1 /* 2 Copyright (c) 2019 dayllenger 3 4 Boost Software License - Version 1.0 - August 17th, 2003 5 Permission is hereby granted, free of charge, to any person or organization 6 obtaining a copy of the software and accompanying documentation covered by 7 this license (the "Software") to use, reproduce, display, distribute, 8 execute, and transmit the Software, and to prepare derivative works of the 9 Software, and to permit third-parties to whom the Software is furnished to 10 do so, all subject to the following: 11 12 The copyright notices in the Software and this entire statement, including 13 the above license grant, this restriction and the following disclaimer, 14 must be included in all copies of the Software, in whole or in part, and 15 all derivative works of the Software, unless such copies or derivative 16 works are solely in the form of machine-executable object code generated by 17 a source language processor. 18 19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 20 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 21 FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT 22 SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE 23 FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, 24 ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER 25 DEALINGS IN THE SOFTWARE. 26 */ 27 28 module dagon.graphics.shaderloader; 29 30 import std.stdio; 31 import std.string : stripRight; 32 import dlib.math.utils : min2; 33 import dagon.core.libs; 34 35 enum ShaderStage : ubyte 36 { 37 vertex = 1, 38 tessControl = 2, 39 tessEval = 4, 40 geometry = 8, 41 fragment = 16, 42 compute = 32 43 } 44 45 private GLenum shaderStageToGLenum(ShaderStage stage) 46 { 47 final switch (stage) with(ShaderStage) 48 { 49 case vertex: return GL_VERTEX_SHADER; 50 case tessControl: return GL_TESS_CONTROL_SHADER; 51 case tessEval: return GL_TESS_EVALUATION_SHADER; 52 case geometry: return GL_GEOMETRY_SHADER; 53 case fragment: return GL_FRAGMENT_SHADER; 54 static if (glSupport >= GLSupport.gl43) 55 case compute: return GL_COMPUTE_SHADER; 56 else 57 case compute: return 0; 58 } 59 } 60 61 /// Compile single shader from source 62 GLuint compileShader(string source, const ShaderStage stage) 63 { 64 // create a shader 65 GLuint shaderID = glCreateShader(shaderStageToGLenum(stage)); 66 67 // compile the shader 68 const char* csource = source.ptr; 69 GLint length = cast(GLint)source.length; 70 glShaderSource(shaderID, 1, &csource, &length); 71 glCompileShader(shaderID); 72 73 // check the shader 74 if (!checkCompilation(shaderID, stage)) 75 { 76 shaderID = 0; 77 glDeleteShader(shaderID); 78 } 79 80 return shaderID; 81 } 82 83 /// Link compiled shaders 84 GLuint linkShaders(const GLuint[] shaderIDs...) 85 { 86 // create and link program 87 GLuint programID = glCreateProgram(); 88 foreach(sh; shaderIDs) 89 glAttachShader(programID, sh); 90 glLinkProgram(programID); 91 92 // check the program 93 if (!checkLinking(programID)) 94 { 95 programID = 0; 96 glDeleteProgram(programID); 97 } 98 99 // delete the program parts 100 foreach(sh; shaderIDs) 101 { 102 glDetachShader(programID, sh); 103 glDeleteShader(sh); 104 } 105 106 return programID; 107 } 108 109 private enum logMaxLen = 1023; 110 111 private bool checkCompilation(const GLuint shaderID, const ShaderStage stage) 112 { 113 // get status 114 GLint status = GL_FALSE; 115 glGetShaderiv(shaderID, GL_COMPILE_STATUS, &status); 116 const bool ok = status != GL_FALSE; 117 // get log 118 GLint infolen; 119 glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &infolen); // includes \0 120 if (infolen > 1) 121 { 122 char[logMaxLen + 1] infobuffer = 0; 123 glGetShaderInfoLog(shaderID, logMaxLen, null, infobuffer.ptr); 124 infolen = min2(infolen - 1, logMaxLen); 125 char[] s = stripRight(infobuffer[0 .. infolen]); 126 // it can be some warning 127 if (!ok) 128 writefln("Failed to compile %s shader:", stage); 129 writeln(s); 130 } 131 return ok; 132 } 133 134 private bool checkLinking(const GLuint programID) 135 { 136 // get status 137 GLint status = GL_FALSE; 138 glGetProgramiv(programID, GL_LINK_STATUS, &status); 139 const bool ok = status != GL_FALSE; 140 // get log 141 GLint infolen; 142 glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &infolen); // includes \0 143 if (infolen > 1) 144 { 145 char[logMaxLen + 1] infobuffer = 0; 146 glGetProgramInfoLog(programID, logMaxLen, null, infobuffer.ptr); 147 infolen = min2(infolen - 1, logMaxLen); 148 char[] s = stripRight(infobuffer[0 .. infolen]); 149 // it can be some warning 150 if (!ok) 151 writeln("Failed to link shaders:"); 152 writeln(s); 153 } 154 return ok; 155 }