melonDS/src/OpenGLSupport.cpp
Jesse Talavera-Greenberg 346dd4006e
Move all core types into namespaces (#1886)
* 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
2023-11-25 18:32:09 +01:00

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]);
}
}
}
}