/// <summary> /// Initializes a new instance of the OpenGLShaderProgram class. /// </summary> /// <param name="uv">The Ultraviolet context.</param> /// <param name="vertexShader">The program's vertex shader.</param> /// <param name="fragmentShader">The program's fragment shader.</param> /// <param name="programOwnsShaders">A value indicating whether the program owns the shader objects.</param> public OpenGLShaderProgram(UltravioletContext uv, OpenGLVertexShader vertexShader, OpenGLFragmentShader fragmentShader, Boolean programOwnsShaders) : base(uv) { Contract.Require(vertexShader, nameof(vertexShader)); Contract.Require(fragmentShader, nameof(fragmentShader)); Ultraviolet.ValidateResource(vertexShader); Ultraviolet.ValidateResource(fragmentShader); this.vertexShader = vertexShader; this.fragmentShader = fragmentShader; this.programOwnsShaders = programOwnsShaders; var program = 0u; uv.QueueWorkItemAndWait(() => { program = gl.CreateProgram(); gl.ThrowIfError(); gl.AttachShader(program, vertexShader.OpenGLName); gl.ThrowIfError(); gl.AttachShader(program, fragmentShader.OpenGLName); gl.ThrowIfError(); gl.LinkProgram(program); gl.ThrowIfError(); var log = gl.GetProgramInfoLog(program); gl.ThrowIfError(); var status = gl.GetProgrami(program, gl.GL_LINK_STATUS); gl.ThrowIfError(); if (status == 0) { throw new InvalidOperationException(log); } }); this.program = program; this.uniforms = CreateUniformCollection(); }
/// <summary> /// Initializes a new instance of the OpenGLShaderProgram class. /// </summary> /// <param name="uv">The Ultraviolet context.</param> /// <param name="vertexShader">The program's vertex shader.</param> /// <param name="fragmentShader">The program's fragment shader.</param> /// <param name="programOwnsShaders">A value indicating whether the program owns the shader objects.</param> public OpenGLShaderProgram(UltravioletContext uv, OpenGLVertexShader vertexShader, OpenGLFragmentShader fragmentShader, Boolean programOwnsShaders) : base(uv) { Contract.Require(vertexShader, nameof(vertexShader)); Contract.Require(fragmentShader, nameof(fragmentShader)); Ultraviolet.ValidateResource(vertexShader); Ultraviolet.ValidateResource(fragmentShader); this.vertexShader = vertexShader; this.fragmentShader = fragmentShader; this.programOwnsShaders = programOwnsShaders; var program = 0u; uv.QueueWorkItemAndWait(() => { program = gl.CreateProgram(); gl.ThrowIfError(); gl.AttachShader(program, vertexShader.OpenGLName); gl.ThrowIfError(); gl.AttachShader(program, fragmentShader.OpenGLName); gl.ThrowIfError(); gl.LinkProgram(program); gl.ThrowIfError(); var log = gl.GetProgramInfoLog(program); gl.ThrowIfError(); var status = gl.GetProgrami(program, gl.GL_LINK_STATUS); gl.ThrowIfError(); if (status == 0) throw new InvalidOperationException(log); }); this.program = program; this.uniforms = CreateUniformCollection(); }
/// <summary> /// Initializes a new instance of the OpenGLShaderProgram class. /// </summary> /// <param name="uv">The Ultraviolet context.</param> /// <param name="vertexShader">The program's vertex shader.</param> /// <param name="fragmentShader">The program's fragment shader.</param> /// <param name="programOwnsShaders">A value indicating whether the program owns the shader objects.</param> public OpenGLShaderProgram(UltravioletContext uv, OpenGLVertexShader vertexShader, OpenGLFragmentShader fragmentShader, Boolean programOwnsShaders) : base(uv) { Contract.Require(vertexShader, nameof(vertexShader)); Contract.Require(fragmentShader, nameof(fragmentShader)); Ultraviolet.ValidateResource(vertexShader); Ultraviolet.ValidateResource(fragmentShader); this.vertexShader = vertexShader; this.fragmentShader = fragmentShader; this.programOwnsShaders = programOwnsShaders; var program = 0u; uv.QueueWorkItemAndWait(() => { program = gl.CreateProgram(); gl.ThrowIfError(); gl.AttachShader(program, vertexShader.OpenGLName); gl.ThrowIfError(); gl.AttachShader(program, fragmentShader.OpenGLName); gl.ThrowIfError(); gl.LinkProgram(program); gl.ThrowIfError(); var log = gl.GetProgramInfoLog(program); gl.ThrowIfError(); var status = gl.GetProgrami(program, gl.GL_LINK_STATUS); gl.ThrowIfError(); var attributeCount = gl.GetProgrami(program, gl.GL_ACTIVE_ATTRIBUTES); gl.ThrowIfError(); unsafe { var namebuf = Marshal.AllocHGlobal(256); try { for (int i = 0; i < attributeCount; i++) { var attrNameLen = 0; var attrName = default(String); var attrSize = 0; var attrType = 0u; gl.GetActiveAttrib(program, (uint)i, 256, &attrNameLen, &attrSize, &attrType, (sbyte *)namebuf); gl.ThrowIfError(); attrName = Marshal.PtrToStringAnsi(namebuf); var location = gl.GetAttribLocation(program, attrName); gl.ThrowIfError(); attributeLocations[attrName] = location; attributeTypes[attrName] = attrType; } } finally { Marshal.FreeHGlobal(namebuf); } } if (status == 0) { throw new InvalidOperationException(log); } }); this.program = program; this.uniforms = CreateUniformCollection(); }