dolphin/Source/Core/VideoBackends/OGL/OGLShader.cpp

82 lines
2.5 KiB
C++

// 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> 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<OGLShader>(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<OGLShader>(prog.glprogid, std::move(source_str), std::move(name_str));
}
} // namespace OGL