// Copyright 2021 Benjamin Barenblat // // Licensed under the Apache License, Version 2.0 (the "License"); you may not // use this file except in compliance with the License. You may obtain a copy of // the License at // // https://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, WITHOUT // WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the // License for the specific language governing permissions and limitations under // the License. #include "src/gl/shader.h" #include #include #include "src/gl/error.h" #include "third_party/abseil/absl/strings/str_cat.h" #include "third_party/abseil/absl/strings/string_view.h" #include "third_party/glew/include/GL/glew.h" namespace gl { namespace { using ::gl_internal::CheckThreadSafety; using ::gl_internal::ErrorCheck; using ::gl_internal::UnnecessaryErrorCheck; std::string GetInfoLog( void (*gl_get)(GLuint, GLenum, GLint*), void (*gl_get_info_log)(GLuint, GLsizei, GLsizei*, GLchar*), GLuint resource) noexcept(!gl_internal::kAggressiveErrorChecking) { GLint log_length; gl_get(resource, GL_INFO_LOG_LENGTH, &log_length); UnnecessaryErrorCheck(); if (log_length == 0) { return ""; } std::string log(log_length, '\0'); gl_get_info_log(resource, log_length, /*length=*/nullptr, log.data()); UnnecessaryErrorCheck(); log.pop_back(); // pop the nullptr return log; } } // namespace Shader::Shader(GLenum type) : source_set_(false), compile_attempted_(false) { CheckThreadSafety(); shader_ = glCreateShader(type); UnnecessaryErrorCheck(); if (shader_ == 0) { throw std::runtime_error("GL: failed to create shader"); } } void Shader::SetSource(absl::string_view source) { CheckThreadSafety(); std::array source_ptrs = {source.data()}; if (source.size() > std::numeric_limits::max()) { throw std::invalid_argument( "GL: shader source is too large for OpenGL to handle"); } std::array lengths = { static_cast(source.size())}; glShaderSource(shader_, source_ptrs.size(), source_ptrs.data(), lengths.data()); UnnecessaryErrorCheck(); source_set_ = true; compile_attempted_ = false; } void Shader::Compile() { CheckThreadSafety(); if (!source_set_) { throw std::logic_error( "GL: shader compilation requested, but no source available"); } glCompileShader(shader_); UnnecessaryErrorCheck(); compile_attempted_ = true; compile_log_ = GetInfoLog(glGetShaderiv, glGetShaderInfoLog, shader_); GLint compiled; glGetShaderiv(shader_, GL_COMPILE_STATUS, &compiled); UnnecessaryErrorCheck(); if (!compiled) { throw std::runtime_error( absl::StrCat("GL: failed to compile shader: ", compile_log_)); } } const std::string& Shader::compile_log() const { if (!compile_attempted_) { throw std::logic_error( "GL: compilation log examined before shader was compiled"); } return compile_log_; } ShaderProgram::ShaderProgram() : has_fragment_shader_(false), link_attempted_(false) { CheckThreadSafety(); program_ = glCreateProgram(); if (program_ == 0) { throw std::runtime_error("GL: failed to create shader program"); } } void ShaderProgram::SetFragmentDataLocation(const char* name, int framebuffer_id) { CheckThreadSafety(); if (name == nullptr) { throw std::invalid_argument( "GL: requested fragment shader uniform with null name"); } if (!has_fragment_shader_) { throw std::logic_error(absl::StrCat( "GL: cannot set data location for fragment shader uniform ", name, ": no fragment shader present")); } glBindFragDataLocation(program_, framebuffer_id, name); // This error check is be necessary because the name might be reserved. ErrorCheck(); } void ShaderProgram::Link() { CheckThreadSafety(); glLinkProgram(program_); UnnecessaryErrorCheck(); link_attempted_ = true; link_log_ = GetInfoLog(glGetProgramiv, glGetProgramInfoLog, program_); GLint linked; glGetProgramiv(program_, GL_LINK_STATUS, &linked); UnnecessaryErrorCheck(); if (!linked) { throw std::runtime_error( absl::StrCat("GL: failed to link shader program: ", link_log_)); } } const std::string& ShaderProgram::link_log() const { if (!link_attempted_) { throw std::logic_error( "GL: link log examined before shader program was linked"); } return link_log_; } int ShaderProgram::active_vertex_attribute(const char* name) const { CheckThreadSafety(); if (name == nullptr) { throw std::invalid_argument( "GL: requested active vertex attribute with null name"); } int index = glGetAttribLocation(program_, name); // This error check is necessary because the program might not have been // linked yet. ErrorCheck(); if (index == -1) { throw std::invalid_argument(absl::StrCat("GL: requested vertex attribute ", name, " is reserved or inactive")); } return index; } int ShaderProgram::active_uniform(const char* name) const { CheckThreadSafety(); if (name == nullptr) { throw std::invalid_argument("GL: requested active uniform with null name"); } int index = glGetUniformLocation(program_, name); // This error check is necessary because the program might not have been // linked yet. ErrorCheck(); if (index == -1) { throw std::invalid_argument(absl::StrCat("GL: requested uniform ", name, " is reserved or inactive")); } return index; } } // namespace gl