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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 | |
parent | gl_resource_manager: Grab latest upstream. (diff) | |
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-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_util.cpp | 169 | ||||
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_util.h | 54 |
2 files changed, 74 insertions, 149 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_util.cpp b/src/video_core/renderer_opengl/gl_shader_util.cpp index a6c6204d5..8568fface 100644 --- a/src/video_core/renderer_opengl/gl_shader_util.cpp +++ b/src/video_core/renderer_opengl/gl_shader_util.cpp @@ -10,156 +10,41 @@ namespace GLShader { -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 = 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; +GLuint LoadShader(const char* source, GLenum type) { + const char* debug_type; + switch (type) { + case GL_VERTEX_SHADER: + debug_type = "vertex"; + break; + case GL_GEOMETRY_SHADER: + debug_type = "geometry"; + break; + case GL_FRAGMENT_SHADER: + debug_type = "fragment"; + break; + default: + UNREACHABLE(); + } + GLuint shader_id = glCreateShader(type); + glShaderSource(shader_id, 1, &source, nullptr); + NGLOG_DEBUG(Render_OpenGL, "Compiling {} shader...", debug_type); + glCompileShader(shader_id); GLint result = GL_FALSE; - int info_log_length; - - 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_CRITICAL(Render_OpenGL, "Error compiling vertex shader:\n%s", - &vertex_shader_error[0]); - } - } - } - - 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_CRITICAL(Render_OpenGL, "Error compiling geometry shader:\n%s", - &geometry_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_CRITICAL(Render_OpenGL, "Error compiling fragment shader:\n%s", - &fragment_shader_error[0]); - } - } - } - - // Link the program - LOG_DEBUG(Render_OpenGL, "Linking program..."); - - GLuint program_id = glCreateProgram(); - 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); - - // Check the program - glGetProgramiv(program_id, GL_LINK_STATUS, &result); - glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_log_length); + GLint info_log_length; + glGetShaderiv(shader_id, GL_COMPILE_STATUS, &result); + glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &info_log_length); if (info_log_length > 1) { - std::vector<char> program_error(info_log_length); - glGetProgramInfoLog(program_id, info_log_length, nullptr, &program_error[0]); + std::string shader_error(info_log_length, ' '); + glGetShaderInfoLog(shader_id, info_log_length, nullptr, &shader_error[0]); if (result == GL_TRUE) { - LOG_DEBUG(Render_OpenGL, "%s", &program_error[0]); + NGLOG_DEBUG(Render_OpenGL, "{}", shader_error); } else { - LOG_CRITICAL(Render_OpenGL, "Error linking shader:\n%s", &program_error[0]); + NGLOG_ERROR(Render_OpenGL, "Error compiling {} shader:\n{}", debug_type, shader_error); } } - - // If the program linking failed at least one of the shaders was probably bad - if (result == GL_FALSE) { - if (vertex_shader) { - LOG_CRITICAL(Render_OpenGL, "Vertex shader:\n%s", vertex_shader); - } - if (geometry_shader) { - LOG_CRITICAL(Render_OpenGL, "Geometry shader:\n%s", geometry_shader); - } - if (fragment_shader) { - LOG_CRITICAL(Render_OpenGL, "Fragment shader:\n%s", fragment_shader); - } - } - ASSERT_MSG(result == GL_TRUE, "Shader not linked"); - - 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; + return shader_id; } } // namespace GLShader 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 |