#include <string>
#include <Eigen/Core>
+#include "bundled_shaders.h"
#include "fp16.h"
#include "init.h"
#include "util.h"
}
}
+string read_file_from_bundle(const string &filename)
+{
+ for (const BundledShader *shader = bundled_shaders; shader->filename != nullptr; ++shader) {
+ if (shader->filename == filename) {
+ return string(shader_bundle + shader->offset, shader->length);
+ }
+ }
+ return ""; // Not found.
+}
+
string read_file(const string &filename)
{
+ string contents_from_bundle = read_file_from_bundle(filename);
+
+ // If no data directory has been given, we read only from the bundle.
+ if (*movit_data_directory == "") {
+ if (contents_from_bundle.empty()) {
+ fprintf(stderr, "%s: Shader not compiled in, and no data directory has been given.\n", filename.c_str());
+ exit(1);
+ } else {
+ return contents_from_bundle;
+ }
+ }
+
+ // If we're given a data directory, we still support reading from the bundle,
+ // but a successful read from the file system takes priority.
const string full_pathname = *movit_data_directory + "/" + filename;
FILE *fp = fopen(full_pathname.c_str(), "r");
- if (fp == NULL) {
+ if (fp == nullptr) {
+ if (!contents_from_bundle.empty()) {
+ return contents_from_bundle;
+ }
perror(full_pathname.c_str());
exit(1);
}
int ret = fseek(fp, 0, SEEK_END);
if (ret == -1) {
+ if (!contents_from_bundle.empty()) {
+ fclose(fp);
+ return contents_from_bundle;
+ }
perror("fseek(SEEK_END)");
exit(1);
}
ret = fseek(fp, 0, SEEK_SET);
if (ret == -1) {
+ if (!contents_from_bundle.empty()) {
+ fclose(fp);
+ return contents_from_bundle;
+ }
perror("fseek(SEEK_SET)");
exit(1);
}
str.resize(size);
ret = fread(&str[0], size, 1, fp);
if (ret == -1) {
+ if (!contents_from_bundle.empty()) {
+ fclose(fp);
+ return contents_from_bundle;
+ }
perror("fread");
exit(1);
}
if (ret == 0) {
+ if (!contents_from_bundle.empty()) {
+ fclose(fp);
+ return contents_from_bundle;
+ }
fprintf(stderr, "Short read when trying to read %d bytes from %s\n",
size, full_pathname.c_str());
exit(1);
GLint status;
glGetShaderiv(obj, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
- fprintf(stderr, "Failed to compile shader: %s\n", shader_src.c_str());
+ // Add some line numbers to easier identify compile errors.
+ string src_with_lines = "/* 1 */ ";
+ size_t lineno = 1;
+ for (char ch : shader_src) {
+ src_with_lines.push_back(ch);
+ if (ch == '\n') {
+ char buf[32];
+ snprintf(buf, sizeof(buf), "/* %3zu */ ", ++lineno);
+ src_with_lines += buf;
+ }
+ }
+
+ fprintf(stderr, "Failed to compile shader:\n%s\n", src_with_lines.c_str());
exit(1);
}
return (void *)wglGetCurrentContext();
#else
void *ret = (void *)eglGetCurrentContext();
- if (ret != NULL) {
+ if (ret != nullptr) {
return ret;
}
return (void *)glXGetCurrentContext();