Retired Document
Important: This sample code may not represent best practices for current development. The project may use deprecated symbols and illustrate technologies and techniques that are no longer recommended.
Classes/Shaders.m
/* |
File: Shaders.m |
Abstract: Shader utilities for compiling, linking and validating shaders. |
It is important to check the result status. |
Version: 1.0 |
Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Inc. |
("Apple") in consideration of your agreement to the following terms, and your |
use, installation, modification or redistribution of this Apple software |
constitutes acceptance of these terms. If you do not agree with these terms, |
please do not use, install, modify or redistribute this Apple software. |
In consideration of your agreement to abide by the following terms, and subject |
to these terms, Apple grants you a personal, non-exclusive license, under |
Apple's copyrights in this original Apple software (the "Apple Software"), to |
use, reproduce, modify and redistribute the Apple Software, with or without |
modifications, in source and/or binary forms; provided that if you redistribute |
the Apple Software in its entirety and without modifications, you must retain |
this notice and the following text and disclaimers in all such redistributions |
of the Apple Software. |
Neither the name, trademarks, service marks or logos of Apple Inc. may be used |
to endorse or promote products derived from the Apple Software without specific |
prior written permission from Apple. Except as expressly stated in this notice, |
no other rights or licenses, express or implied, are granted by Apple herein, |
including but not limited to any patent rights that may be infringed by your |
derivative works or by other works in which the Apple Software may be |
incorporated. |
The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NO |
WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED |
WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION ALONE OR IN |
COMBINATION WITH YOUR PRODUCTS. |
IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR |
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE |
GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) |
ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION, MODIFICATION AND/OR |
DISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED AND WHETHER UNDER THEORY OF |
CONTRACT, TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF |
APPLE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
Copyright (C) 2009 Apple Inc. All Rights Reserved. |
*/ |
#import "Shaders.h" |
/* Create and compile a shader from the provided source(s) */ |
GLint compileShader(GLuint *shader, GLenum type, GLsizei count, NSString *file) |
{ |
GLint status; |
const GLchar *sources; |
// get source code |
sources = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String]; |
if (!sources) |
{ |
NSLog(@"Failed to load vertex shader"); |
return 0; |
} |
*shader = glCreateShader(type); // create shader |
glShaderSource(*shader, 1, &sources, NULL); // set source code in the shader |
glCompileShader(*shader); // compile shader |
#if defined(DEBUG) |
GLint logLength; |
glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength); |
if (logLength > 0) |
{ |
GLchar *log = (GLchar *)malloc(logLength); |
glGetShaderInfoLog(*shader, logLength, &logLength, log); |
NSLog(@"Shader compile log:\n%s", log); |
free(log); |
} |
#endif |
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status); |
if (status == GL_FALSE) |
{ |
NSLog(@"Failed to compile shader:\n"); |
int i; |
for (i = 0; i < count; i++) |
NSLog(@"%s", sources[i]); |
} |
return status; |
} |
/* Link a program with all currently attached shaders */ |
GLint linkProgram(GLuint prog) |
{ |
GLint status; |
glLinkProgram(prog); |
#if defined(DEBUG) |
GLint logLength; |
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength); |
if (logLength > 0) |
{ |
GLchar *log = (GLchar *)malloc(logLength); |
glGetProgramInfoLog(prog, logLength, &logLength, log); |
NSLog(@"Program link log:\n%s", log); |
free(log); |
} |
#endif |
glGetProgramiv(prog, GL_LINK_STATUS, &status); |
if (status == GL_FALSE) |
NSLog(@"Failed to link program %d", prog); |
return status; |
} |
/* Validate a program (for i.e. inconsistent samplers) */ |
GLint validateProgram(GLuint prog) |
{ |
GLint logLength, status; |
glValidateProgram(prog); |
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength); |
if (logLength > 0) |
{ |
GLchar *log = (GLchar *)malloc(logLength); |
glGetProgramInfoLog(prog, logLength, &logLength, log); |
NSLog(@"Program validate log:\n%s", log); |
free(log); |
} |
glGetProgramiv(prog, GL_VALIDATE_STATUS, &status); |
if (status == GL_FALSE) |
NSLog(@"Failed to validate program %d", prog); |
return status; |
} |
/* delete shader resources */ |
void destroyShaders(GLuint vertShader, GLuint fragShader, GLuint prog) |
{ |
if (vertShader) { |
glDeleteShader(vertShader); |
vertShader = 0; |
} |
if (fragShader) { |
glDeleteShader(fragShader); |
fragShader = 0; |
} |
if (prog) { |
glDeleteProgram(prog); |
prog = 0; |
} |
} |
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