mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-08 14:48:34 +00:00
1f554c1093
* Renaming part 1 * Renaming part 2 * Renaming part 3 * Renaming part 4 * Renaming part 5 * Renaming part 6 * Renaming part 7 * Renaming part 8 * Renaming part 9 * Renaming part 10 * General cleanup * Thought I got all of these * Apply #595 * Additional renaming * Tweaks from feedback * Rename files
86 lines
2.2 KiB
C#
86 lines
2.2 KiB
C#
using OpenTK.Graphics.OpenGL;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
|
|
namespace Ryujinx.Graphics.Gal.OpenGL
|
|
{
|
|
struct OglShaderProgram
|
|
{
|
|
public OglShaderStage Vertex;
|
|
public OglShaderStage TessControl;
|
|
public OglShaderStage TessEvaluation;
|
|
public OglShaderStage Geometry;
|
|
public OglShaderStage Fragment;
|
|
}
|
|
|
|
class OglShaderStage : IDisposable
|
|
{
|
|
public int Handle { get; private set; }
|
|
|
|
public bool IsCompiled { get; private set; }
|
|
|
|
public GalShaderType Type { get; private set; }
|
|
|
|
public string Code { get; private set; }
|
|
|
|
public IEnumerable<ShaderDeclInfo> ConstBufferUsage { get; private set; }
|
|
public IEnumerable<ShaderDeclInfo> TextureUsage { get; private set; }
|
|
|
|
public OglShaderStage(
|
|
GalShaderType type,
|
|
string code,
|
|
IEnumerable<ShaderDeclInfo> constBufferUsage,
|
|
IEnumerable<ShaderDeclInfo> textureUsage)
|
|
{
|
|
Type = type;
|
|
Code = code;
|
|
ConstBufferUsage = constBufferUsage;
|
|
TextureUsage = textureUsage;
|
|
}
|
|
|
|
public void Compile()
|
|
{
|
|
if (Handle == 0)
|
|
{
|
|
Handle = GL.CreateShader(OglEnumConverter.GetShaderType(Type));
|
|
|
|
CompileAndCheck(Handle, Code);
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
Dispose(true);
|
|
}
|
|
|
|
protected virtual void Dispose(bool disposing)
|
|
{
|
|
if (disposing && Handle != 0)
|
|
{
|
|
GL.DeleteShader(Handle);
|
|
|
|
Handle = 0;
|
|
}
|
|
}
|
|
|
|
public static void CompileAndCheck(int handle, string code)
|
|
{
|
|
GL.ShaderSource(handle, code);
|
|
GL.CompileShader(handle);
|
|
|
|
CheckCompilation(handle);
|
|
}
|
|
|
|
private static void CheckCompilation(int handle)
|
|
{
|
|
int status = 0;
|
|
|
|
GL.GetShader(handle, ShaderParameter.CompileStatus, out status);
|
|
|
|
if (status == 0)
|
|
{
|
|
throw new ShaderException(GL.GetShaderInfoLog(handle));
|
|
}
|
|
}
|
|
}
|
|
} |