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MobileGL/MobileGL/MG_State/GLState/ProgramState/ShaderObject.cpp
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// MobileGL - MobileGL/MG_State/GLState/ProgramState/ShaderObject.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#include "ShaderObject.h"
#include <MG_Util/ShaderTranspiler/Types.h>
#include <MG_Util/ShaderTranspiler/ShaderCompiler.h>
#include <MG_Util/Converters/MGToGL/ProgramEnumConverter.h>
#include <MG_Util/ShaderTranspiler/ShaderSourceProcessor.h>
#include <MG_Util/ShaderTranspiler/glslang/UniformTraverser.h>
namespace MobileGL::MG_State::GLState {
void ShaderObject::SetShaderSource(const String& source) {
m_source = source;
}
void ShaderObject::SetShaderSource(String&& source) {
m_source = Move(source);
}
void ShaderObject::Compile() {
using namespace MG_Util::ShaderTranspiler;
MG_Util::ShaderTranspiler::PreprocessShaderSource(m_stage, m_source);
// Compile for OpenGL here, so that we can do validation and link
// like a real OpenGL driver at linking stage
// Will compile for other backends later.
ShaderAttrib attrib{.shaderType = MG_Util::ConvertShaderStageToGLEnum(m_stage),
.sourceStr = m_source,
.flags = ShaderCompileBits::CompileForOpenGL};
auto result = ShaderCompiler::CompileShader(attrib);
if (result) {
m_compileStatus = true;
m_shader = result.value();
} else {
m_compileStatus = false;
m_infoLog = result.error().log;
MGLOG_D("ShaderObject::Compile: Shader %d compilation failed.\nSource:\n%s\nInfoLog:\n%s\nSetting "
"m_compileStatus = false as a result.",
m_externalIndex, m_source.c_str(), m_infoLog.c_str());
}
}
void ShaderObject::MarkAsDeleted() {
m_deleteStatus = true;
}
} // namespace MobileGL::MG_State::GLState