OGL: Store shader source in OGLShader
So it can be dumped with info log when linking fails.
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bbd1ae16db
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@ -24,15 +24,16 @@ static GLenum GetGLShaderTypeForStage(ShaderStage stage)
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}
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}
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OGLShader::OGLShader(ShaderStage stage, GLenum gl_type, GLuint gl_id)
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OGLShader::OGLShader(ShaderStage stage, GLenum gl_type, GLuint gl_id, std::string source)
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: AbstractShader(stage), m_id(ProgramShaderCache::GenerateShaderID()), m_type(gl_type),
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m_gl_id(gl_id)
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m_gl_id(gl_id), m_source(std::move(source))
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{
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}
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OGLShader::OGLShader(GLuint gl_compute_program_id)
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OGLShader::OGLShader(GLuint gl_compute_program_id, std::string source)
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: AbstractShader(ShaderStage::Compute), m_id(ProgramShaderCache::GenerateShaderID()),
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m_type(GL_COMPUTE_SHADER), m_gl_compute_program_id(gl_compute_program_id)
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m_type(GL_COMPUTE_SHADER), m_gl_compute_program_id(gl_compute_program_id),
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m_source(std::move(source))
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{
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}
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@ -47,22 +48,22 @@ OGLShader::~OGLShader()
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std::unique_ptr<OGLShader> OGLShader::CreateFromSource(ShaderStage stage, const char* source,
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size_t length)
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{
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std::string source_str(source, length);
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if (stage != ShaderStage::Compute)
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{
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GLenum shader_type = GetGLShaderTypeForStage(stage);
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GLuint shader_id =
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ProgramShaderCache::CompileSingleShader(shader_type, std::string(source, length));
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GLuint shader_id = ProgramShaderCache::CompileSingleShader(shader_type, source_str);
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if (!shader_id)
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return nullptr;
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return std::make_unique<OGLShader>(stage, shader_type, shader_id);
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return std::make_unique<OGLShader>(stage, shader_type, shader_id, std::move(source_str));
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}
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// Compute shaders.
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SHADER prog;
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if (!ProgramShaderCache::CompileComputeShader(prog, std::string(source, length)))
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if (!ProgramShaderCache::CompileComputeShader(prog, source_str))
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return nullptr;
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return std::make_unique<OGLShader>(prog.glprogid);
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return std::make_unique<OGLShader>(prog.glprogid, std::move(source_str));
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}
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} // namespace OGL
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@ -16,14 +16,15 @@ namespace OGL
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class OGLShader final : public AbstractShader
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{
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public:
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explicit OGLShader(ShaderStage stage, GLenum gl_type, GLuint gl_id);
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explicit OGLShader(GLuint gl_compute_program_id);
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explicit OGLShader(ShaderStage stage, GLenum gl_type, GLuint gl_id, std::string source);
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explicit OGLShader(GLuint gl_compute_program_id, std::string source);
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~OGLShader() override;
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u64 GetID() const { return m_id; }
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GLenum GetGLShaderType() const { return m_type; }
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GLuint GetGLShaderID() const { return m_gl_id; }
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GLuint GetGLComputeProgramID() const { return m_gl_compute_program_id; }
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const std::string& GetSource() const { return m_source; }
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static std::unique_ptr<OGLShader> CreateFromSource(ShaderStage stage, const char* source,
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size_t length);
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@ -33,6 +34,7 @@ private:
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GLenum m_type;
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GLuint m_gl_id = 0;
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GLuint m_gl_compute_program_id = 0;
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std::string m_source;
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};
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} // namespace OGL
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@ -291,7 +291,7 @@ bool ProgramShaderCache::CompileComputeShader(SHADER& shader, const std::string&
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// original shaders aren't needed any more
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glDeleteShader(shader_id);
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if (!CheckProgramLinkResult(shader.glprogid, full_code, "", ""))
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if (!CheckProgramLinkResult(shader.glprogid, &full_code, nullptr, nullptr))
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{
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shader.Destroy();
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return false;
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@ -374,8 +374,8 @@ bool ProgramShaderCache::CheckShaderCompileResult(GLuint id, GLenum type, const
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return true;
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}
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bool ProgramShaderCache::CheckProgramLinkResult(GLuint id, const std::string& vcode,
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const std::string& pcode, const std::string& gcode)
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bool ProgramShaderCache::CheckProgramLinkResult(GLuint id, const std::string* vcode,
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const std::string* pcode, const std::string* gcode)
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{
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GLint linkStatus;
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glGetProgramiv(id, GL_LINK_STATUS, &linkStatus);
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@ -393,9 +393,13 @@ bool ProgramShaderCache::CheckProgramLinkResult(GLuint id, const std::string& vc
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StringFromFormat("%sbad_p_%d.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
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std::ofstream file;
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File::OpenFStream(file, filename, std::ios_base::out);
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file << s_glsl_header << vcode << s_glsl_header << pcode;
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if (!gcode.empty())
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file << s_glsl_header << gcode;
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if (vcode)
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file << s_glsl_header << *vcode << '\n';
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if (gcode)
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file << s_glsl_header << *gcode << '\n';
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if (pcode)
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file << s_glsl_header << *pcode << '\n';
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file << info_log;
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file.close();
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@ -573,7 +577,10 @@ PipelineProgram* ProgramShaderCache::GetPipelineProgram(const GLVertexFormat* ve
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if (!s_is_shared_context && vao != s_last_VAO)
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glBindVertexArray(s_last_VAO);
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if (!ProgramShaderCache::CheckProgramLinkResult(prog->shader.glprogid, {}, {}, {}))
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if (!ProgramShaderCache::CheckProgramLinkResult(
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prog->shader.glprogid, vertex_shader ? &vertex_shader->GetSource() : nullptr,
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geometry_shader ? &geometry_shader->GetSource() : nullptr,
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pixel_shader ? &pixel_shader->GetSource() : nullptr))
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{
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prog->shader.Destroy();
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return nullptr;
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@ -77,8 +77,8 @@ public:
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static bool CompileComputeShader(SHADER& shader, const std::string& code);
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static GLuint CompileSingleShader(GLenum type, const std::string& code);
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static bool CheckShaderCompileResult(GLuint id, GLenum type, const std::string& code);
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static bool CheckProgramLinkResult(GLuint id, const std::string& vcode, const std::string& pcode,
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const std::string& gcode);
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static bool CheckProgramLinkResult(GLuint id, const std::string* vcode, const std::string* pcode,
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const std::string* gcode);
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static StreamBuffer* GetUniformBuffer();
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static u32 GetUniformBufferAlignment();
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static void UploadConstants();
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