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mobile/gl/glutil/glutil.go
David Crawshaw b1ea4eba37 go.mobile/gl: f32 utilities and extra debugging
Split constants out into their own file. Hide the
values in named types in a struct, so that when
using the gldebug tag we can attach extra
information (such as the name of a uniform and
attribute).

LGTM=nigeltao
R=golang-codereviews, bryanturley, nigeltao
CC=davidday, golang-codereviews
https://golang.org/cl/137630043
2014-09-17 18:07:50 -04:00

59 lines
1.7 KiB
Go

// Copyright 2014 The Go Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
// Package glutil implements OpenGL utility functions.
package glutil
import (
"fmt"
"code.google.com/p/go.mobile/gl"
)
// CreateProgram creates, compiles, and links a gl.Program.
func CreateProgram(vertexSrc, fragmentSrc string) (gl.Program, error) {
program := gl.CreateProgram()
if program.Value == 0 {
return gl.Program{}, fmt.Errorf("glutil: no programs available")
}
vertexShader, err := loadShader(gl.VERTEX_SHADER, vertexSrc)
if err != nil {
return gl.Program{}, err
}
fragmentShader, err := loadShader(gl.FRAGMENT_SHADER, fragmentSrc)
if err != nil {
gl.DeleteShader(vertexShader)
return gl.Program{}, err
}
gl.AttachShader(program, vertexShader)
gl.AttachShader(program, fragmentShader)
gl.LinkProgram(program)
// Flag shaders for deletion when program is unlinked.
gl.DeleteShader(vertexShader)
gl.DeleteShader(fragmentShader)
if gl.GetProgrami(program, gl.LINK_STATUS) == 0 {
defer gl.DeleteProgram(program)
return gl.Program{}, fmt.Errorf("glutil: %s", gl.GetProgramInfoLog(program))
}
return program, nil
}
func loadShader(shaderType gl.Enum, src string) (gl.Shader, error) {
shader := gl.CreateShader(shaderType)
if shader.Value == 0 {
return gl.Shader{}, fmt.Errorf("glutil: could not create shader (type %v)", shaderType)
}
gl.ShaderSource(shader, src)
gl.CompileShader(shader)
if gl.GetShaderi(shader, gl.COMPILE_STATUS) == 0 {
defer gl.DeleteShader(shader)
return gl.Shader{}, fmt.Errorf("shader compile: %s", gl.GetShaderInfoLog(shader))
}
return shader, nil
}