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Side by Side Diff: third_party/gles2_book/Common/Source/esShader.c

Issue 7448011: Initialized variables passed to GL functions. Command buffer now only allows initialized variable... (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src/
Patch Set: Created 9 years, 5 months ago
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1 // 1 //
2 // Book: OpenGL(R) ES 2.0 Programming Guide 2 // Book: OpenGL(R) ES 2.0 Programming Guide
3 // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner 3 // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
4 // ISBN-10: 0321502795 4 // ISBN-10: 0321502795
5 // ISBN-13: 9780321502797 5 // ISBN-13: 9780321502797
6 // Publisher: Addison-Wesley Professional 6 // Publisher: Addison-Wesley Professional
7 // URLs: http://safari.informit.com/9780321563835 7 // URLs: http://safari.informit.com/9780321563835
8 // http://www.opengles-book.com 8 // http://www.opengles-book.com
9 // 9 //
10 10
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35 35
36 // 36 //
37 /// 37 ///
38 /// \brief Load a shader, check for compile errors, print error messages to outp ut log 38 /// \brief Load a shader, check for compile errors, print error messages to outp ut log
39 /// \param type Type of shader (GL_VERTEX_SHADER or GL_FRAGMENT_SHADER) 39 /// \param type Type of shader (GL_VERTEX_SHADER or GL_FRAGMENT_SHADER)
40 /// \param shaderSrc Shader source string 40 /// \param shaderSrc Shader source string
41 /// \return A new shader object on success, 0 on failure 41 /// \return A new shader object on success, 0 on failure
42 // 42 //
43 GLuint esLoadShader ( GLenum type, const char *shaderSrc ) 43 GLuint esLoadShader ( GLenum type, const char *shaderSrc )
44 { 44 {
45 GLuint shader; 45 GLuint shader = 0;
46 GLint compiled; 46 GLint compiled = 0;
47 47
48 // Create the shader object 48 // Create the shader object
49 shader = glCreateShader ( type ); 49 shader = glCreateShader ( type );
50 50
51 if ( shader == 0 ) 51 if ( shader == 0 )
52 return 0; 52 return 0;
53 53
54 // Load the shader source 54 // Load the shader source
55 glShaderSource ( shader, 1, &shaderSrc, NULL ); 55 glShaderSource ( shader, 1, &shaderSrc, NULL );
56 56
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88 // 88 //
89 /// 89 ///
90 /// \brief Load a vertex and fragment shader, create a program object, link prog ram. 90 /// \brief Load a vertex and fragment shader, create a program object, link prog ram.
91 // Errors output to log. 91 // Errors output to log.
92 /// \param vertShaderSrc Vertex shader source code 92 /// \param vertShaderSrc Vertex shader source code
93 /// \param fragShaderSrc Fragment shader source code 93 /// \param fragShaderSrc Fragment shader source code
94 /// \return A new program object linked with the vertex/fragment shader pair, 0 on failure 94 /// \return A new program object linked with the vertex/fragment shader pair, 0 on failure
95 // 95 //
96 GLuint esLoadProgram ( const char *vertShaderSrc, const char *fragShaderSrc ) 96 GLuint esLoadProgram ( const char *vertShaderSrc, const char *fragShaderSrc )
97 { 97 {
98 GLuint vertexShader; 98 GLuint vertexShader = 0;
99 GLuint fragmentShader; 99 GLuint fragmentShader = 0;
100 GLuint programObject; 100 GLuint programObject = 0;
101 GLint linked; 101 GLint linked = 0;
102 102
103 // Load the vertex/fragment shaders 103 // Load the vertex/fragment shaders
104 vertexShader = esLoadShader ( GL_VERTEX_SHADER, vertShaderSrc ); 104 vertexShader = esLoadShader ( GL_VERTEX_SHADER, vertShaderSrc );
105 if ( vertexShader == 0 ) 105 if ( vertexShader == 0 )
106 return 0; 106 return 0;
107 107
108 fragmentShader = esLoadShader ( GL_FRAGMENT_SHADER, fragShaderSrc ); 108 fragmentShader = esLoadShader ( GL_FRAGMENT_SHADER, fragShaderSrc );
109 if ( fragmentShader == 0 ) 109 if ( fragmentShader == 0 )
110 { 110 {
111 glDeleteShader( vertexShader ); 111 glDeleteShader( vertexShader );
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146 glDeleteProgram ( programObject ); 146 glDeleteProgram ( programObject );
147 return 0; 147 return 0;
148 } 148 }
149 149
150 // Free up no longer needed shader resources 150 // Free up no longer needed shader resources
151 glDeleteShader ( vertexShader ); 151 glDeleteShader ( vertexShader );
152 glDeleteShader ( fragmentShader ); 152 glDeleteShader ( fragmentShader );
153 153
154 return programObject; 154 return programObject;
155 } 155 }
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