Пример #1
0
int shader_log(GLuint shader, const char *name)
{
	shader_debug("=== %s ===\n", name);

	GLint status = 0;
	glGetShaderiv(shader, GL_COMPILE_STATUS, &status);

	if(status == GL_FALSE) {
		shader_error("Compilation of %s failed\n", name);
	}

	GLint len = 0;
	glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);

	if(len > 0) {
		GLchar *msg = (GLchar *) malloc(len);
		glGetShaderInfoLog(shader, len, &len, msg);
		/* TODO: readline() and output for each line */
		if(status == GL_FALSE) {
			shader_error("%s", msg);
		} else {
			shader_debug("%s", msg);
		}
		free(msg);
	}

	if(status == GL_FALSE) {
		glDeleteShader(shader);
		return SHADER_COMPILE_ERROR;
	}

	return SHADER_OK;
}
Пример #2
0
GLuint create_program(GLuint vertex_shader, GLuint fragment_shader) {
    if (vertex_shader == 0 || fragment_shader == 0) {
        if(vertex_shader == 0) {
            fputs("Received NULL vertex shader", stderr);
        }
        if(fragment_shader == 0) {
            fputs("Received NULL fragment shader", stderr);
        }
        exit(1);
    }

    // Link the program
    printf("Linking program\n");
    GLuint ProgramID = glCreateProgram();
    glAttachShader(ProgramID, vertex_shader);
    glAttachShader(ProgramID, fragment_shader);
    glLinkProgram(ProgramID);

    // Check the program
    GLint compile_ok = GL_FALSE;
    glGetProgramiv(ProgramID, GL_LINK_STATUS, &compile_ok);
    if (compile_ok == GL_FALSE) {
        fprintf(stderr, "Failed to link: ");
        shader_error(ProgramID);
        exit(1);
    }

    glDeleteShader(vertex_shader);
    glDeleteShader(fragment_shader);

    return ProgramID;
}
Пример #3
0
/**
 * Compile the shader from file 'filename', with error handling
 */
GLuint create_shader(const char* filename, GLenum type) {
    GLuint shader = glCreateShader(type);

    char const * source = read_file(filename);
    if (source == NULL) {
        fprintf(stderr, "Error opening %s: ", filename);
        perror("");
        return 0;
    }

    glShaderSource(shader, 1, &source, NULL);
    glCompileShader(shader);


    free((char*) source);

    GLint compile_ok = GL_FALSE;
    glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_ok);
    if (compile_ok == GL_FALSE) {
        fprintf(stderr, "%s: ", filename);
        shader_error(shader);
        glDeleteShader(shader);
        return 0;
    }
    printf("Shader '%s' compiled successfully\n", filename);
    return shader;
}
Пример #4
0
static GLboolean brwProgramStringNotify( GLcontext *ctx,
        GLenum target,
        struct gl_program *prog )
{
    struct brw_context *brw = brw_context(ctx);
    int i;

    if (target == GL_FRAGMENT_PROGRAM_ARB) {
        struct gl_fragment_program *fprog = (struct gl_fragment_program *) prog;
        struct brw_fragment_program *newFP = brw_fragment_program(fprog);
        const struct brw_fragment_program *curFP =
            brw_fragment_program_const(brw->fragment_program);

        if (fprog->FogOption) {
            _mesa_append_fog_code(ctx, fprog);
            fprog->FogOption = GL_NONE;
        }

        if (newFP == curFP)
            brw->state.dirty.brw |= BRW_NEW_FRAGMENT_PROGRAM;
        newFP->id = brw->program_id++;
        newFP->isGLSL = brw_wm_is_glsl(fprog);
    }
    else if (target == GL_VERTEX_PROGRAM_ARB) {
        struct gl_vertex_program *vprog = (struct gl_vertex_program *) prog;
        struct brw_vertex_program *newVP = brw_vertex_program(vprog);
        const struct brw_vertex_program *curVP =
            brw_vertex_program_const(brw->vertex_program);

        if (newVP == curVP)
            brw->state.dirty.brw |= BRW_NEW_VERTEX_PROGRAM;
        if (newVP->program.IsPositionInvariant) {
            _mesa_insert_mvp_code(ctx, &newVP->program);
        }
        newVP->id = brw->program_id++;

        /* Also tell tnl about it:
         */
        _tnl_program_string(ctx, target, prog);
    }

    /* Reject programs with subroutines, which are totally broken at the moment
     * (all program flows return when any program flow returns, and
     * the VS also hangs if a function call calls a function.
     *
     * See piglit glsl-{vs,fs}-functions-[23] tests.
     */
    for (i = 0; i < prog->NumInstructions; i++) {
        if (prog->Instructions[i].Opcode == OPCODE_CAL) {
            shader_error(ctx, prog,
                         "i965 driver doesn't yet support uninlined function "
                         "calls.  Move to using a single return statement at "
                         "the end of the function to work around it.");
            return GL_FALSE;
        }
    }

    return GL_TRUE;
}
Пример #5
0
	void ShaderProgram::check_shader_compilation(GLuint shader_id){
		GLint result = GL_FALSE;
		int log_length;

		glGetShaderiv(shader_id, GL_COMPILE_STATUS, &result);
		glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &log_length);
		std::vector<GLchar> shader_error((log_length > 1) ? log_length : 1);
		glGetShaderInfoLog(shader_id, log_length, NULL, &shader_error[0]);
		std::cout << &shader_error[0] << std::endl;
	}
Пример #6
0
struct uniform* shader_uniform_create(struct shader *s, const char *name)
{
	int index = shader_uniform_idx_next(s);
	if (index < 0) {
		shader_error("UNIFORMS_MAX reached\n");
		return SHADER_UNIFORMS_MAX_ERROR;
	}

	struct uniform *u = (struct uniform *) malloc(sizeof(struct uniform));

	if (u == NULL) {
		shader_error("Out of memory");
		return SHADER_OOM_ERROR;
	}

	strcpy(u->name, name);
	s->uniforms[index] = u;

	return u;
}
Пример #7
0
void checkShaderError(const std::string& fileName, sgl::SGL_HRESULT err)
{
    switch(err)
    {
    case sgl::SGLERR_FILE_NOT_FOUND:
        throw file_error(AUTO_LOGGER, "Couldn't find file: " + fileName);
    case sgl::SGLERR_INVALID_CALL:
        throw shader_error(AUTO_LOGGER, fileName + ":" + sglGetErrorMsg() );
    default:
        return;
    }
}
Пример #8
0
shader_program::shader_program(const std::string &vsrc, const std::string &fsrc)
	: program_object_(0)
	, vertex_object_(0)
	, fragment_object_(0)
	, block_()
	, attr_color_mod_(0)
	, attr_submerge_(0)
	, attr_effects_(0)
	, uni_overlay_(0)
	, overlay_image_()
	, refcount_(new unsigned(1))
{
	vertex_object_ = GPU_LoadShader(GPU_VERTEX_SHADER, vsrc.c_str());
	if (!vertex_object_) {
		throw shader_error("Failed to compile vertex shader");
	}

	fragment_object_ = GPU_LoadShader(GPU_FRAGMENT_SHADER, fsrc.c_str());
	if (!fragment_object_) {
		throw shader_error("Failed to compile fragment shader");
	}

	program_object_ = GPU_LinkShaders(vertex_object_, fragment_object_);
	if (!program_object_) {
		throw shader_error("Failed to link shader program");
	}

	attr_color_mod_ = GPU_GetAttributeLocation(program_object_,
											   "vert_color_mod");
	attr_submerge_ = GPU_GetAttributeLocation(program_object_,
											  "vert_submerge");
	attr_effects_ = GPU_GetAttributeLocation(program_object_,
											 "vert_effects");
	uni_overlay_ = GPU_GetUniformLocation(program_object_, "overlay");

	set_color_mod(0, 0, 0, 0);
	set_submerge(0);
	set_effects(0);
}
Пример #9
0
int shader_program_log(GLuint program, const char *name)
{
	shader_debug("=== %s ===\n", name);

	GLint status = 0;
	glGetProgramiv(program, GL_LINK_STATUS, &status);

	if(status == GL_FALSE) {
		shader_error("Link failed\n");
	}

	GLint len = 0;
	glGetProgramiv(program, GL_INFO_LOG_LENGTH, &len);

	if(len > 0) {
		GLchar *msg = (GLchar *) malloc(len);
		glGetProgramInfoLog(program, len, &len, msg);
		/* TODO: readline() and output for each line */
		if(status == GL_FALSE) {
			shader_error("%s", msg);
		} else {
			shader_debug("%s", msg);
		}
		free(msg);
	}

	GLint uniforms = 0;
	glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &uniforms);
	shader_debug("%d active uniforms\n", uniforms);

	if(status == GL_FALSE) {
		return SHADER_LINK_ERROR;
	}

	return SHADER_OK;
}
Пример #10
0
static GLboolean brwProgramStringNotify( struct gl_context *ctx,
                                         GLenum target,
                                         struct gl_program *prog )
{
   struct brw_context *brw = brw_context(ctx);
   int i;

   if (target == GL_FRAGMENT_PROGRAM_ARB) {
      struct gl_fragment_program *fprog = (struct gl_fragment_program *) prog;
      struct brw_fragment_program *newFP = brw_fragment_program(fprog);
      const struct brw_fragment_program *curFP =
         brw_fragment_program_const(brw->fragment_program);
      struct gl_shader_program *shader_program;

      if (newFP == curFP)
	 brw->state.dirty.brw |= BRW_NEW_FRAGMENT_PROGRAM;
      newFP->id = brw->program_id++;      

      /* Don't reject fragment shaders for their Mesa IR state when we're
       * using the new FS backend.
       */
      shader_program = _mesa_lookup_shader_program(ctx, prog->Id);
      if (shader_program
	  && shader_program->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
	 return GL_TRUE;
      }
   }
   else if (target == GL_VERTEX_PROGRAM_ARB) {
      struct gl_vertex_program *vprog = (struct gl_vertex_program *) prog;
      struct brw_vertex_program *newVP = brw_vertex_program(vprog);
      const struct brw_vertex_program *curVP =
         brw_vertex_program_const(brw->vertex_program);

      if (newVP == curVP)
	 brw->state.dirty.brw |= BRW_NEW_VERTEX_PROGRAM;
      if (newVP->program.IsPositionInvariant) {
	 _mesa_insert_mvp_code(ctx, &newVP->program);
      }
      newVP->id = brw->program_id++;      

      /* Also tell tnl about it:
       */
      _tnl_program_string(ctx, target, prog);
   }

   /* Reject programs with subroutines, which are totally broken at the moment
    * (all program flows return when any program flow returns, and
    * the VS also hangs if a function call calls a function.
    *
    * See piglit glsl-{vs,fs}-functions-[23] tests.
    */
   for (i = 0; i < prog->NumInstructions; i++) {
      struct prog_instruction *inst = prog->Instructions + i;
      int r;

      if (prog->Instructions[i].Opcode == OPCODE_CAL) {
	 shader_error(ctx, prog,
		      "i965 driver doesn't yet support uninlined function "
		      "calls.  Move to using a single return statement at "
		      "the end of the function to work around it.\n");
	 return GL_FALSE;
      }

      if (prog->Instructions[i].Opcode == OPCODE_RET) {
	 shader_error(ctx, prog,
		      "i965 driver doesn't yet support \"return\" "
		      "from main().\n");
	 return GL_FALSE;
      }

      for (r = 0; r < _mesa_num_inst_src_regs(inst->Opcode); r++) {
	 if (prog->Instructions[i].SrcReg[r].RelAddr &&
	     prog->Instructions[i].SrcReg[r].File == PROGRAM_INPUT) {
	    shader_error(ctx, prog,
			 "Variable indexing of shader inputs unsupported\n");
	    return GL_FALSE;
	 }
      }

      if (target == GL_FRAGMENT_PROGRAM_ARB &&
	  prog->Instructions[i].DstReg.RelAddr &&
	  prog->Instructions[i].DstReg.File == PROGRAM_OUTPUT) {
	 shader_error(ctx, prog,
		      "Variable indexing of FS outputs unsupported\n");
	 return GL_FALSE;
      }
      if (target == GL_FRAGMENT_PROGRAM_ARB) {
	 if ((prog->Instructions[i].DstReg.RelAddr &&
	      prog->Instructions[i].DstReg.File == PROGRAM_TEMPORARY) ||
	     (prog->Instructions[i].SrcReg[0].RelAddr &&
	      prog->Instructions[i].SrcReg[0].File == PROGRAM_TEMPORARY) ||
	     (prog->Instructions[i].SrcReg[1].RelAddr &&
	      prog->Instructions[i].SrcReg[1].File == PROGRAM_TEMPORARY) ||
	     (prog->Instructions[i].SrcReg[2].RelAddr &&
	      prog->Instructions[i].SrcReg[2].File == PROGRAM_TEMPORARY)) {
	    shader_error(ctx, prog,
			 "Variable indexing of variable arrays in the FS "
			 "unsupported\n");
	    return GL_FALSE;
	 }
      }
   }

   return GL_TRUE;
}