// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include "Common/Assert.h" #include "Common/GL/GLInterfaceBase.h" #include "Common/GL/GLUtil.h" #include "Common/Logging/Log.h" std::unique_ptr GLInterface; namespace GLUtil { void InitInterface() { GLInterface = HostGL_CreateGLInterface(); } GLuint CompileProgram(const std::string& vertexShader, const std::string& fragmentShader) { // generate objects GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER); GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER); GLuint programID = glCreateProgram(); // compile vertex shader const char* shader = vertexShader.c_str(); glShaderSource(vertexShaderID, 1, &shader, nullptr); glCompileShader(vertexShaderID); #if defined(_DEBUG) || defined(DEBUGFAST) GLint Result = GL_FALSE; char stringBuffer[1024]; GLsizei stringBufferUsage = 0; glGetShaderiv(vertexShaderID, GL_COMPILE_STATUS, &Result); glGetShaderInfoLog(vertexShaderID, 1024, &stringBufferUsage, stringBuffer); if (Result && stringBufferUsage) { ERROR_LOG(VIDEO, "GLSL vertex shader warnings:\n%s%s", stringBuffer, vertexShader.c_str()); } else if (!Result) { ERROR_LOG(VIDEO, "GLSL vertex shader error:\n%s%s", stringBuffer, vertexShader.c_str()); } else { INFO_LOG(VIDEO, "GLSL vertex shader compiled:\n%s", vertexShader.c_str()); } bool shader_errors = !Result; #endif // compile fragment shader shader = fragmentShader.c_str(); glShaderSource(fragmentShaderID, 1, &shader, nullptr); glCompileShader(fragmentShaderID); #if defined(_DEBUG) || defined(DEBUGFAST) glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &Result); glGetShaderInfoLog(fragmentShaderID, 1024, &stringBufferUsage, stringBuffer); if (Result && stringBufferUsage) { ERROR_LOG(VIDEO, "GLSL fragment shader warnings:\n%s%s", stringBuffer, fragmentShader.c_str()); } else if (!Result) { ERROR_LOG(VIDEO, "GLSL fragment shader error:\n%s%s", stringBuffer, fragmentShader.c_str()); } else { INFO_LOG(VIDEO, "GLSL fragment shader compiled:\n%s", fragmentShader.c_str()); } shader_errors |= !Result; #endif // link them glAttachShader(programID, vertexShaderID); glAttachShader(programID, fragmentShaderID); glLinkProgram(programID); #if defined(_DEBUG) || defined(DEBUGFAST) glGetProgramiv(programID, GL_LINK_STATUS, &Result); glGetProgramInfoLog(programID, 1024, &stringBufferUsage, stringBuffer); if (Result && stringBufferUsage) { ERROR_LOG(VIDEO, "GLSL linker warnings:\n%s%s%s", stringBuffer, vertexShader.c_str(), fragmentShader.c_str()); } else if (!Result && !shader_errors) { ERROR_LOG(VIDEO, "GLSL linker error:\n%s%s%s", stringBuffer, vertexShader.c_str(), fragmentShader.c_str()); } #endif // cleanup glDeleteShader(vertexShaderID); glDeleteShader(fragmentShaderID); return programID; } }