diff options
| -rw-r--r-- | src/video_core/renderer_opengl/gl_shader_util.cpp | 154 | ||||
| -rw-r--r-- | src/video_core/renderer_opengl/gl_shader_util.h | 6 | ||||
| -rw-r--r-- | src/video_core/renderer_opengl/renderer_opengl.cpp | 2 | 
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 @@  namespace GLShader { -GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) { - +GLuint LoadProgram(const char* vertex_shader, const char* geometry_shader, +                   const char* fragment_shader, const std::vector<const char*>& feedback_vars, +                   bool separable_program) {      // Create the shaders -    GLuint vertex_shader_id = glCreateShader(GL_VERTEX_SHADER); -    GLuint fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER); +    GLuint vertex_shader_id = vertex_shader ? glCreateShader(GL_VERTEX_SHADER) : 0; +    GLuint geometry_shader_id = geometry_shader ? glCreateShader(GL_GEOMETRY_SHADER) : 0; +    GLuint fragment_shader_id = fragment_shader ? glCreateShader(GL_FRAGMENT_SHADER) : 0;      GLint result = GL_FALSE;      int info_log_length; -    // Compile Vertex Shader -    LOG_DEBUG(Render_OpenGL, "Compiling vertex shader..."); - -    glShaderSource(vertex_shader_id, 1, &vertex_shader, nullptr); -    glCompileShader(vertex_shader_id); - -    // Check Vertex Shader -    glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS, &result); -    glGetShaderiv(vertex_shader_id, GL_INFO_LOG_LENGTH, &info_log_length); - -    if (info_log_length > 1) { -        std::vector<char> vertex_shader_error(info_log_length); -        glGetShaderInfoLog(vertex_shader_id, info_log_length, nullptr, &vertex_shader_error[0]); -        if (result == GL_TRUE) { -            LOG_DEBUG(Render_OpenGL, "%s", &vertex_shader_error[0]); -        } else { -            LOG_ERROR(Render_OpenGL, "Error compiling vertex shader:\n%s", &vertex_shader_error[0]); +    if (vertex_shader) { +        // Compile Vertex Shader +        LOG_DEBUG(Render_OpenGL, "Compiling vertex shader..."); + +        glShaderSource(vertex_shader_id, 1, &vertex_shader, nullptr); +        glCompileShader(vertex_shader_id); + +        // Check Vertex Shader +        glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS, &result); +        glGetShaderiv(vertex_shader_id, GL_INFO_LOG_LENGTH, &info_log_length); + +        if (info_log_length > 1) { +            std::vector<char> vertex_shader_error(info_log_length); +            glGetShaderInfoLog(vertex_shader_id, info_log_length, nullptr, &vertex_shader_error[0]); +            if (result == GL_TRUE) { +                LOG_DEBUG(Render_OpenGL, "%s", &vertex_shader_error[0]); +            } else { +                LOG_ERROR(Render_OpenGL, "Error compiling vertex shader:\n%s", +                          &vertex_shader_error[0]); +            }          }      } -    // Compile Fragment Shader -    LOG_DEBUG(Render_OpenGL, "Compiling fragment shader..."); - -    glShaderSource(fragment_shader_id, 1, &fragment_shader, nullptr); -    glCompileShader(fragment_shader_id); - -    // Check Fragment Shader -    glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS, &result); -    glGetShaderiv(fragment_shader_id, GL_INFO_LOG_LENGTH, &info_log_length); +    if (geometry_shader) { +        // Compile Geometry Shader +        LOG_DEBUG(Render_OpenGL, "Compiling geometry shader..."); + +        glShaderSource(geometry_shader_id, 1, &geometry_shader, nullptr); +        glCompileShader(geometry_shader_id); + +        // Check Geometry Shader +        glGetShaderiv(geometry_shader_id, GL_COMPILE_STATUS, &result); +        glGetShaderiv(geometry_shader_id, GL_INFO_LOG_LENGTH, &info_log_length); + +        if (info_log_length > 1) { +            std::vector<char> geometry_shader_error(info_log_length); +            glGetShaderInfoLog(geometry_shader_id, info_log_length, nullptr, +                               &geometry_shader_error[0]); +            if (result == GL_TRUE) { +                LOG_DEBUG(Render_OpenGL, "%s", &geometry_shader_error[0]); +            } else { +                LOG_ERROR(Render_OpenGL, "Error compiling geometry shader:\n%s", +                          &geometry_shader_error[0]); +            } +        } +    } -    if (info_log_length > 1) { -        std::vector<char> fragment_shader_error(info_log_length); -        glGetShaderInfoLog(fragment_shader_id, info_log_length, nullptr, &fragment_shader_error[0]); -        if (result == GL_TRUE) { -            LOG_DEBUG(Render_OpenGL, "%s", &fragment_shader_error[0]); -        } else { -            LOG_ERROR(Render_OpenGL, "Error compiling fragment shader:\n%s", -                      &fragment_shader_error[0]); +    if (fragment_shader) { +        // Compile Fragment Shader +        LOG_DEBUG(Render_OpenGL, "Compiling fragment shader..."); + +        glShaderSource(fragment_shader_id, 1, &fragment_shader, nullptr); +        glCompileShader(fragment_shader_id); + +        // Check Fragment Shader +        glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS, &result); +        glGetShaderiv(fragment_shader_id, GL_INFO_LOG_LENGTH, &info_log_length); + +        if (info_log_length > 1) { +            std::vector<char> fragment_shader_error(info_log_length); +            glGetShaderInfoLog(fragment_shader_id, info_log_length, nullptr, +                               &fragment_shader_error[0]); +            if (result == GL_TRUE) { +                LOG_DEBUG(Render_OpenGL, "%s", &fragment_shader_error[0]); +            } else { +                LOG_ERROR(Render_OpenGL, "Error compiling fragment shader:\n%s", +                          &fragment_shader_error[0]); +            }          }      } @@ -64,8 +96,25 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {      LOG_DEBUG(Render_OpenGL, "Linking program...");      GLuint program_id = glCreateProgram(); -    glAttachShader(program_id, vertex_shader_id); -    glAttachShader(program_id, fragment_shader_id); +    if (vertex_shader) { +        glAttachShader(program_id, vertex_shader_id); +    } +    if (geometry_shader) { +        glAttachShader(program_id, geometry_shader_id); +    } +    if (fragment_shader) { +        glAttachShader(program_id, fragment_shader_id); +    } + +    if (!feedback_vars.empty()) { +        auto varyings = feedback_vars; +        glTransformFeedbackVaryings(program_id, static_cast<GLsizei>(feedback_vars.size()), +                                    &varyings[0], GL_INTERLEAVED_ATTRIBS); +    } + +    if (separable_program) { +        glProgramParameteri(program_id, GL_PROGRAM_SEPARABLE, GL_TRUE); +    }      glLinkProgram(program_id); @@ -85,13 +134,30 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {      // If the program linking failed at least one of the shaders was probably bad      if (result == GL_FALSE) { -        LOG_ERROR(Render_OpenGL, "Vertex shader:\n%s", vertex_shader); -        LOG_ERROR(Render_OpenGL, "Fragment shader:\n%s", fragment_shader); +        if (vertex_shader) { +            LOG_ERROR(Render_OpenGL, "Vertex shader:\n%s", vertex_shader); +        } +        if (geometry_shader) { +            LOG_ERROR(Render_OpenGL, "Geometry shader:\n%s", geometry_shader); +        } +        if (fragment_shader) { +            LOG_ERROR(Render_OpenGL, "Fragment shader:\n%s", fragment_shader); +        }      }      ASSERT_MSG(result == GL_TRUE, "Shader not linked"); -    glDeleteShader(vertex_shader_id); -    glDeleteShader(fragment_shader_id); +    if (vertex_shader) { +        glDetachShader(program_id, vertex_shader_id); +        glDeleteShader(vertex_shader_id); +    } +    if (geometry_shader) { +        glDetachShader(program_id, geometry_shader_id); +        glDeleteShader(geometry_shader_id); +    } +    if (fragment_shader) { +        glDetachShader(program_id, fragment_shader_id); +        glDeleteShader(fragment_shader_id); +    }      return program_id;  } 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 @@  #pragma once +#include <vector>  #include <glad/glad.h>  namespace GLShader { @@ -11,9 +12,12 @@ namespace GLShader {  /**   * Utility function to create and compile an OpenGL GLSL shader program (vertex + fragment shader)   * @param vertex_shader String of the GLSL vertex shader program + * @param geometry_shader String of the GLSL geometry shader program   * @param fragment_shader String of the GLSL fragment shader program   * @returns Handle of the newly created OpenGL shader object   */ -GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader); +GLuint LoadProgram(const char* vertex_shader, const char* geometry_shader, +                   const char* fragment_shader, const std::vector<const char*>& feedback_vars = {}, +                   bool separable_program = false);  } // 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() {                   0.0f);      // Link shaders and get variable locations -    shader.Create(vertex_shader, fragment_shader); +    shader.Create(vertex_shader, nullptr, fragment_shader);      state.draw.shader_program = shader.handle;      state.Apply();      uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix"); | 
