// Copyright 2017 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "VideoBackends/OGL/OGLShader.h" #include "VideoBackends/OGL/ProgramShaderCache.h" #include "VideoCommon/VideoConfig.h" namespace OGL { static GLenum GetGLShaderTypeForStage(ShaderStage stage) { switch (stage) { case ShaderStage::Vertex: return GL_VERTEX_SHADER; case ShaderStage::Geometry: return GL_GEOMETRY_SHADER; case ShaderStage::Pixel: return GL_FRAGMENT_SHADER; case ShaderStage::Compute: return GL_COMPUTE_SHADER; default: return 0; } } OGLShader::OGLShader(ShaderStage stage, GLenum gl_type, GLuint gl_id, std::string source, std::string name) : AbstractShader(stage), m_id(ProgramShaderCache::GenerateShaderID()), m_type(gl_type), m_gl_id(gl_id), m_source(std::move(source)), m_name(std::move(name)) { if (!m_name.empty() && g_ActiveConfig.backend_info.bSupportsSettingObjectNames) { glObjectLabel(GL_SHADER, m_gl_id, -1, m_name.c_str()); } } OGLShader::OGLShader(GLuint gl_compute_program_id, std::string source, std::string name) : AbstractShader(ShaderStage::Compute), m_id(ProgramShaderCache::GenerateShaderID()), m_type(GL_COMPUTE_SHADER), m_gl_compute_program_id(gl_compute_program_id), m_source(std::move(source)), m_name(std::move(name)) { if (!m_name.empty() && g_ActiveConfig.backend_info.bSupportsSettingObjectNames) { glObjectLabel(GL_SHADER, m_gl_compute_program_id, -1, m_name.c_str()); } } OGLShader::~OGLShader() { if (m_stage != ShaderStage::Compute) glDeleteShader(m_gl_id); else glDeleteProgram(m_gl_compute_program_id); } std::unique_ptr OGLShader::CreateFromSource(ShaderStage stage, std::string_view source, std::string_view name) { std::string source_str(source); std::string name_str(name); if (stage != ShaderStage::Compute) { GLenum shader_type = GetGLShaderTypeForStage(stage); GLuint shader_id = ProgramShaderCache::CompileSingleShader(shader_type, source_str); if (!shader_id) return nullptr; return std::make_unique(stage, shader_type, shader_id, std::move(source_str), std::move(name_str)); } // Compute shaders. SHADER prog; if (!ProgramShaderCache::CompileComputeShader(prog, source_str)) return nullptr; return std::make_unique(prog.glprogid, std::move(source_str), std::move(name_str)); } } // namespace OGL