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- #include "destroy_shader_program.h"
- #include <cstdio>
- #include "report_gl_error.h"
- IGL_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);
- GLenum err = igl::report_gl_error();
- if (GL_NO_ERROR != err)
- {
- return false;
- }
- // 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;
- }
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