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authorTom Cooksey <thomas.cooksey@nokia.com>2009-12-22 08:10:14 (GMT)
committerTom Cooksey <thomas.cooksey@nokia.com>2009-12-22 14:58:06 (GMT)
commitb784d4991b186037ccd2b60ae3101697a2251160 (patch)
treed0b6acc94baf2c8562f849d21beb04a494b31edb /src/opengl/gl2paintengineex/qglengineshadermanager.cpp
parent2b4d3391fd922dfc5ac28815bbd5f36c4041b658 (diff)
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Handle broken shaders better in the GL2 engine's shader manager
The shader manager will now a) not seg-fault and b) actually tell you which shader has the error. Reviewed-By: Kim
Diffstat (limited to 'src/opengl/gl2paintengineex/qglengineshadermanager.cpp')
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadermanager.cpp191
1 files changed, 114 insertions, 77 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
index 1187c2d..9d545b9 100644
--- a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
+++ b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp
@@ -170,13 +170,15 @@ QGLEngineSharedShaders::QGLEngineSharedShaders(const QGLContext* context)
source.append(qShaderSnippets[MainVertexShader]);
source.append(qShaderSnippets[PositionOnlyVertexShader]);
vertexShader = new QGLShader(QGLShader::Vertex, context, this);
- vertexShader->compileSourceCode(source);
+ if (!vertexShader->compileSourceCode(source))
+ qWarning("Vertex shader for simpleShaderProg (MainVertexShader & PositionOnlyVertexShader) failed to compile");
source.clear();
source.append(qShaderSnippets[MainFragmentShader]);
source.append(qShaderSnippets[ShockingPinkSrcFragmentShader]);
fragShader = new QGLShader(QGLShader::Fragment, context, this);
- fragShader->compileSourceCode(source);
+ if (!fragShader->compileSourceCode(source))
+ qWarning("Fragment shader for simpleShaderProg (MainFragmentShader & ShockingPinkSrcFragmentShader) failed to compile");
simpleShaderProg = new QGLShaderProgram(context, this);
simpleShaderProg->addShader(vertexShader);
@@ -193,13 +195,15 @@ QGLEngineSharedShaders::QGLEngineSharedShaders(const QGLContext* context)
source.append(qShaderSnippets[MainWithTexCoordsVertexShader]);
source.append(qShaderSnippets[UntransformedPositionVertexShader]);
vertexShader = new QGLShader(QGLShader::Vertex, context, this);
- vertexShader->compileSourceCode(source);
+ if (!vertexShader->compileSourceCode(source))
+ qWarning("Vertex shader for blitShaderProg (MainWithTexCoordsVertexShader & UntransformedPositionVertexShader) failed to compile");
source.clear();
source.append(qShaderSnippets[MainFragmentShader]);
source.append(qShaderSnippets[ImageSrcFragmentShader]);
fragShader = new QGLShader(QGLShader::Fragment, context, this);
- fragShader->compileSourceCode(source);
+ if (!fragShader->compileSourceCode(source))
+ qWarning("Fragment shader for blitShaderProg (MainFragmentShader & ImageSrcFragmentShader) failed to compile");
blitShaderProg = new QGLShaderProgram(context, this);
blitShaderProg->addShader(vertexShader);
@@ -234,84 +238,95 @@ QGLEngineShaderProg *QGLEngineSharedShaders::findProgramInCache(const QGLEngineS
}
}
- QByteArray source;
- source.append(qShaderSnippets[prog.mainFragShader]);
- source.append(qShaderSnippets[prog.srcPixelFragShader]);
- if (prog.srcPixelFragShader == CustomImageSrcFragmentShader)
- source.append(prog.customStageSource);
- if (prog.compositionFragShader)
- source.append(qShaderSnippets[prog.compositionFragShader]);
- if (prog.maskFragShader)
- source.append(qShaderSnippets[prog.maskFragShader]);
- QGLShader* fragShader = new QGLShader(QGLShader::Fragment, ctxGuard.context(), this);
- fragShader->compileSourceCode(source);
-
- source.clear();
- source.append(qShaderSnippets[prog.mainVertexShader]);
- source.append(qShaderSnippets[prog.positionVertexShader]);
- QGLShader* vertexShader = new QGLShader(QGLShader::Vertex, ctxGuard.context(), this);
- vertexShader->compileSourceCode(source);
+ QGLShader *vertexShader = 0;
+ QGLShader *fragShader = 0;
+ QGLEngineShaderProg *newProg = 0;
+ bool success = false;
+
+ do {
+ QByteArray source;
+ source.append(qShaderSnippets[prog.mainFragShader]);
+ source.append(qShaderSnippets[prog.srcPixelFragShader]);
+ if (prog.srcPixelFragShader == CustomImageSrcFragmentShader)
+ source.append(prog.customStageSource);
+ if (prog.compositionFragShader)
+ source.append(qShaderSnippets[prog.compositionFragShader]);
+ if (prog.maskFragShader)
+ source.append(qShaderSnippets[prog.maskFragShader]);
+ fragShader = new QGLShader(QGLShader::Fragment, ctxGuard.context(), this);
+ QByteArray description;
+#if defined(QT_DEBUG)
+ // Name the shader for easier debugging
+ description.append("Fragment shader: main=");
+ description.append(snippetNameStr(prog.mainFragShader));
+ description.append(", srcPixel=");
+ description.append(snippetNameStr(prog.srcPixelFragShader));
+ if (prog.compositionFragShader) {
+ description.append(", composition=");
+ description.append(snippetNameStr(prog.compositionFragShader));
+ }
+ if (prog.maskFragShader) {
+ description.append(", mask=");
+ description.append(snippetNameStr(prog.maskFragShader));
+ }
+ fragShader->setObjectName(QString::fromLatin1(description));
+#endif
+ if (!fragShader->compileSourceCode(source)) {
+ qWarning() << "Warning:" << description << "failed to compile!";
+ break;
+ }
+ source.clear();
+ source.append(qShaderSnippets[prog.mainVertexShader]);
+ source.append(qShaderSnippets[prog.positionVertexShader]);
+ vertexShader = new QGLShader(QGLShader::Vertex, ctxGuard.context(), this);
#if defined(QT_DEBUG)
- // Name the shaders for easier debugging
- QByteArray description;
- description.append("Fragment shader: main=");
- description.append(snippetNameStr(prog.mainFragShader));
- description.append(", srcPixel=");
- description.append(snippetNameStr(prog.srcPixelFragShader));
- if (prog.compositionFragShader) {
- description.append(", composition=");
- description.append(snippetNameStr(prog.compositionFragShader));
- }
- if (prog.maskFragShader) {
- description.append(", mask=");
- description.append(snippetNameStr(prog.maskFragShader));
- }
- fragShader->setObjectName(QString::fromLatin1(description));
-
- description.clear();
- description.append("Vertex shader: main=");
- description.append(snippetNameStr(prog.mainVertexShader));
- description.append(", position=");
- description.append(snippetNameStr(prog.positionVertexShader));
- vertexShader->setObjectName(QString::fromLatin1(description));
+ // Name the shader for easier debugging
+ description.clear();
+ description.append("Vertex shader: main=");
+ description.append(snippetNameStr(prog.mainVertexShader));
+ description.append(", position=");
+ description.append(snippetNameStr(prog.positionVertexShader));
+ vertexShader->setObjectName(QString::fromLatin1(description));
#endif
+ if (!vertexShader->compileSourceCode(source)) {
+ qWarning() << "Warning:" << description << "failed to compile!";
+ break;
+ }
- QGLEngineShaderProg* newProg = new QGLEngineShaderProg(prog);
-
- // If the shader program's not found in the cache, create it now.
- newProg->program = new QGLShaderProgram(ctxGuard.context(), this);
- newProg->program->addShader(vertexShader);
- newProg->program->addShader(fragShader);
-
- // We have to bind the vertex attribute names before the program is linked:
- newProg->program->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
- if (newProg->useTextureCoords)
- newProg->program->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR);
- if (newProg->useOpacityAttribute)
- newProg->program->bindAttributeLocation("opacityArray", QT_OPACITY_ATTR);
-
- newProg->program->link();
- if (!newProg->program->isLinked()) {
- QLatin1String none("none");
- QLatin1String br("\n");
- QString error;
- error = QLatin1String("Shader program failed to link,")
+ newProg = new QGLEngineShaderProg(prog);
+
+ // If the shader program's not found in the cache, create it now.
+ newProg->program = new QGLShaderProgram(ctxGuard.context(), this);
+ newProg->program->addShader(vertexShader);
+ newProg->program->addShader(fragShader);
+
+ // We have to bind the vertex attribute names before the program is linked:
+ newProg->program->bindAttributeLocation("vertexCoordsArray", QT_VERTEX_COORDS_ATTR);
+ if (newProg->useTextureCoords)
+ newProg->program->bindAttributeLocation("textureCoordArray", QT_TEXTURE_COORDS_ATTR);
+ if (newProg->useOpacityAttribute)
+ newProg->program->bindAttributeLocation("opacityArray", QT_OPACITY_ATTR);
+
+ newProg->program->link();
+ if (!newProg->program->isLinked()) {
+ QLatin1String none("none");
+ QLatin1String br("\n");
+ QString error;
+ error = QLatin1String("Shader program failed to link,")
#if defined(QT_DEBUG)
- + br
- + QLatin1String(" Shaders Used:") + br
- + QLatin1String(" ") + vertexShader->objectName() + QLatin1String(": ") + br
- + QLatin1String(vertexShader->sourceCode()) + br
- + QLatin1String(" ") + fragShader->objectName() + QLatin1String(": ") + br
- + QLatin1String(fragShader->sourceCode()) + br
+ + br
+ + QLatin1String(" Shaders Used:") + br
+ + QLatin1String(" ") + vertexShader->objectName() + QLatin1String(": ") + br
+ + QLatin1String(vertexShader->sourceCode()) + br
+ + QLatin1String(" ") + fragShader->objectName() + QLatin1String(": ") + br
+ + QLatin1String(fragShader->sourceCode()) + br
#endif
- + QLatin1String(" Error Log:\n")
- + QLatin1String(" ") + newProg->program->log();
- qWarning() << error;
- delete newProg; // Deletes the QGLShaderProgram in it's destructor
- newProg = 0;
- }
- else {
+ + QLatin1String(" Error Log:\n")
+ + QLatin1String(" ") + newProg->program->log();
+ qWarning() << error;
+ break;
+ }
if (cachedPrograms.count() > 30) {
// The cache is full, so delete the last 5 programs in the list.
// These programs will be least used, as a program us bumped to
@@ -323,6 +338,22 @@ QGLEngineShaderProg *QGLEngineSharedShaders::findProgramInCache(const QGLEngineS
}
cachedPrograms.insert(0, newProg);
+
+ success = true;
+ } while (false);
+
+ // Clean up everything if we weren't successful
+ if (!success) {
+ if (newProg) {
+ delete newProg; // Also deletes the QGLShaderProgram which in turn deletes the QGLShaders
+ newProg = 0;
+ }
+ else {
+ if (vertexShader)
+ delete vertexShader;
+ if (fragShader)
+ delete fragShader;
+ }
}
return newProg;
@@ -364,6 +395,9 @@ QGLEngineShaderManager::~QGLEngineShaderManager()
uint QGLEngineShaderManager::getUniformLocation(Uniform id)
{
+ if (!currentShaderProg)
+ return 0;
+
QVector<uint> &uniformLocations = currentShaderProg->uniformLocations;
if (uniformLocations.isEmpty())
uniformLocations.fill(GLuint(-1), NumUniforms);
@@ -468,7 +502,10 @@ void QGLEngineShaderManager::removeCustomStage()
QGLShaderProgram* QGLEngineShaderManager::currentProgram()
{
- return currentShaderProg->program;
+ if (currentShaderProg)
+ return currentShaderProg->program;
+ else
+ return simpleProgram();
}
QGLShaderProgram* QGLEngineShaderManager::simpleProgram()