#include "shader.h" #include "die.h" void check_shader(GLuint shader) { int success; char debug[LOG_MAX]; glGetShaderiv(shader, GL_COMPILE_STATUS, &success); if (success) return; glGetShaderInfoLog(shader, LOG_MAX, NULL, debug); die("error: shader compilation failed!\n%s", debug); } void check_program(GLuint program) { int success; char debug[LOG_MAX]; glGetProgramiv(program, GL_LINK_STATUS, &success); if (success) return; glGetProgramInfoLog(program, LOG_MAX, NULL, debug); die("error: shader linking failed!\n%s", debug); } GLuint load_shader(GLenum type, const char* const src, size_t src_size) { GLuint shader = glCreateShader(type); glShaderBinary(1, &shader, GL_SHADER_BINARY_FORMAT_SPIR_V_ARB, src, src_size); glSpecializeShaderARB(shader, "main", 0, 0, 0); check_shader(shader); return shader; } GLuint frag_shader(const char* const src, size_t src_size) { return load_shader(GL_FRAGMENT_SHADER, src, src_size); } GLuint vert_shader(const char* const src, size_t src_size) { return load_shader(GL_VERTEX_SHADER, src, src_size); } GLuint link_shaders(GLuint vert, GLuint frag) { GLuint shader = glCreateProgram(); glAttachShader(shader, vert); glAttachShader(shader, frag); glLinkProgram(shader); check_program(shader); glUseProgram(shader); glDeleteShader(vert); glDeleteShader(frag); return shader; }