thorvg/src/renderer/gl_engine/tvgGlShader.cpp
Hermet Park b77f3ca024 common: introduced designated memory allocators
Support the bindings to be more integrable with a system's coherent memory management.

Pleaes note that thorvg now only allow the desinated memory allocators here:
malloc -> tvg::malloc
calloc -> tvg::calloc
realloc -> tvg::realloc
free -> tvg::free

issue: https://github.com/thorvg/thorvg/issues/2652
2025-02-18 17:20:31 +09:00

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/*
* Copyright (c) 2020 - 2025 the ThorVG project. 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 "tvgGlShader.h"
/************************************************************************/
/* Internal Class Implementation */
/************************************************************************/
uint32_t GlShader::compileShader(uint32_t type, char* shaderSrc)
{
GLuint shader;
GLint compiled;
// Create the shader object
shader = glCreateShader(type);
/**
* [0] shader version string
* [1] precision declaration
* [2] shader source
*/
const char* shaderPack[3];
// but in general All Desktop GPU should use OpenGL version ( #version 330 core )
#if defined (THORVG_GL_TARGET_GLES)
shaderPack[0] ="#version 300 es\n";
#else
shaderPack[0] ="#version 330 core\n";
#endif
shaderPack[1] = "precision highp float;\n precision highp int;\n";
shaderPack[2] = shaderSrc;
// Load the shader source
glShaderSource(shader, 3, shaderPack, NULL);
// Compile the shader
glCompileShader(shader);
// Check the compile status
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled)
{
GLint infoLen = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen > 0)
{
auto infoLog = tvg::malloc<char*>(sizeof(char)*infoLen);
glGetShaderInfoLog(shader, infoLen, NULL, infoLog);
TVGERR("GL_ENGINE", "Error compiling shader: %s", infoLog);
tvg::free(infoLog);
}
glDeleteShader(shader);
}
return shader;
}
/************************************************************************/
/* External Class Implementation */
/************************************************************************/
GlShader::GlShader(const char* vertSrc, const char* fragSrc)
{
mVtShader = compileShader(GL_VERTEX_SHADER, const_cast<char*>(vertSrc));
mFrShader = compileShader(GL_FRAGMENT_SHADER, const_cast<char*>(fragSrc));
}
GlShader::~GlShader()
{
glDeleteShader(mVtShader);
glDeleteShader(mFrShader);
}
uint32_t GlShader::getVertexShader()
{
return mVtShader;
}
uint32_t GlShader::getFragmentShader()
{
return mFrShader;
}