helper for compiling glsl
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
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@ -629,6 +629,70 @@ void OpenGL_Shutdown()
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#endif
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}
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GLuint OpenGL_CompileProgram ( const char* vertexShader, const char* fragmentShader )
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{
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// generate objects
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GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
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GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
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GLuint programID = glCreateProgram();
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GLint Result = GL_FALSE;
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char stringBuffer[1024];
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GLsizei stringBufferUsage = 0;
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// compile vertex shader
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glShaderSource(vertexShaderID, 1, &vertexShader, NULL);
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glCompileShader(vertexShaderID);
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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glGetShaderiv(vertexShaderID, GL_COMPILE_STATUS, &Result);
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glGetShaderInfoLog(vertexShaderID, 1024, &stringBufferUsage, stringBuffer);
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if(Result && stringBufferUsage) {
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ERROR_LOG(VIDEO, "GLSL vertex shader warnings:\n%s%s", stringBuffer, vertexShader);
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} else if(!Result) {
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ERROR_LOG(VIDEO, "GLSL vertex shader error:\n%s%s", stringBuffer, vertexShader);
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} else {
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DEBUG_LOG(VIDEO, "GLSL vertex shader compiled:\n%s", vertexShader);
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}
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bool shader_errors = !Result;
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#endif
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// compile fragment shader
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glShaderSource(fragmentShaderID, 1, &fragmentShader, NULL);
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glCompileShader(fragmentShaderID);
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &Result);
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glGetShaderInfoLog(fragmentShaderID, 1024, &stringBufferUsage, stringBuffer);
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if(Result && stringBufferUsage) {
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ERROR_LOG(VIDEO, "GLSL fragment shader warnings:\n%s%s", stringBuffer, fragmentShader);
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} else if(!Result) {
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ERROR_LOG(VIDEO, "GLSL fragment shader error:\n%s%s", stringBuffer, fragmentShader);
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} else {
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DEBUG_LOG(VIDEO, "GLSL fragment shader compiled:\n%s", fragmentShader);
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}
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shader_errors |= !Result;
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#endif
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// link them
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glAttachShader(programID, vertexShaderID);
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glAttachShader(programID, fragmentShaderID);
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glLinkProgram(programID);
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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glGetProgramiv(programID, GL_LINK_STATUS, &Result);
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glGetProgramInfoLog(programID, 1024, &stringBufferUsage, stringBuffer);
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if(Result && stringBufferUsage) {
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ERROR_LOG(VIDEO, "GLSL linker warnings:\n%s%s%s", stringBuffer, vertexShader, fragmentShader);
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} else if(!Result && !shader_errors) {
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ERROR_LOG(VIDEO, "GLSL linker error:\n%s%s%s", stringBuffer, vertexShader, fragmentShader);
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}
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#endif
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// cleanup
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glDeleteShader(vertexShaderID);
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glDeleteShader(fragmentShaderID);
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return programID;
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}
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GLuint OpenGL_ReportGLError(const char *function, const char *file, int line)
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{
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GLint err = glGetError();
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@ -96,6 +96,9 @@ u32 OpenGL_GetBackbufferHeight();
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// Set things
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void OpenGL_SetWindowText(const char *text);
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// Helpers
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GLuint OpenGL_CompileProgram(const char *vertexShader, const char *fragmentShader);
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// Error reporting - use the convenient macros.
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void OpenGL_ReportARBProgramError();
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GLuint OpenGL_ReportGLError(const char *function, const char *file, int line);
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@ -126,4 +129,7 @@ extern CGprofile g_cgvProf, g_cgfProf;
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// use GLSL shaders across the whole pipeline. Yikes!
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//#define USE_DUAL_SOURCE_BLEND
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// TODO: should be removed if we use glsl a lot
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#define DEBUG_GLSL
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#endif // _GLINIT_H_
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@ -176,19 +176,7 @@ RasterFont::RasterFont()
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glVertexAttribPointer(1, 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
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// generate shader
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GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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shader_program = glCreateProgram();
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glShaderSource(vertex_shader, 1, &s_vertex_shader, NULL);
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glCompileShader(vertex_shader);
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glShaderSource(fragment_shader, 1, &s_fragment_shader, NULL);
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glCompileShader(fragment_shader);
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glAttachShader(shader_program, vertex_shader);
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glAttachShader(shader_program, fragment_shader);
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glLinkProgram(shader_program);
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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shader_program = OpenGL_CompileProgram(s_vertex_shader, s_fragment_shader);
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// bound uniforms
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glUseProgram(shader_program);
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