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authorGravatar bunnei2018-04-06 23:54:44 -0400
committerGravatar bunnei2018-04-13 23:48:21 -0400
commit4f2b2d0bc5e56a5f1e05a2d1cae52d8890fa3ce9 (patch)
treeb74c3770fcd689a378db1093c60ae82543841093
parentgl_resource_manager: Grab latest upstream. (diff)
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gl_shader_util: Grab latest upstream.
-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 @@
10 10
11namespace GLShader { 11namespace GLShader {
12 12
13GLuint LoadProgram(const char* vertex_shader, const char* geometry_shader, 13GLuint LoadShader(const char* source, GLenum type) {
14 const char* fragment_shader, const std::vector<const char*>& feedback_vars, 14 const char* debug_type;
15 bool separable_program) { 15 switch (type) {
16 // Create the shaders 16 case GL_VERTEX_SHADER:
17 GLuint vertex_shader_id = vertex_shader ? glCreateShader(GL_VERTEX_SHADER) : 0; 17 debug_type = "vertex";
18 GLuint geometry_shader_id = geometry_shader ? glCreateShader(GL_GEOMETRY_SHADER) : 0; 18 break;
19 GLuint fragment_shader_id = fragment_shader ? glCreateShader(GL_FRAGMENT_SHADER) : 0; 19 case GL_GEOMETRY_SHADER:
20 debug_type = "geometry";
21 break;
22 case GL_FRAGMENT_SHADER:
23 debug_type = "fragment";
24 break;
25 default:
26 UNREACHABLE();
27 }
28 GLuint shader_id = glCreateShader(type);
29 glShaderSource(shader_id, 1, &source, nullptr);
30 NGLOG_DEBUG(Render_OpenGL, "Compiling {} shader...", debug_type);
31 glCompileShader(shader_id);
20 32
21 GLint result = GL_FALSE; 33 GLint result = GL_FALSE;
22 int info_log_length; 34 GLint info_log_length;
23 35 glGetShaderiv(shader_id, GL_COMPILE_STATUS, &result);
24 if (vertex_shader) { 36 glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
25 // Compile Vertex Shader
26 LOG_DEBUG(Render_OpenGL, "Compiling vertex shader...");
27
28 glShaderSource(vertex_shader_id, 1, &vertex_shader, nullptr);
29 glCompileShader(vertex_shader_id);
30
31 // Check Vertex Shader
32 glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS, &result);
33 glGetShaderiv(vertex_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
34
35 if (info_log_length > 1) {
36 std::vector<char> vertex_shader_error(info_log_length);
37 glGetShaderInfoLog(vertex_shader_id, info_log_length, nullptr, &vertex_shader_error[0]);
38 if (result == GL_TRUE) {
39 LOG_DEBUG(Render_OpenGL, "%s", &vertex_shader_error[0]);
40 } else {
41 LOG_CRITICAL(Render_OpenGL, "Error compiling vertex shader:\n%s",
42 &vertex_shader_error[0]);
43 }
44 }
45 }
46
47 if (geometry_shader) {
48 // Compile Geometry Shader
49 LOG_DEBUG(Render_OpenGL, "Compiling geometry shader...");
50
51 glShaderSource(geometry_shader_id, 1, &geometry_shader, nullptr);
52 glCompileShader(geometry_shader_id);
53
54 // Check Geometry Shader
55 glGetShaderiv(geometry_shader_id, GL_COMPILE_STATUS, &result);
56 glGetShaderiv(geometry_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
57
58 if (info_log_length > 1) {
59 std::vector<char> geometry_shader_error(info_log_length);
60 glGetShaderInfoLog(geometry_shader_id, info_log_length, nullptr,
61 &geometry_shader_error[0]);
62 if (result == GL_TRUE) {
63 LOG_DEBUG(Render_OpenGL, "%s", &geometry_shader_error[0]);
64 } else {
65 LOG_CRITICAL(Render_OpenGL, "Error compiling geometry shader:\n%s",
66 &geometry_shader_error[0]);
67 }
68 }
69 }
70
71 if (fragment_shader) {
72 // Compile Fragment Shader
73 LOG_DEBUG(Render_OpenGL, "Compiling fragment shader...");
74
75 glShaderSource(fragment_shader_id, 1, &fragment_shader, nullptr);
76 glCompileShader(fragment_shader_id);
77
78 // Check Fragment Shader
79 glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS, &result);
80 glGetShaderiv(fragment_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
81
82 if (info_log_length > 1) {
83 std::vector<char> fragment_shader_error(info_log_length);
84 glGetShaderInfoLog(fragment_shader_id, info_log_length, nullptr,
85 &fragment_shader_error[0]);
86 if (result == GL_TRUE) {
87 LOG_DEBUG(Render_OpenGL, "%s", &fragment_shader_error[0]);
88 } else {
89 LOG_CRITICAL(Render_OpenGL, "Error compiling fragment shader:\n%s",
90 &fragment_shader_error[0]);
91 }
92 }
93 }
94
95 // Link the program
96 LOG_DEBUG(Render_OpenGL, "Linking program...");
97
98 GLuint program_id = glCreateProgram();
99 if (vertex_shader) {
100 glAttachShader(program_id, vertex_shader_id);
101 }
102 if (geometry_shader) {
103 glAttachShader(program_id, geometry_shader_id);
104 }
105 if (fragment_shader) {
106 glAttachShader(program_id, fragment_shader_id);
107 }
108
109 if (!feedback_vars.empty()) {
110 auto varyings = feedback_vars;
111 glTransformFeedbackVaryings(program_id, static_cast<GLsizei>(feedback_vars.size()),
112 &varyings[0], GL_INTERLEAVED_ATTRIBS);
113 }
114
115 if (separable_program) {
116 glProgramParameteri(program_id, GL_PROGRAM_SEPARABLE, GL_TRUE);
117 }
118
119 glLinkProgram(program_id);
120
121 // Check the program
122 glGetProgramiv(program_id, GL_LINK_STATUS, &result);
123 glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_log_length);
124 37
125 if (info_log_length > 1) { 38 if (info_log_length > 1) {
126 std::vector<char> program_error(info_log_length); 39 std::string shader_error(info_log_length, ' ');
127 glGetProgramInfoLog(program_id, info_log_length, nullptr, &program_error[0]); 40 glGetShaderInfoLog(shader_id, info_log_length, nullptr, &shader_error[0]);
128 if (result == GL_TRUE) { 41 if (result == GL_TRUE) {
129 LOG_DEBUG(Render_OpenGL, "%s", &program_error[0]); 42 NGLOG_DEBUG(Render_OpenGL, "{}", shader_error);
130 } else { 43 } else {
131 LOG_CRITICAL(Render_OpenGL, "Error linking shader:\n%s", &program_error[0]); 44 NGLOG_ERROR(Render_OpenGL, "Error compiling {} shader:\n{}", debug_type, shader_error);
132 } 45 }
133 } 46 }
134 47 return shader_id;
135 // If the program linking failed at least one of the shaders was probably bad
136 if (result == GL_FALSE) {
137 if (vertex_shader) {
138 LOG_CRITICAL(Render_OpenGL, "Vertex shader:\n%s", vertex_shader);
139 }
140 if (geometry_shader) {
141 LOG_CRITICAL(Render_OpenGL, "Geometry shader:\n%s", geometry_shader);
142 }
143 if (fragment_shader) {
144 LOG_CRITICAL(Render_OpenGL, "Fragment shader:\n%s", fragment_shader);
145 }
146 }
147 ASSERT_MSG(result == GL_TRUE, "Shader not linked");
148
149 if (vertex_shader) {
150 glDetachShader(program_id, vertex_shader_id);
151 glDeleteShader(vertex_shader_id);
152 }
153 if (geometry_shader) {
154 glDetachShader(program_id, geometry_shader_id);
155 glDeleteShader(geometry_shader_id);
156 }
157 if (fragment_shader) {
158 glDetachShader(program_id, fragment_shader_id);
159 glDeleteShader(fragment_shader_id);
160 }
161
162 return program_id;
163} 48}
164 49
165} // namespace GLShader 50} // 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 @@
10namespace GLShader { 10namespace GLShader {
11 11
12/** 12/**
13 * Utility function to create and compile an OpenGL GLSL shader
14 * @param source String of the GLSL shader program
15 * @param type Type of the shader (GL_VERTEX_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER)
16 */
17GLuint LoadShader(const char* source, GLenum type);
18
19/**
13 * Utility function to create and compile an OpenGL GLSL shader program (vertex + fragment shader) 20 * Utility function to create and compile an OpenGL GLSL shader program (vertex + fragment shader)
14 * @param vertex_shader String of the GLSL vertex shader program 21 * @param separable_program whether to create a separable program
15 * @param geometry_shader String of the GLSL geometry shader program 22 * @param shaders ID of shaders to attach to the program
16 * @param fragment_shader String of the GLSL fragment shader program 23 * @returns Handle of the newly created OpenGL program object
17 * @returns Handle of the newly created OpenGL shader object
18 */ 24 */
19GLuint LoadProgram(const char* vertex_shader, const char* geometry_shader, 25template <typename... T>
20 const char* fragment_shader, const std::vector<const char*>& feedback_vars = {}, 26GLuint LoadProgram(bool separable_program, T... shaders) {
21 bool separable_program = false); 27 // Link the program
28 NGLOG_DEBUG(Render_OpenGL, "Linking program...");
29
30 GLuint program_id = glCreateProgram();
31
32 ((shaders == 0 ? (void)0 : glAttachShader(program_id, shaders)), ...);
33
34 if (separable_program) {
35 glProgramParameteri(program_id, GL_PROGRAM_SEPARABLE, GL_TRUE);
36 }
37
38 glLinkProgram(program_id);
39
40 // Check the program
41 GLint result = GL_FALSE;
42 GLint info_log_length;
43 glGetProgramiv(program_id, GL_LINK_STATUS, &result);
44 glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_log_length);
45
46 if (info_log_length > 1) {
47 std::string program_error(info_log_length, ' ');
48 glGetProgramInfoLog(program_id, info_log_length, nullptr, &program_error[0]);
49 if (result == GL_TRUE) {
50 NGLOG_DEBUG(Render_OpenGL, "{}", program_error);
51 } else {
52 NGLOG_ERROR(Render_OpenGL, "Error linking shader:\n{}", program_error);
53 }
54 }
55
56 ASSERT_MSG(result == GL_TRUE, "Shader not linked");
57
58 ((shaders == 0 ? (void)0 : glDetachShader(program_id, shaders)), ...);
59
60 return program_id;
61}
22 62
23} // namespace GLShader 63} // namespace GLShader