diff options
author | Sven Gothel <[email protected]> | 2012-04-09 06:04:25 +0200 |
---|---|---|
committer | Sven Gothel <[email protected]> | 2012-04-09 06:04:25 +0200 |
commit | 00390c099a9683b0dc1c822ba29853658004a671 (patch) | |
tree | 49e03e3a85ff908041b04f7c0a9179b3f4370575 /src/jogl/classes/com/jogamp/opengl/util | |
parent | ca14c6b3d5e53f6eda31ab6112b6b1705c5b31e5 (diff) |
ShaderUtil: Remove 'Impl' redirection, we already have GL OO hierarchy.
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl/util')
-rw-r--r-- | src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderUtil.java | 602 |
1 files changed, 246 insertions, 356 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderUtil.java b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderUtil.java index bd4ba45c4..d8aa1aa7f 100644 --- a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderUtil.java +++ b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderUtil.java @@ -42,431 +42,321 @@ import javax.media.opengl.*; import com.jogamp.common.nio.Buffers; public class ShaderUtil { - static abstract class Impl { - public abstract String getShaderInfoLog(GL gl, int shaderObj); - public abstract String getProgramInfoLog(GL gl, int programObj); - public abstract boolean isShaderStatusValid(GL gl, int shaderObj, int name, PrintStream verboseOut); - public abstract boolean isShaderStatusValid(GL gl, IntBuffer shaders, int name, PrintStream verboseOut); - public abstract boolean isProgramStatusValid(GL gl, int programObj, int name); - public abstract boolean isProgramLinkStatusValid(GL gl, int programObj, PrintStream verboseOut); - public abstract boolean isProgramExecStatusValid(GL gl, int programObj, PrintStream verboseOut); - public abstract void createShader(GL gl, int type, IntBuffer shaders); - public abstract Set<Integer> getShaderBinaryFormats(GL gl); - public abstract boolean isShaderCompilerAvailable(GL gl); - public abstract void shaderSource(GL gl, int shader, java.lang.String[] source); - public abstract void shaderSource(GL gl, IntBuffer shaders, java.lang.String[][] sources); - public abstract void shaderBinary(GL gl, IntBuffer shaders, int binFormat, java.nio.Buffer bin); - public abstract void compileShader(GL gl, IntBuffer shaders); - public abstract void attachShader(GL gl, int program, IntBuffer shaders); - public abstract void detachShader(GL gl, int program, IntBuffer shaders); - public abstract void deleteShader(GL gl, IntBuffer shaders); - - public abstract boolean createAndLoadShader(GL gl, IntBuffer shader, int shaderType, - int binFormat, java.nio.Buffer bin, - PrintStream verboseOut); - - public abstract boolean createAndCompileShader(GL gl, IntBuffer shader, int shaderType, - java.lang.String[][] sources, - PrintStream verboseOut); - } - - static class GL2ES2Impl extends Impl { - public String getShaderInfoLog(GL _gl, int shaderObj) { - GL2ES2 gl = _gl.getGL2ES2(); - int[] infoLogLength=new int[1]; - gl.glGetShaderiv(shaderObj, GL2ES2.GL_INFO_LOG_LENGTH, infoLogLength, 0); + public static String getShaderInfoLog(GL _gl, int shaderObj) { + final GL2ES2 gl = _gl.getGL2ES2(); + int[] infoLogLength=new int[1]; + gl.glGetShaderiv(shaderObj, GL2ES2.GL_INFO_LOG_LENGTH, infoLogLength, 0); - if(infoLogLength[0]==0) { - return "(no info log)"; - } - int[] charsWritten=new int[1]; - byte[] infoLogBytes = new byte[infoLogLength[0]]; - gl.glGetShaderInfoLog(shaderObj, infoLogLength[0], charsWritten, 0, infoLogBytes, 0); - - return new String(infoLogBytes, 0, charsWritten[0]); + if(infoLogLength[0]==0) { + return "(no info log)"; } + int[] charsWritten=new int[1]; + byte[] infoLogBytes = new byte[infoLogLength[0]]; + gl.glGetShaderInfoLog(shaderObj, infoLogLength[0], charsWritten, 0, infoLogBytes, 0); - public String getProgramInfoLog(GL _gl, int programObj) { - GL2ES2 gl = _gl.getGL2ES2(); - int[] infoLogLength=new int[1]; - gl.glGetProgramiv(programObj, GL2ES2.GL_INFO_LOG_LENGTH, infoLogLength, 0); + return new String(infoLogBytes, 0, charsWritten[0]); + } - if(infoLogLength[0]==0) { - return "(no info log)"; - } - int[] charsWritten=new int[1]; - byte[] infoLogBytes = new byte[infoLogLength[0]]; - gl.glGetProgramInfoLog(programObj, infoLogLength[0], charsWritten, 0, infoLogBytes, 0); + public static String getProgramInfoLog(GL _gl, int programObj) { + final GL2ES2 gl = _gl.getGL2ES2(); + int[] infoLogLength=new int[1]; + gl.glGetProgramiv(programObj, GL2ES2.GL_INFO_LOG_LENGTH, infoLogLength, 0); - return new String(infoLogBytes, 0, charsWritten[0]); + if(infoLogLength[0]==0) { + return "(no info log)"; } + int[] charsWritten=new int[1]; + byte[] infoLogBytes = new byte[infoLogLength[0]]; + gl.glGetProgramInfoLog(programObj, infoLogLength[0], charsWritten, 0, infoLogBytes, 0); + + return new String(infoLogBytes, 0, charsWritten[0]); + } - public boolean isShaderStatusValid(GL _gl, int shaderObj, int name, PrintStream verboseOut) { - GL2ES2 gl = _gl.getGL2ES2(); - int[] ires = new int[1]; - gl.glGetShaderiv(shaderObj, name, ires, 0); + public static boolean isShaderStatusValid(GL _gl, int shaderObj, int name, PrintStream verboseOut) { + final GL2ES2 gl = _gl.getGL2ES2(); + int[] ires = new int[1]; + gl.glGetShaderiv(shaderObj, name, ires, 0); - boolean res = ires[0]==1; - if(!res && null!=verboseOut) { - verboseOut.println("Shader status invalid: "+ getShaderInfoLog(gl, shaderObj)); - } - return res; + boolean res = ires[0]==1; + if(!res && null!=verboseOut) { + verboseOut.println("Shader status invalid: "+ getShaderInfoLog(gl, shaderObj)); } + return res; + } - public boolean isShaderStatusValid(GL _gl, IntBuffer shaders, int name, PrintStream verboseOut) { - boolean res = true; - for (int i = shaders.position(); i < shaders.limit(); i++) { - res = isShaderStatusValid(_gl, shaders.get(i), name, verboseOut) && res; - } - return res; + public static boolean isShaderStatusValid(GL _gl, IntBuffer shaders, int name, PrintStream verboseOut) { + boolean res = true; + for (int i = shaders.position(); i < shaders.limit(); i++) { + res = isShaderStatusValid(_gl, shaders.get(i), name, verboseOut) && res; } + return res; + } - public boolean isProgramStatusValid(GL _gl, int programObj, int name) { - GL2ES2 gl = _gl.getGL2ES2(); - int[] ires = new int[1]; - gl.glGetProgramiv(programObj, name, ires, 0); + public static boolean isProgramStatusValid(GL _gl, int programObj, int name) { + final GL2ES2 gl = _gl.getGL2ES2(); + int[] ires = new int[1]; + gl.glGetProgramiv(programObj, name, ires, 0); - return ires[0]==1; - } + return ires[0]==1; + } - public boolean isProgramLinkStatusValid(GL _gl, int programObj, PrintStream verboseOut) { - GL2ES2 gl = _gl.getGL2ES2(); - if(!gl.glIsProgram(programObj)) { - if(null!=verboseOut) { - verboseOut.println("Program name invalid: "+programObj); - } - return false; + public static boolean isProgramLinkStatusValid(GL _gl, int programObj, PrintStream verboseOut) { + final GL2ES2 gl = _gl.getGL2ES2(); + if(!gl.glIsProgram(programObj)) { + if(null!=verboseOut) { + verboseOut.println("Program name invalid: "+programObj); } - if(!isProgramStatusValid(gl, programObj, GL2ES2.GL_LINK_STATUS)) { - if(null!=verboseOut) { - verboseOut.println("Program link failed: "+programObj+"\n\t"+ getProgramInfoLog(gl, programObj)); - } - return false; + return false; + } + if(!isProgramStatusValid(gl, programObj, GL2ES2.GL_LINK_STATUS)) { + if(null!=verboseOut) { + verboseOut.println("Program link failed: "+programObj+"\n\t"+ getProgramInfoLog(gl, programObj)); } - return true; + return false; } - - public boolean isProgramExecStatusValid(GL _gl, int programObj, PrintStream verboseOut) { - GL2ES2 gl = _gl.getGL2ES2(); - gl.glValidateProgram(programObj); - if(!isProgramStatusValid(gl, programObj, GL2ES2.GL_VALIDATE_STATUS)) { - if(null!=verboseOut) { - verboseOut.println("Program validation failed: "+programObj+"\n\t"+ getProgramInfoLog(gl, programObj)); - } - return false; + return true; + } + + /** + * Performs {@link GL2ES2#glValidateProgram(int)} + * <p> + * One shall only call this method while debugging and only if all required + * resources by the shader are set. + * </p> + * <p> + * Note: It is possible that a working shader program will fail validation. + * This has been experienced on NVidia APX2500 and Tegra2. + * </p> + * @see GL2ES2#glValidateProgram(int) + **/ + public static boolean isProgramExecStatusValid(GL _gl, int programObj, PrintStream verboseOut) { + final GL2ES2 gl = _gl.getGL2ES2(); + gl.glValidateProgram(programObj); + if(!isProgramStatusValid(gl, programObj, GL2ES2.GL_VALIDATE_STATUS)) { + if(null!=verboseOut) { + verboseOut.println("Program validation failed: "+programObj+"\n\t"+ getProgramInfoLog(gl, programObj)); } - return true; + return false; } + return true; + } - public void createShader(GL _gl, int type, IntBuffer shaders) { - GL2ES2 gl = _gl.getGL2ES2(); - for (int i = shaders.position(); i < shaders.limit(); i++) { - shaders.put(i, gl.glCreateShader(type)); - } + public static void createShader(GL _gl, int type, IntBuffer shaders) { + final GL2ES2 gl = _gl.getGL2ES2(); + for (int i = shaders.position(); i < shaders.limit(); i++) { + shaders.put(i, gl.glCreateShader(type)); } + } - private Boolean shaderCompilerAvailable = null; - private Set<Integer> shaderBinaryFormats = null; - - public Set<Integer> getShaderBinaryFormats(GL _gl) { - GL2ES2 gl = _gl.getGL2ES2(); - if(null==shaderBinaryFormats) { - gl.getContext().validateCurrent(); - - int[] param = new int[1]; - shaderBinaryFormats = new HashSet<Integer>(); - - if (gl.isGLES2Compatible()) { - gl.glGetIntegerv(GL2ES2.GL_NUM_SHADER_BINARY_FORMATS, param, 0); - int numFormats = param[0]; - if(numFormats>0) { - int[] formats = new int[numFormats]; - gl.glGetIntegerv(GL2ES2.GL_SHADER_BINARY_FORMATS, formats, 0); - for(int i=0; i<numFormats; i++) { - shaderBinaryFormats.add(new Integer(formats[i])); - } + /** + * If supported, queries the natively supported shader binary formats using + * {@link GL2ES2#GL_NUM_SHADER_BINARY_FORMATS} and {@link GL2ES2#GL_SHADER_BINARY_FORMATS} + * via {@link GL2ES2#glGetIntegerv(int, int[], int)}. + */ + public static Set<Integer> getShaderBinaryFormats(GL _gl) { + final GL2ES2 gl = _gl.getGL2ES2(); + final ProfileInformation info = getProfileInformation(gl); + if(null == info.shaderBinaryFormats) { + info.shaderBinaryFormats = new HashSet<Integer>(); + if (gl.isGLES2Compatible()) { + final int[] param = new int[1]; + gl.glGetIntegerv(GL2ES2.GL_NUM_SHADER_BINARY_FORMATS, param, 0); + int numFormats = param[0]; + if(numFormats>0) { + int[] formats = new int[numFormats]; + gl.glGetIntegerv(GL2ES2.GL_SHADER_BINARY_FORMATS, formats, 0); + for(int i=0; i<numFormats; i++) { + info.shaderBinaryFormats.add(new Integer(formats[i])); } } } - return shaderBinaryFormats; } + return info.shaderBinaryFormats; + } - - public boolean isShaderCompilerAvailable(GL _gl) { - GL2ES2 gl = _gl.getGL2ES2(); - if(null==shaderCompilerAvailable) { - gl.getContext().validateCurrent(); - Set<Integer> bfs = getShaderBinaryFormats(gl); - if(gl.isGLES2()) { - byte[] param = new byte[1]; - gl.glGetBooleanv(GL2ES2.GL_SHADER_COMPILER, param, 0); - boolean v = param[0]!=(byte)0x00; - if(!v && bfs.size()==0) { + /** Returns true if a hader compiler is available, otherwise false. */ + public static boolean isShaderCompilerAvailable(GL _gl) { + final GL2ES2 gl = _gl.getGL2ES2(); + final ProfileInformation info = getProfileInformation(gl); + if(null==info.shaderCompilerAvailable) { + if(gl.isGLES2()) { + final byte[] param = new byte[1]; + gl.glGetBooleanv(GL2ES2.GL_SHADER_COMPILER, param, 0); + boolean v = param[0]!=(byte)0x00; + if(!v) { + final Set<Integer> bfs = getShaderBinaryFormats(gl); + if(bfs.size()==0) { // no supported binary formats, hence a compiler must be available! v = true; } - shaderCompilerAvailable = new Boolean(v); - } else if( gl.isGL2ES2() ) { - shaderCompilerAvailable = new Boolean(true); - } else { - throw new GLException("Invalid OpenGL profile"); } + info.shaderCompilerAvailable = new Boolean(v); + } else if( gl.isGL2ES2() ) { + info.shaderCompilerAvailable = new Boolean(true); + } else { + throw new GLException("Invalid OpenGL profile"); } - return shaderCompilerAvailable.booleanValue(); } + return info.shaderCompilerAvailable.booleanValue(); + } - public void shaderSource(GL _gl, int shader, java.lang.String[] source) - { - GL2ES2 gl = _gl.getGL2ES2(); - if(!isShaderCompilerAvailable(_gl)) { - throw new GLException("No compiler is available"); - } - - int count = (null!=source)?source.length:0; - if(count==0) { - throw new GLException("No sources specified"); - } - - IntBuffer lengths = Buffers.newDirectIntBuffer(count); - for(int i=0; i<count; i++) { - lengths.put(i, source[i].length()); - } - gl.glShaderSource(shader, count, source, lengths); + public static void shaderSource(GL _gl, int shader, java.lang.String[] source) + { + final GL2ES2 gl = _gl.getGL2ES2(); + if(!isShaderCompilerAvailable(_gl)) { + throw new GLException("No compiler is available"); } - public void shaderSource(GL _gl, IntBuffer shaders, java.lang.String[][] sources) - { - int sourceNum = (null!=sources)?sources.length:0; - int shaderNum = (null!=shaders)?shaders.remaining():0; - if(shaderNum<=0 || sourceNum<=0 || shaderNum!=sourceNum) { - throw new GLException("Invalid number of shaders and/or sources: shaders="+ - shaderNum+", sources="+sourceNum); - } - for(int i=0; i<sourceNum; i++) { - shaderSource(_gl, shaders.get(shaders.position() + i), sources[i]); - } + int count = (null!=source)?source.length:0; + if(count==0) { + throw new GLException("No sources specified"); } - public void shaderBinary(GL _gl, IntBuffer shaders, int binFormat, java.nio.Buffer bin) - { - GL2ES2 gl = _gl.getGL2ES2(); - if(getShaderBinaryFormats(gl).size()<=0) { - throw new GLException("No binary formats are supported"); - } - - int shaderNum = shaders.remaining(); - if(shaderNum<=0) { - throw new GLException("No shaders specified"); - } - if(null==bin) { - throw new GLException("Null shader binary"); - } - int binLength = bin.remaining(); - if(0>=binLength) { - throw new GLException("Empty shader binary (remaining == 0)"); - } - gl.glShaderBinary(shaderNum, shaders, binFormat, bin, binLength); + IntBuffer lengths = Buffers.newDirectIntBuffer(count); + for(int i=0; i<count; i++) { + lengths.put(i, source[i].length()); } + gl.glShaderSource(shader, count, source, lengths); + } - public void compileShader(GL _gl, IntBuffer shaders) - { - GL2ES2 gl = _gl.getGL2ES2(); - for (int i = shaders.position(); i < shaders.limit(); i++) { - gl.glCompileShader(shaders.get(i)); - } + public static void shaderSource(GL _gl, IntBuffer shaders, java.lang.String[][] sources) + { + int sourceNum = (null!=sources)?sources.length:0; + int shaderNum = (null!=shaders)?shaders.remaining():0; + if(shaderNum<=0 || sourceNum<=0 || shaderNum!=sourceNum) { + throw new GLException("Invalid number of shaders and/or sources: shaders="+ + shaderNum+", sources="+sourceNum); } - - public void attachShader(GL _gl, int program, IntBuffer shaders) - { - GL2ES2 gl = _gl.getGL2ES2(); - for (int i = shaders.position(); i < shaders.limit(); i++) { - gl.glAttachShader(program, shaders.get(i)); - } + for(int i=0; i<sourceNum; i++) { + shaderSource(_gl, shaders.get(shaders.position() + i), sources[i]); } + } - public void detachShader(GL _gl, int program, IntBuffer shaders) - { - GL2ES2 gl = _gl.getGL2ES2(); - for (int i = shaders.position(); i < shaders.limit(); i++) { - gl.glDetachShader(program, shaders.get(i)); - } + public static void shaderBinary(GL _gl, IntBuffer shaders, int binFormat, java.nio.Buffer bin) + { + final GL2ES2 gl = _gl.getGL2ES2(); + if(getShaderBinaryFormats(gl).size()<=0) { + throw new GLException("No binary formats are supported"); } - public void deleteShader(GL _gl, IntBuffer shaders) - { - GL2ES2 gl = _gl.getGL2ES2(); - for (int i = shaders.position(); i < shaders.limit(); i++) { - gl.glDeleteShader(shaders.get(i)); - - } + int shaderNum = shaders.remaining(); + if(shaderNum<=0) { + throw new GLException("No shaders specified"); } - - public boolean createAndLoadShader(GL _gl, IntBuffer shader, int shaderType, - int binFormat, java.nio.Buffer bin, - PrintStream verboseOut) - { - GL2ES2 gl = _gl.getGL2ES2(); - int err = gl.glGetError(); // flush previous errors .. - if(err!=GL.GL_NO_ERROR && null!=verboseOut) { - verboseOut.println("createAndLoadShader: Pre GL Error: 0x"+Integer.toHexString(err)); - } - - createShader(gl, shaderType, shader); - err = gl.glGetError(); - if(err!=GL.GL_NO_ERROR) { - throw new GLException("createAndLoadShader: CreateShader failed, GL Error: 0x"+Integer.toHexString(err)); - } - - shaderBinary(gl, shader, binFormat, bin); - - err = gl.glGetError(); - if(err!=GL.GL_NO_ERROR && null!=verboseOut) { - verboseOut.println("createAndLoadShader: ShaderBinary failed, GL Error: 0x"+Integer.toHexString(err)); - } - return err == GL.GL_NO_ERROR; + if(null==bin) { + throw new GLException("Null shader binary"); } - - public boolean createAndCompileShader(GL _gl, IntBuffer shader, int shaderType, - java.lang.String[][] sources, - PrintStream verboseOut) - { - GL2ES2 gl = _gl.getGL2ES2(); - int err = gl.glGetError(); // flush previous errors .. - if(err!=GL.GL_NO_ERROR && null!=verboseOut) { - verboseOut.println("createAndCompileShader: Pre GL Error: 0x"+Integer.toHexString(err)); - } - - createShader(gl, shaderType, shader); - err = gl.glGetError(); - if(err!=GL.GL_NO_ERROR) { - throw new GLException("createAndCompileShader: CreateShader failed, GL Error: 0x"+Integer.toHexString(err)); - } - - shaderSource(gl, shader, sources); - err = gl.glGetError(); - if(err!=GL.GL_NO_ERROR) { - throw new GLException("createAndCompileShader: ShaderSource failed, GL Error: 0x"+Integer.toHexString(err)); - } - - compileShader(gl, shader); - err = gl.glGetError(); - if(err!=GL.GL_NO_ERROR && null!=verboseOut) { - verboseOut.println("createAndCompileShader: CompileShader failed, GL Error: 0x"+Integer.toHexString(err)); - } - - return isShaderStatusValid(gl, shader, GL2ES2.GL_COMPILE_STATUS, verboseOut) && err == GL.GL_NO_ERROR; + int binLength = bin.remaining(); + if(0>=binLength) { + throw new GLException("Empty shader binary (remaining == 0)"); } - + gl.glShaderBinary(shaderNum, shaders, binFormat, bin, binLength); } - public static String getShaderInfoLog(GL gl, int shaderObj) { - return getImpl(gl).getShaderInfoLog(gl, shaderObj); - } - - public static String getProgramInfoLog(GL gl, int programObj) { - return getImpl(gl).getProgramInfoLog(gl, programObj); - } - - public static boolean isShaderStatusValid(GL gl, int shaderObj, int name, PrintStream verboseOut) { - return getImpl(gl).isShaderStatusValid(gl, shaderObj, name, verboseOut); - } - - public static boolean isShaderStatusValid(GL gl, IntBuffer shaders, int name, PrintStream verboseOut) { - return getImpl(gl).isShaderStatusValid(gl, shaders, name, verboseOut); - } - - public static boolean isProgramStatusValid(GL gl, int programObj, int name) { - return getImpl(gl).isProgramStatusValid(gl, programObj, name); + public static void compileShader(GL _gl, IntBuffer shaders) + { + final GL2ES2 gl = _gl.getGL2ES2(); + for (int i = shaders.position(); i < shaders.limit(); i++) { + gl.glCompileShader(shaders.get(i)); + } } - public static boolean isProgramLinkStatusValid(GL gl, int programObj, PrintStream verboseOut) { - return getImpl(gl).isProgramLinkStatusValid(gl, programObj, verboseOut); - } - - /** - * Performs {@link GL2ES2#glValidateProgram(int)} - * <p> - * One shall only call this method while debugging and only if all required - * resources by the shader are set. - * </p> - * <p> - * Note: It is possible that a working shader program will fail validation. - * This has been experienced on NVidia APX2500 and Tegra2. - * </p> - * @see GL2ES2#glValidateProgram(int) - **/ - public static boolean isProgramExecStatusValid(GL gl, int programObj, PrintStream verboseOut) { - return getImpl(gl).isProgramExecStatusValid(gl, programObj, verboseOut); + public static void attachShader(GL _gl, int program, IntBuffer shaders) + { + final GL2ES2 gl = _gl.getGL2ES2(); + for (int i = shaders.position(); i < shaders.limit(); i++) { + gl.glAttachShader(program, shaders.get(i)); + } } - public static void createShader(GL gl, int type, IntBuffer shaders) { - getImpl(gl).createShader(gl, type, shaders); + public static void detachShader(GL _gl, int program, IntBuffer shaders) + { + final GL2ES2 gl = _gl.getGL2ES2(); + for (int i = shaders.position(); i < shaders.limit(); i++) { + gl.glDetachShader(program, shaders.get(i)); + } } + public static void deleteShader(GL _gl, IntBuffer shaders) + { + final GL2ES2 gl = _gl.getGL2ES2(); + for (int i = shaders.position(); i < shaders.limit(); i++) { + gl.glDeleteShader(shaders.get(i)); - /** - * If supported, queries the natively supported shader binary formats using - * {@link GL2ES2#GL_NUM_SHADER_BINARY_FORMATS} and {@link GL2ES2#GL_SHADER_BINARY_FORMATS} - * via {@link GL2ES2#glGetIntegerv(int, int[], int)}. - */ - public static Set<Integer> getShaderBinaryFormats(GL gl) { - return getImpl(gl).getShaderBinaryFormats(gl); - } - - /** Returns true if a hader compiler is available, otherwise false. */ - public static boolean isShaderCompilerAvailable(GL gl) { - return getImpl(gl).isShaderCompilerAvailable(gl); + } } - public static void shaderSource(GL gl, int shader, java.lang.String[] source) { - getImpl(gl).shaderSource(gl, shader, source); - } + public static boolean createAndLoadShader(GL _gl, IntBuffer shader, int shaderType, + int binFormat, java.nio.Buffer bin, + PrintStream verboseOut) + { + final GL2ES2 gl = _gl.getGL2ES2(); + int err = gl.glGetError(); // flush previous errors .. + if(err!=GL.GL_NO_ERROR && null!=verboseOut) { + verboseOut.println("createAndLoadShader: Pre GL Error: 0x"+Integer.toHexString(err)); + } - public static void shaderSource(GL gl, IntBuffer shaders, java.lang.String[][] sources) { - getImpl(gl).shaderSource(gl, shaders, sources); - } + createShader(gl, shaderType, shader); + err = gl.glGetError(); + if(err!=GL.GL_NO_ERROR) { + throw new GLException("createAndLoadShader: CreateShader failed, GL Error: 0x"+Integer.toHexString(err)); + } - public static void shaderBinary(GL gl, IntBuffer shaders, int binFormat, java.nio.Buffer bin) { - getImpl(gl).shaderBinary(gl, shaders, binFormat, bin); - } + shaderBinary(gl, shader, binFormat, bin); - public static void compileShader(GL gl, IntBuffer shaders) { - getImpl(gl).compileShader(gl, shaders); + err = gl.glGetError(); + if(err!=GL.GL_NO_ERROR && null!=verboseOut) { + verboseOut.println("createAndLoadShader: ShaderBinary failed, GL Error: 0x"+Integer.toHexString(err)); + } + return err == GL.GL_NO_ERROR; } - public static void attachShader(GL gl, int program, IntBuffer shaders) { - getImpl(gl).attachShader(gl, program, shaders); - } + public static boolean createAndCompileShader(GL _gl, IntBuffer shader, int shaderType, + java.lang.String[][] sources, + PrintStream verboseOut) + { + final GL2ES2 gl = _gl.getGL2ES2(); + int err = gl.glGetError(); // flush previous errors .. + if(err!=GL.GL_NO_ERROR && null!=verboseOut) { + verboseOut.println("createAndCompileShader: Pre GL Error: 0x"+Integer.toHexString(err)); + } - public static void detachShader(GL gl, int program, IntBuffer shaders) { - getImpl(gl).detachShader(gl, program, shaders); - } + createShader(gl, shaderType, shader); + err = gl.glGetError(); + if(err!=GL.GL_NO_ERROR) { + throw new GLException("createAndCompileShader: CreateShader failed, GL Error: 0x"+Integer.toHexString(err)); + } - public static void deleteShader(GL gl, IntBuffer shaders) { - getImpl(gl).deleteShader(gl, shaders); - } + shaderSource(gl, shader, sources); + err = gl.glGetError(); + if(err!=GL.GL_NO_ERROR) { + throw new GLException("createAndCompileShader: ShaderSource failed, GL Error: 0x"+Integer.toHexString(err)); + } - public static boolean createAndLoadShader(GL gl, IntBuffer shader, int shaderType, - int binFormat, java.nio.Buffer bin, - PrintStream verboseOut) { - return getImpl(gl).createAndLoadShader(gl, shader, shaderType, binFormat, bin, verboseOut); - } + compileShader(gl, shader); + err = gl.glGetError(); + if(err!=GL.GL_NO_ERROR && null!=verboseOut) { + verboseOut.println("createAndCompileShader: CompileShader failed, GL Error: 0x"+Integer.toHexString(err)); + } - public static boolean createAndCompileShader(GL gl, IntBuffer shader, int shaderType, - java.lang.String[][] sources, - PrintStream verboseOut) { - return getImpl(gl).createAndCompileShader(gl, shader, shaderType, sources, verboseOut); + return isShaderStatusValid(gl, shader, GL2ES2.GL_COMPILE_STATUS, verboseOut) && err == GL.GL_NO_ERROR; } - - private static Impl getImpl(GL _gl) { - GL2ES2 gl = _gl.getGL2ES2(); - GLContext context = gl.getContext(); - Impl impl = (Impl) context.getAttachedObject(implObjectKey); - if (impl == null) { - impl = new GL2ES2Impl(); - context.attachObject(implObjectKey, impl); + + private static final String implObjectKey = "com.jogamp.opengl.util.glsl.ShaderUtil" ; + + private static class ProfileInformation { + Boolean shaderCompilerAvailable = null; + Set<Integer> shaderBinaryFormats = null; + } + + private static ProfileInformation getProfileInformation(GL gl) { + final GLContext context = gl.getContext(); + context.validateCurrent(); + ProfileInformation data = (ProfileInformation) context.getAttachedObject(implObjectKey); + if (data == null) { + data = new ProfileInformation(); + context.attachObject(implObjectKey, data); } - return impl; + return data; } - private static final String implObjectKey = "jogamp.opengl.glsl.ShaderUtilImpl" ; } |