mirror of
https://github.com/yuzu-emu/yuzu-mainline.git
synced 2024-12-23 20:15:35 +00:00
gl_shader_util: Grab latest upstream.
This commit is contained in:
parent
dbfd106ba0
commit
4f2b2d0bc5
|
@ -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
|
||||
|
|
|
@ -10,14 +10,54 @@
|
|||
namespace GLShader {
|
||||
|
||||
/**
|
||||
* 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
|
||||
* 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 LoadProgram(const char* vertex_shader, const char* geometry_shader,
|
||||
const char* fragment_shader, const std::vector<const char*>& feedback_vars = {},
|
||||
bool separable_program = false);
|
||||
GLuint LoadShader(const char* source, GLenum type);
|
||||
|
||||
/**
|
||||
* Utility function to create and compile an OpenGL GLSL shader program (vertex + fragment shader)
|
||||
* @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
|
||||
*/
|
||||
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
|
||||
|
|
Loading…
Reference in a new issue