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https://github.com/hajimehoshi/ebiten.git
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4997e7e254
See https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/WebGL_best_practices#dont_check_shader_compile_status_unless_linking_fails
90 lines
2.7 KiB
Go
90 lines
2.7 KiB
Go
// Copyright 2020 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//go:build !playstation5
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package opengl
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import (
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"fmt"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl/gl"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir/glsl"
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)
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type Shader struct {
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id graphicsdriver.ShaderID
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graphics *Graphics
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ir *shaderir.Program
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p program
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}
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func newShader(id graphicsdriver.ShaderID, graphics *Graphics, program *shaderir.Program) (*Shader, error) {
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s := &Shader{
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id: id,
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graphics: graphics,
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ir: program,
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}
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if err := s.compile(); err != nil {
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return nil, err
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}
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return s, nil
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}
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func (s *Shader) ID() graphicsdriver.ShaderID {
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return s.id
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}
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func (s *Shader) Dispose() {
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s.graphics.context.deleteProgram(s.p)
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s.graphics.removeShader(s)
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}
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func (s *Shader) compile() error {
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vssrc, fssrc := glsl.Compile(s.ir, s.graphics.context.glslVersion())
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vs, err := s.graphics.context.newShader(gl.VERTEX_SHADER, vssrc)
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if err != nil {
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return err
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}
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defer s.graphics.context.ctx.DeleteShader(uint32(vs))
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fs, err := s.graphics.context.newShader(gl.FRAGMENT_SHADER, fssrc)
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if err != nil {
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return err
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}
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defer s.graphics.context.ctx.DeleteShader(uint32(fs))
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p, err := s.graphics.context.newProgram([]shader{vs, fs}, theArrayBufferLayout.names())
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if err != nil {
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return err
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}
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// Check errors only after linking fails.
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// See https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/WebGL_best_practices#dont_check_shader_compile_status_unless_linking_fails
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if s.graphics.context.ctx.GetProgrami(uint32(p), gl.LINK_STATUS) == gl.FALSE {
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programInfo := s.graphics.context.ctx.GetProgramInfoLog(uint32(p))
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vertexShaderInfo := s.graphics.context.ctx.GetShaderInfoLog(uint32(vs))
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fragmentShaderInfo := s.graphics.context.ctx.GetShaderInfoLog(uint32(fs))
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return fmt.Errorf("opengl: program error: %s\nvertex shader error: %s\nvertex shader source: %s\nfragment shader error: %s\nfragment shader source: %s",
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programInfo, vertexShaderInfo, vssrc, fragmentShaderInfo, fssrc)
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}
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s.p = p
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return nil
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}
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