mirror of
https://github.com/NVIDIA/cuda-samples.git
synced 2024-11-24 19:39:17 +08:00
261 lines
7.2 KiB
C
261 lines
7.2 KiB
C
|
/* 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
|