mirror of
https://github.com/melonDS-emu/melonDS.git
synced 2024-11-14 13:27:41 -07:00
346dd4006e
* Reorganize namespaces - Most types are now moved into the `melonDS` namespace - Only good chance to do this for a while, since a big refactor is next * Fix the build
149 lines
3.8 KiB
C++
149 lines
3.8 KiB
C++
/*
|
|
Copyright 2016-2023 melonDS team
|
|
|
|
This file is part of melonDS.
|
|
|
|
melonDS is free software: you can redistribute it and/or modify it under
|
|
the terms of the GNU General Public License as published by the Free
|
|
Software Foundation, either version 3 of the License, or (at your option)
|
|
any later version.
|
|
|
|
melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
|
|
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
|
|
FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License along
|
|
with melonDS. If not, see http://www.gnu.org/licenses/.
|
|
*/
|
|
|
|
#include "OpenGLSupport.h"
|
|
|
|
namespace melonDS
|
|
{
|
|
|
|
using Platform::Log;
|
|
using Platform::LogLevel;
|
|
|
|
namespace OpenGL
|
|
{
|
|
|
|
bool BuildShaderProgram(const char* vs, const char* fs, GLuint* ids, const char* name)
|
|
{
|
|
int len;
|
|
int res;
|
|
|
|
if (!glCreateShader)
|
|
{
|
|
Log(LogLevel::Error, "OpenGL: Cannot build shader program, OpenGL hasn't been loaded\n");
|
|
return false;
|
|
}
|
|
|
|
ids[0] = glCreateShader(GL_VERTEX_SHADER);
|
|
len = strlen(vs);
|
|
glShaderSource(ids[0], 1, &vs, &len);
|
|
glCompileShader(ids[0]);
|
|
|
|
glGetShaderiv(ids[0], GL_COMPILE_STATUS, &res);
|
|
if (res != GL_TRUE)
|
|
{
|
|
glGetShaderiv(ids[0], GL_INFO_LOG_LENGTH, &res);
|
|
if (res < 1) res = 1024;
|
|
char* log = new char[res+1];
|
|
glGetShaderInfoLog(ids[0], res+1, NULL, log);
|
|
Log(LogLevel::Error, "OpenGL: failed to compile vertex shader %s: %s\n", name, log);
|
|
Log(LogLevel::Debug, "shader source:\n--\n%s\n--\n", vs);
|
|
delete[] log;
|
|
|
|
glDeleteShader(ids[0]);
|
|
|
|
return false;
|
|
}
|
|
|
|
ids[1] = glCreateShader(GL_FRAGMENT_SHADER);
|
|
len = strlen(fs);
|
|
glShaderSource(ids[1], 1, &fs, &len);
|
|
glCompileShader(ids[1]);
|
|
|
|
glGetShaderiv(ids[1], GL_COMPILE_STATUS, &res);
|
|
if (res != GL_TRUE)
|
|
{
|
|
glGetShaderiv(ids[1], GL_INFO_LOG_LENGTH, &res);
|
|
if (res < 1) res = 1024;
|
|
char* log = new char[res+1];
|
|
glGetShaderInfoLog(ids[1], res+1, NULL, log);
|
|
Log(LogLevel::Error, "OpenGL: failed to compile fragment shader %s: %s\n", name, log);
|
|
//printf("shader source:\n--\n%s\n--\n", fs);
|
|
delete[] log;
|
|
|
|
Platform::FileHandle* logf = Platform::OpenFile("shaderfail.log", Platform::FileMode::WriteText);
|
|
Platform::FileWrite(fs, len+1, 1, logf);
|
|
Platform::CloseFile(logf);
|
|
|
|
glDeleteShader(ids[0]);
|
|
glDeleteShader(ids[1]);
|
|
|
|
return false;
|
|
}
|
|
|
|
ids[2] = glCreateProgram();
|
|
glAttachShader(ids[2], ids[0]);
|
|
glAttachShader(ids[2], ids[1]);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool LinkShaderProgram(GLuint* ids)
|
|
{
|
|
int res;
|
|
|
|
if (!glLinkProgram)
|
|
{
|
|
Log(LogLevel::Error, "OpenGL: Cannot link shader program, OpenGL hasn't been loaded\n");
|
|
return false;
|
|
}
|
|
|
|
glLinkProgram(ids[2]);
|
|
|
|
glDetachShader(ids[2], ids[0]);
|
|
glDetachShader(ids[2], ids[1]);
|
|
|
|
glDeleteShader(ids[0]);
|
|
glDeleteShader(ids[1]);
|
|
|
|
glGetProgramiv(ids[2], GL_LINK_STATUS, &res);
|
|
if (res != GL_TRUE)
|
|
{
|
|
glGetProgramiv(ids[2], GL_INFO_LOG_LENGTH, &res);
|
|
if (res < 1) res = 1024;
|
|
char* log = new char[res+1];
|
|
glGetProgramInfoLog(ids[2], res+1, NULL, log);
|
|
Log(LogLevel::Error, "OpenGL: failed to link shader program: %s\n", log);
|
|
delete[] log;
|
|
|
|
glDeleteProgram(ids[2]);
|
|
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void DeleteShaderProgram(GLuint* ids)
|
|
{
|
|
if (glDeleteProgram)
|
|
{ // If OpenGL isn't loaded, then there's no shader program to delete
|
|
glDeleteProgram(ids[2]);
|
|
}
|
|
}
|
|
|
|
void UseShaderProgram(GLuint* ids)
|
|
{
|
|
if (glUseProgram)
|
|
{ // If OpenGL isn't loaded, then there's no shader program to use
|
|
glUseProgram(ids[2]);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
} |