diff options
author | Enrico Turri <enricoturri@seznam.cz> | 2019-03-27 16:42:09 +0300 |
---|---|---|
committer | Enrico Turri <enricoturri@seznam.cz> | 2019-03-27 16:42:09 +0300 |
commit | d795f07e7b8d4096d5b06ffae88c13f766b619cf (patch) | |
tree | e1b320f0ef7235f825497733ac5fe3717b83751f /src/slic3r/GUI/GLShader.cpp | |
parent | 30c4e4fed62bb89f6bad77a46c099c59d4cdd263 (diff) |
Added glsafe() around OpenGL calls where missing
Diffstat (limited to 'src/slic3r/GUI/GLShader.cpp')
-rw-r--r-- | src/slic3r/GUI/GLShader.cpp | 62 |
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, ¶ms); + glsafe(::glGetShaderiv(this->fragment_program_id, GL_COMPILE_STATUS, ¶ms)); if (params == GL_FALSE) { // Compilation failed. Get the log. - glGetShaderiv(this->fragment_program_id, GL_INFO_LOG_LENGTH, ¶ms); + glsafe(::glGetShaderiv(this->fragment_program_id, GL_INFO_LOG_LENGTH, ¶ms)); std::vector<char> msg(params); - glGetShaderInfoLog(this->fragment_program_id, params, ¶ms, msg.data()); + glsafe(::glGetShaderInfoLog(this->fragment_program_id, params, ¶ms, 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, ¶ms); + glsafe(::glGetShaderiv(this->vertex_program_id, GL_COMPILE_STATUS, ¶ms)); if (params == GL_FALSE) { // Compilation failed. Get the log. - glGetShaderiv(this->vertex_program_id, GL_INFO_LOG_LENGTH, ¶ms); + glsafe(::glGetShaderiv(this->vertex_program_id, GL_INFO_LOG_LENGTH, ¶ms)); std::vector<char> msg(params); - glGetShaderInfoLog(this->vertex_program_id, params, ¶ms, msg.data()); + glsafe(::glGetShaderInfoLog(this->vertex_program_id, params, ¶ms, 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, ¶ms); + glsafe(::glGetProgramiv(this->shader_program_id, GL_LINK_STATUS, ¶ms)); if (params == GL_FALSE) { // Linking failed. Get the log. - glGetProgramiv(this->vertex_program_id, GL_INFO_LOG_LENGTH, ¶ms); + glsafe(::glGetProgramiv(this->vertex_program_id, GL_INFO_LOG_LENGTH, ¶ms)); std::vector<char> msg(params); - glGetProgramInfoLog(this->vertex_program_id, params, ¶ms, msg.data()); + glsafe(::glGetProgramInfoLog(this->vertex_program_id, params, ¶ms, 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; |