示例#1
0
func GetShaderInfoLog(s Shader) string {
	infoLen := GetShaderi(s, INFO_LOG_LENGTH)
	buf := C.malloc(C.size_t(infoLen))
	defer C.free(buf)
	C.glGetShaderInfoLog(s.c(), C.GLsizei(infoLen), nil, (*C.GLchar)(buf))
	return C.GoString((*C.char)(buf))
}
示例#2
0
文件: shader.go 项目: eaburns/gl
// GetInfoLog returns the information log for a shader object.
// This method makes two OpenGL calls: one to get the info log size, and one to get the info log.
func (s Shader) GetInfoLog() string {
	sz := s.Get(ShaderInfoLogLength)
	cstr := (*C.char)(C.malloc(C.size_t(sz + 1)))
	defer C.free(unsafe.Pointer(cstr))
	C.glGetShaderInfoLog(C.GLuint(s), C.GLsizei(sz), nil, (*C.GLchar)(cstr))
	return C.GoString(cstr)
}
示例#3
0
文件: gles2.go 项目: remogatto/egles
func GetShaderInfoLog(
	shader uint32, bufsize Sizei,
	length *Sizei, infolog *string) {
	s := glString(*infolog)
	C.glGetShaderInfoLog(
		C.GLuint(shader),
		C.GLsizei(bufsize),
		(*C.GLsizei)(length),
		s)
	infolog = goString(s)
}
示例#4
0
文件: gldebug.go 项目: Miaque/mojo
func GetShaderInfoLog(s Shader) (r0 string) {
	defer func() {
		errstr := errDrain()
		log.Printf("gl.GetShaderInfoLog(%v) %v%v", s, r0, errstr)
	}()
	infoLen := GetShaderi(s, INFO_LOG_LENGTH)
	buf := C.malloc(C.size_t(infoLen))
	defer C.free(buf)
	C.glGetShaderInfoLog(s.c(), C.GLsizei(infoLen), nil, (*C.GLchar)(buf))
	return C.GoString((*C.char)(buf))
}
示例#5
0
文件: shader.go 项目: vivicai/gl
func (shader Shader) GetInfoLog() string {
	var length C.GLint
	C.glGetShaderiv(C.GLuint(shader), C.GLenum(INFO_LOG_LENGTH), &length)
	// length is buffer size including null character

	if length > 1 {
		log := C.malloc(C.size_t(length))
		defer C.free(log)
		C.glGetShaderInfoLog(C.GLuint(shader), C.GLsizei(length), nil, (*C.GLchar)(log))
		return C.GoString((*C.char)(log))
	}
	return ""
}
示例#6
0
func GetShaderInfoLog(shader C.GLuint) string {
	var logLen C.GLint
	C.glGetShaderiv(shader, C.GL_INFO_LOG_LENGTH, &logLen)
	var c C.GLchar
	logLenBytes := int(logLen) * int(unsafe.Sizeof(c))
	log := C.malloc(C.size_t(logLenBytes))
	if log == nil {
		panic("Failed to allocate shader log buffer")
	}
	defer C.free(log)
	C.glGetShaderInfoLog(C.GLuint(shader), C.GLsizei(logLen), (*C.GLsizei)(unsafe.Pointer(nil)), (*C.GLchar)(log))
	return string(C.GoBytes(log, C.int(logLenBytes)))
}
示例#7
0
func (shader Shader) Compile() {
	C.glCompileShader(C.GLuint(shader))

	status := C.GLint(0)
	C.glGetShaderiv(C.GLuint(shader), C.GL_COMPILE_STATUS, &status)

	if status != C.GL_TRUE {
		loglen := C.GLint(0)
		C.glGetShaderiv(C.GLuint(shader), C.GL_INFO_LOG_LENGTH, &loglen)
		log := (*C.GLchar)(C.malloc(C.size_t(loglen)))
		defer C.free(unsafe.Pointer(log))
		C.glGetShaderInfoLog(C.GLuint(shader), C.GLsizei(loglen), nil, log)
		panic(fmt.Errorf("Failed to compile %s: %s", shader.Type(), C.GoString((*C.char)(log))))
	}
}
示例#8
0
func GetShaderInfoLog(
	shader uint32, bufsize Sizei,
	length *Sizei) string {

	buffer := (*C.GLchar)(C.malloc(C.size_t(bufsize)))
	defer C.free(unsafe.Pointer(buffer))

	C.glGetShaderInfoLog(
		C.GLuint(shader),
		C.GLsizei(bufsize),
		(*C.GLsizei)(length),
		buffer)

	return *goString(buffer)
}
示例#9
0
文件: gl.go 项目: extrame/gl
// NewShader creates a shader object of type typ, loads it with source code src and compiles it
func NewShader(typ int, src string) (Shader, error) {
	var val C.GLint
	shad := C.glCreateShader(C.GLenum(typ))
	s := (*C.GLchar)(C.CString(src))
	C.glShaderSource(shad, 1, &s, nil)
	C.glCompileShader(shad)
	C.glGetShaderiv(shad, COMPILE_STATUS, &val)
	if val != TRUE {
		C.glGetShaderiv(shad, INFO_LOG_LENGTH, &val)
		buf := make([]C.GLchar, val+1)
		C.glGetShaderInfoLog(shad, C.GLsizei(val), nil, &buf[0])
		C.glDeleteShader(shad)
		return Shader(0), errors.New(C.GoString((*C.char)(&buf[0])))
	}
	return Shader(shad), nil
}
示例#10
0
文件: es2.go 项目: nick-fedesna/egles
func GetShaderInfoLog(shader uint, bufsize int) string {
	cs := CString("")
	//defer C.free(unsafe.Pointer(cs))
	C.glGetShaderInfoLog(C.GLuint(shader), C.GLsizei(bufsize), nil, cs)
	return GoString(cs)
}