All files compileprogram.ts

21.21% Statements 7/33
0% Branches 0/12
0% Functions 0/1
21.21% Lines 7/33

Press n or j to go to the next uncovered block, b, p or k for the previous block.

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102  1x 1x   1x 1x                                                                                                                                                                                     1x   1x 1x    
import GLProvider from './GLProvider';
import ProxyGLProvider from './ProxyGLProvider';
import BasicGLProvider from './BasicGLProvider';
 
import checkGLError, {ignoreGLErrors} from 'parsegraph-checkglerror';
import {compileShader} from 'parsegraph-shader';
 
function compileProgram(
    window:GLProvider,
    shaderName:string,
    vertexShader:string,
    fragShader:string,
) {
  const gl = window.gl();
  const shaders = window.shaders();
  if (gl.isContextLost()) {
    return;
  }
  if (shaders[shaderName]) {
    return shaders[shaderName];
  }
 
  const program = gl.createProgram();
  checkGLError(
      gl,
      'compileProgram.createProgram(shaderName=\'',
      shaderName,
      ')',
  );
 
  const compiledVertexShader = compileShader(
      gl,
      vertexShader,
      gl.VERTEX_SHADER,
      shaderName,
  );
  checkGLError(
      gl,
      'compileProgram.compile vertex shader(shaderName=\'',
      shaderName,
      ')',
  );
 
  gl.attachShader(program, compiledVertexShader);
  checkGLError(
      gl,
      'compileProgram.attach vertex shader(shaderName=\'',
      shaderName,
      ')',
  );
 
  const compiledFragmentShader = compileShader(
      gl,
      fragShader,
      gl.FRAGMENT_SHADER,
      shaderName,
  );
  checkGLError(
      gl,
      'compileProgram.compile fragment shader(shaderName=\'',
      shaderName,
      ')',
  );
  gl.attachShader(program, compiledFragmentShader);
  checkGLError(
      gl,
      'compileProgram.attach fragment shader(shaderName=\'',
      shaderName,
      ')',
  );
 
  gl.linkProgram(program);
  if (!ignoreGLErrors()) {
    const st = gl.getProgramParameter(program, gl.LINK_STATUS);
    if (!st) {
      throw new Error(
          '\'' +
          shaderName +
          '\' shader program failed to link:\n' +
          gl.getProgramInfoLog(program),
      );
    }
    const err = gl.getError();
    if (err != gl.NO_ERROR && err != gl.CONTEXT_LOST_WEBGL) {
      throw new Error(
          '\'' + shaderName + '\' shader program failed to link: ' + err,
      );
    }
  }
 
  shaders[shaderName] = program;
  // console.log("Created shader for " + shaderName + ": " + program);
  return program;
}
 
export {
  compileProgram,
  GLProvider,
  BasicGLProvider,
  ProxyGLProvider
}