GetShaderiv() private method

private GetShaderiv ( UInt32 shader, UInt32 pname, [ pParams ) : void
shader System.UInt32
pname System.UInt32
pParams [
return void
Example #1
0
        public unsafe ShaderModel(IShader shader, string code, ShaderVersions shaderVersion, ShaderTypes shaderType, ShaderFloatingPointQuality quality)
            : base(shader)
        {
            try
            {
                Shader = GL.CreateShader((shaderType == ShaderTypes.VS) ? GL.VERTEX_SHADER : GL.FRAGMENT_SHADER);
                if (Shader == 0)
                {
                    Debug.ThrowError("ShaderModel", string.Format("Failed to create {0} shader", (shaderType == ShaderTypes.VS) ? "vs": "ps"));
                }

                                #if iOS || ANDROID || NaCl
                code = getQualityText(quality) + Environment.NewLine + code;
                                #endif

                string shaderLvl = "";
                switch (shaderVersion)
                {
                                        #if iOS || ANDROID || NaCl || RPI
                case ShaderVersions.GLSL_1_00: shaderLvl = "100"; break;
                                        #else
                case ShaderVersions.GLSL_1_10: shaderLvl = "110"; break;

                case ShaderVersions.GLSL_1_20: shaderLvl = "120"; break;

                case ShaderVersions.GLSL_1_30: shaderLvl = "130"; break;

                case ShaderVersions.GLSL_1_40: shaderLvl = "140"; break;

                case ShaderVersions.GLSL_1_50: shaderLvl = "150"; break;

                case ShaderVersions.GLSL_3_30: shaderLvl = "330"; break;
                                        #endif
                default: Debug.ThrowError("ShaderModel", "Unsuported ShaderVersion: " + shaderVersion); break;
                }
                code = "#version " + shaderLvl + Environment.NewLine + code;

                int codeLength = code.Length;
                fixed(byte *codeData = code.CastToBytes())
                {
                    byte *codeData2 = codeData;

                    GL.ShaderSource(Shader, 1, &codeData2, &codeLength);
                    GL.CompileShader(Shader);
                }

                int result = 0;
                GL.GetShaderiv(Shader, GL.COMPILE_STATUS, &result);
                if (result == 0)
                {
                    int logLength = 0;
                    GL.GetShaderiv(Shader, GL.INFO_LOG_LENGTH, &logLength);
                    byte *logPtr = stackalloc byte[logLength];
                    GL.GetShaderInfoLog(Shader, logLength, &result, logPtr);
                    byte[] log = new byte[logLength];
                    System.Runtime.InteropServices.Marshal.Copy(new IntPtr(logPtr), log, 0, logLength);

                    Debug.ThrowError("ShaderModel", string.Format("{0} Shader compile error: {1}", shaderType, System.Text.ASCIIEncoding.ASCII.GetString(log)));
                }

                Video.checkForError();
            }
            catch (Exception e)
            {
                Dispose();
                throw e;
            }
        }