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