mirror of
https://github.com/libretro/dolphin
synced 2024-11-12 16:33:54 -05:00
e60268bd42
Greatly simplifies the overall interface when it comes to compiling shaders. Also allows getting rid of a std::string overload of the same name. Now std::string and const char* both go through the same function.
69 lines
1.9 KiB
C++
69 lines
1.9 KiB
C++
// Copyright 2017 Dolphin Emulator Project
|
|
// Licensed under GPLv2+
|
|
// Refer to the license.txt file included.
|
|
|
|
#include "VideoBackends/OGL/OGLShader.h"
|
|
#include "VideoBackends/OGL/ProgramShaderCache.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)
|
|
: AbstractShader(stage), m_id(ProgramShaderCache::GenerateShaderID()), m_type(gl_type),
|
|
m_gl_id(gl_id), m_source(std::move(source))
|
|
{
|
|
}
|
|
|
|
OGLShader::OGLShader(GLuint gl_compute_program_id, std::string source)
|
|
: 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))
|
|
{
|
|
}
|
|
|
|
OGLShader::~OGLShader()
|
|
{
|
|
if (m_stage != ShaderStage::Compute)
|
|
glDeleteShader(m_gl_id);
|
|
else
|
|
glDeleteProgram(m_gl_compute_program_id);
|
|
}
|
|
|
|
std::unique_ptr<OGLShader> OGLShader::CreateFromSource(ShaderStage stage, std::string_view source)
|
|
{
|
|
std::string source_str(source);
|
|
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<OGLShader>(stage, shader_type, shader_id, std::move(source_str));
|
|
}
|
|
|
|
// Compute shaders.
|
|
SHADER prog;
|
|
if (!ProgramShaderCache::CompileComputeShader(prog, source_str))
|
|
return nullptr;
|
|
return std::make_unique<OGLShader>(prog.glprogid, std::move(source_str));
|
|
}
|
|
|
|
} // namespace OGL
|