mirror of
https://github.com/NVIDIA/cuda-samples.git
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261 lines
7.2 KiB
C++
261 lines
7.2 KiB
C++
/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of NVIDIA CORPORATION nor the names of its
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* contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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/*
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*
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* Utility functions for compiling shaders and programs
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*
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* Author: Evan Hart
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* Copyright (c) NVIDIA Corporation. All rights reserved.
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*
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*/
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#ifndef NV_SHADER_UTILS_H
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#define NV_SHADER_UTILS_H
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#include <stdio.h>
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#include <string.h>
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namespace nv {
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//
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//
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////////////////////////////////////////////////////////////
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inline GLuint CompileGLSLShader(GLenum target, const char *shader) {
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GLuint object;
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object = glCreateShader(target);
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if (!object) {
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return object;
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}
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glShaderSource(object, 1, &shader, NULL);
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glCompileShader(object);
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// check if shader compiled
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GLint compiled = 0;
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glGetShaderiv(object, GL_COMPILE_STATUS, &compiled);
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if (!compiled) {
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#ifdef NV_REPORT_COMPILE_ERRORS
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char temp[256] = "";
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glGetShaderInfoLog(object, 256, NULL, temp);
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fprintf(stderr, "Compile failed:\n%s\n", temp);
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#endif
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glDeleteShader(object);
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return 0;
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}
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return object;
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}
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//
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//
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////////////////////////////////////////////////////////////
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inline GLuint CompileGLSLShaderFromFile(GLenum target, const char *filename) {
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FILE *shaderFile;
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char *text;
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long size;
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size_t fsize = 0;
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// read files as binary to prevent problems from newline translation
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#if defined(WIN32) || defined(_WIN32) || defined(WIN64) || defined(_WIN64)
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if (fopen_s(&shaderFile, filename, "rb") != 0)
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#else
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if ((shaderFile = fopen(filename, "rb")) == 0)
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#endif
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{
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return 0;
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}
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// Get the length of the file
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fseek(shaderFile, 0, SEEK_END);
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size = ftell(shaderFile);
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// Read the file contents from the start, then close file and add a null
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// terminator
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fseek(shaderFile, 0, SEEK_SET);
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text = new char[size + 1];
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fsize = fread(text, size, 1, shaderFile);
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fclose(shaderFile);
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if (fsize == 0) {
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printf("CompileGLSLShaderFromFile(), error... fsize = 0\n");
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}
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text[size] = '\0';
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GLuint object = CompileGLSLShader(target, text);
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delete[] text;
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return object;
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}
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// Create a program composed of vertex and fragment shaders.
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inline GLuint LinkGLSLProgram(GLuint vertexShader, GLuint fragmentShader) {
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GLuint program = glCreateProgram();
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glAttachShader(program, vertexShader);
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glAttachShader(program, fragmentShader);
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glLinkProgram(program);
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#ifdef NV_REPORT_COMPILE_ERRORS
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// Get error log.
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GLint charsWritten, infoLogLength;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength);
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char *infoLog = new char[infoLogLength];
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glGetProgramInfoLog(program, infoLogLength, &charsWritten, infoLog);
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printf(infoLog);
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delete[] infoLog;
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#endif
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// Test linker result.
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GLint linkSucceed = GL_FALSE;
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glGetProgramiv(program, GL_LINK_STATUS, &linkSucceed);
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if (linkSucceed == GL_FALSE) {
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glDeleteProgram(program);
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return 0;
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}
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return program;
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}
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// Create a program composed of vertex, geometry and fragment shaders.
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inline GLuint LinkGLSLProgram(GLuint vertexShader, GLuint geometryShader,
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GLint inputType, GLint vertexOut,
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GLint outputType, GLuint fragmentShader) {
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GLuint program = glCreateProgram();
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glAttachShader(program, vertexShader);
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glAttachShader(program, geometryShader);
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glProgramParameteriEXT(program, GL_GEOMETRY_INPUT_TYPE_EXT, inputType);
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glProgramParameteriEXT(program, GL_GEOMETRY_VERTICES_OUT_EXT, vertexOut);
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glProgramParameteriEXT(program, GL_GEOMETRY_OUTPUT_TYPE_EXT, outputType);
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glAttachShader(program, fragmentShader);
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glLinkProgram(program);
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#ifdef NV_REPORT_COMPILE_ERRORS
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// Get error log.
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GLint charsWritten, infoLogLength;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength);
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char *infoLog = new char[infoLogLength];
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glGetProgramInfoLog(program, infoLogLength, &charsWritten, infoLog);
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printf(infoLog);
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delete[] infoLog;
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#endif
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// Test linker result.
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GLint linkSucceed = GL_FALSE;
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glGetProgramiv(program, GL_LINK_STATUS, &linkSucceed);
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if (linkSucceed == GL_FALSE) {
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glDeleteProgram(program);
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return 0;
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}
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return program;
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}
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//
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//
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////////////////////////////////////////////////////////////
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inline GLuint CompileASMShader(GLenum program_type, const char *code) {
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GLuint program_id;
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glGenProgramsARB(1, &program_id);
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glBindProgramARB(program_type, program_id);
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glProgramStringARB(program_type, GL_PROGRAM_FORMAT_ASCII_ARB,
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(GLsizei)strlen(code), (GLubyte *)code);
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GLint error_pos;
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glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &error_pos);
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if (error_pos != -1) {
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#ifdef NV_REPORT_COMPILE_ERRORS
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const GLubyte *error_string;
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error_string = glGetString(GL_PROGRAM_ERROR_STRING_ARB);
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fprintf(stderr, "Program error at position: %d\n%s\n", (int)error_pos,
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error_string);
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#endif
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return 0;
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}
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return program_id;
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}
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//
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//
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////////////////////////////////////////////////////////////
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inline GLuint CompileASMShaderFromFile(GLenum target, const char *filename) {
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FILE *shaderFile;
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char *text;
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long size;
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size_t fsize = 0;
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// read files as binary to prevent problems from newline translation
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#if defined(WIN32) || defined(_WIN32) || defined(WIN64) || defined(_WIN64)
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if (fopen_s(&shaderFile, filename, "rb") != 0)
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#else
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if ((shaderFile = fopen(filename, "rb")) == 0)
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#endif
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{
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return 0;
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}
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// Get the length of the file
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fseek(shaderFile, 0, SEEK_END);
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size = ftell(shaderFile);
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// Read the file contents from the start, then close file and add a null
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// terminator
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fseek(shaderFile, 0, SEEK_SET);
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text = new char[size + 1];
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fsize = fread(text, size, 1, shaderFile);
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fclose(shaderFile);
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if (fsize == 0) {
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printf("CompileGLSLShaderFromFile(), error... fsize = 0\n");
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}
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text[size] = '\0';
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GLuint program_id = CompileASMShader(target, text);
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delete[] text;
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return program_id;
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}
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} // namespace nv
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#endif
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