LCOV - code coverage report
Current view: top level - eq/util - shader.cpp (source / functions) Hit Total Coverage
Test: Equalizer Lines: 1 38 2.6 %
Date: 2016-07-30 05:04:55 Functions: 2 4 50.0 %

          Line data    Source code
       1             : 
       2             : /* Copyright (c) 2015, Stefan Eilemann <eile@equalizergraphics.com>
       3             :  *                     Daniel Nachbaur <danielnachbaur@gmail.com>
       4             :  *
       5             :  * This library is free software; you can redistribute it and/or modify it under
       6             :  * the terms of the GNU Lesser General Public License version 2.1 as published
       7             :  * by the Free Software Foundation.
       8             :  *
       9             :  * This library is distributed in the hope that it will be useful, but WITHOUT
      10             :  * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
      11             :  * FOR A PARTICULAR PURPOSE.  See the GNU Lesser General Public License for more
      12             :  * details.
      13             :  *
      14             :  * You should have received a copy of the GNU Lesser General Public License
      15             :  * along with this library; if not, write to the Free Software Foundation, Inc.,
      16             :  * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
      17             :  */
      18             : 
      19             : #include "shader.h"
      20             : 
      21             : #include <eq/gl.h>
      22             : #include <lunchbox/log.h>
      23             : 
      24             : #undef glewGetContext
      25             : #define glewGetContext() glewContext
      26             : 
      27             : namespace eq
      28             : {
      29             : namespace util
      30             : {
      31             : namespace shader
      32             : {
      33             : 
      34           0 : bool compile( const GLEWContext* glewContext LB_UNUSED, const unsigned shader,
      35             :               const char* source )
      36             : {
      37           0 :     EQ_GL_CALL( glShaderSource( shader, 1, &source, 0 ));
      38           0 :     EQ_GL_CALL( glCompileShader( shader ));
      39             :     GLint status;
      40           0 :     EQ_GL_CALL( glGetShaderiv( shader, GL_COMPILE_STATUS, &status ));
      41           0 :     if( !status )
      42             :     {
      43           0 :         GLchar errorLog[1024] = {0};
      44           0 :         EQ_GL_CALL( glGetShaderInfoLog( shader, 1024, 0, errorLog ));
      45           0 :         LBWARN << "Failed to compile shader " << shader << ": " << errorLog
      46           0 :                << std::endl;
      47           0 :         return false;
      48             :     }
      49           0 :     return true;
      50             : }
      51             : 
      52           0 : bool linkProgram( const GLEWContext* glewContext LB_UNUSED,
      53             :                   const unsigned program, const char* vertexShaderSource,
      54             :                   const char* fragmentShaderSource )
      55             : {
      56           0 :     if( !program || !vertexShaderSource || !fragmentShaderSource )
      57             :     {
      58           0 :         LBWARN << "Failed to link shader program " << program << ": No valid "
      59           0 :                   "shader program, vertex or fragment source." << std::endl;
      60           0 :         return false;
      61             :     }
      62             : 
      63           0 :     const GLuint vertexShader = glCreateShader( GL_VERTEX_SHADER );
      64           0 :     if( !compile( glewContext, vertexShader, vertexShaderSource ))
      65             :     {
      66           0 :         EQ_GL_CALL( glDeleteShader( vertexShader ));
      67           0 :         return false;
      68             :     }
      69             : 
      70           0 :     const GLuint fragmentShader = glCreateShader( GL_FRAGMENT_SHADER );
      71           0 :     if( !compile( glewContext, fragmentShader, fragmentShaderSource ))
      72             :     {
      73           0 :         EQ_GL_CALL( glDeleteShader( fragmentShader ));
      74           0 :         return false;
      75             :     }
      76             : 
      77           0 :     EQ_GL_CALL( glAttachShader( program, vertexShader ));
      78           0 :     EQ_GL_CALL( glAttachShader( program, fragmentShader ));
      79           0 :     EQ_GL_CALL( glDeleteShader( vertexShader ));
      80           0 :     EQ_GL_CALL( glDeleteShader( fragmentShader ));
      81             : 
      82           0 :     EQ_GL_CALL( glLinkProgram( program ));
      83             :     GLint status;
      84           0 :     EQ_GL_CALL( glGetProgramiv( program, GL_LINK_STATUS, &status ));
      85           0 :     if( !status )
      86             :     {
      87           0 :         GLchar errorLog[1024] = {0};
      88           0 :         EQ_GL_CALL( glGetProgramInfoLog( program, 1024, 0, errorLog ));
      89           0 :         LBWARN << "Failed to link shader program " << program << ": "
      90           0 :                << errorLog << std::endl;
      91           0 :         return false;
      92             :     }
      93           0 :     return true;
      94             : }
      95             : 
      96             : }
      97             : }
      98          42 : }

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