PrusaSlicer/bundled_deps/libigl/igl/opengl/destroy_shader_program.cpp
Martin Šach 21116995d7 Refactor CMake and improve #includes.
* 1. Remove all global include_directories.
* 2. Move 3d party dependencies from src to budled deps if possible.
* Unify and enforce one way of including headers:
    e.g. #include "libslic3r/GCode.hpp" vs #include "GCode.hpp"
    (always use the "libslic3r/GCode.hpp" option).
* Make all dependencies (also header only) a cmake target.
2024-07-08 15:36:46 +02:00

51 lines
1.3 KiB
C++

// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2013 Alec Jacobson <alecjacobson@gmail.com>
//
// This Source Code Form is subject to the terms of the Mozilla Public License
// v. 2.0. If a copy of the MPL was not distributed with this file, You can
// obtain one at http://mozilla.org/MPL/2.0/.
#include "destroy_shader_program.h"
#include "report_gl_error.h"
#include <cstdio>
IGL_INLINE bool igl::opengl::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::opengl::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;
}
#ifdef IGL_STATIC_LIBRARY
// Explicit template instantiation
#endif