Fixed a couple potential memory leaks if love.graphics.newShader causes an error, and cleaned up some shader-related code.

This commit is contained in:
Alex Szpakowski
2014-09-27 02:26:58 -03:00
parent c6b610d116
commit b70f72acb3
5 changed files with 138 additions and 137 deletions
+112 -107
View File
@@ -66,15 +66,15 @@ Shader *Shader::current = nullptr;
GLint Shader::maxTexUnits = 0;
std::vector<int> Shader::textureCounters;
Shader::Shader(const ShaderSources &sources)
: shaderSources(sources)
Shader::Shader(const ShaderSource &source)
: shaderSource(source)
, program(0)
, builtinUniforms()
, vertexAttributes()
, builtinAttributes()
, lastCanvas((Canvas *) -1)
, lastViewport()
{
if (shaderSources.empty())
if (source.vertex.empty() && source.pixel.empty())
throw love::Exception("Cannot create shader: no source code!");
if (maxTexUnits <= 0)
@@ -105,21 +105,21 @@ Shader::~Shader()
unloadVolatile();
}
GLuint Shader::compileCode(ShaderType type, const std::string &code)
GLuint Shader::compileCode(ShaderStage stage, const std::string &code)
{
GLenum glshadertype;
GLenum glstage;
const char *typestr;
if (!typeNames.find(type, typestr))
if (!stageNames.find(stage, typestr))
typestr = "";
switch (type)
switch (stage)
{
case TYPE_VERTEX:
glshadertype = GL_VERTEX_SHADER;
case STAGE_VERTEX:
glstage = GL_VERTEX_SHADER;
break;
case TYPE_PIXEL:
glshadertype = GL_FRAGMENT_SHADER;
case STAGE_PIXEL:
glstage = GL_FRAGMENT_SHADER;
break;
default:
throw love::Exception("Cannot create shader object: unknown shader type.");
@@ -129,121 +129,75 @@ GLuint Shader::compileCode(ShaderType type, const std::string &code)
// clear existing errors
while (glGetError() != GL_NO_ERROR);
GLuint shaderid = glCreateShader(glshadertype);
GLuint shaderid = glCreateShader(glstage);
if (shaderid == 0) // oh no!
if (shaderid == 0)
{
GLenum err = glGetError();
if (err == GL_INVALID_ENUM)
if (glGetError() == GL_INVALID_ENUM)
throw love::Exception("Cannot create %s shader object: %s shaders not supported.", typestr, typestr);
else
throw love::Exception("Cannot create %s shader object.", typestr);
}
const char *src = code.c_str();
size_t srclen = code.length();
glShaderSource(shaderid, 1, (const GLchar **)&src, (GLint *)&srclen);
GLint srclen = (GLint) code.length();
glShaderSource(shaderid, 1, (const GLchar **)&src, &srclen);
glCompileShader(shaderid);
// Get any warnings the shader compiler may have produced.
GLint infologlen;
glGetShaderiv(shaderid, GL_INFO_LOG_LENGTH, &infologlen);
GLchar *infolog = new GLchar[infologlen + 1];
glGetShaderInfoLog(shaderid, infologlen, nullptr, infolog);
// Save any warnings for later querying.
// Get any warnings the shader compiler may have produced.
if (infologlen > 0)
shaderWarnings[type] = infolog;
{
GLchar *infolog = new GLchar[infologlen];
glGetShaderInfoLog(shaderid, infologlen, nullptr, infolog);
delete[] infolog;
// Save any warnings for later querying.
shaderWarnings[stage] = infolog;
delete[] infolog;
}
GLint status;
glGetShaderiv(shaderid, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
glDeleteShader(shaderid);
throw love::Exception("Cannot compile %s shader code:\n%s",
typestr, shaderWarnings[type].c_str());
typestr, shaderWarnings[stage].c_str());
}
return shaderid;
}
void Shader::createProgram(const std::vector<GLuint> &shaderids)
{
program = glCreateProgram();
if (program == 0)
throw love::Exception("Cannot create shader program object.");
for (GLuint id : shaderids)
glAttachShader(program, id);
// Bind generic vertex attribute indices to names in the shader.
for (int i = 0; i < int(OpenGL::ATTRIB_MAX_ENUM); i++)
{
OpenGL::VertexAttrib attrib = (OpenGL::VertexAttrib) i;
// FIXME: We skip this both because pseudo-instancing is temporarily
// disabled (see graphics.lua), and because binding a non-existant
// attribute name to a location causes a shader linker warning.
if (attrib == OpenGL::ATTRIB_PSEUDO_INSTANCE_ID)
continue;
const char *name = nullptr;
if (attribNames.find(attrib, name))
glBindAttribLocation(program, i, (const GLchar *) name);
}
glLinkProgram(program);
// flag shaders for auto-deletion when the program object is deleted.
for (GLuint id : shaderids)
glDeleteShader(id);
GLint status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
std::string warnings = getProgramWarnings();
glDeleteProgram(program);
program = 0;
throw love::Exception("Cannot link shader program object:\n%s", warnings.c_str());
}
}
void Shader::mapActiveUniforms()
{
// Built-in uniform locations default to -1 (nonexistant.)
for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++)
builtinUniforms[i] = -1;
uniforms.clear();
GLint numuniforms;
glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &numuniforms);
GLsizei bufsize;
glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, (GLint *) &bufsize);
if (bufsize <= 0)
return;
GLchar cname[256];
const GLint bufsize = (GLint) (sizeof(cname) / sizeof(GLchar));
for (int i = 0; i < numuniforms; i++)
{
GLchar *cname = new GLchar[bufsize];
GLsizei namelength;
GLsizei namelen = 0;
Uniform u = {};
Uniform u;
glGetActiveUniform(program, (GLuint) i, bufsize, &namelen, &u.count, &u.type, cname);
glGetActiveUniform(program, (GLuint) i, bufsize, &namelength, &u.count, &u.type, cname);
u.name = std::string(cname, (size_t) namelength);
u.name = std::string(cname, (size_t) namelen);
u.location = glGetUniformLocation(program, u.name.c_str());
u.baseType = getUniformBaseType(u.type);
delete[] cname;
// glGetActiveUniform appends "[0]" to the end of array uniform names...
if (u.name.length() > 3)
{
@@ -268,22 +222,70 @@ bool Shader::loadVolatile()
activeTexUnits.clear();
activeTexUnits.insert(activeTexUnits.begin(), maxTexUnits, 0);
// Built-in uniform locations default to -1 (nonexistant.)
for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++)
builtinUniforms[i] = -1;
std::vector<GLuint> shaderids;
for (const auto &source : shaderSources)
try
{
GLuint shaderid = compileCode(source.first, source.second);
shaderids.push_back(shaderid);
if (!shaderSource.vertex.empty())
shaderids.push_back(compileCode(STAGE_VERTEX, shaderSource.vertex));
if (!shaderSource.pixel.empty())
shaderids.push_back(compileCode(STAGE_PIXEL, shaderSource.pixel));
}
catch (love::Exception &)
{
for (GLuint id : shaderids)
glDeleteShader(id);
throw;
}
if (shaderids.empty())
throw love::Exception("Cannot create shader: no valid source code!");
createProgram(shaderids);
program = glCreateProgram();
if (program == 0)
{
for (GLuint id : shaderids)
glDeleteShader(id);
throw love::Exception("Cannot create shader program object.");
}
for (GLuint id : shaderids)
glAttachShader(program, id);
// Bind generic vertex attribute indices to names in the shader.
for (int i = 0; i < int(OpenGL::ATTRIB_MAX_ENUM); i++)
{
OpenGL::VertexAttrib attrib = (OpenGL::VertexAttrib) i;
// FIXME: We skip this both because pseudo-instancing is temporarily
// disabled (see graphics.lua), and because binding a non-existant
// attribute name to a location causes a shader linker warning.
if (attrib == OpenGL::ATTRIB_PSEUDO_INSTANCE_ID)
continue;
const char *name = nullptr;
if (attribNames.find(attrib, name))
glBindAttribLocation(program, i, (const GLchar *) name);
}
glLinkProgram(program);
// Flag shaders for auto-deletion when the program object is deleted.
for (GLuint id : shaderids)
glDeleteShader(id);
GLint status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
std::string warnings = getProgramWarnings();
glDeleteProgram(program);
program = 0;
throw love::Exception("Cannot link shader program object:\n%s", warnings.c_str());
}
// Retreive all active uniform variables in this shader from OpenGL.
mapActiveUniforms();
@@ -292,9 +294,9 @@ bool Shader::loadVolatile()
{
const char *name = nullptr;
if (attribNames.find(OpenGL::VertexAttrib(i), name))
vertexAttributes[i] = glGetAttribLocation(program, name);
builtinAttributes[i] = glGetAttribLocation(program, name);
else
vertexAttributes[i] = -1;
builtinAttributes[i] = -1;
}
if (current == this)
@@ -341,13 +343,16 @@ void Shader::unloadVolatile()
std::string Shader::getProgramWarnings() const
{
GLint strlen, nullpos;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &strlen);
GLint strsize, nullpos;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &strsize);
char *tempstr = new char[strlen+1];
if (strsize == 0)
return "";
char *tempstr = new char[strsize];
// be extra sure that the error string will be 0-terminated
memset(tempstr, '\0', strlen+1);
glGetProgramInfoLog(program, strlen, &nullpos, tempstr);
memset(tempstr, '\0', strsize);
glGetProgramInfoLog(program, strsize, &nullpos, tempstr);
tempstr[nullpos] = '\0';
std::string warnings(tempstr);
@@ -359,13 +364,13 @@ std::string Shader::getProgramWarnings() const
std::string Shader::getWarnings() const
{
std::string warnings;
const char *typestr;
const char *stagestr;
// Get the individual shader stage warnings
for (const auto &warning : shaderWarnings)
{
if (typeNames.find(warning.first, typestr))
warnings += std::string(typestr) + std::string(" shader:\n") + warning.second;
if (stageNames.find(warning.first, stagestr))
warnings += std::string(stagestr) + std::string(" shader:\n") + warning.second;
}
warnings += getProgramWarnings();
@@ -671,7 +676,7 @@ Shader::UniformType Shader::getExternVariable(const std::string &name, int &comp
bool Shader::hasVertexAttrib(OpenGL::VertexAttrib attrib) const
{
return vertexAttributes[int(attrib)] != -1;
return builtinAttributes[int(attrib)] != -1;
}
bool Shader::hasBuiltinUniform(BuiltinUniform builtin) const
@@ -785,13 +790,13 @@ bool Shader::getConstant(UniformType in, const char *&out)
return uniformTypes.find(in, out);
}
StringMap<Shader::ShaderType, Shader::TYPE_MAX_ENUM>::Entry Shader::typeNameEntries[] =
StringMap<Shader::ShaderStage, Shader::STAGE_MAX_ENUM>::Entry Shader::stageNameEntries[] =
{
{"vertex", Shader::TYPE_VERTEX},
{"pixel", Shader::TYPE_PIXEL},
{"vertex", Shader::STAGE_VERTEX},
{"pixel", Shader::STAGE_PIXEL},
};
StringMap<Shader::ShaderType, Shader::TYPE_MAX_ENUM> Shader::typeNames(Shader::typeNameEntries, sizeof(Shader::typeNameEntries));
StringMap<Shader::ShaderStage, Shader::STAGE_MAX_ENUM> Shader::stageNames(Shader::stageNameEntries, sizeof(Shader::stageNameEntries));
StringMap<Shader::UniformType, Shader::UNIFORM_MAX_ENUM>::Entry Shader::uniformTypeEntries[] =
{