thorvg/src/lib/gl_engine/tvgGlProgram.cpp
Hermet Park eadb7fc4af binary size optimization.
replaced new/delete with malloc/free

saved 936 bytes
2021-11-04 20:10:21 +09:00

178 lines
4.7 KiB
C++

/*
* Copyright (c) 2020-2021 Samsung Electronics Co., Ltd. All rights reserved.
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include "tvgGlProgram.h"
/************************************************************************/
/* Internal Class Implementation */
/************************************************************************/
uint32_t GlProgram::mCurrentProgram = 0;
/************************************************************************/
/* External Class Implementation */
/************************************************************************/
unique_ptr<GlProgram> GlProgram::gen(std::shared_ptr<GlShader> shader)
{
return make_unique<GlProgram>(shader);
}
GlProgram::GlProgram(std::shared_ptr<GlShader> shader)
{
linkProgram(shader);
}
GlProgram::~GlProgram()
{
if (mCurrentProgram == mProgramObj)
{
unload();
}
glDeleteProgram(mProgramObj);
}
void GlProgram::load()
{
if (mCurrentProgram == mProgramObj)
{
return;
}
mCurrentProgram = mProgramObj;
GL_CHECK(glUseProgram(mProgramObj));
}
void GlProgram::unload()
{
mCurrentProgram = 0;
}
int32_t GlProgram::getAttributeLocation(const char* name)
{
GL_CHECK(int32_t location = glGetAttribLocation(mCurrentProgram, name));
return location;
}
int32_t GlProgram::getUniformLocation(const char* name)
{
GL_CHECK(int32_t location = glGetUniformLocation(mCurrentProgram, name));
return location;
}
void GlProgram::setUniform1Value(int32_t location, int count, const int* values)
{
GL_CHECK(glUniform1iv(location, count, values));
}
void GlProgram::setUniform2Value(int32_t location, int count, const int* values)
{
GL_CHECK(glUniform2iv(location, count, values));
}
void GlProgram::setUniform3Value(int32_t location, int count, const int* values)
{
GL_CHECK(glUniform3iv(location, count, values));
}
void GlProgram::setUniform4Value(int32_t location, int count, const int* values)
{
GL_CHECK(glUniform4iv(location, count, values));
}
void GlProgram::setUniform1Value(int32_t location, int count, const float* values)
{
GL_CHECK(glUniform1fv(location, count, values));
}
void GlProgram::setUniform2Value(int32_t location, int count, const float* values)
{
GL_CHECK(glUniform2fv(location, count, values));
}
void GlProgram::setUniform3Value(int32_t location, int count, const float* values)
{
GL_CHECK(glUniform3fv(location, count, values));
}
void GlProgram::setUniform4Value(int32_t location, int count, const float* values)
{
GL_CHECK(glUniform4fv(location, count, values));
}
void GlProgram::setUniform4x4Value(int32_t location, int count, const float* values)
{
GL_CHECK(glUniformMatrix4fv(location, count, GL_FALSE, &values[0]));
}
void GlProgram::linkProgram(std::shared_ptr<GlShader> shader)
{
GLint linked;
// Create the program object
uint32_t progObj = glCreateProgram();
assert(progObj);
glAttachShader(progObj, shader->getVertexShader());
glAttachShader(progObj, shader->getFragmentShader());
// Link the program
glLinkProgram(progObj);
// Check the link status
glGetProgramiv(progObj, GL_LINK_STATUS, &linked);
if (!linked)
{
GLint infoLen = 0;
glGetProgramiv(progObj, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen > 0)
{
auto infoLog = static_cast<char*>(malloc(sizeof(char) * infoLen));
glGetProgramInfoLog(progObj, infoLen, NULL, infoLog);
TVGERR("GL_ENGINE", "Error linking shader: %s", infoLog);
free(infoLog);
}
glDeleteProgram(progObj);
progObj = 0;
assert(0);
}
mProgramObj = progObj;
}