70 lines
1.5 KiB
C++
70 lines
1.5 KiB
C++
// Copyright (C) 2020 Jérôme Leclercq
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// This file is part of the "Nazara Engine - OpenGL Renderer"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/OpenGLRenderer/Wrapper/Program.hpp>
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#include <cassert>
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#include <Nazara/OpenGLRenderer/Debug.hpp>
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namespace Nz::GL
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{
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inline void Program::AttachShader(GLuint shader)
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{
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assert(m_objectId);
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const Context& context = EnsureDeviceContext();
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context.glAttachShader(m_objectId, shader);
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}
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inline bool Program::GetLinkStatus(std::string* error)
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{
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assert(m_objectId);
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const Context& context = EnsureDeviceContext();
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GLint success;
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context.glGetProgramiv(m_objectId, GL_LINK_STATUS, &success);
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if (!success)
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{
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if (error)
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{
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GLint logLength;
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context.glGetProgramiv(m_objectId, GL_INFO_LOG_LENGTH, &logLength);
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error->resize(logLength);
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if (logLength > 0)
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{
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GLsizei dummy;
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context.glGetProgramInfoLog(m_objectId, logLength, &dummy, error->data());
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}
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}
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return false;
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}
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return true;
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}
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inline void Program::Link()
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{
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assert(m_objectId);
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const Context& context = EnsureDeviceContext();
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context.glLinkProgram(m_objectId);
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}
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inline GLuint Program::CreateHelper(OpenGLDevice& /*device*/, const Context& context)
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{
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return context.glCreateProgram();
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}
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inline void Program::DestroyHelper(OpenGLDevice& device, const Context& context, GLuint objectId)
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{
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context.glDeleteProgram(objectId);
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device.NotifyProgramDestruction(objectId);
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}
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}
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#include <Nazara/OpenGLRenderer/DebugOff.hpp>
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