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-rw-r--r--src/video_core/renderer_opengl/gl_shader_util.cpp169
-rw-r--r--src/video_core/renderer_opengl/gl_shader_util.h54
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