mirror of
https://github.com/love2d/love.git
synced 2026-08-16 00:02:12 +02:00
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:
@@ -66,15 +66,15 @@ Shader *Shader::current = nullptr;
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GLint Shader::maxTexUnits = 0;
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std::vector<int> Shader::textureCounters;
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Shader::Shader(const ShaderSources &sources)
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: shaderSources(sources)
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Shader::Shader(const ShaderSource &source)
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: shaderSource(source)
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, program(0)
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, builtinUniforms()
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, vertexAttributes()
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, builtinAttributes()
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, lastCanvas((Canvas *) -1)
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, lastViewport()
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{
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if (shaderSources.empty())
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if (source.vertex.empty() && source.pixel.empty())
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throw love::Exception("Cannot create shader: no source code!");
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if (maxTexUnits <= 0)
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@@ -105,21 +105,21 @@ Shader::~Shader()
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unloadVolatile();
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}
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GLuint Shader::compileCode(ShaderType type, const std::string &code)
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GLuint Shader::compileCode(ShaderStage stage, const std::string &code)
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{
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GLenum glshadertype;
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GLenum glstage;
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const char *typestr;
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if (!typeNames.find(type, typestr))
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if (!stageNames.find(stage, typestr))
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typestr = "";
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switch (type)
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switch (stage)
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{
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case TYPE_VERTEX:
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glshadertype = GL_VERTEX_SHADER;
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case STAGE_VERTEX:
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glstage = GL_VERTEX_SHADER;
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break;
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case TYPE_PIXEL:
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glshadertype = GL_FRAGMENT_SHADER;
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case STAGE_PIXEL:
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glstage = GL_FRAGMENT_SHADER;
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break;
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default:
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throw love::Exception("Cannot create shader object: unknown shader type.");
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@@ -129,121 +129,75 @@ GLuint Shader::compileCode(ShaderType type, const std::string &code)
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// clear existing errors
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while (glGetError() != GL_NO_ERROR);
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GLuint shaderid = glCreateShader(glshadertype);
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GLuint shaderid = glCreateShader(glstage);
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if (shaderid == 0) // oh no!
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if (shaderid == 0)
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{
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GLenum err = glGetError();
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if (err == GL_INVALID_ENUM)
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if (glGetError() == GL_INVALID_ENUM)
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throw love::Exception("Cannot create %s shader object: %s shaders not supported.", typestr, typestr);
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else
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throw love::Exception("Cannot create %s shader object.", typestr);
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}
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const char *src = code.c_str();
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size_t srclen = code.length();
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glShaderSource(shaderid, 1, (const GLchar **)&src, (GLint *)&srclen);
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GLint srclen = (GLint) code.length();
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glShaderSource(shaderid, 1, (const GLchar **)&src, &srclen);
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glCompileShader(shaderid);
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// Get any warnings the shader compiler may have produced.
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GLint infologlen;
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glGetShaderiv(shaderid, GL_INFO_LOG_LENGTH, &infologlen);
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GLchar *infolog = new GLchar[infologlen + 1];
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glGetShaderInfoLog(shaderid, infologlen, nullptr, infolog);
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// Save any warnings for later querying.
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// Get any warnings the shader compiler may have produced.
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if (infologlen > 0)
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shaderWarnings[type] = infolog;
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{
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GLchar *infolog = new GLchar[infologlen];
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glGetShaderInfoLog(shaderid, infologlen, nullptr, infolog);
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delete[] infolog;
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// Save any warnings for later querying.
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shaderWarnings[stage] = infolog;
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delete[] infolog;
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}
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GLint status;
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glGetShaderiv(shaderid, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE)
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{
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glDeleteShader(shaderid);
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throw love::Exception("Cannot compile %s shader code:\n%s",
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typestr, shaderWarnings[type].c_str());
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typestr, shaderWarnings[stage].c_str());
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}
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return shaderid;
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}
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void Shader::createProgram(const std::vector<GLuint> &shaderids)
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{
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program = glCreateProgram();
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if (program == 0)
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throw love::Exception("Cannot create shader program object.");
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for (GLuint id : shaderids)
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glAttachShader(program, id);
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// Bind generic vertex attribute indices to names in the shader.
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for (int i = 0; i < int(OpenGL::ATTRIB_MAX_ENUM); i++)
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{
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OpenGL::VertexAttrib attrib = (OpenGL::VertexAttrib) i;
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// FIXME: We skip this both because pseudo-instancing is temporarily
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// disabled (see graphics.lua), and because binding a non-existant
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// attribute name to a location causes a shader linker warning.
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if (attrib == OpenGL::ATTRIB_PSEUDO_INSTANCE_ID)
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continue;
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const char *name = nullptr;
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if (attribNames.find(attrib, name))
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glBindAttribLocation(program, i, (const GLchar *) name);
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}
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glLinkProgram(program);
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// flag shaders for auto-deletion when the program object is deleted.
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for (GLuint id : shaderids)
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glDeleteShader(id);
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GLint status;
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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if (status == GL_FALSE)
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{
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std::string warnings = getProgramWarnings();
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glDeleteProgram(program);
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program = 0;
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throw love::Exception("Cannot link shader program object:\n%s", warnings.c_str());
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}
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}
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void Shader::mapActiveUniforms()
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{
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// Built-in uniform locations default to -1 (nonexistant.)
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for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++)
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builtinUniforms[i] = -1;
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uniforms.clear();
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GLint numuniforms;
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glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &numuniforms);
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GLsizei bufsize;
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glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, (GLint *) &bufsize);
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if (bufsize <= 0)
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return;
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GLchar cname[256];
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const GLint bufsize = (GLint) (sizeof(cname) / sizeof(GLchar));
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for (int i = 0; i < numuniforms; i++)
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{
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GLchar *cname = new GLchar[bufsize];
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GLsizei namelength;
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GLsizei namelen = 0;
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Uniform u = {};
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Uniform u;
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glGetActiveUniform(program, (GLuint) i, bufsize, &namelen, &u.count, &u.type, cname);
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glGetActiveUniform(program, (GLuint) i, bufsize, &namelength, &u.count, &u.type, cname);
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u.name = std::string(cname, (size_t) namelength);
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u.name = std::string(cname, (size_t) namelen);
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u.location = glGetUniformLocation(program, u.name.c_str());
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u.baseType = getUniformBaseType(u.type);
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delete[] cname;
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// glGetActiveUniform appends "[0]" to the end of array uniform names...
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if (u.name.length() > 3)
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{
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@@ -268,22 +222,70 @@ bool Shader::loadVolatile()
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activeTexUnits.clear();
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activeTexUnits.insert(activeTexUnits.begin(), maxTexUnits, 0);
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// Built-in uniform locations default to -1 (nonexistant.)
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for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++)
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builtinUniforms[i] = -1;
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std::vector<GLuint> shaderids;
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for (const auto &source : shaderSources)
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try
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{
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GLuint shaderid = compileCode(source.first, source.second);
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shaderids.push_back(shaderid);
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if (!shaderSource.vertex.empty())
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shaderids.push_back(compileCode(STAGE_VERTEX, shaderSource.vertex));
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if (!shaderSource.pixel.empty())
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shaderids.push_back(compileCode(STAGE_PIXEL, shaderSource.pixel));
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}
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catch (love::Exception &)
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{
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for (GLuint id : shaderids)
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glDeleteShader(id);
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throw;
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}
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if (shaderids.empty())
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throw love::Exception("Cannot create shader: no valid source code!");
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createProgram(shaderids);
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program = glCreateProgram();
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if (program == 0)
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{
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for (GLuint id : shaderids)
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glDeleteShader(id);
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throw love::Exception("Cannot create shader program object.");
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}
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for (GLuint id : shaderids)
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glAttachShader(program, id);
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// Bind generic vertex attribute indices to names in the shader.
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for (int i = 0; i < int(OpenGL::ATTRIB_MAX_ENUM); i++)
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{
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OpenGL::VertexAttrib attrib = (OpenGL::VertexAttrib) i;
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// FIXME: We skip this both because pseudo-instancing is temporarily
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// disabled (see graphics.lua), and because binding a non-existant
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// attribute name to a location causes a shader linker warning.
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if (attrib == OpenGL::ATTRIB_PSEUDO_INSTANCE_ID)
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continue;
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const char *name = nullptr;
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if (attribNames.find(attrib, name))
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glBindAttribLocation(program, i, (const GLchar *) name);
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}
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glLinkProgram(program);
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// Flag shaders for auto-deletion when the program object is deleted.
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for (GLuint id : shaderids)
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glDeleteShader(id);
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GLint status;
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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if (status == GL_FALSE)
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{
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std::string warnings = getProgramWarnings();
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glDeleteProgram(program);
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program = 0;
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throw love::Exception("Cannot link shader program object:\n%s", warnings.c_str());
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}
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// Retreive all active uniform variables in this shader from OpenGL.
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mapActiveUniforms();
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@@ -292,9 +294,9 @@ bool Shader::loadVolatile()
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{
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const char *name = nullptr;
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if (attribNames.find(OpenGL::VertexAttrib(i), name))
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vertexAttributes[i] = glGetAttribLocation(program, name);
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builtinAttributes[i] = glGetAttribLocation(program, name);
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else
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vertexAttributes[i] = -1;
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builtinAttributes[i] = -1;
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}
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if (current == this)
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@@ -341,13 +343,16 @@ void Shader::unloadVolatile()
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std::string Shader::getProgramWarnings() const
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{
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GLint strlen, nullpos;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &strlen);
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GLint strsize, nullpos;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &strsize);
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char *tempstr = new char[strlen+1];
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if (strsize == 0)
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return "";
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char *tempstr = new char[strsize];
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// be extra sure that the error string will be 0-terminated
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memset(tempstr, '\0', strlen+1);
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glGetProgramInfoLog(program, strlen, &nullpos, tempstr);
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memset(tempstr, '\0', strsize);
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glGetProgramInfoLog(program, strsize, &nullpos, tempstr);
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tempstr[nullpos] = '\0';
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std::string warnings(tempstr);
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@@ -359,13 +364,13 @@ std::string Shader::getProgramWarnings() const
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std::string Shader::getWarnings() const
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{
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std::string warnings;
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const char *typestr;
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const char *stagestr;
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// Get the individual shader stage warnings
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for (const auto &warning : shaderWarnings)
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{
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if (typeNames.find(warning.first, typestr))
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warnings += std::string(typestr) + std::string(" shader:\n") + warning.second;
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if (stageNames.find(warning.first, stagestr))
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warnings += std::string(stagestr) + std::string(" shader:\n") + warning.second;
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}
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warnings += getProgramWarnings();
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@@ -671,7 +676,7 @@ Shader::UniformType Shader::getExternVariable(const std::string &name, int &comp
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bool Shader::hasVertexAttrib(OpenGL::VertexAttrib attrib) const
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{
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return vertexAttributes[int(attrib)] != -1;
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return builtinAttributes[int(attrib)] != -1;
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}
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bool Shader::hasBuiltinUniform(BuiltinUniform builtin) const
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@@ -785,13 +790,13 @@ bool Shader::getConstant(UniformType in, const char *&out)
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return uniformTypes.find(in, out);
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}
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StringMap<Shader::ShaderType, Shader::TYPE_MAX_ENUM>::Entry Shader::typeNameEntries[] =
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StringMap<Shader::ShaderStage, Shader::STAGE_MAX_ENUM>::Entry Shader::stageNameEntries[] =
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{
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{"vertex", Shader::TYPE_VERTEX},
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{"pixel", Shader::TYPE_PIXEL},
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{"vertex", Shader::STAGE_VERTEX},
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{"pixel", Shader::STAGE_PIXEL},
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};
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StringMap<Shader::ShaderType, Shader::TYPE_MAX_ENUM> Shader::typeNames(Shader::typeNameEntries, sizeof(Shader::typeNameEntries));
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StringMap<Shader::ShaderStage, Shader::STAGE_MAX_ENUM> Shader::stageNames(Shader::stageNameEntries, sizeof(Shader::stageNameEntries));
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StringMap<Shader::UniformType, Shader::UNIFORM_MAX_ENUM>::Entry Shader::uniformTypeEntries[] =
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{
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