CheckForGLSLError() public static method

Check for GL errors and report them in the Axiom Log.
public static CheckForGLSLError ( string error, int handle ) : void
error string
handle int
return void
Example #1
0
        /// <summary>
        ///		Makes a program object active by making sure it is linked and then putting it in use.
        /// </summary>
        public void Activate()
        {
            if (!this.linked && !this.triedToLinkAndFailed)
            {
                Gl.glGetError(); //Clean up the error. Otherwise will flood log.
                this.glHandle = Gl.glCreateProgramObjectARB();
                GLSLHelper.CheckForGLSLError("Error Creating GLSL Program Object", 0);

                // TODO: support microcode caching
                //if (GpuProgramManager.Instance.CanGetCompiledShaderBuffer() &&
                //    GpuProgramManager.Instance.IsMicrocodeAvailableInCache(CombinedName))
                if (false)
                {
                    GetMicrocodeFromCache();
                }
                else
                {
                    CompileAndLink();
                }

                BuildUniformReferences();
                ExtractAttributes();
            }

            if (this.linked)
            {
                GLSLHelper.CheckForGLSLError("Error prior to using GLSL Program Object : ", this.glHandle, false, false);

                Gl.glUseProgramObjectARB(this.glHandle);

                GLSLHelper.CheckForGLSLError("Error using GLSL Program Object : ", this.glHandle, false, false);
            }
        }
        /// <summary>
        ///		Default constructor.
        /// </summary>
        public GLSLLinkProgram()
        {
            GLSLHelper.CheckForGLSLError("Error prior to creating GLSL program object.", 0);

            // create the shader program object
            glHandle = Gl.glCreateProgramObjectARB();

            GLSLHelper.CheckForGLSLError("Error Creating GLSL Program Object", 0);
        }
        /// <summary>
        ///
        /// </summary>
        protected override void LoadFromSource()
        {
            Gl.glShaderSourceARB(glHandle, 1, ref source, null);

            // check for load errors
            GLSLHelper.CheckForGLSLError("Cannot load GLGL high-level shader source " + name, 0);

            Compile();
        }
Example #4
0
 ///<summary>
 ///</summary>
 ///<param name="programObject"></param>
 public void DetachFromProgramObject(int programObject)
 {
     Gl.glDetachObjectARB(programObject, GLHandle);
     GLSLHelper.CheckForGLSLError("Error detaching " + Name + " shader object from GLSL Program Object", programObject);
     // attach child objects
     foreach (var childShader in this.attachedGLSLPrograms.Cast <GLSLProgram>())
     {
         childShader.DetachFromProgramObject(programObject);
     }
 }
Example #5
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="programObject"></param>
        public void AttachToProgramObject(int programObject)
        {
            // atach child objects
            foreach (var childShader in this.attachedGLSLPrograms.Cast <GLSLProgram>())
            {
                // bug in ATI GLSL linker : modules without main function must be recompiled each time
                // they are linked to a different program object
                // don't check for compile errors since there won't be any
                // *** minor inconvenience until ATI fixes thier driver
                childShader.Compile(false);
                childShader.AttachToProgramObject(programObject);
            }

            Gl.glAttachObjectARB(programObject, GLHandle);
            GLSLHelper.CheckForGLSLError("GLSL : Error attaching " + Name + " shader object to GLSL Program Object.",
                                         programObject);
        }
        /// <summary>
        ///		Constructor.
        /// </summary>
        public GLSLProgram(string name, GpuProgramType type, string language) : base(name, type, language)
        {
            // want scenemanager to pass on surface and light states to the rendersystem
            // these can be accessed in GLSL
            passSurfaceAndLightStates = true;

            // only create a shader object if glsl is supported
            if (IsSupported)
            {
                GLSLHelper.CheckForGLSLError("GL Errors before creating shader object.", 0);

                // create shader object
                glHandle = Gl.glCreateShaderObjectARB(type == GpuProgramType.Vertex ? Gl.GL_VERTEX_SHADER_ARB : Gl.GL_FRAGMENT_SHADER_ARB);

                GLSLHelper.CheckForGLSLError("GL Errors creating shader object.", 0);
            }
        }
        /// <summary>
        ///
        /// </summary>
        /// <param name="programObject"></param>
        public void AttachToProgramObject(int programObject)
        {
            Gl.glAttachObjectARB(programObject, glHandle);
            GLSLHelper.CheckForGLSLError("Error attaching " + this.name + " shader object to GLSL Program Object.", programObject);

            // atach child objects
            for (int i = 0; i < attachedGLSLPrograms.Count; i++)
            {
                GLSLProgram childShader = (GLSLProgram)attachedGLSLPrograms[i];

                // bug in ATI GLSL linker : modules without main function must be recompiled each time
                // they are linked to a different program object
                // don't check for compile errors since there won't be any
                // *** minor inconvenience until ATI fixes there driver
                childShader.Compile(false);
                childShader.AttachToProgramObject(programObject);
            }
        }
        /// <summary>
        ///		Makes a program object active by making sure it is linked and then putting it in use.
        /// </summary>
        public void Activate()
        {
            if(!linked) {
                int linkStatus;

                Gl.glLinkProgramARB(glHandle);
                Gl.glGetObjectParameterivARB(glHandle, Gl.GL_OBJECT_LINK_STATUS_ARB, out linkStatus);

                linked = (linkStatus != 0);

                // force logging and raise exception if not linked
                GLSLHelper.CheckForGLSLError("Error linking GLSL Program Object", glHandle, !linked, !linked);

                if(linked) {
                    GLSLHelper.LogObjectInfo("GLSL link result : ", glHandle);
                    BuildUniformReferences();
                }
            }

            if(linked) {
                Gl.glUseProgramObjectARB(glHandle);
            }
        }
        /// <summary>
        ///
        /// </summary>
        /// <param name="checkErrors"></param>
        protected bool Compile(bool checkErrors)
        {
            Gl.glCompileShaderARB(glHandle);

            int compiled;

            // check for compile errors
            Gl.glGetObjectParameterivARB(glHandle, Gl.GL_OBJECT_COMPILE_STATUS_ARB, out compiled);

            isCompiled = (compiled != 0);

            // force exception if not compiled
            if (checkErrors)
            {
                GLSLHelper.CheckForGLSLError("Cannot compile GLSL high-level shader: " + name + " ", glHandle, !isCompiled, !isCompiled);

                if (isCompiled)
                {
                    GLSLHelper.LogObjectInfo(name + " : GLGL compiled ", glHandle);
                }
            }

            return(isCompiled);
        }
Example #10
0
        protected internal bool Compile(bool checkErrors)
        {
            if (this.isCompiled)
            {
                return(true);
            }

            if (checkErrors)
            {
                GLSLHelper.LogObjectInfo("GLSL compiling: " + Name, GLHandle);
            }

            if (IsSupported)
            {
                GLSLHelper.CheckForGLSLError("GL Errors before creating shader object", 0);
                var shaderType = 0;
                switch (Type)
                {
                case GpuProgramType.Vertex:
                    shaderType = Gl.GL_VERTEX_SHADER_ARB;
                    break;

                case GpuProgramType.Fragment:
                    shaderType = Gl.GL_FRAGMENT_SHADER_ARB;
                    break;

                case GpuProgramType.Geometry:
                    shaderType = Gl.GL_GEOMETRY_SHADER_EXT;
                    break;
                }
                GLHandle = Gl.glCreateShaderObjectARB(shaderType);

                GLSLHelper.CheckForGLSLError("Error creating GLSL shader object", 0);
            }

            // Preprocess the GLSL shader in order to get a clean source
            // CPreprocessor cpp;
            // TODO: preprocessor not supported yet in axiom

            // Add preprocessor extras and main source

            if (!string.IsNullOrEmpty(source))
            {
                Gl.glShaderSourceARB(GLHandle, 1, new[]
                {
                    source
                }, new[]
                {
                    source.Length
                });
                // check for load errors
                GLSLHelper.CheckForGLSLError("Cannot load GLSL high-level shader source : " + Name, 0);
            }

            Gl.glCompileShaderARB(GLHandle);
            int compiled;

            // check for compile errors
            Gl.glGetObjectParameterivARB(GLHandle, Gl.GL_OBJECT_COMPILE_STATUS_ARB, out compiled);

            this.isCompiled = (compiled != 0);

            // force exception if not compiled
            if (checkErrors)
            {
                GLSLHelper.CheckForGLSLError("GLSL : Cannot compile GLSL high-level shader: " + Name + ".", GLHandle,
                                             !this.isCompiled,
                                             !this.isCompiled);

                if (this.isCompiled)
                {
                    GLSLHelper.LogObjectInfo("GLSL : " + Name + " : compiled.", GLHandle);
                }
            }

            return(this.isCompiled);
        }
Example #11
0
        private void CompileAndLink()
        {
            if (this.vertexProgram != null)
            {
                // compile and attach Vertex Program
                if (!this.vertexProgram.GLSLProgram.Compile(true))
                {
                    // todo error
                    return;
                }
                this.vertexProgram.GLSLProgram.AttachToProgramObject(this.glHandle);
                IsSkeletalAnimationIncluded = this.vertexProgram.IsSkeletalAnimationIncluded;

                // Some drivers (e.g. OS X on nvidia) incorrectly determine the attribute binding automatically

                // and end up aliasing existing built-ins. So avoid!
                // Bind all used attribs - not all possible ones otherwise we'll get
                // lots of warnings in the log, and also may end up aliasing names used
                // as varyings by accident
                // Because we can't ask GL whether an attribute is used in the shader
                // until it is linked (chicken and egg!) we have to parse the source

                var vpSource = this.vertexProgram.GLSLProgram.Source;
                foreach (var a in this.sCustomAttributes)
                {
                    // we're looking for either:
                    //   attribute vec<n> <semantic_name>
                    //   in vec<n> <semantic_name>
                    // The latter is recommended in GLSL 1.3 onwards
                    // be slightly flexible about formatting
                    var pos = vpSource.IndexOf(a.name);

                    if (pos != -1)
                    {
                        var startpos = vpSource.IndexOf("attribute", pos < 20 ? 0 : pos - 20);
                        if (startpos == -1)
                        {
                            startpos = vpSource.IndexOf("in", pos < 20 ? 0 : pos - 20);
                        }
                        if (startpos != -1 && startpos < pos)
                        {
                            // final check
                            var expr = vpSource.Substring(startpos, pos + a.name.Length - startpos);
                            var vec  = expr.Split();

                            if ((vec[0] == "in" || vec[0] == "attribute") && vec[2] == a.name)
                            {
                                Gl.glBindAttribLocationARB(this.glHandle, (int)a.attrib, a.name);
                            }
                        }
                    }
                }
            }

            if (this.geometryProgram != null)
            {
                // compile and attach Geometry Program
                if (!this.geometryProgram.GLSLProgram.Compile(true))
                {
                    // todo error
                    return;
                }

                this.geometryProgram.GLSLProgram.AttachToProgramObject(this.glHandle);

                //Don't set adjacency flag. We handle it internally and expose "false"

                OperationType inputOperationType = this.geometryProgram.GLSLProgram.InputOperationType;
                Gl.glProgramParameteriEXT(this.glHandle, Gl.GL_GEOMETRY_INPUT_TYPE_EXT,
                                          GetGLGeometryInputPrimitiveType(inputOperationType,
                                                                          this.geometryProgram.IsAdjacencyInfoRequired));

                OperationType outputOperationType = this.geometryProgram.GLSLProgram.OutputOperationType;
                switch (outputOperationType)
                {
                case OperationType.PointList:
                case OperationType.LineStrip:
                case OperationType.TriangleStrip:
                case OperationType.LineList:
                case OperationType.TriangleList:
                case OperationType.TriangleFan:
                    break;
                }
                Gl.glProgramParameteriEXT(this.glHandle, Gl.GL_GEOMETRY_OUTPUT_TYPE_EXT,
                                          GetGLGeometryOutputPrimitiveType(outputOperationType));

                Gl.glProgramParameteriEXT(this.glHandle, Gl.GL_GEOMETRY_VERTICES_OUT_EXT,
                                          this.geometryProgram.GLSLProgram.MaxOutputVertices);
            }

            if (this.fragmentProgram != null)
            {
                if (!this.fragmentProgram.GLSLProgram.Compile(true))
                {
                    // todo error
                    return;
                }
                this.fragmentProgram.GLSLProgram.AttachToProgramObject(this.glHandle);
            }

            // now the link

            Gl.glLinkProgramARB(this.glHandle);
            int linkStatus;

            Gl.glGetObjectParameterivARB(this.glHandle, Gl.GL_OBJECT_LINK_STATUS_ARB, out linkStatus);
            this.linked = linkStatus != 0;
            this.triedToLinkAndFailed = !this.linked;

            GLSLHelper.CheckForGLSLError("Error linking GLSL Program Object", this.glHandle, !this.linked, !this.linked);

            if (this.linked)
            {
                GLSLHelper.LogObjectInfo(CombinedName + " GLSL link result : ", this.glHandle);

                // TODO: cache the microcode.
                // OpenTK is not up to date yet for this.
                // We need deeper engine updates for this as well

                /*
                 *              if (GpuProgramManager.Instance.SaveMicrocodesToCache)
                 *              {
                 *                      // add to the microcode to the cache
                 *                      var name = CombinedName;
                 *
                 *                      // get buffer size
                 *                      int binaryLength;
                 *                      Gl.glGetProgramiv( glHandle, Gl.GL_PROGRAM_BINARY_LENGTH, out binaryLength );
                 *
                 *                      // turns out we need this param when loading
                 *                      // it will be the first bytes of the array in the microcode
                 *                      int binaryFormat;
                 *
                 *                      // create microcode
                 *                      GpuProgramManager.Microcode newMicrocode =
                 *                              GpuProgramManager.Instance.CreateMicrocode( binaryLength + sizeof ( GLenum ) );
                 *
                 *                      // get binary
                 *                      uint8* programBuffer = newMicrocode->getPtr() + sizeof ( GLenum );
                 *                      glGetProgramBinary( mGLHandle, binaryLength, NULL, &binaryFormat, programBuffer );
                 *
                 *                      // save binary format
                 *                      memcpy( newMicrocode->getPtr(), &binaryFormat, sizeof ( GLenum ) );
                 *
                 *                      // add to the microcode to the cache
                 *                      GpuProgramManager::getSingleton().addMicrocodeToCache( name, newMicrocode );
                 *              }*/
            }
        }
Example #12
0
        /// <summary>
        ///		Updates program object uniforms using data from GpuProgramParameters.
        ///		normally called by GLSLGpuProgram.BindParameters() just before rendering occurs.
        /// </summary>
        /// <param name="parameters">GPU Parameters to use to update the uniforms params.</param>
        public void UpdateUniforms(GpuProgramParameters parameters, GpuProgramParameters.GpuParamVariability mask,
                                   GpuProgramType fromProgType)
        {
            foreach (var currentUniform in this.uniformReferences)
            {
                // Only pull values from buffer it's supposed to be in (vertex or fragment)
                // This method will be called twice, once for vertex program params,
                // and once for fragment program params.
                if (fromProgType == currentUniform.SourceProgType)
                {
                    var def = currentUniform.ConstantDef;

                    if ((def.Variability & mask) != 0)
                    {
                        var glArraySize = def.ArraySize;

                        // get the index in the parameter real list
                        switch (def.ConstantType)
                        {
                        case GpuProgramParameters.GpuConstantType.Float1:
                            using (var ptr = parameters.GetFloatPointer(def.PhysicalIndex))
                            {
                                Gl.glUniform1fvARB(currentUniform.Location, glArraySize, ptr.Pointer.Pin());
                            }
                            break;

                        case GpuProgramParameters.GpuConstantType.Float2:
                            using (var ptr = parameters.GetFloatPointer(def.PhysicalIndex))
                            {
                                Gl.glUniform2fvARB(currentUniform.Location, glArraySize, ptr.Pointer.Pin());
                            }
                            break;

                        case GpuProgramParameters.GpuConstantType.Float3:
                            using (var ptr = parameters.GetFloatPointer(def.PhysicalIndex))
                            {
                                Gl.glUniform3fvARB(currentUniform.Location, glArraySize, ptr.Pointer.Pin());
                            }
                            break;

                        case GpuProgramParameters.GpuConstantType.Float4:
                            using (var ptr = parameters.GetFloatPointer(def.PhysicalIndex))
                            {
                                Gl.glUniform4fvARB(currentUniform.Location, glArraySize, ptr.Pointer.Pin());
                            }
                            break;

                        case GpuProgramParameters.GpuConstantType.Matrix_2X2:
                            using (var ptr = parameters.GetFloatPointer(def.PhysicalIndex))
                            {
                                Gl.glUniformMatrix2fvARB(currentUniform.Location, glArraySize, 1, ptr.Pointer.Pin());
                            }
                            break;

                        case GpuProgramParameters.GpuConstantType.Matrix_2X3:
                            using (var ptr = parameters.GetFloatPointer(def.PhysicalIndex))
                            {
                                Gl.glUniformMatrix2x3fv(currentUniform.Location, glArraySize, 1, ptr.Pointer.Pin());
                            }
                            break;

                        case GpuProgramParameters.GpuConstantType.Matrix_2X4:
                            using (var ptr = parameters.GetFloatPointer(def.PhysicalIndex))
                            {
                                Gl.glUniformMatrix2x4fv(currentUniform.Location, glArraySize, 1, ptr.Pointer.Pin());
                            }
                            break;

                        case GpuProgramParameters.GpuConstantType.Matrix_3X2:
                            using (var ptr = parameters.GetFloatPointer(def.PhysicalIndex))
                            {
                                Gl.glUniformMatrix3x2fv(currentUniform.Location, glArraySize, 1, ptr.Pointer.Pin());
                            }
                            break;

                        case GpuProgramParameters.GpuConstantType.Matrix_3X3:
                            using (var ptr = parameters.GetFloatPointer(def.PhysicalIndex))
                            {
                                Gl.glUniformMatrix3fv(currentUniform.Location, glArraySize, 1, ptr.Pointer.Pin());
                            }
                            break;

                        case GpuProgramParameters.GpuConstantType.Matrix_3X4:
                            using (var ptr = parameters.GetFloatPointer(def.PhysicalIndex))
                            {
                                Gl.glUniformMatrix3x4fv(currentUniform.Location, glArraySize, 1, ptr.Pointer.Pin());
                            }
                            break;

                        case GpuProgramParameters.GpuConstantType.Matrix_4X2:
                            using (var ptr = parameters.GetFloatPointer(def.PhysicalIndex))
                            {
                                Gl.glUniformMatrix4x2fv(currentUniform.Location, glArraySize, 1, ptr.Pointer.Pin());
                            }
                            break;

                        case GpuProgramParameters.GpuConstantType.Matrix_4X3:
                            using (var ptr = parameters.GetFloatPointer(def.PhysicalIndex))
                            {
                                Gl.glUniformMatrix4x3fv(currentUniform.Location, glArraySize, 1, ptr.Pointer.Pin());
                            }
                            break;

                        case GpuProgramParameters.GpuConstantType.Matrix_4X4:
                            using (var ptr = parameters.GetFloatPointer(def.PhysicalIndex))
                            {
                                Gl.glUniformMatrix4fv(currentUniform.Location, glArraySize, 1, ptr.Pointer.Pin());
                            }
                            break;

                        case GpuProgramParameters.GpuConstantType.Int1:
                            using (var ptr = parameters.GetIntPointer(def.PhysicalIndex))
                            {
                                Gl.glUniform1ivARB(currentUniform.Location, glArraySize, ptr.Pointer.Pin());
                            }
                            break;

                        case GpuProgramParameters.GpuConstantType.Int2:
                            using (var ptr = parameters.GetIntPointer(def.PhysicalIndex))
                            {
                                Gl.glUniform2ivARB(currentUniform.Location, glArraySize, ptr.Pointer.Pin());
                            }
                            break;

                        case GpuProgramParameters.GpuConstantType.Int3:
                            using (var ptr = parameters.GetIntPointer(def.PhysicalIndex))
                            {
                                Gl.glUniform3ivARB(currentUniform.Location, glArraySize, ptr.Pointer.Pin());
                            }
                            break;

                        case GpuProgramParameters.GpuConstantType.Int4:
                            using (var ptr = parameters.GetIntPointer(def.PhysicalIndex))
                            {
                                Gl.glUniform4ivARB(currentUniform.Location, glArraySize, ptr.Pointer.Pin());
                            }
                            break;

                        case GpuProgramParameters.GpuConstantType.Sampler1D:
                        case GpuProgramParameters.GpuConstantType.Sampler1DShadow:
                        case GpuProgramParameters.GpuConstantType.Sampler2D:
                        case GpuProgramParameters.GpuConstantType.Sampler2DShadow:
                        case GpuProgramParameters.GpuConstantType.Sampler3D:
                        case GpuProgramParameters.GpuConstantType.SamplerCube:
                            var value = parameters.GetIntConstant(def.PhysicalIndex);
                            Gl.glUniform1iARB(currentUniform.Location, value);
                            break;

                        case GpuProgramParameters.GpuConstantType.Unknown:
                            break;
                        } // end switch
                        GLSLHelper.CheckForGLSLError("GLSLLinkProgram::updateUniforms", 0);
                    }     // variability & mask
                }         // fromProgType == currentUniform->mSourceProgType
            }             // end for
        }