Improved shader loading code

This commit is contained in:
Ray 2022-01-08 20:12:03 +01:00
parent 612c4ad1dc
commit 7a159664bc
1 changed files with 41 additions and 43 deletions

View File

@ -3541,59 +3541,56 @@ unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
unsigned int id = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
unsigned int vertexShaderId = RLGL.State.defaultVShaderId;
unsigned int fragmentShaderId = RLGL.State.defaultFShaderId;
unsigned int vertexShaderId = 0;
unsigned int fragmentShaderId = 0;
if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId;
else
// Load shader program if provided vertex/fragment shaders compile successfully
if ((vertexShaderId != 0) && (fragmentShaderId != 0)) id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
// Once shader program is compiled, we can detach and delete vertex/fragment shaders
// NOTE: Vertex
if (vertexShaderId != 0)
{
if ((vertexShaderId != 0) && (fragmentShaderId != 0))
{
id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
if (vertexShaderId != RLGL.State.defaultVShaderId)
{
// Detach shader before deletion to make sure memory is freed
glDetachShader(id, vertexShaderId);
glDeleteShader(vertexShaderId);
}
if (fragmentShaderId != RLGL.State.defaultFShaderId)
{
// Detach shader before deletion to make sure memory is freed
glDetachShader(id, fragmentShaderId);
glDeleteShader(fragmentShaderId);
}
}
if (id == 0)
{
TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code");
id = RLGL.State.defaultShaderId;
}
// Detach shader before deletion to make sure memory is freed
glDetachShader(id, vertexShaderId);
glDeleteShader(vertexShaderId);
}
if (fragmentShaderId != 0)
{
// Detach shader before deletion to make sure memory is freed
glDetachShader(id, fragmentShaderId);
glDeleteShader(fragmentShaderId);
}
// Get available shader uniforms
// NOTE: This information is useful for debug...
int uniformCount = -1;
glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
for (int i = 0; i < uniformCount; i++)
if (id == 0)
{
int namelen = -1;
int num = -1;
char name[256] = { 0 }; // Assume no variable names longer than 256
GLenum type = GL_ZERO;
// In case shader loading fails, we return the default shader
TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader");
id = RLGL.State.defaultShaderId;
}
else
{
// Get available shader uniforms
// NOTE: This information is useful for debug...
int uniformCount = -1;
glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
// Get the name of the uniforms
glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
for (int i = 0; i < uniformCount; i++)
{
int namelen = -1;
int num = -1;
char name[256] = { 0 }; // Assume no variable names longer than 256
GLenum type = GL_ZERO;
name[namelen] = 0;
// Get the name of the uniforms
glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
name[namelen] = 0;
TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
}
}
#endif
@ -4341,7 +4338,8 @@ static void rlLoadShaderDefault(void)
"} \n";
#endif
// NOTE: Compiled vertex/fragment shaders are kept for re-use
// NOTE: Compiled vertex/fragment shaders are not deleted,
// they are kept for re-use as default shaders in case some shader loading fails
RLGL.State.defaultVShaderId = rlCompileShader(defaultVShaderCode, GL_VERTEX_SHADER); // Compile default vertex shader
RLGL.State.defaultFShaderId = rlCompileShader(defaultFShaderCode, GL_FRAGMENT_SHADER); // Compile default fragment shader