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-rw-r--r--src/video_core/renderer_opengl/gl_shader_util.cpp154
-rw-r--r--src/video_core/renderer_opengl/gl_shader_util.h6
-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.cpp2
3 files changed, 116 insertions, 46 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_util.cpp b/src/video_core/renderer_opengl/gl_shader_util.cpp
index 4da241d83..a3ba16761 100644
--- a/src/video_core/renderer_opengl/gl_shader_util.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_util.cpp
@@ -10,53 +10,85 @@
10 10
11namespace GLShader { 11namespace GLShader {
12 12
13GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) { 13GLuint LoadProgram(const char* vertex_shader, const char* geometry_shader,
14 14 const char* fragment_shader, const std::vector<const char*>& feedback_vars,
15 bool separable_program) {
15 // Create the shaders 16 // Create the shaders
16 GLuint vertex_shader_id = glCreateShader(GL_VERTEX_SHADER); 17 GLuint vertex_shader_id = vertex_shader ? glCreateShader(GL_VERTEX_SHADER) : 0;
17 GLuint fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER); 18 GLuint geometry_shader_id = geometry_shader ? glCreateShader(GL_GEOMETRY_SHADER) : 0;
19 GLuint fragment_shader_id = fragment_shader ? glCreateShader(GL_FRAGMENT_SHADER) : 0;
18 20
19 GLint result = GL_FALSE; 21 GLint result = GL_FALSE;
20 int info_log_length; 22 int info_log_length;
21 23
22 // Compile Vertex Shader 24 if (vertex_shader) {
23 LOG_DEBUG(Render_OpenGL, "Compiling vertex shader..."); 25 // Compile Vertex Shader
24 26 LOG_DEBUG(Render_OpenGL, "Compiling vertex shader...");
25 glShaderSource(vertex_shader_id, 1, &vertex_shader, nullptr); 27
26 glCompileShader(vertex_shader_id); 28 glShaderSource(vertex_shader_id, 1, &vertex_shader, nullptr);
27 29 glCompileShader(vertex_shader_id);
28 // Check Vertex Shader 30
29 glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS, &result); 31 // Check Vertex Shader
30 glGetShaderiv(vertex_shader_id, GL_INFO_LOG_LENGTH, &info_log_length); 32 glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS, &result);
31 33 glGetShaderiv(vertex_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
32 if (info_log_length > 1) { 34
33 std::vector<char> vertex_shader_error(info_log_length); 35 if (info_log_length > 1) {
34 glGetShaderInfoLog(vertex_shader_id, info_log_length, nullptr, &vertex_shader_error[0]); 36 std::vector<char> vertex_shader_error(info_log_length);
35 if (result == GL_TRUE) { 37 glGetShaderInfoLog(vertex_shader_id, info_log_length, nullptr, &vertex_shader_error[0]);
36 LOG_DEBUG(Render_OpenGL, "%s", &vertex_shader_error[0]); 38 if (result == GL_TRUE) {
37 } else { 39 LOG_DEBUG(Render_OpenGL, "%s", &vertex_shader_error[0]);
38 LOG_ERROR(Render_OpenGL, "Error compiling vertex shader:\n%s", &vertex_shader_error[0]); 40 } else {
41 LOG_ERROR(Render_OpenGL, "Error compiling vertex shader:\n%s",
42 &vertex_shader_error[0]);
43 }
39 } 44 }
40 } 45 }
41 46
42 // Compile Fragment Shader 47 if (geometry_shader) {
43 LOG_DEBUG(Render_OpenGL, "Compiling fragment shader..."); 48 // Compile Geometry Shader
44 49 LOG_DEBUG(Render_OpenGL, "Compiling geometry shader...");
45 glShaderSource(fragment_shader_id, 1, &fragment_shader, nullptr); 50
46 glCompileShader(fragment_shader_id); 51 glShaderSource(geometry_shader_id, 1, &geometry_shader, nullptr);
47 52 glCompileShader(geometry_shader_id);
48 // Check Fragment Shader 53
49 glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS, &result); 54 // Check Geometry Shader
50 glGetShaderiv(fragment_shader_id, GL_INFO_LOG_LENGTH, &info_log_length); 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_ERROR(Render_OpenGL, "Error compiling geometry shader:\n%s",
66 &geometry_shader_error[0]);
67 }
68 }
69 }
51 70
52 if (info_log_length > 1) { 71 if (fragment_shader) {
53 std::vector<char> fragment_shader_error(info_log_length); 72 // Compile Fragment Shader
54 glGetShaderInfoLog(fragment_shader_id, info_log_length, nullptr, &fragment_shader_error[0]); 73 LOG_DEBUG(Render_OpenGL, "Compiling fragment shader...");
55 if (result == GL_TRUE) { 74
56 LOG_DEBUG(Render_OpenGL, "%s", &fragment_shader_error[0]); 75 glShaderSource(fragment_shader_id, 1, &fragment_shader, nullptr);
57 } else { 76 glCompileShader(fragment_shader_id);
58 LOG_ERROR(Render_OpenGL, "Error compiling fragment shader:\n%s", 77
59 &fragment_shader_error[0]); 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_ERROR(Render_OpenGL, "Error compiling fragment shader:\n%s",
90 &fragment_shader_error[0]);
91 }
60 } 92 }
61 } 93 }
62 94
@@ -64,8 +96,25 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
64 LOG_DEBUG(Render_OpenGL, "Linking program..."); 96 LOG_DEBUG(Render_OpenGL, "Linking program...");
65 97
66 GLuint program_id = glCreateProgram(); 98 GLuint program_id = glCreateProgram();
67 glAttachShader(program_id, vertex_shader_id); 99 if (vertex_shader) {
68 glAttachShader(program_id, fragment_shader_id); 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 }
69 118
70 glLinkProgram(program_id); 119 glLinkProgram(program_id);
71 120
@@ -85,13 +134,30 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
85 134
86 // If the program linking failed at least one of the shaders was probably bad 135 // If the program linking failed at least one of the shaders was probably bad
87 if (result == GL_FALSE) { 136 if (result == GL_FALSE) {
88 LOG_ERROR(Render_OpenGL, "Vertex shader:\n%s", vertex_shader); 137 if (vertex_shader) {
89 LOG_ERROR(Render_OpenGL, "Fragment shader:\n%s", fragment_shader); 138 LOG_ERROR(Render_OpenGL, "Vertex shader:\n%s", vertex_shader);
139 }
140 if (geometry_shader) {
141 LOG_ERROR(Render_OpenGL, "Geometry shader:\n%s", geometry_shader);
142 }
143 if (fragment_shader) {
144 LOG_ERROR(Render_OpenGL, "Fragment shader:\n%s", fragment_shader);
145 }
90 } 146 }
91 ASSERT_MSG(result == GL_TRUE, "Shader not linked"); 147 ASSERT_MSG(result == GL_TRUE, "Shader not linked");
92 148
93 glDeleteShader(vertex_shader_id); 149 if (vertex_shader) {
94 glDeleteShader(fragment_shader_id); 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 }
95 161
96 return program_id; 162 return program_id;
97} 163}
diff --git a/src/video_core/renderer_opengl/gl_shader_util.h b/src/video_core/renderer_opengl/gl_shader_util.h
index a4bcffdfa..fc7b5e080 100644
--- a/src/video_core/renderer_opengl/gl_shader_util.h
+++ b/src/video_core/renderer_opengl/gl_shader_util.h
@@ -4,6 +4,7 @@
4 4
5#pragma once 5#pragma once
6 6
7#include <vector>
7#include <glad/glad.h> 8#include <glad/glad.h>
8 9
9namespace GLShader { 10namespace GLShader {
@@ -11,9 +12,12 @@ namespace GLShader {
11/** 12/**
12 * Utility function to create and compile an OpenGL GLSL shader program (vertex + fragment shader) 13 * Utility function to create and compile an OpenGL GLSL shader program (vertex + fragment shader)
13 * @param vertex_shader String of the GLSL vertex shader program 14 * @param vertex_shader String of the GLSL vertex shader program
15 * @param geometry_shader String of the GLSL geometry shader program
14 * @param fragment_shader String of the GLSL fragment shader program 16 * @param fragment_shader String of the GLSL fragment shader program
15 * @returns Handle of the newly created OpenGL shader object 17 * @returns Handle of the newly created OpenGL shader object
16 */ 18 */
17GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader); 19GLuint LoadProgram(const char* vertex_shader, const char* geometry_shader,
20 const char* fragment_shader, const std::vector<const char*>& feedback_vars = {},
21 bool separable_program = false);
18 22
19} // namespace GLShader 23} // namespace GLShader
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp
index 7f921fa32..65d38ade5 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.cpp
+++ b/src/video_core/renderer_opengl/renderer_opengl.cpp
@@ -318,7 +318,7 @@ void RendererOpenGL::InitOpenGLObjects() {
318 0.0f); 318 0.0f);
319 319
320 // Link shaders and get variable locations 320 // Link shaders and get variable locations
321 shader.Create(vertex_shader, fragment_shader); 321 shader.Create(vertex_shader, nullptr, fragment_shader);
322 state.draw.shader_program = shader.handle; 322 state.draw.shader_program = shader.handle;
323 state.Apply(); 323 state.Apply();
324 uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix"); 324 uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");