100 lines
3.4 KiB
C++
100 lines
3.4 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <vector>
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#include <glad/glad.h>
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#include "common/assert.h"
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#include "common/logging/log.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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namespace GLShader {
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GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
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// Create the shaders
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GLuint vertex_shader_id = glCreateShader(GL_VERTEX_SHADER);
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GLuint fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER);
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GLint result = GL_FALSE;
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int info_log_length;
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// Compile Vertex Shader
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LOG_DEBUG(Render_OpenGL, "Compiling vertex shader...");
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glShaderSource(vertex_shader_id, 1, &vertex_shader, nullptr);
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glCompileShader(vertex_shader_id);
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// Check Vertex Shader
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glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS, &result);
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glGetShaderiv(vertex_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
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if (info_log_length > 1) {
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std::vector<char> vertex_shader_error(info_log_length);
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glGetShaderInfoLog(vertex_shader_id, info_log_length, nullptr, &vertex_shader_error[0]);
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if (result == GL_TRUE) {
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LOG_DEBUG(Render_OpenGL, "%s", &vertex_shader_error[0]);
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} else {
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LOG_ERROR(Render_OpenGL, "Error compiling vertex shader:\n%s", &vertex_shader_error[0]);
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}
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}
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// Compile Fragment Shader
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LOG_DEBUG(Render_OpenGL, "Compiling fragment shader...");
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glShaderSource(fragment_shader_id, 1, &fragment_shader, nullptr);
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glCompileShader(fragment_shader_id);
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// Check Fragment Shader
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glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS, &result);
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glGetShaderiv(fragment_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
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if (info_log_length > 1) {
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std::vector<char> fragment_shader_error(info_log_length);
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glGetShaderInfoLog(fragment_shader_id, info_log_length, nullptr, &fragment_shader_error[0]);
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if (result == GL_TRUE) {
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LOG_DEBUG(Render_OpenGL, "%s", &fragment_shader_error[0]);
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} else {
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LOG_ERROR(Render_OpenGL, "Error compiling fragment shader:\n%s",
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&fragment_shader_error[0]);
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}
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}
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// Link the program
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LOG_DEBUG(Render_OpenGL, "Linking program...");
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GLuint program_id = glCreateProgram();
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glAttachShader(program_id, vertex_shader_id);
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glAttachShader(program_id, fragment_shader_id);
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glLinkProgram(program_id);
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// Check the program
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glGetProgramiv(program_id, GL_LINK_STATUS, &result);
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glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_log_length);
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if (info_log_length > 1) {
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std::vector<char> program_error(info_log_length);
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glGetProgramInfoLog(program_id, info_log_length, nullptr, &program_error[0]);
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if (result == GL_TRUE) {
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LOG_DEBUG(Render_OpenGL, "%s", &program_error[0]);
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} else {
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LOG_ERROR(Render_OpenGL, "Error linking shader:\n%s", &program_error[0]);
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}
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}
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// If the program linking failed at least one of the shaders was probably bad
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if (result == GL_FALSE) {
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LOG_ERROR(Render_OpenGL, "Vertex shader:\n%s", vertex_shader);
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LOG_ERROR(Render_OpenGL, "Fragment shader:\n%s", fragment_shader);
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}
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ASSERT_MSG(result == GL_TRUE, "Shader not linked");
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glDeleteShader(vertex_shader_id);
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glDeleteShader(fragment_shader_id);
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return program_id;
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}
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} // namespace GLShader
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