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use super::errors::*;
use super::Pipeline;
use raw::*;
pub struct SpirPipeline {
id: ProgramId,
}
impl Pipeline for SpirPipeline {
fn get_id(&self) -> ProgramId {
self.id
}
}
impl SpirPipeline {
pub fn new(
vertex_shader: Option<&[u8]>,
geometry_shader: Option<&[u8]>,
fragment_shader: Option<&[u8]>,
) -> Result<SpirPipeline> {
let program_id: ProgramId;
unsafe {
program_id = create_program();
}
let shader_types = [
ShaderType::Vertex,
ShaderType::Geometry,
ShaderType::Fragment,
];
unsafe {
for (i, binary) in [vertex_shader, geometry_shader, fragment_shader]
.iter()
.enumerate()
{
if let Some(binary) = *binary {
let shader_id = create_shader(shader_types[i]);
shader_binary(shader_id, binary).chain_err(|| "Could not compile shader binary")?;
specialize_shader(shader_id).chain_err(|| "Could not specialize shader")?;
if !get_shader_compiled(shader_id) {
let shader_info_log =
get_shader_info_log(shader_id).chain_err(|| "Could not retrieve shader compilation log")?;
bail!(shader_info_log);
}
attach_shader(program_id, shader_id).chain_err(|| "Could not attach shader")?;
}
}
link_program(program_id).chain_err(|| "Could not link program")?;
}
Ok(SpirPipeline { id: program_id })
}
pub fn bind(&self) -> Result<()> {
unsafe { use_program(self.id).chain_err(|| "Could not bind program") }
}
pub fn get_id(&self) -> ProgramId {
self.id
}
}
impl Drop for SpirPipeline {
fn drop(&mut self) {
unsafe {
delete_program(self.id);
}
}
}