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authorEnrico Turri <enricoturri@seznam.cz>2019-03-27 16:42:09 +0300
committerEnrico Turri <enricoturri@seznam.cz>2019-03-27 16:42:09 +0300
commitd795f07e7b8d4096d5b06ffae88c13f766b619cf (patch)
treee1b320f0ef7235f825497733ac5fe3717b83751f /src/slic3r/GUI/GLShader.cpp
parent30c4e4fed62bb89f6bad77a46c099c59d4cdd263 (diff)
Added glsafe() around OpenGL calls where missing
Diffstat (limited to 'src/slic3r/GUI/GLShader.cpp')
-rw-r--r--src/slic3r/GUI/GLShader.cpp62
1 files changed, 33 insertions, 29 deletions
diff --git a/src/slic3r/GUI/GLShader.cpp b/src/slic3r/GUI/GLShader.cpp
index f401f5466..7f3bc0893 100644
--- a/src/slic3r/GUI/GLShader.cpp
+++ b/src/slic3r/GUI/GLShader.cpp
@@ -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;