suyu/src/video_core/renderer_opengl/gl_shader_util.cpp

166 lines
5.9 KiB
C++
Raw Normal View History

// Copyright 2014 Citra Emulator Project
2014-12-17 06:38:14 +01:00
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
2015-09-11 13:20:02 +02:00
#include <vector>
#include <glad/glad.h>
#include "common/assert.h"
2015-09-11 13:20:02 +02:00
#include "common/logging/log.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
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;
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_ERROR(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_ERROR(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_ERROR(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);
if (info_log_length > 1) {
std::vector<char> program_error(info_log_length);
2014-12-03 19:57:57 +01:00
glGetProgramInfoLog(program_id, info_log_length, nullptr, &program_error[0]);
2016-12-04 12:44:29 +01:00
if (result == GL_TRUE) {
LOG_DEBUG(Render_OpenGL, "%s", &program_error[0]);
} else {
LOG_ERROR(Render_OpenGL, "Error linking shader:\n%s", &program_error[0]);
}
}
2016-12-04 12:44:29 +01:00
// If the program linking failed at least one of the shaders was probably bad
if (result == GL_FALSE) {
if (vertex_shader) {
LOG_ERROR(Render_OpenGL, "Vertex shader:\n%s", vertex_shader);
}
if (geometry_shader) {
LOG_ERROR(Render_OpenGL, "Geometry shader:\n%s", geometry_shader);
}
if (fragment_shader) {
LOG_ERROR(Render_OpenGL, "Fragment shader:\n%s", fragment_shader);
}
2016-12-04 12:44:29 +01:00
}
ASSERT_MSG(result == GL_TRUE, "Shader not linked");
2016-12-04 12:44:29 +01:00
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;
}
} // namespace GLShader