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- #ifndef IGL_DESTROY_SHADER_PROGRAM_H
- #define IGL_DESTROY_SHADER_PROGRAM_H
- #ifdef __APPLE__
- # include <OpenGL/gl.h>
- #else
- # ifdef _WIN32
- # define NOMINMAX
- # include <Windows.h>
- # undef NOMINMAX
- # endif
- # include <GL/gl.h>
- #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
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