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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (MG_Impl/Program): glAttachShader
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@@ -57,7 +57,19 @@ namespace MobileGL {
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}
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void AttachShader_State(GLuint program, GLuint shader) {
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THROW_UNIMPL_EXCEPTION;
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auto programObject = TryToGetProgramObject(program);
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if (!programObject)
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return;
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auto shaderObject = TryToGetShaderObject(shader);
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if (!shaderObject)
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return;
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if (!programObject->AttachShader(shaderObject)) {
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MG_State::pGLContext->RecordError(
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ErrorCode::InvalidOperation,
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MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
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"`shader` is already attached to `program`."));
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return;
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}
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}
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void BindAttribLocation_State(GLuint program, GLuint index, const GLchar* name) {
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@@ -4,8 +4,19 @@
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namespace MobileGL {
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namespace MG_State {
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namespace GLState {
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void ProgramObject::AttachShader(SharedPtr<ShaderObject> shader) {
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bool ProgramObject::ShaderIsAttached(SharedPtr<ShaderObject> shader) {
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auto it = std::find_if(m_shaders.begin(), m_shaders.end(),
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[shader](const SharedPtr<ShaderObject>& s) {
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return s.get() == shader.get();
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});
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return it != m_shaders.end();
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}
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bool ProgramObject::AttachShader(SharedPtr<ShaderObject> shader) {
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if (ShaderIsAttached(shader))
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return false;
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m_shaders.emplace_back(shader);
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return true;
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}
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SizeT ProgramObject::DetachShader(SharedPtr<ShaderObject> shader) {
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@@ -7,7 +7,8 @@ namespace MobileGL {
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namespace GLState {
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class ProgramObject {
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public:
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void AttachShader(SharedPtr<ShaderObject> shader);
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bool ShaderIsAttached(SharedPtr<ShaderObject> shader);
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bool AttachShader(SharedPtr<ShaderObject> shader);
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SizeT DetachShader(SharedPtr<ShaderObject> shader);
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void Link();
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void MarkAsDeleted();
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