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author | bunnei <bunneidev@gmail.com> | 2018-03-20 03:57:22 +0100 |
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committer | bunnei <bunneidev@gmail.com> | 2018-03-20 05:07:31 +0100 |
commit | 9c468e0c55abc61cd47c80fb8347ade9db028a27 (patch) | |
tree | d0e88b22d19076f355c6d7117f07411b2089ae89 /src/video_core/renderer_opengl/gl_shader_util.cpp | |
parent | renderer_gl: Port over gl_shader_gen module from Citra. (diff) | |
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Diffstat (limited to 'src/video_core/renderer_opengl/gl_shader_util.cpp')
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_util.cpp | 154 |
1 files changed, 110 insertions, 44 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_util.cpp b/src/video_core/renderer_opengl/gl_shader_util.cpp index 4da241d83..a3ba16761 100644 --- a/src/video_core/renderer_opengl/gl_shader_util.cpp +++ b/src/video_core/renderer_opengl/gl_shader_util.cpp @@ -10,53 +10,85 @@ namespace GLShader { -GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) { - +GLuint LoadProgram(const char* vertex_shader, const char* geometry_shader, + const char* fragment_shader, const std::vector<const char*>& feedback_vars, + bool separable_program) { // Create the shaders - GLuint vertex_shader_id = glCreateShader(GL_VERTEX_SHADER); - GLuint fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER); + GLuint vertex_shader_id = vertex_shader ? glCreateShader(GL_VERTEX_SHADER) : 0; + GLuint geometry_shader_id = geometry_shader ? glCreateShader(GL_GEOMETRY_SHADER) : 0; + GLuint fragment_shader_id = fragment_shader ? glCreateShader(GL_FRAGMENT_SHADER) : 0; GLint result = GL_FALSE; int info_log_length; - // Compile Vertex Shader - LOG_DEBUG(Render_OpenGL, "Compiling vertex shader..."); - - glShaderSource(vertex_shader_id, 1, &vertex_shader, nullptr); - glCompileShader(vertex_shader_id); - - // Check Vertex Shader - glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS, &result); - glGetShaderiv(vertex_shader_id, GL_INFO_LOG_LENGTH, &info_log_length); - - if (info_log_length > 1) { - std::vector<char> vertex_shader_error(info_log_length); - glGetShaderInfoLog(vertex_shader_id, info_log_length, nullptr, &vertex_shader_error[0]); - if (result == GL_TRUE) { - LOG_DEBUG(Render_OpenGL, "%s", &vertex_shader_error[0]); - } else { - LOG_ERROR(Render_OpenGL, "Error compiling vertex shader:\n%s", &vertex_shader_error[0]); + if (vertex_shader) { + // Compile Vertex Shader + LOG_DEBUG(Render_OpenGL, "Compiling vertex shader..."); + + glShaderSource(vertex_shader_id, 1, &vertex_shader, nullptr); + glCompileShader(vertex_shader_id); + + // Check Vertex Shader + glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS, &result); + glGetShaderiv(vertex_shader_id, GL_INFO_LOG_LENGTH, &info_log_length); + + if (info_log_length > 1) { + std::vector<char> vertex_shader_error(info_log_length); + glGetShaderInfoLog(vertex_shader_id, info_log_length, nullptr, &vertex_shader_error[0]); + if (result == GL_TRUE) { + LOG_DEBUG(Render_OpenGL, "%s", &vertex_shader_error[0]); + } else { + LOG_ERROR(Render_OpenGL, "Error compiling vertex shader:\n%s", + &vertex_shader_error[0]); + } } } - // Compile Fragment Shader - LOG_DEBUG(Render_OpenGL, "Compiling fragment shader..."); - - glShaderSource(fragment_shader_id, 1, &fragment_shader, nullptr); - glCompileShader(fragment_shader_id); - - // Check Fragment Shader - glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS, &result); - glGetShaderiv(fragment_shader_id, GL_INFO_LOG_LENGTH, &info_log_length); + if (geometry_shader) { + // Compile Geometry Shader + LOG_DEBUG(Render_OpenGL, "Compiling geometry shader..."); + + glShaderSource(geometry_shader_id, 1, &geometry_shader, nullptr); + glCompileShader(geometry_shader_id); + + // Check Geometry Shader + glGetShaderiv(geometry_shader_id, GL_COMPILE_STATUS, &result); + glGetShaderiv(geometry_shader_id, GL_INFO_LOG_LENGTH, &info_log_length); + + if (info_log_length > 1) { + std::vector<char> geometry_shader_error(info_log_length); + glGetShaderInfoLog(geometry_shader_id, info_log_length, nullptr, + &geometry_shader_error[0]); + if (result == GL_TRUE) { + LOG_DEBUG(Render_OpenGL, "%s", &geometry_shader_error[0]); + } else { + LOG_ERROR(Render_OpenGL, "Error compiling geometry shader:\n%s", + &geometry_shader_error[0]); + } + } + } - if (info_log_length > 1) { - std::vector<char> fragment_shader_error(info_log_length); - glGetShaderInfoLog(fragment_shader_id, info_log_length, nullptr, &fragment_shader_error[0]); - if (result == GL_TRUE) { - LOG_DEBUG(Render_OpenGL, "%s", &fragment_shader_error[0]); - } else { - LOG_ERROR(Render_OpenGL, "Error compiling fragment shader:\n%s", - &fragment_shader_error[0]); + if (fragment_shader) { + // Compile Fragment Shader + LOG_DEBUG(Render_OpenGL, "Compiling fragment shader..."); + + glShaderSource(fragment_shader_id, 1, &fragment_shader, nullptr); + glCompileShader(fragment_shader_id); + + // Check Fragment Shader + glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS, &result); + glGetShaderiv(fragment_shader_id, GL_INFO_LOG_LENGTH, &info_log_length); + + if (info_log_length > 1) { + std::vector<char> fragment_shader_error(info_log_length); + glGetShaderInfoLog(fragment_shader_id, info_log_length, nullptr, + &fragment_shader_error[0]); + if (result == GL_TRUE) { + LOG_DEBUG(Render_OpenGL, "%s", &fragment_shader_error[0]); + } else { + LOG_ERROR(Render_OpenGL, "Error compiling fragment shader:\n%s", + &fragment_shader_error[0]); + } } } @@ -64,8 +96,25 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) { LOG_DEBUG(Render_OpenGL, "Linking program..."); GLuint program_id = glCreateProgram(); - glAttachShader(program_id, vertex_shader_id); - glAttachShader(program_id, fragment_shader_id); + if (vertex_shader) { + glAttachShader(program_id, vertex_shader_id); + } + if (geometry_shader) { + glAttachShader(program_id, geometry_shader_id); + } + if (fragment_shader) { + glAttachShader(program_id, fragment_shader_id); + } + + if (!feedback_vars.empty()) { + auto varyings = feedback_vars; + glTransformFeedbackVaryings(program_id, static_cast<GLsizei>(feedback_vars.size()), + &varyings[0], GL_INTERLEAVED_ATTRIBS); + } + + if (separable_program) { + glProgramParameteri(program_id, GL_PROGRAM_SEPARABLE, GL_TRUE); + } glLinkProgram(program_id); @@ -85,13 +134,30 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) { // If the program linking failed at least one of the shaders was probably bad if (result == GL_FALSE) { - LOG_ERROR(Render_OpenGL, "Vertex shader:\n%s", vertex_shader); - LOG_ERROR(Render_OpenGL, "Fragment shader:\n%s", fragment_shader); + if (vertex_shader) { + LOG_ERROR(Render_OpenGL, "Vertex shader:\n%s", vertex_shader); + } + if (geometry_shader) { + LOG_ERROR(Render_OpenGL, "Geometry shader:\n%s", geometry_shader); + } + if (fragment_shader) { + LOG_ERROR(Render_OpenGL, "Fragment shader:\n%s", fragment_shader); + } } ASSERT_MSG(result == GL_TRUE, "Shader not linked"); - glDeleteShader(vertex_shader_id); - glDeleteShader(fragment_shader_id); + if (vertex_shader) { + glDetachShader(program_id, vertex_shader_id); + glDeleteShader(vertex_shader_id); + } + if (geometry_shader) { + glDetachShader(program_id, geometry_shader_id); + glDeleteShader(geometry_shader_id); + } + if (fragment_shader) { + glDetachShader(program_id, fragment_shader_id); + glDeleteShader(fragment_shader_id); + } return program_id; } |