gpu-screen-recorder/src/shader.c
2023-04-15 20:39:02 +02:00

143 lines
4.1 KiB
C

#include "../include/shader.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\n", info_log);
}
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);
}