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author | bunnei <bunneidev@gmail.com> | 2018-04-07 05:54:44 +0200 |
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committer | bunnei <bunneidev@gmail.com> | 2018-04-14 05:48:21 +0200 |
commit | 4f2b2d0bc5e56a5f1e05a2d1cae52d8890fa3ce9 (patch) | |
tree | b74c3770fcd689a378db1093c60ae82543841093 /src/video_core/renderer_opengl/gl_shader_util.h | |
parent | gl_resource_manager: Grab latest upstream. (diff) | |
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Diffstat (limited to 'src/video_core/renderer_opengl/gl_shader_util.h')
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_util.h | 54 |
1 files changed, 47 insertions, 7 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_util.h b/src/video_core/renderer_opengl/gl_shader_util.h index fc7b5e080..5a0008703 100644 --- a/src/video_core/renderer_opengl/gl_shader_util.h +++ b/src/video_core/renderer_opengl/gl_shader_util.h @@ -10,14 +10,54 @@ namespace GLShader { /** + * Utility function to create and compile an OpenGL GLSL shader + * @param source String of the GLSL shader program + * @param type Type of the shader (GL_VERTEX_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER) + */ +GLuint LoadShader(const char* source, GLenum type); + +/** * Utility function to create and compile an OpenGL GLSL shader program (vertex + fragment shader) - * @param vertex_shader String of the GLSL vertex shader program - * @param geometry_shader String of the GLSL geometry shader program - * @param fragment_shader String of the GLSL fragment shader program - * @returns Handle of the newly created OpenGL shader object + * @param separable_program whether to create a separable program + * @param shaders ID of shaders to attach to the program + * @returns Handle of the newly created OpenGL program object */ -GLuint LoadProgram(const char* vertex_shader, const char* geometry_shader, - const char* fragment_shader, const std::vector<const char*>& feedback_vars = {}, - bool separable_program = false); +template <typename... T> +GLuint LoadProgram(bool separable_program, T... shaders) { + // Link the program + NGLOG_DEBUG(Render_OpenGL, "Linking program..."); + + GLuint program_id = glCreateProgram(); + + ((shaders == 0 ? (void)0 : glAttachShader(program_id, shaders)), ...); + + if (separable_program) { + glProgramParameteri(program_id, GL_PROGRAM_SEPARABLE, GL_TRUE); + } + + glLinkProgram(program_id); + + // Check the program + GLint result = GL_FALSE; + GLint info_log_length; + glGetProgramiv(program_id, GL_LINK_STATUS, &result); + glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_log_length); + + if (info_log_length > 1) { + std::string program_error(info_log_length, ' '); + glGetProgramInfoLog(program_id, info_log_length, nullptr, &program_error[0]); + if (result == GL_TRUE) { + NGLOG_DEBUG(Render_OpenGL, "{}", program_error); + } else { + NGLOG_ERROR(Render_OpenGL, "Error linking shader:\n{}", program_error); + } + } + + ASSERT_MSG(result == GL_TRUE, "Shader not linked"); + + ((shaders == 0 ? (void)0 : glDetachShader(program_id, shaders)), ...); + + return program_id; +} } // namespace GLShader |