// Copyright 2014 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include "common/assert.h" #include "common/logging/log.h" #include "video_core/renderer_opengl/gl_shader_util.h" namespace GLShader { 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; 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 shader_error(info_log_length); glGetShaderInfoLog(shader_id, info_log_length, nullptr, &shader_error[0]); if (result == GL_TRUE) { NGLOG_DEBUG(Render_OpenGL, "{}", &shader_error[0]); } else { NGLOG_ERROR(Render_OpenGL, "Error compiling {} shader:\n{}", debug_type, &shader_error[0]); NGLOG_ERROR(Render_OpenGL, "Shader source code:\n{}", source); } } return shader_id; } GLuint LoadProgram(bool separable_program, const std::vector& shaders) { // Link the program NGLOG_DEBUG(Render_OpenGL, "Linking program..."); GLuint program_id = glCreateProgram(); for (GLuint shader : shaders) { if (shader != 0) { glAttachShader(program_id, shader); } } 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::vector 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[0]); } else { NGLOG_ERROR(Render_OpenGL, "Error linking shader:\n{}", &program_error[0]); } } ASSERT_MSG(result == GL_TRUE, "Shader not linked"); for (GLuint shader : shaders) { if (shader != 0) { glDetachShader(program_id, shader); } } return program_id; } } // namespace GLShader