e41a52bb
Hu Chunming
1.优化数据读取线程;2. 添加A...
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/**
* Copyright 1993-2013 NVIDIA Corporation. All rights reserved.
*
* Please refer to the NVIDIA end user license agreement (EULA) associated
* with this source code for terms and conditions that govern your use of
* this software. Any use, reproduction, disclosure, or distribution of
* this software and related documentation outside the terms of the EULA
* is strictly prohibited.
*
*/
/*
*
* Utility functions for compiling shaders and programs
*
* Author: Evan Hart
* Copyright (c) NVIDIA Corporation. All rights reserved.
*
*/
#ifndef NV_SHADER_UTILS_H
#define NV_SHADER_UTILS_H
#include <stdio.h>
#include <string.h>
namespace nv
{
//
//
////////////////////////////////////////////////////////////
inline GLuint CompileGLSLShader(GLenum target, const char *shader)
{
GLuint object;
object = glCreateShader(target);
if (!object)
{
return object;
}
glShaderSource(object, 1, &shader, NULL);
glCompileShader(object);
// check if shader compiled
GLint compiled = 0;
glGetShaderiv(object, GL_COMPILE_STATUS, &compiled);
if (!compiled)
{
#ifdef NV_REPORT_COMPILE_ERRORS
char temp[256] = "";
glGetShaderInfoLog(object, 256, NULL, temp);
fprintf(stderr, "Compile failed:\n%s\n", temp);
#endif
glDeleteShader(object);
return 0;
}
return object;
}
//
//
////////////////////////////////////////////////////////////
inline GLuint CompileGLSLShaderFromFile(GLenum target, const char *filename)
{
FILE *shaderFile;
char *text;
long size;
size_t fsize = 0;
// read files as binary to prevent problems from newline translation
#if defined(WIN32) || defined(_WIN32) || defined(WIN64) || defined(_WIN64)
if (fopen_s(&shaderFile, filename, "rb") != 0)
#else
if ((shaderFile = fopen(filename, "rb")) == 0)
#endif
{
return 0;
}
// Get the length of the file
fseek(shaderFile, 0, SEEK_END);
size = ftell(shaderFile);
// Read the file contents from the start, then close file and add a null terminator
fseek(shaderFile, 0, SEEK_SET);
text = new char[size+1];
fsize = fread(text, size, 1, shaderFile);
fclose(shaderFile);
if (fsize == 0)
{
printf("CompileGLSLShaderFromFile(), error... fsize = 0\n");
}
text[size] = '\0';
GLuint object = CompileGLSLShader(target, text);
delete []text;
return object;
}
// Create a program composed of vertex and fragment shaders.
inline GLuint LinkGLSLProgram(GLuint vertexShader, GLuint fragmentShader)
{
GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
#ifdef NV_REPORT_COMPILE_ERRORS
// Get error log.
GLint charsWritten, infoLogLength;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength);
char *infoLog = new char[infoLogLength];
glGetProgramInfoLog(program, infoLogLength, &charsWritten, infoLog);
printf(infoLog);
delete [] infoLog;
#endif
// Test linker result.
GLint linkSucceed = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linkSucceed);
if (linkSucceed == GL_FALSE)
{
glDeleteProgram(program);
return 0;
}
return program;
}
// Create a program composed of vertex, geometry and fragment shaders.
inline GLuint LinkGLSLProgram(GLuint vertexShader, GLuint geometryShader, GLint inputType, GLint vertexOut, GLint outputType, GLuint fragmentShader)
{
GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, geometryShader);
glProgramParameteriEXT(program, GL_GEOMETRY_INPUT_TYPE_EXT, inputType);
glProgramParameteriEXT(program, GL_GEOMETRY_VERTICES_OUT_EXT, vertexOut);
glProgramParameteriEXT(program, GL_GEOMETRY_OUTPUT_TYPE_EXT, outputType);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
#ifdef NV_REPORT_COMPILE_ERRORS
// Get error log.
GLint charsWritten, infoLogLength;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength);
char *infoLog = new char[infoLogLength];
glGetProgramInfoLog(program, infoLogLength, &charsWritten, infoLog);
printf(infoLog);
delete [] infoLog;
#endif
// Test linker result.
GLint linkSucceed = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linkSucceed);
if (linkSucceed == GL_FALSE)
{
glDeleteProgram(program);
return 0;
}
return program;
}
//
//
////////////////////////////////////////////////////////////
inline GLuint CompileASMShader(GLenum program_type, const char *code)
{
GLuint program_id;
glGenProgramsARB(1, &program_id);
glBindProgramARB(program_type, program_id);
glProgramStringARB(program_type, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei) strlen(code), (GLubyte *) code);
GLint error_pos;
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &error_pos);
if (error_pos != -1)
{
#ifdef NV_REPORT_COMPILE_ERRORS
const GLubyte *error_string;
error_string = glGetString(GL_PROGRAM_ERROR_STRING_ARB);
fprintf(stderr, "Program error at position: %d\n%s\n", (int)error_pos, error_string);
#endif
return 0;
}
return program_id;
}
//
//
////////////////////////////////////////////////////////////
inline GLuint CompileASMShaderFromFile(GLenum target, const char *filename)
{
FILE *shaderFile;
char *text;
long size;
size_t fsize = 0;
// read files as binary to prevent problems from newline translation
#if defined(WIN32) || defined(_WIN32) || defined(WIN64) || defined(_WIN64)
if (fopen_s(&shaderFile, filename, "rb") != 0)
#else
if ((shaderFile = fopen(filename, "rb")) == 0)
#endif
{
return 0;
}
// Get the length of the file
fseek(shaderFile, 0, SEEK_END);
size = ftell(shaderFile);
// Read the file contents from the start, then close file and add a null terminator
fseek(shaderFile, 0, SEEK_SET);
text = new char[size+1];
fsize = fread(text, size, 1, shaderFile);
fclose(shaderFile);
if (fsize == 0)
{
printf("CompileGLSLShaderFromFile(), error... fsize = 0\n");
}
text[size] = '\0';
GLuint program_id = CompileASMShader(target, text);
delete []text;
return program_id;
}
} // nv namespace
#endif
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