dolphin/Source/Core/Common/GL/GLUtil.cpp

106 lines
2.9 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <memory>
#include "Common/Assert.h"
#include "Common/GL/GLInterfaceBase.h"
#include "Common/GL/GLUtil.h"
#include "Common/Logging/Log.h"
std::unique_ptr<cInterfaceBase> GLInterface;
namespace GLUtil
{
void InitInterface()
{
GLInterface = HostGL_CreateGLInterface();
}
GLuint CompileProgram(const std::string& vertexShader, const std::string& fragmentShader)
{
// generate objects
GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
GLuint programID = glCreateProgram();
// compile vertex shader
const char* shader = vertexShader.c_str();
glShaderSource(vertexShaderID, 1, &shader, nullptr);
glCompileShader(vertexShaderID);
#if defined(_DEBUG) || defined(DEBUGFAST)
GLint Result = GL_FALSE;
char stringBuffer[1024];
GLsizei stringBufferUsage = 0;
glGetShaderiv(vertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderInfoLog(vertexShaderID, 1024, &stringBufferUsage, stringBuffer);
if (Result && stringBufferUsage)
{
ERROR_LOG(VIDEO, "GLSL vertex shader warnings:\n%s%s", stringBuffer, vertexShader.c_str());
}
else if (!Result)
{
ERROR_LOG(VIDEO, "GLSL vertex shader error:\n%s%s", stringBuffer, vertexShader.c_str());
}
else
{
INFO_LOG(VIDEO, "GLSL vertex shader compiled:\n%s", vertexShader.c_str());
}
bool shader_errors = !Result;
#endif
// compile fragment shader
shader = fragmentShader.c_str();
glShaderSource(fragmentShaderID, 1, &shader, nullptr);
glCompileShader(fragmentShaderID);
#if defined(_DEBUG) || defined(DEBUGFAST)
glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderInfoLog(fragmentShaderID, 1024, &stringBufferUsage, stringBuffer);
if (Result && stringBufferUsage)
{
ERROR_LOG(VIDEO, "GLSL fragment shader warnings:\n%s%s", stringBuffer, fragmentShader.c_str());
}
else if (!Result)
{
ERROR_LOG(VIDEO, "GLSL fragment shader error:\n%s%s", stringBuffer, fragmentShader.c_str());
}
else
{
INFO_LOG(VIDEO, "GLSL fragment shader compiled:\n%s", fragmentShader.c_str());
}
shader_errors |= !Result;
#endif
// link them
glAttachShader(programID, vertexShaderID);
glAttachShader(programID, fragmentShaderID);
glLinkProgram(programID);
#if defined(_DEBUG) || defined(DEBUGFAST)
glGetProgramiv(programID, GL_LINK_STATUS, &Result);
glGetProgramInfoLog(programID, 1024, &stringBufferUsage, stringBuffer);
if (Result && stringBufferUsage)
{
ERROR_LOG(VIDEO, "GLSL linker warnings:\n%s%s%s", stringBuffer, vertexShader.c_str(),
fragmentShader.c_str());
}
else if (!Result && !shader_errors)
{
ERROR_LOG(VIDEO, "GLSL linker error:\n%s%s%s", stringBuffer, vertexShader.c_str(),
fragmentShader.c_str());
}
#endif
// cleanup
glDeleteShader(vertexShaderID);
glDeleteShader(fragmentShaderID);
return programID;
}
}