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authorbunnei <bunneidev@gmail.com>2018-04-07 05:54:44 +0200
committerbunnei <bunneidev@gmail.com>2018-04-14 05:48:21 +0200
commit4f2b2d0bc5e56a5f1e05a2d1cae52d8890fa3ce9 (patch)
treeb74c3770fcd689a378db1093c60ae82543841093 /src/video_core/renderer_opengl/gl_shader_util.cpp
parentgl_resource_manager: Grab latest upstream. (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.cpp169
1 files changed, 27 insertions, 142 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