#ifndef IGL_DESTROY_SHADER_PROGRAM_H #define IGL_DESTROY_SHADER_PROGRAM_H #ifdef __APPLE__ # include #else # include #endif namespace igl { // Properly destroy a shader program. Detach and delete each of its shaders // and delete it // Inputs: // id index id of created shader, set to 0 on error // Returns true on success, false on error // // Note: caller is responsible for making sure he doesn't foolishly continue // to use id as if it still contains a program // // See also: create_shader_program inline bool destroy_shader_program(const GLuint id); } // Implementation inline bool igl::destroy_shader_program(const GLuint id) { // Don't try to destroy id == 0 (no shader program) if(id == 0) { fprintf(stderr,"Error: destroy_shader_program() id = %d" " but must should be positive\n",id); return false; } // Get each attached shader one by one and detach and delete it GLsizei count; // shader id GLuint s; do { // Try to get at most *1* attached shader glGetAttachedShaders(id,1,&count,&s); // Check that we actually got *1* if(count == 1) { // Detach and delete this shader glDetachShader(id,s); glDeleteShader(s); } }while(count > 0); // Now that all of the shaders are gone we can just delete the program glDeleteProgram(id); return true; } #endif