| 42 | } |
| 43 | |
| 44 | void ShaderModuleGL::compileShader(ShaderStage stage, std::string_view source) |
| 45 | { |
| 46 | GLenum shaderType = stage == ShaderStage::VERTEX ? GL_VERTEX_SHADER : GL_FRAGMENT_SHADER; |
| 47 | const GLchar* sourcePtr = reinterpret_cast<const GLchar*>(source.data()); |
| 48 | _shader = glCreateShader(shaderType); |
| 49 | if (!_shader) |
| 50 | return; |
| 51 | |
| 52 | glShaderSource(_shader, 1, &sourcePtr, nullptr); |
| 53 | glCompileShader(_shader); |
| 54 | |
| 55 | GLint status = 0; |
| 56 | glGetShaderiv(_shader, GL_COMPILE_STATUS, &status); |
| 57 | if (!status) |
| 58 | { |
| 59 | GLint logLength = 0; |
| 60 | glGetShaderiv(_shader, GL_INFO_LOG_LENGTH, &logLength); |
| 61 | |
| 62 | if (logLength > 1) |
| 63 | { |
| 64 | auto errorLog = axstd::make_unique_for_overwrite<char[]>(static_cast<size_t>(logLength)); |
| 65 | glGetShaderInfoLog(_shader, logLength, nullptr, (GLchar*)errorLog.get()); |
| 66 | AXLOGE("axmol:ERROR: Failed to compile shader, detail: {}\n{}", errorLog.get(), |
| 67 | source.data()); |
| 68 | } |
| 69 | else |
| 70 | { |
| 71 | AXLOGE("axmol:ERROR: Failed to compile shader without errors."); |
| 72 | } |
| 73 | |
| 74 | deleteShader(); |
| 75 | AXASSERT(false, "Shader compile failed!"); |
| 76 | } |
| 77 | } |
| 78 | |
| 79 | void ShaderModuleGL::deleteShader() |
| 80 | { |
no test coverage detected