" gl_FragColor = texture2D(tex, v_texcoord)\n;"
"}\n";
-static void
+static int
init_shaders(struct wlsc_compositor *ec)
{
GLuint v, f, program;
const char *p;
char msg[512];
GLfloat vertices[4 * 5];
+ GLint status;
p = vertex_shader;
v = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(v, 1, &p, NULL);
glCompileShader(v);
- glGetShaderInfoLog(v, sizeof msg, NULL, msg);
- printf("vertex shader info: %s\n", msg);
+ glGetShaderiv(v, GL_COMPILE_STATUS, &status);
+ if (!status) {
+ glGetShaderInfoLog(v, sizeof msg, NULL, msg);
+ fprintf(stderr, "vertex shader info: %s\n", msg);
+ return -1;
+ }
p = fragment_shader;
f = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(f, 1, &p, NULL);
glCompileShader(f);
- glGetShaderInfoLog(f, sizeof msg, NULL, msg);
- printf("fragment shader info: %s\n", msg);
+ glGetShaderiv(f, GL_COMPILE_STATUS, &status);
+ if (!status) {
+ glGetShaderInfoLog(f, sizeof msg, NULL, msg);
+ fprintf(stderr, "fragment shader info: %s\n", msg);
+ return -1;
+ }
program = glCreateProgram();
glAttachShader(program, v);
glBindAttribLocation(program, 1, "texcoord");
glLinkProgram(program);
- glGetProgramInfoLog(program, sizeof msg, NULL, msg);
- printf("info: %s\n", msg);
+ glGetProgramiv(program, GL_LINK_STATUS, &status);
+ if (!status) {
+ glGetProgramInfoLog(program, sizeof msg, NULL, msg);
+ fprintf(stderr, "link info: %s\n", msg);
+ return -1;
+ }
glUseProgram(program);
ec->proj_uniform = glGetUniformLocation(program, "proj");
glGenBuffers(1, &ec->vbo);
glBindBuffer(GL_ARRAY_BUFFER, ec->vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof vertices, vertices, GL_STATIC_DRAW);
+
+ return 0;
}
static const struct wl_interface visual_interface = {
glGenFramebuffers(1, &ec->fbo);
glBindFramebuffer(GL_FRAMEBUFFER, ec->fbo);
glActiveTexture(GL_TEXTURE0);
- init_shaders(ec);
+ if (init_shaders(ec) < 0)
+ return -1;
loop = wl_display_get_event_loop(ec->wl_display);
ec->timer_source = wl_event_loop_add_timer(loop, repaint, ec);