Added glsafe() around OpenGL calls where missing

This commit is contained in:
Enrico Turri 2019-03-27 14:42:09 +01:00
parent 30c4e4fed6
commit d795f07e7b
15 changed files with 544 additions and 534 deletions

View file

@ -3,6 +3,7 @@
#include "GLShader.hpp"
#include "libslic3r/Utils.hpp"
#include "3DScene.hpp"
#include <boost/nowide/fstream.hpp>
#include <string>
@ -52,21 +53,22 @@ bool GLShader::load_from_text(const char *fragment_shader, const char *vertex_sh
}
if (fragment_shader != nullptr) {
this->fragment_program_id = glCreateShader(GL_FRAGMENT_SHADER);
this->fragment_program_id = ::glCreateShader(GL_FRAGMENT_SHADER);
glcheck();
if (this->fragment_program_id == 0) {
last_error = "glCreateShader(GL_FRAGMENT_SHADER) failed.";
return false;
}
GLint len = (GLint)strlen(fragment_shader);
glShaderSource(this->fragment_program_id, 1, &fragment_shader, &len);
glCompileShader(this->fragment_program_id);
glsafe(::glShaderSource(this->fragment_program_id, 1, &fragment_shader, &len));
glsafe(::glCompileShader(this->fragment_program_id));
GLint params;
glGetShaderiv(this->fragment_program_id, GL_COMPILE_STATUS, &params);
glsafe(::glGetShaderiv(this->fragment_program_id, GL_COMPILE_STATUS, &params));
if (params == GL_FALSE) {
// Compilation failed. Get the log.
glGetShaderiv(this->fragment_program_id, GL_INFO_LOG_LENGTH, &params);
glsafe(::glGetShaderiv(this->fragment_program_id, GL_INFO_LOG_LENGTH, &params));
std::vector<char> msg(params);
glGetShaderInfoLog(this->fragment_program_id, params, &params, msg.data());
glsafe(::glGetShaderInfoLog(this->fragment_program_id, params, &params, msg.data()));
this->last_error = std::string("Fragment shader compilation failed:\n") + msg.data();
this->release();
return false;
@ -74,22 +76,23 @@ bool GLShader::load_from_text(const char *fragment_shader, const char *vertex_sh
}
if (vertex_shader != nullptr) {
this->vertex_program_id = glCreateShader(GL_VERTEX_SHADER);
this->vertex_program_id = ::glCreateShader(GL_VERTEX_SHADER);
glcheck();
if (this->vertex_program_id == 0) {
last_error = "glCreateShader(GL_VERTEX_SHADER) failed.";
this->release();
return false;
}
GLint len = (GLint)strlen(vertex_shader);
glShaderSource(this->vertex_program_id, 1, &vertex_shader, &len);
glCompileShader(this->vertex_program_id);
glsafe(::glShaderSource(this->vertex_program_id, 1, &vertex_shader, &len));
glsafe(::glCompileShader(this->vertex_program_id));
GLint params;
glGetShaderiv(this->vertex_program_id, GL_COMPILE_STATUS, &params);
glsafe(::glGetShaderiv(this->vertex_program_id, GL_COMPILE_STATUS, &params));
if (params == GL_FALSE) {
// Compilation failed. Get the log.
glGetShaderiv(this->vertex_program_id, GL_INFO_LOG_LENGTH, &params);
glsafe(::glGetShaderiv(this->vertex_program_id, GL_INFO_LOG_LENGTH, &params));
std::vector<char> msg(params);
glGetShaderInfoLog(this->vertex_program_id, params, &params, msg.data());
glsafe(::glGetShaderInfoLog(this->vertex_program_id, params, &params, msg.data()));
this->last_error = std::string("Vertex shader compilation failed:\n") + msg.data();
this->release();
return false;
@ -97,7 +100,8 @@ bool GLShader::load_from_text(const char *fragment_shader, const char *vertex_sh
}
// Link shaders
this->shader_program_id = glCreateProgram();
this->shader_program_id = ::glCreateProgram();
glcheck();
if (this->shader_program_id == 0) {
last_error = "glCreateProgram() failed.";
this->release();
@ -105,18 +109,18 @@ bool GLShader::load_from_text(const char *fragment_shader, const char *vertex_sh
}
if (this->fragment_program_id)
glAttachShader(this->shader_program_id, this->fragment_program_id);
glsafe(::glAttachShader(this->shader_program_id, this->fragment_program_id));
if (this->vertex_program_id)
glAttachShader(this->shader_program_id, this->vertex_program_id);
glLinkProgram(this->shader_program_id);
glsafe(::glAttachShader(this->shader_program_id, this->vertex_program_id));
glsafe(::glLinkProgram(this->shader_program_id));
GLint params;
glGetProgramiv(this->shader_program_id, GL_LINK_STATUS, &params);
glsafe(::glGetProgramiv(this->shader_program_id, GL_LINK_STATUS, &params));
if (params == GL_FALSE) {
// Linking failed. Get the log.
glGetProgramiv(this->vertex_program_id, GL_INFO_LOG_LENGTH, &params);
glsafe(::glGetProgramiv(this->vertex_program_id, GL_INFO_LOG_LENGTH, &params));
std::vector<char> msg(params);
glGetProgramInfoLog(this->vertex_program_id, params, &params, msg.data());
glsafe(::glGetProgramInfoLog(this->vertex_program_id, params, &params, msg.data()));
this->last_error = std::string("Shader linking failed:\n") + msg.data();
this->release();
return false;
@ -165,31 +169,31 @@ void GLShader::release()
{
if (this->shader_program_id) {
if (this->vertex_program_id)
glDetachShader(this->shader_program_id, this->vertex_program_id);
glsafe(::glDetachShader(this->shader_program_id, this->vertex_program_id));
if (this->fragment_program_id)
glDetachShader(this->shader_program_id, this->fragment_program_id);
glDeleteProgram(this->shader_program_id);
glsafe(::glDetachShader(this->shader_program_id, this->fragment_program_id));
glsafe(::glDeleteProgram(this->shader_program_id));
this->shader_program_id = 0;
}
if (this->vertex_program_id) {
glDeleteShader(this->vertex_program_id);
glsafe(::glDeleteShader(this->vertex_program_id));
this->vertex_program_id = 0;
}
if (this->fragment_program_id) {
glDeleteShader(this->fragment_program_id);
glsafe(::glDeleteShader(this->fragment_program_id));
this->fragment_program_id = 0;
}
}
void GLShader::enable() const
{
glUseProgram(this->shader_program_id);
glsafe(::glUseProgram(this->shader_program_id));
}
void GLShader::disable() const
{
glUseProgram(0);
glsafe(::glUseProgram(0));
}
// Return shader vertex attribute ID
@ -208,7 +212,7 @@ bool GLShader::set_uniform(const char *name, float value) const
{
int id = this->get_uniform_location(name);
if (id >= 0) {
glUniform1fARB(id, value);
glsafe(::glUniform1fARB(id, value));
return true;
}
return false;
@ -219,7 +223,7 @@ bool GLShader::set_uniform(const char* name, const float* matrix) const
int id = get_uniform_location(name);
if (id >= 0)
{
::glUniformMatrix4fv(id, 1, GL_FALSE, (const GLfloat*)matrix);
glsafe(::glUniformMatrix4fv(id, 1, GL_FALSE, (const GLfloat*)matrix));
return true;
}
return false;
@ -230,7 +234,7 @@ bool GLShader::set_uniform(const char* name, int value) const
int id = get_uniform_location(name);
if (id >= 0)
{
::glUniform1i(id, value);
glsafe(::glUniform1i(id, value));
return true;
}
return false;