gl_shader_util: Grab latest upstream.
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@ -10,156 +10,41 @@
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namespace GLShader {
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GLuint LoadProgram(const char* vertex_shader, const char* geometry_shader,
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const char* fragment_shader, const std::vector<const char*>& feedback_vars,
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bool separable_program) {
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// Create the shaders
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GLuint vertex_shader_id = vertex_shader ? glCreateShader(GL_VERTEX_SHADER) : 0;
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GLuint geometry_shader_id = geometry_shader ? glCreateShader(GL_GEOMETRY_SHADER) : 0;
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GLuint fragment_shader_id = fragment_shader ? glCreateShader(GL_FRAGMENT_SHADER) : 0;
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GLuint LoadShader(const char* source, GLenum type) {
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const char* debug_type;
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switch (type) {
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case GL_VERTEX_SHADER:
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debug_type = "vertex";
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break;
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case GL_GEOMETRY_SHADER:
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debug_type = "geometry";
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break;
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case GL_FRAGMENT_SHADER:
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debug_type = "fragment";
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break;
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default:
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UNREACHABLE();
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}
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GLuint shader_id = glCreateShader(type);
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glShaderSource(shader_id, 1, &source, nullptr);
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NGLOG_DEBUG(Render_OpenGL, "Compiling {} shader...", debug_type);
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glCompileShader(shader_id);
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GLint result = GL_FALSE;
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int info_log_length;
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if (vertex_shader) {
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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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GLint info_log_length;
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glGetShaderiv(shader_id, GL_COMPILE_STATUS, &result);
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glGetShaderiv(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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std::string shader_error(info_log_length, ' ');
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glGetShaderInfoLog(shader_id, info_log_length, nullptr, &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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NGLOG_DEBUG(Render_OpenGL, "{}", shader_error);
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} else {
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LOG_CRITICAL(Render_OpenGL, "Error compiling vertex shader:\n%s",
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&vertex_shader_error[0]);
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NGLOG_ERROR(Render_OpenGL, "Error compiling {} shader:\n{}", debug_type, shader_error);
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}
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}
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}
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if (geometry_shader) {
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// Compile Geometry Shader
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LOG_DEBUG(Render_OpenGL, "Compiling geometry shader...");
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glShaderSource(geometry_shader_id, 1, &geometry_shader, nullptr);
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glCompileShader(geometry_shader_id);
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// Check Geometry Shader
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glGetShaderiv(geometry_shader_id, GL_COMPILE_STATUS, &result);
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glGetShaderiv(geometry_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> geometry_shader_error(info_log_length);
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glGetShaderInfoLog(geometry_shader_id, info_log_length, nullptr,
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&geometry_shader_error[0]);
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if (result == GL_TRUE) {
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LOG_DEBUG(Render_OpenGL, "%s", &geometry_shader_error[0]);
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} else {
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LOG_CRITICAL(Render_OpenGL, "Error compiling geometry shader:\n%s",
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&geometry_shader_error[0]);
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}
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}
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}
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if (fragment_shader) {
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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,
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&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_CRITICAL(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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}
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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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if (vertex_shader) {
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glAttachShader(program_id, vertex_shader_id);
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}
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if (geometry_shader) {
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glAttachShader(program_id, geometry_shader_id);
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}
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if (fragment_shader) {
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glAttachShader(program_id, fragment_shader_id);
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}
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if (!feedback_vars.empty()) {
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auto varyings = feedback_vars;
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glTransformFeedbackVaryings(program_id, static_cast<GLsizei>(feedback_vars.size()),
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&varyings[0], GL_INTERLEAVED_ATTRIBS);
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}
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if (separable_program) {
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glProgramParameteri(program_id, GL_PROGRAM_SEPARABLE, GL_TRUE);
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}
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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_CRITICAL(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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if (vertex_shader) {
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LOG_CRITICAL(Render_OpenGL, "Vertex shader:\n%s", vertex_shader);
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}
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if (geometry_shader) {
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LOG_CRITICAL(Render_OpenGL, "Geometry shader:\n%s", geometry_shader);
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}
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if (fragment_shader) {
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LOG_CRITICAL(Render_OpenGL, "Fragment shader:\n%s", fragment_shader);
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}
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}
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ASSERT_MSG(result == GL_TRUE, "Shader not linked");
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if (vertex_shader) {
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glDetachShader(program_id, vertex_shader_id);
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glDeleteShader(vertex_shader_id);
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}
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if (geometry_shader) {
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glDetachShader(program_id, geometry_shader_id);
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glDeleteShader(geometry_shader_id);
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}
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if (fragment_shader) {
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glDetachShader(program_id, fragment_shader_id);
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glDeleteShader(fragment_shader_id);
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}
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return program_id;
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return shader_id;
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}
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} // namespace GLShader
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@ -10,14 +10,54 @@
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namespace GLShader {
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/**
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* Utility function to create and compile an OpenGL GLSL shader program (vertex + fragment shader)
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* @param vertex_shader String of the GLSL vertex shader program
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* @param geometry_shader String of the GLSL geometry shader program
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* @param fragment_shader String of the GLSL fragment shader program
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* @returns Handle of the newly created OpenGL shader object
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* Utility function to create and compile an OpenGL GLSL shader
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* @param source String of the GLSL shader program
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* @param type Type of the shader (GL_VERTEX_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER)
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*/
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GLuint LoadProgram(const char* vertex_shader, const char* geometry_shader,
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const char* fragment_shader, const std::vector<const char*>& feedback_vars = {},
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bool separable_program = false);
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GLuint LoadShader(const char* source, GLenum type);
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/**
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* Utility function to create and compile an OpenGL GLSL shader program (vertex + fragment shader)
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* @param separable_program whether to create a separable program
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* @param shaders ID of shaders to attach to the program
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* @returns Handle of the newly created OpenGL program object
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*/
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template <typename... T>
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GLuint LoadProgram(bool separable_program, T... shaders) {
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// Link the program
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NGLOG_DEBUG(Render_OpenGL, "Linking program...");
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GLuint program_id = glCreateProgram();
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((shaders == 0 ? (void)0 : glAttachShader(program_id, shaders)), ...);
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if (separable_program) {
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glProgramParameteri(program_id, GL_PROGRAM_SEPARABLE, GL_TRUE);
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}
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glLinkProgram(program_id);
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// Check the program
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GLint result = GL_FALSE;
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GLint info_log_length;
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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::string 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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NGLOG_DEBUG(Render_OpenGL, "{}", program_error);
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} else {
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NGLOG_ERROR(Render_OpenGL, "Error linking shader:\n{}", program_error);
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}
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}
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ASSERT_MSG(result == GL_TRUE, "Shader not linked");
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((shaders == 0 ? (void)0 : glDetachShader(program_id, shaders)), ...);
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return program_id;
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}
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} // namespace GLShader
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