public void shaderSource(WebGLShader s, string e)
 {
 }
        static CreateShaderResult CreateShader(
            WebGLRenderingContext gl,
            string tvs,
            string tfs,
            bool nativeDebug
            )
        {
            //new IHTMLPre { "enter CreateShader" }.AttachToDocument();

            //var p = gl.createProgram();

            var vs = new WebGLShader(gl, gl.VERTEX_SHADER);
            var fs = new WebGLShader(gl, gl.FRAGMENT_SHADER);

            gl.shaderSource(vs, tvs);
            gl.shaderSource(fs, tfs);

            gl.compileShader(vs);

            var ok = new CreateShaderResult { mSuccess = true };

            // https://www.khronos.org/registry/webgl/extensions/WEBGL_debug_shaders/
            new WebGLDebugShaders(gl).With(x => ok.vsTranslatedShaderSource = x.getTranslatedShaderSource(vs));

            //gl.getExtension("WEBGL_debug_shaders").With(
            //(dynamic WEBGL_debug_shaders) =>
            //	{
            //		ok.vsTranslatedShaderSource = WEBGL_debug_shaders.getTranslatedShaderSource((WebGLShader)vs);
            //	}
            //);

            gl.compileShader(fs);

            // ipad wont have it available
            new WebGLDebugShaders(gl).With(x => ok.fsTranslatedShaderSource = x.getTranslatedShaderSource(fs));

            //gl.getExtension("WEBGL_debug_shaders").With(
            //	(dynamic WEBGL_debug_shaders) =>
            //	{
            //		ok.fsTranslatedShaderSource = WEBGL_debug_shaders.getTranslatedShaderSource((WebGLShader)fs);
            //	}
            //);

            if (gl.getShaderParameter(vs, gl.COMPILE_STATUS) == null)
            {
                var infoLog = gl.getShaderInfoLog(vs);

                // does our async rewriter throw async exceptions yet?
                throw new Exception(message: new { infoLog }.ToString());
                //new IHTMLPre { "error CreateShader " + new { infoLog } }.AttachToDocument();
                //return new CreateShaderResult { mSuccess = false, mInfo = infoLog };
            }

            var fsCOMPILE_STATUS = (bool)gl.getShaderParameter(fs, gl.COMPILE_STATUS);
            //new IHTMLPre { "CreateShader " + new { fsCOMPILE_STATUS } }.AttachToDocument();

            if (!fsCOMPILE_STATUS)
            {
                var infoLog = gl.getShaderInfoLog(fs);
                throw new Exception(message: new { infoLog }.ToString());
                //new IHTMLPre { "error CreateShader " + new { infoLog } }.AttachToDocument();
                //return new CreateShaderResult { mSuccess = false, mInfo = infoLog };
            }


            var p = new WebGLProgram(gl);
            gl.attachShader(p, vs);
            gl.attachShader(p, fs);

            // using dispose?
            gl.deleteShader(vs);
            gl.deleteShader(fs);

            gl.linkProgram(p);

            var linkResult = (bool)gl.getProgramParameter(p, gl.LINK_STATUS);

            //new IHTMLPre { "CreateShader " + new { linkResult } }.AttachToDocument();

            if (!linkResult)
            {
                var infoLog = gl.getProgramInfoLog(p);
                gl.deleteProgram(p);
                throw new Exception(message: new { infoLog }.ToString());
                //new IHTMLPre { "error CreateShader " + new { infoLog } }.AttachToDocument();
                //return new CreateShaderResult { mSuccess = false, mInfo = infoLog };
            }

            // https://msdn.microsoft.com/en-us/library/ie/dn302415(v=vs.85).aspx
            //new IHTMLPre { "exit CreateShader" }.AttachToDocument();

            ok.mProgram = p;
            return ok;
        }
 public void compileShader(WebGLShader s)
 {
     // https://www.khronos.org/webgl/public-mailing-list/archives/1104/msg00040.html
     // only option is adding async compiles.
 }
 public void deleteShader(WebGLShader s)
 {
 }
 public void attachShader(WebGLProgram p, WebGLShader s)
 {
 }
        // tested by?

		public string getTranslatedShaderSource(WebGLShader shader) { return default(string); }
Example #7
0
 public string getTranslatedShaderSource(WebGLShader shader)
 {
     return(default(string));
 }