unsigned int create_program_link(unsigned int sdr0, ...) { unsigned int prog, sdr; va_list ap; if(!(prog = create_program())) { return 0; } attach_shader(prog, sdr0); if(glGetError()) { return 0; } va_start(ap, sdr0); while((sdr = va_arg(ap, unsigned int))) { attach_shader(prog, sdr); if(glGetError()) { return 0; } } va_end(ap); if(link_program(prog) == -1) { free_program(prog); return 0; } return prog; }
bool GrGLFullShaderBuilder::compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const { const GrGLContext& glCtx = this->gpu()->glContext(); SkString vertShaderSrc(GrGetGLSLVersionDecl(this->ctxInfo())); this->appendUniformDecls(kVertex_Visibility, &vertShaderSrc); this->appendDecls(fVSAttrs, &vertShaderSrc); this->appendDecls(fVSOutputs, &vertShaderSrc); vertShaderSrc.append("void main() {\n"); vertShaderSrc.append(fVSCode); vertShaderSrc.append("}\n"); GrGLuint vertShaderId = attach_shader(glCtx, programId, GR_GL_VERTEX_SHADER, vertShaderSrc); if (!vertShaderId) { return false; } *shaderIds->append() = vertShaderId; #if GR_GL_EXPERIMENTAL_GS if (this->desc().getHeader().fExperimentalGS) { SkASSERT(this->ctxInfo().glslGeneration() >= k150_GrGLSLGeneration); SkString geomShaderSrc(GrGetGLSLVersionDecl(this->ctxInfo())); geomShaderSrc.append("layout(triangles) in;\n" "layout(triangle_strip, max_vertices = 6) out;\n"); this->appendDecls(fGSInputs, &geomShaderSrc); this->appendDecls(fGSOutputs, &geomShaderSrc); geomShaderSrc.append("void main() {\n"); geomShaderSrc.append("\tfor (int i = 0; i < 3; ++i) {\n" "\t\tgl_Position = gl_in[i].gl_Position;\n"); if (this->desc().getHeader().fEmitsPointSize) { geomShaderSrc.append("\t\tgl_PointSize = 1.0;\n"); } SkASSERT(fGSInputs.count() == fGSOutputs.count()); for (int i = 0; i < fGSInputs.count(); ++i) { geomShaderSrc.appendf("\t\t%s = %s[i];\n", fGSOutputs[i].getName().c_str(), fGSInputs[i].getName().c_str()); } geomShaderSrc.append("\t\tEmitVertex();\n" "\t}\n" "\tEndPrimitive();\n"); geomShaderSrc.append("}\n"); GrGLuint geomShaderId = attach_shader(glCtx, programId, GR_GL_GEOMETRY_SHADER, geomShaderSrc); if (!geomShaderId) { return false; } *shaderIds->append() = geomShaderId; } #endif return this->INHERITED::compileAndAttachShaders(programId, shaderIds); }
bool GrGLShaderBuilder::compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const { SkString fragShaderSrc(GrGetGLSLVersionDecl(this->ctxInfo())); fragShaderSrc.append(fFSExtensions); append_default_precision_qualifier(kDefaultFragmentPrecision, fGpu->glStandard(), &fragShaderSrc); this->appendUniformDecls(kFragment_Visibility, &fragShaderSrc); this->appendDecls(fFSInputs, &fragShaderSrc); // We shouldn't have declared outputs on 1.10 SkASSERT(k110_GrGLSLGeneration != fGpu->glslGeneration() || fFSOutputs.empty()); this->appendDecls(fFSOutputs, &fragShaderSrc); fragShaderSrc.append(fFSFunctions); fragShaderSrc.append("void main() {\n"); fragShaderSrc.append(fFSCode); fragShaderSrc.append("}\n"); GrGLuint fragShaderId = attach_shader(fGpu->glContext(), programId, GR_GL_FRAGMENT_SHADER, fragShaderSrc); if (!fragShaderId) { return false; } *shaderIds->append() = fragShaderId; return true; }
/** * For GL_EXT_separate_shader_objects */ GLuint GLAPIENTRY _mesa_CreateShaderProgramEXT(GLenum type, const GLchar *string) { GET_CURRENT_CONTEXT(ctx); const GLuint shader = create_shader(ctx, type); GLuint program = 0; if (shader) { shader_source(ctx, shader, _mesa_strdup(string)); compile_shader(ctx, shader); program = create_shader_program(ctx); if (program) { struct gl_shader_program *shProg; struct gl_shader *sh; GLint compiled = GL_FALSE; shProg = _mesa_lookup_shader_program(ctx, program); sh = _mesa_lookup_shader(ctx, shader); get_shaderiv(ctx, shader, GL_COMPILE_STATUS, &compiled); if (compiled) { attach_shader(ctx, program, shader); link_program(ctx, program); detach_shader(ctx, program, shader); #if 0 /* Possibly... */ if (active-user-defined-varyings-in-linked-program) { append-error-to-info-log; shProg->LinkStatus = GL_FALSE; } #endif } ralloc_strcat(&shProg->InfoLog, sh->InfoLog); } delete_shader(ctx, shader); } return program; }
void GLAPIENTRY _mesa_AttachShader(GLuint program, GLuint shader) { GET_CURRENT_CONTEXT(ctx); attach_shader(ctx, program, shader); }
void GLAPIENTRY _mesa_AttachObjectARB(GLhandleARB program, GLhandleARB shader) { GET_CURRENT_CONTEXT(ctx); attach_shader(ctx, program, shader); }
void GLSL_Program::attach_vertex_shader_from_source(std::string source) { attach_shader(load_shader_from_source(source, GL_VERTEX_SHADER)); }
void GLSL_Program::attach_fragment_shader_from_source(std::string source) { attach_shader(load_shader_from_source(source, GL_FRAGMENT_SHADER)); }
void GLSL_Program::attach_shader_from_source(std::string source, GLenum type) { attach_shader(load_shader_from_source(source, type)); }
void GLSL_Program::attach_vertex_shader(const char* file_name) { attach_shader(load_shader(file_name, GL_VERTEX_SHADER)); }
void GLSL_Program::attach_fragment_shader(const char* file_name) { attach_shader(load_shader(file_name, GL_FRAGMENT_SHADER)); }
void GLSL_Program::attach_shader(const char* file_name, GLenum type) { attach_shader(load_shader(file_name, type)); }