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Diffstat (limited to 'src/shader.c')
-rw-r--r--src/shader.c143
1 files changed, 143 insertions, 0 deletions
diff --git a/src/shader.c b/src/shader.c
new file mode 100644
index 0000000..dcb956b
--- /dev/null
+++ b/src/shader.c
@@ -0,0 +1,143 @@
+#include "../include/shader.h"
+#include "../include/egl.h"
+#include <stdio.h>
+#include <assert.h>
+
+static int min_int(int a, int b) {
+ return a < b ? a : b;
+}
+
+static unsigned int loader_shader(gsr_egl *egl, unsigned int type, const char *source) {
+ unsigned int shader_id = egl->glCreateShader(type);
+ if(shader_id == 0) {
+ fprintf(stderr, "gsr error: loader_shader: failed to create shader, error: %d\n", egl->glGetError());
+ return 0;
+ }
+
+ egl->glShaderSource(shader_id, 1, &source, NULL);
+ egl->glCompileShader(shader_id);
+
+ int compiled = 0;
+ egl->glGetShaderiv(shader_id, GL_COMPILE_STATUS, &compiled);
+ if(!compiled) {
+ int info_length = 0;
+ egl->glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &info_length);
+
+ if(info_length > 1) {
+ char info_log[4096];
+ egl->glGetShaderInfoLog(shader_id, min_int(4096, info_length), NULL, info_log);
+ fprintf(stderr, "gsr error: loader shader: failed to compile shader, error:\n%s\nshader source:\n%s\n", info_log, source);
+ }
+
+ egl->glDeleteShader(shader_id);
+ return 0;
+ }
+
+ return shader_id;
+}
+
+static unsigned int load_program(gsr_egl *egl, const char *vertex_shader, const char *fragment_shader) {
+ unsigned int vertex_shader_id = 0;
+ unsigned int fragment_shader_id = 0;
+ unsigned int program_id = 0;
+ int linked = 0;
+
+ if(vertex_shader) {
+ vertex_shader_id = loader_shader(egl, GL_VERTEX_SHADER, vertex_shader);
+ if(vertex_shader_id == 0)
+ goto err;
+ }
+
+ if(fragment_shader) {
+ fragment_shader_id = loader_shader(egl, GL_FRAGMENT_SHADER, fragment_shader);
+ if(fragment_shader_id == 0)
+ goto err;
+ }
+
+ program_id = egl->glCreateProgram();
+ if(program_id == 0) {
+ fprintf(stderr, "gsr error: load_program: failed to create shader program, error: %d\n", egl->glGetError());
+ goto err;
+ }
+
+ if(vertex_shader_id)
+ egl->glAttachShader(program_id, vertex_shader_id);
+
+ if(fragment_shader_id)
+ egl->glAttachShader(program_id, fragment_shader_id);
+
+ egl->glLinkProgram(program_id);
+
+ egl->glGetProgramiv(program_id, GL_LINK_STATUS, &linked);
+ if(!linked) {
+ int info_length = 0;
+ egl->glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_length);
+
+ if(info_length > 1) {
+ char info_log[4096];
+ egl->glGetProgramInfoLog(program_id, min_int(4096, info_length), NULL, info_log);
+ fprintf(stderr, "gsr error: load program: linking shader program failed, error:\n%s\n", info_log);
+ }
+
+ goto err;
+ }
+
+ if(fragment_shader_id)
+ egl->glDeleteShader(fragment_shader_id);
+ if(vertex_shader_id)
+ egl->glDeleteShader(vertex_shader_id);
+
+ return program_id;
+
+ err:
+ if(program_id)
+ egl->glDeleteProgram(program_id);
+ if(fragment_shader_id)
+ egl->glDeleteShader(fragment_shader_id);
+ if(vertex_shader_id)
+ egl->glDeleteShader(vertex_shader_id);
+ return 0;
+}
+
+int gsr_shader_init(gsr_shader *self, gsr_egl *egl, const char *vertex_shader, const char *fragment_shader) {
+ assert(egl);
+ self->egl = egl;
+ self->program_id = 0;
+
+ if(!vertex_shader && !fragment_shader) {
+ fprintf(stderr, "gsr error: gsr_shader_init: vertex shader and fragment shader can't be NULL at the same time\n");
+ return -1;
+ }
+
+ self->program_id = load_program(self->egl, vertex_shader, fragment_shader);
+ if(self->program_id == 0)
+ return -1;
+
+ return 0;
+}
+
+void gsr_shader_deinit(gsr_shader *self) {
+ if(!self->egl)
+ return;
+
+ if(self->program_id) {
+ self->egl->glDeleteProgram(self->program_id);
+ self->program_id = 0;
+ }
+
+ self->egl = NULL;
+}
+
+int gsr_shader_bind_attribute_location(gsr_shader *self, const char *attribute, int location) {
+ while(self->egl->glGetError()) {}
+ self->egl->glBindAttribLocation(self->program_id, location, attribute);
+ return self->egl->glGetError();
+}
+
+void gsr_shader_use(gsr_shader *self) {
+ self->egl->glUseProgram(self->program_id);
+}
+
+void gsr_shader_use_none(gsr_shader *self) {
+ self->egl->glUseProgram(0);
+}