private Shader(GraphicsDevice device, ShaderStage shaderStage, byte[] shaderStageBytecode) : base(device) { this.stage = shaderStage; var shaderStageGl = ConvertShaderStage(shaderStage); // Decode shader StageBytecode var binarySerializationReader = new BinarySerializationReader(new MemoryStream(shaderStageBytecode)); var shaderBytecodeData = new OpenGLShaderBytecodeData(); shaderBytecodeData.Serialize(binarySerializationReader, ArchiveMode.Deserialize); using (GraphicsDevice.UseOpenGLCreationContext()) { resourceId = GL.CreateShader(shaderStageGl); if (shaderBytecodeData.IsBinary) { GL.ShaderBinary(1, ref resourceId, (BinaryFormat)shaderBytecodeData.BinaryFormat, shaderBytecodeData.Binary, shaderBytecodeData.Binary.Length); } else { GL.ShaderSource(resourceId, shaderBytecodeData.Source); GL.CompileShader(resourceId); var log = GL.GetShaderInfoLog(resourceId); int compileStatus; GL.GetShader(resourceId, ShaderParameter.CompileStatus, out compileStatus); if (compileStatus != 1) throw new InvalidOperationException(string.Format("Error while compiling GLSL shader: {0}", log)); } } }
private Shader(GraphicsDevice device, ShaderStage shaderStage, byte[] shaderStageBytecode) : base(device) { this.stage = shaderStage; var shaderStageGl = ConvertShaderStage(shaderStage); // Decode shader StageBytecode var binarySerializationReader = new BinarySerializationReader(new MemoryStream(shaderStageBytecode)); var shaderBytecodeData = new OpenGLShaderBytecodeData(); shaderBytecodeData.Serialize(binarySerializationReader, ArchiveMode.Deserialize); using (GraphicsDevice.UseOpenGLCreationContext()) { resourceId = GL.CreateShader(shaderStageGl); if (shaderBytecodeData.IsBinary) { GL.ShaderBinary(1, ref resourceId, (BinaryFormat)shaderBytecodeData.BinaryFormat, shaderBytecodeData.Binary, shaderBytecodeData.Binary.Length); } else { GL.ShaderSource(resourceId, shaderBytecodeData.Source); GL.CompileShader(resourceId); var log = GL.GetShaderInfoLog(resourceId); int compileStatus; GL.GetShader(resourceId, ShaderParameter.CompileStatus, out compileStatus); if (compileStatus != 1) { throw new InvalidOperationException(string.Format("Error while compiling GLSL shader: {0}", log)); } } } }