|
|
@@ -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;
|
|
|
}
|