Program Listing for File opengl_utils.cpp

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/* * Copyright (c) 2022, NVIDIA CORPORATION. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "opengl_utils.hpp" #include <fstream> #include <iterator> #include <string> #include "common/assert.hpp" #ifndef UNUSED #define UNUSED(NAME) (void)(NAME) #endif // -------------------------------------------------------------------------------------- // // OpenGL Debug Output Helpers // const char* glDebugSource2Str(GLenum source) { switch (source) { default: break; case GL_DEBUG_SOURCE_API: return "API"; case GL_DEBUG_SOURCE_WINDOW_SYSTEM: return "Window Sys"; case GL_DEBUG_SOURCE_SHADER_COMPILER: return "Shader Compiler"; case GL_DEBUG_SOURCE_THIRD_PARTY: return "3rdparty"; case GL_DEBUG_SOURCE_APPLICATION: return "App"; case GL_DEBUG_SOURCE_OTHER: return "Other"; } return "Unknown"; } const char* glDebugType2Str(GLenum type) { switch (type) { default: break; case GL_DEBUG_TYPE_ERROR: return "Error"; case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: return "Deprecated Behavior"; case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: return "Undefined Behavior"; case GL_DEBUG_TYPE_PORTABILITY: return "Portability"; case GL_DEBUG_TYPE_PERFORMANCE: return "Performance"; case GL_DEBUG_TYPE_OTHER: return "Other"; } return "Unknown"; } const char* glDebugSeverity2Str(GLenum severity) { switch (severity) { default: break; case GL_DEBUG_SEVERITY_HIGH: return "High"; case GL_DEBUG_SEVERITY_MEDIUM: return "Medium"; case GL_DEBUG_SEVERITY_LOW: return "Low"; case GL_DEBUG_SEVERITY_NOTIFICATION: return "Notification"; } return "Unknown"; } void OpenGLDebugMessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam) { UNUSED(id); UNUSED(length); UNUSED(userParam); const char* source_str = glDebugSource2Str(source); const char* type_str = glDebugType2Str(type); const char* severity_str = glDebugSeverity2Str(severity); if (severity == GL_DEBUG_TYPE_ERROR) { GXF_LOG_ERROR("GL CALLBACK: source = %s, type = %s, severity = %s, message = %s\n", source_str, type_str, severity_str, message); } else { GXF_LOG_INFO("GL CALLBACK: source = %s, type = %s, severity = %s, message = %s\n", source_str, type_str, severity_str, message); } } bool createGLSLShader(GLenum shader_type, GLuint& shader, const char* shader_src) { shader = glCreateShader(shader_type); glShaderSource(shader, 1, &shader_src, NULL); glCompileShader(shader); GLint isCompiled = 0; glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled); if (isCompiled == GL_FALSE) { GLint maxLength = 0; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); // The maxLength includes the NULL character std::string compile_log; compile_log.resize(maxLength); glGetShaderInfoLog(shader, maxLength, NULL, &compile_log[0]); GXF_LOG_ERROR("Shader compilation failed: %s ", compile_log.c_str()); return false; } return true; } bool createGLSLShaderFromFile(GLenum shader_type, GLuint& shader, const std::string& shader_filename) { std::ifstream file(shader_filename); if (!file.good()) { GXF_LOG_ERROR("Failed to open GLSL shader file: %s ", shader_filename.c_str()); return false; } std::string shader_src_str = std::string(std::istreambuf_iterator<char>(file), std::istreambuf_iterator<char>()); return createGLSLShader(shader_type, shader, shader_src_str.c_str()); } bool linkGLSLProgram(const GLuint vertex_shader, const GLuint fragment_shader, GLuint& program) { program = glCreateProgram(); glAttachShader(program, vertex_shader); glAttachShader(program, fragment_shader); glLinkProgram(program); GLint isLinked = 0; glGetProgramiv(program, GL_LINK_STATUS, &isLinked); if (isLinked == GL_FALSE) { GLint maxLength = 0; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); // The maxLength includes the NULL character std::string link_log; link_log.resize(maxLength); glGetProgramInfoLog(program, maxLength, &maxLength, &link_log[0]); GXF_LOG_ERROR("Failed to link GLSL program. Log: %s", link_log.c_str()); // The program is useless now. So delete it. glDeleteProgram(program); // Provide the infolog in whatever manner you deem best. // Exit with failure. return false; } return true; }

© Copyright 2022, NVIDIA. Last updated on Jun 28, 2023.