فهرست منبع

gl_shader_util: Sync latest version with Citra.

bunnei 8 سال پیش
والد
کامیت
9c468e0c55

+ 110 - 44
src/video_core/renderer_opengl/gl_shader_util.cpp

@@ -10,53 +10,85 @@
 
 
 namespace GLShader {
 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
     // 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;
     GLint result = GL_FALSE;
     int info_log_length;
     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...");
     LOG_DEBUG(Render_OpenGL, "Linking program...");
 
 
     GLuint program_id = glCreateProgram();
     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);
     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 the program linking failed at least one of the shaders was probably bad
     if (result == GL_FALSE) {
     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");
     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;
     return program_id;
 }
 }

+ 5 - 1
src/video_core/renderer_opengl/gl_shader_util.h

@@ -4,6 +4,7 @@
 
 
 #pragma once
 #pragma once
 
 
+#include <vector>
 #include <glad/glad.h>
 #include <glad/glad.h>
 
 
 namespace GLShader {
 namespace GLShader {
@@ -11,9 +12,12 @@ namespace GLShader {
 /**
 /**
  * Utility function to create and compile an OpenGL GLSL shader program (vertex + fragment shader)
  * 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 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
  * @param fragment_shader String of the GLSL fragment shader program
  * @returns Handle of the newly created OpenGL shader object
  * @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
 } // namespace GLShader

+ 1 - 1
src/video_core/renderer_opengl/renderer_opengl.cpp

@@ -318,7 +318,7 @@ void RendererOpenGL::InitOpenGLObjects() {
                  0.0f);
                  0.0f);
 
 
     // Link shaders and get variable locations
     // 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.draw.shader_program = shader.handle;
     state.Apply();
     state.Apply();
     uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
     uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");