+GLuint ResourcePool::compile_glsl_compute_program(const string& compute_shader)
+{
+ GLuint glsl_program_num;
+ pthread_mutex_lock(&lock);
+
+ const string &key = compute_shader;
+ if (compute_programs.count(key)) {
+ // Already in the cache.
+ glsl_program_num = compute_programs[key];
+ increment_program_refcount(glsl_program_num);
+ } else {
+ // Not in the cache. Compile the shader.
+ GLuint cs_obj = compile_shader(compute_shader, GL_COMPUTE_SHADER);
+ check_error();
+ glsl_program_num = link_compute_program(cs_obj);
+
+ output_debug_shader(compute_shader, "comp");
+
+ compute_programs.insert(make_pair(key, glsl_program_num));
+ add_master_program(glsl_program_num);
+
+ ComputeShaderSpec spec;
+ spec.cs_obj = cs_obj;
+ compute_program_shaders.insert(make_pair(glsl_program_num, spec));
+ }
+ pthread_mutex_unlock(&lock);
+ return glsl_program_num;
+}
+
+GLuint ResourcePool::link_compute_program(GLuint cs_obj)
+{
+ GLuint glsl_program_num = glCreateProgram();
+ check_error();
+ glAttachShader(glsl_program_num, cs_obj);
+ check_error();
+ glLinkProgram(glsl_program_num);
+ check_error();
+
+ GLint success;
+ glGetProgramiv(glsl_program_num, GL_LINK_STATUS, &success);
+ if (success == GL_FALSE) {
+ GLchar error_log[1024] = {0};
+ glGetProgramInfoLog(glsl_program_num, 1024, nullptr, error_log);
+ fprintf(stderr, "Error linking program: %s\n", error_log);
+ exit(1);
+ }
+
+ return glsl_program_num;
+}
+