will be linked together

	if(!checkErrors()) {
		return;
	} else {
		//given the current pipeline state, can the shaders be executed? (this should be done before every draw call.......)
		glValidateProgram(ID);
	}
}
Example #24
0
	GLuint Shader::load()
	{
		GLuint program = glCreateProgram();

		glAttachShader(program, createShader(GL_VERTEX_SHADER));
		glAttachShader(program, createShader(GL_FRAGMENT_SHADER));

		glLinkProgram(program);
		glValidateProgram(program);

		return program;
	}
Example #25
0
void Shader::PrintProgramValidationLog(GLuint obj, const char* fileName)
{
	char log[1024];
	int len = 0;
	glValidateProgram(obj);
	glGetProgramInfoLog(obj, 1024, &len, log);
	if(len > 0)
	{
		FileOut f(fileName);
		f.Put(log);
	}
}
/*
 validateProgram: checks whether the program can execute given the current pipeline state
 */
void validateProgram(GLuint shader_program) {
    GLint success;
    GLchar InfoLog[1024];
    
    glValidateProgram(shader_program);
    glGetProgramiv(shader_program, GL_VALIDATE_STATUS, &success);
    if (!success) {
        glGetProgramInfoLog(shader_program, sizeof(InfoLog), NULL, InfoLog);
        fprintf(stderr, "Invalid shader program: '%s'\n", InfoLog);
        exit(1);
    }
}
Example #27
0
File: gl.c Project: Spekkio/sdltest
int compileShaders()
{
  GLuint shaderProgram;
  GLint success;
  GLchar infolog[1024];

  shaderProgram = glCreateProgram();

  if(shaderProgram == 0)
    {
      printf("Error: glCreateProgram() == 0");
      return -1;
    }

  if(addShader(shaderProgram, pVS, GL_VERTEX_SHADER) < 0)
    {
      printf("Error: addShader(shaderProgram, pVS, GL_VERTEX_SHADER)\n");
      return -1;
    }
  if(addShader(shaderProgram, pFS, GL_FRAGMENT_SHADER) < 0)
    {
      printf("Error: addShader(shaderProgram, pFS, GL_FRAGMENT_SHADER)\n");
      return -1;
    }
  
  success = 0;

  glLinkProgram(shaderProgram);
  glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);

  if(success == 0)
    {
      glGetProgramInfoLog(shaderProgram, sizeof(infolog), NULL, infolog);
      printf("Error glLinkProgram(): %s\n",infolog);
      return -1;
    }

  success = 0;

  glValidateProgram(shaderProgram);
  glGetProgramiv(shaderProgram, GL_VALIDATE_STATUS, &success);
  if(success == 0)
    {
      glGetProgramInfoLog(shaderProgram, sizeof(infolog), NULL, infolog);
      printf("Error glValidateProgram(): %s\n",infolog);
      return -1;
    }

  glUseProgram(shaderProgram);

  return 0;

}
Example #28
0
void linkShaderProgram(GLuint programID)
{
	// Link all shaders togethers into the GLSL program
    glLinkProgram(programID);
    if (checkProgramInfo(programID, GL_LINK_STATUS, nullptr)){
	    // Validate program executability giving current OpenGL states
	    glValidateProgram(programID);
        if (checkProgramInfo(programID, GL_VALIDATE_STATUS, nullptr)){
	        std::cout << "Program " << programID << " linked\n";
        }
    }
}
bool is_programme_valid (GLuint sp) {
	glValidateProgram (sp);
	GLint params = -1;
	glGetProgramiv (sp, GL_VALIDATE_STATUS, &params);
	if (GL_TRUE != params) {
		gl_log_err ("program %i GL_VALIDATE_STATUS = GL_FALSE\n", sp);
		print_programme_info_log (sp);
		return false;
	}
	gl_log ("program %i GL_VALIDATE_STATUS = GL_TRUE\n", sp);
	return true;
}
/* validate shader */
bool is_valid (GLuint sp) {
	int params = -1;

	glValidateProgram (sp);
	glGetProgramiv (sp, GL_VALIDATE_STATUS, &params);
	printf ("program %i GL_VALIDATE_STATUS = %i\n", sp, params);
	if (GL_TRUE != params) {
		_print_programme_info_log (sp);
		return false;
	}
	return true;
}