VideoBackends: Make TextureCache::CompileShaders return a bool

This commit is contained in:
Stenzek
2016-08-13 22:56:01 +10:00
parent 6a99cbd9fc
commit 828aac7890
8 changed files with 46 additions and 29 deletions

View File

@ -314,7 +314,7 @@ void TextureCache::SetStage()
glActiveTexture(GL_TEXTURE0 + s_ActiveTexture);
}
void TextureCache::CompileShaders()
bool TextureCache::CompileShaders()
{
constexpr const char* color_copy_program = "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
"in vec3 f_uv0;\n"
@ -398,15 +398,18 @@ void TextureCache::CompileShaders()
const char* prefix = geo_program.empty() ? "f" : "v";
const char* depth_layer = g_ActiveConfig.bStereoEFBMonoDepth ? "0.0" : "f_uv0.z";
ProgramShaderCache::CompileShader(s_ColorCopyProgram,
StringFromFormat(vertex_program, prefix, prefix),
color_copy_program, geo_program);
ProgramShaderCache::CompileShader(s_ColorMatrixProgram,
StringFromFormat(vertex_program, prefix, prefix),
color_matrix_program, geo_program);
ProgramShaderCache::CompileShader(
s_DepthMatrixProgram, StringFromFormat(vertex_program, prefix, prefix),
StringFromFormat(depth_matrix_program, depth_layer), geo_program);
if (!ProgramShaderCache::CompileShader(s_ColorCopyProgram,
StringFromFormat(vertex_program, prefix, prefix),
color_copy_program, geo_program) ||
!ProgramShaderCache::CompileShader(s_ColorMatrixProgram,
StringFromFormat(vertex_program, prefix, prefix),
color_matrix_program, geo_program) ||
!ProgramShaderCache::CompileShader(
s_DepthMatrixProgram, StringFromFormat(vertex_program, prefix, prefix),
StringFromFormat(depth_matrix_program, depth_layer), geo_program))
{
return false;
}
s_ColorMatrixUniform = glGetUniformLocation(s_ColorMatrixProgram.glprogid, "colmat");
s_DepthMatrixUniform = glGetUniformLocation(s_DepthMatrixProgram.glprogid, "colmat");
@ -500,9 +503,12 @@ void TextureCache::CompileShaders()
if (g_ActiveConfig.backend_info.bSupportsPaletteConversion)
{
ProgramShaderCache::CompileShader(
s_palette_pixel_shader[GX_TL_IA8], StringFromFormat(vertex_program, prefix, prefix),
"#define DECODE DecodePixel_IA8" + palette_shader, geo_program);
if (!ProgramShaderCache::CompileShader(
s_palette_pixel_shader[GX_TL_IA8], StringFromFormat(vertex_program, prefix, prefix),
"#define DECODE DecodePixel_IA8" + palette_shader, geo_program))
{
return false;
}
s_palette_buffer_offset_uniform[GX_TL_IA8] =
glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "texture_buffer_offset");
s_palette_multiplier_uniform[GX_TL_IA8] =
@ -510,9 +516,12 @@ void TextureCache::CompileShaders()
s_palette_copy_position_uniform[GX_TL_IA8] =
glGetUniformLocation(s_palette_pixel_shader[GX_TL_IA8].glprogid, "copy_position");
ProgramShaderCache::CompileShader(
s_palette_pixel_shader[GX_TL_RGB565], StringFromFormat(vertex_program, prefix, prefix),
"#define DECODE DecodePixel_RGB565" + palette_shader, geo_program);
if (!ProgramShaderCache::CompileShader(
s_palette_pixel_shader[GX_TL_RGB565], StringFromFormat(vertex_program, prefix, prefix),
"#define DECODE DecodePixel_RGB565" + palette_shader, geo_program))
{
return false;
}
s_palette_buffer_offset_uniform[GX_TL_RGB565] = glGetUniformLocation(
s_palette_pixel_shader[GX_TL_RGB565].glprogid, "texture_buffer_offset");
s_palette_multiplier_uniform[GX_TL_RGB565] =
@ -520,9 +529,12 @@ void TextureCache::CompileShaders()
s_palette_copy_position_uniform[GX_TL_RGB565] =
glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB565].glprogid, "copy_position");
ProgramShaderCache::CompileShader(
s_palette_pixel_shader[GX_TL_RGB5A3], StringFromFormat(vertex_program, prefix, prefix),
"#define DECODE DecodePixel_RGB5A3" + palette_shader, geo_program);
if (!ProgramShaderCache::CompileShader(
s_palette_pixel_shader[GX_TL_RGB5A3], StringFromFormat(vertex_program, prefix, prefix),
"#define DECODE DecodePixel_RGB5A3" + palette_shader, geo_program))
{
return false;
}
s_palette_buffer_offset_uniform[GX_TL_RGB5A3] = glGetUniformLocation(
s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "texture_buffer_offset");
s_palette_multiplier_uniform[GX_TL_RGB5A3] =
@ -530,6 +542,8 @@ void TextureCache::CompileShaders()
s_palette_copy_position_uniform[GX_TL_RGB5A3] =
glGetUniformLocation(s_palette_pixel_shader[GX_TL_RGB5A3].glprogid, "copy_position");
}
return true;
}
void TextureCache::DeleteShaders()