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#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;
}
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