cuda-samples/Common/nvShaderUtils.h

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2021-10-21 19:04:49 +08:00
/* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/*
*
* 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;
}
} // namespace nv
#endif