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authorRay <[email protected]>2022-01-08 20:12:03 +0100
committerRay <[email protected]>2022-01-08 20:12:03 +0100
commit7a159664bc8bdc011fe9b226794d29de2213a546 (patch)
tree08297797c2ce4ccd31ad3271ddd3bf4aa5688589 /src
parent612c4ad1dcee45a83bfbad78b7a583099024a22a (diff)
downloadraylib-7a159664bc8bdc011fe9b226794d29de2213a546.tar.gz
raylib-7a159664bc8bdc011fe9b226794d29de2213a546.zip
Improved shader loading code
Diffstat (limited to 'src')
-rw-r--r--src/rlgl.h84
1 files changed, 41 insertions, 43 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index 3ae8575f..37af998f 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -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
- {
- if ((vertexShaderId != 0) && (fragmentShaderId != 0))
- {
- id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
+ // Load shader program if provided vertex/fragment shaders compile successfully
+ 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;
- }
+ // Once shader program is compiled, we can detach and delete vertex/fragment shaders
+ // NOTE: Vertex
+ if (vertexShaderId != 0)
+ {
+ // 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