OGL: Store shader source in OGLShader

So it can be dumped with info log when linking fails.
This commit is contained in:
Stenzek
2019-04-20 23:39:54 +10:00
parent bbd1ae16db
commit 5c95dc61fc
4 changed files with 30 additions and 20 deletions

View File

@ -24,15 +24,16 @@ static GLenum GetGLShaderTypeForStage(ShaderStage stage)
}
}
OGLShader::OGLShader(ShaderStage stage, GLenum gl_type, GLuint gl_id)
OGLShader::OGLShader(ShaderStage stage, GLenum gl_type, GLuint gl_id, std::string source)
: AbstractShader(stage), m_id(ProgramShaderCache::GenerateShaderID()), m_type(gl_type),
m_gl_id(gl_id)
m_gl_id(gl_id), m_source(std::move(source))
{
}
OGLShader::OGLShader(GLuint gl_compute_program_id)
OGLShader::OGLShader(GLuint gl_compute_program_id, std::string source)
: AbstractShader(ShaderStage::Compute), m_id(ProgramShaderCache::GenerateShaderID()),
m_type(GL_COMPUTE_SHADER), m_gl_compute_program_id(gl_compute_program_id)
m_type(GL_COMPUTE_SHADER), m_gl_compute_program_id(gl_compute_program_id),
m_source(std::move(source))
{
}
@ -47,22 +48,22 @@ OGLShader::~OGLShader()
std::unique_ptr<OGLShader> OGLShader::CreateFromSource(ShaderStage stage, const char* source,
size_t length)
{
std::string source_str(source, length);
if (stage != ShaderStage::Compute)
{
GLenum shader_type = GetGLShaderTypeForStage(stage);
GLuint shader_id =
ProgramShaderCache::CompileSingleShader(shader_type, std::string(source, length));
GLuint shader_id = ProgramShaderCache::CompileSingleShader(shader_type, source_str);
if (!shader_id)
return nullptr;
return std::make_unique<OGLShader>(stage, shader_type, shader_id);
return std::make_unique<OGLShader>(stage, shader_type, shader_id, std::move(source_str));
}
// Compute shaders.
SHADER prog;
if (!ProgramShaderCache::CompileComputeShader(prog, std::string(source, length)))
if (!ProgramShaderCache::CompileComputeShader(prog, source_str))
return nullptr;
return std::make_unique<OGLShader>(prog.glprogid);
return std::make_unique<OGLShader>(prog.glprogid, std::move(source_str));
}
} // namespace OGL