Пример #1
0
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;
}
Пример #2
0
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);
}
Пример #3
0
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;
}
Пример #4
0
/**
 * 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;
}
Пример #5
0
void GLAPIENTRY
_mesa_AttachShader(GLuint program, GLuint shader)
{
   GET_CURRENT_CONTEXT(ctx);
   attach_shader(ctx, program, shader);
}
Пример #6
0
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));
}
Пример #10
0
void GLSL_Program::attach_vertex_shader(const char* file_name) {
	attach_shader(load_shader(file_name, GL_VERTEX_SHADER));
}
Пример #11
0
void GLSL_Program::attach_fragment_shader(const char* file_name) {
	attach_shader(load_shader(file_name, GL_FRAGMENT_SHADER));
}
Пример #12
0
void GLSL_Program::attach_shader(const char* file_name, GLenum type) {
	attach_shader(load_shader(file_name, type));
}