LCOV - code coverage report
Current view: top level - eq/util - shader.cpp (source / functions) Hit Total Coverage
Test: Equalizer Lines: 1 39 2.6 %
Date: 2017-12-16 05:07:20 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           0 : bool compile(const GLEWContext* glewContext LB_UNUSED, const unsigned shader,
      34             :              const char* source)
      35             : {
      36           0 :     EQ_GL_CALL(glShaderSource(shader, 1, &source, 0));
      37           0 :     EQ_GL_CALL(glCompileShader(shader));
      38             :     GLint status;
      39           0 :     EQ_GL_CALL(glGetShaderiv(shader, GL_COMPILE_STATUS, &status));
      40           0 :     if (!status)
      41             :     {
      42           0 :         GLchar errorLog[1024] = {0};
      43           0 :         EQ_GL_CALL(glGetShaderInfoLog(shader, 1024, 0, errorLog));
      44           0 :         LBWARN << "Failed to compile shader " << shader << ": " << errorLog
      45           0 :                << std::endl;
      46           0 :         return false;
      47             :     }
      48           0 :     return true;
      49             : }
      50             : 
      51           0 : bool linkProgram(const GLEWContext* glewContext LB_UNUSED,
      52             :                  const unsigned program, const char* vertexShaderSource,
      53             :                  const char* fragmentShaderSource)
      54             : {
      55           0 :     if (!program || !vertexShaderSource || !fragmentShaderSource)
      56             :     {
      57           0 :         LBWARN << "Failed to link shader program " << program
      58             :                << ": No valid "
      59           0 :                   "shader program, vertex or fragment source."
      60           0 :                << std::endl;
      61           0 :         return false;
      62             :     }
      63             : 
      64           0 :     const GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
      65           0 :     if (!compile(glewContext, vertexShader, vertexShaderSource))
      66             :     {
      67           0 :         EQ_GL_CALL(glDeleteShader(vertexShader));
      68           0 :         return false;
      69             :     }
      70             : 
      71           0 :     const GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
      72           0 :     if (!compile(glewContext, fragmentShader, fragmentShaderSource))
      73             :     {
      74           0 :         EQ_GL_CALL(glDeleteShader(fragmentShader));
      75           0 :         return false;
      76             :     }
      77             : 
      78           0 :     EQ_GL_CALL(glAttachShader(program, vertexShader));
      79           0 :     EQ_GL_CALL(glAttachShader(program, fragmentShader));
      80           0 :     EQ_GL_CALL(glDeleteShader(vertexShader));
      81           0 :     EQ_GL_CALL(glDeleteShader(fragmentShader));
      82             : 
      83           0 :     EQ_GL_CALL(glLinkProgram(program));
      84             :     GLint status;
      85           0 :     EQ_GL_CALL(glGetProgramiv(program, GL_LINK_STATUS, &status));
      86           0 :     if (!status)
      87             :     {
      88           0 :         GLchar errorLog[1024] = {0};
      89           0 :         EQ_GL_CALL(glGetProgramInfoLog(program, 1024, 0, errorLog));
      90           0 :         LBWARN << "Failed to link shader program " << program << ": "
      91           0 :                << errorLog << std::endl;
      92           0 :         return false;
      93             :     }
      94           0 :     return true;
      95             : }
      96             : }
      97             : }
      98          30 : }

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