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gl_shader_util: Sync latest version with Citra.

This commit is contained in:
bunnei 2018-03-19 22:57:22 -04:00
parent d7b1ebe4a8
commit 9c468e0c55
3 changed files with 111 additions and 41 deletions

View file

@ -10,53 +10,85 @@
namespace GLShader { namespace GLShader {
GLuint LoadProgram(const char* vertex_shader, const char* 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) {
// Create the shaders // Create the shaders
GLuint vertex_shader_id = glCreateShader(GL_VERTEX_SHADER); GLuint vertex_shader_id = vertex_shader ? glCreateShader(GL_VERTEX_SHADER) : 0;
GLuint fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER); 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; GLint result = GL_FALSE;
int info_log_length; int info_log_length;
// Compile Vertex Shader if (vertex_shader) {
LOG_DEBUG(Render_OpenGL, "Compiling vertex shader..."); // Compile Vertex Shader
LOG_DEBUG(Render_OpenGL, "Compiling vertex shader...");
glShaderSource(vertex_shader_id, 1, &vertex_shader, nullptr); glShaderSource(vertex_shader_id, 1, &vertex_shader, nullptr);
glCompileShader(vertex_shader_id); glCompileShader(vertex_shader_id);
// Check Vertex Shader // Check Vertex Shader
glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS, &result); glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS, &result);
glGetShaderiv(vertex_shader_id, GL_INFO_LOG_LENGTH, &info_log_length); glGetShaderiv(vertex_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
if (info_log_length > 1) { if (info_log_length > 1) {
std::vector<char> vertex_shader_error(info_log_length); std::vector<char> vertex_shader_error(info_log_length);
glGetShaderInfoLog(vertex_shader_id, info_log_length, nullptr, &vertex_shader_error[0]); glGetShaderInfoLog(vertex_shader_id, info_log_length, nullptr, &vertex_shader_error[0]);
if (result == GL_TRUE) { if (result == GL_TRUE) {
LOG_DEBUG(Render_OpenGL, "%s", &vertex_shader_error[0]); LOG_DEBUG(Render_OpenGL, "%s", &vertex_shader_error[0]);
} else { } else {
LOG_ERROR(Render_OpenGL, "Error compiling vertex shader:\n%s", &vertex_shader_error[0]); LOG_ERROR(Render_OpenGL, "Error compiling vertex shader:\n%s",
&vertex_shader_error[0]);
}
} }
} }
// Compile Fragment Shader if (geometry_shader) {
LOG_DEBUG(Render_OpenGL, "Compiling fragment shader..."); // Compile Geometry Shader
LOG_DEBUG(Render_OpenGL, "Compiling geometry shader...");
glShaderSource(fragment_shader_id, 1, &fragment_shader, nullptr); glShaderSource(geometry_shader_id, 1, &geometry_shader, nullptr);
glCompileShader(fragment_shader_id); glCompileShader(geometry_shader_id);
// Check Fragment Shader // Check Geometry Shader
glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS, &result); glGetShaderiv(geometry_shader_id, GL_COMPILE_STATUS, &result);
glGetShaderiv(fragment_shader_id, GL_INFO_LOG_LENGTH, &info_log_length); glGetShaderiv(geometry_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
if (info_log_length > 1) { if (info_log_length > 1) {
std::vector<char> fragment_shader_error(info_log_length); std::vector<char> geometry_shader_error(info_log_length);
glGetShaderInfoLog(fragment_shader_id, info_log_length, nullptr, &fragment_shader_error[0]); glGetShaderInfoLog(geometry_shader_id, info_log_length, nullptr,
if (result == GL_TRUE) { &geometry_shader_error[0]);
LOG_DEBUG(Render_OpenGL, "%s", &fragment_shader_error[0]); if (result == GL_TRUE) {
} else { LOG_DEBUG(Render_OpenGL, "%s", &geometry_shader_error[0]);
LOG_ERROR(Render_OpenGL, "Error compiling fragment shader:\n%s", } else {
&fragment_shader_error[0]); 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]);
}
} }
} }
@ -64,8 +96,25 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
LOG_DEBUG(Render_OpenGL, "Linking program..."); LOG_DEBUG(Render_OpenGL, "Linking program...");
GLuint program_id = glCreateProgram(); GLuint program_id = glCreateProgram();
glAttachShader(program_id, vertex_shader_id); if (vertex_shader) {
glAttachShader(program_id, fragment_shader_id); 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); glLinkProgram(program_id);
@ -85,13 +134,30 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
// If the program linking failed at least one of the shaders was probably bad // If the program linking failed at least one of the shaders was probably bad
if (result == GL_FALSE) { if (result == GL_FALSE) {
LOG_ERROR(Render_OpenGL, "Vertex shader:\n%s", vertex_shader); if (vertex_shader) {
LOG_ERROR(Render_OpenGL, "Fragment shader:\n%s", fragment_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);
}
} }
ASSERT_MSG(result == GL_TRUE, "Shader not linked"); ASSERT_MSG(result == GL_TRUE, "Shader not linked");
glDeleteShader(vertex_shader_id); if (vertex_shader) {
glDeleteShader(fragment_shader_id); 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 program_id;
} }

View file

@ -4,6 +4,7 @@
#pragma once #pragma once
#include <vector>
#include <glad/glad.h> #include <glad/glad.h>
namespace GLShader { namespace GLShader {
@ -11,9 +12,12 @@ namespace GLShader {
/** /**
* Utility function to create and compile an OpenGL GLSL shader program (vertex + fragment shader) * 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 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 * @param fragment_shader String of the GLSL fragment shader program
* @returns Handle of the newly created OpenGL shader object * @returns Handle of the newly created OpenGL shader object
*/ */
GLuint LoadProgram(const char* vertex_shader, const char* 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);
} // namespace GLShader } // namespace GLShader

View file

@ -318,7 +318,7 @@ void RendererOpenGL::InitOpenGLObjects() {
0.0f); 0.0f);
// Link shaders and get variable locations // Link shaders and get variable locations
shader.Create(vertex_shader, fragment_shader); shader.Create(vertex_shader, nullptr, fragment_shader);
state.draw.shader_program = shader.handle; state.draw.shader_program = shader.handle;
state.Apply(); state.Apply();
uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix"); uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");