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	gl_shader_util: Sync latest version with Citra.
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				| @ -10,53 +10,85 @@ | ||||
| 
 | ||||
| namespace GLShader { | ||||
| 
 | ||||
| GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) { | ||||
| 
 | ||||
| GLuint LoadProgram(const char* vertex_shader, const char* geometry_shader, | ||||
|                    const char* fragment_shader, const std::vector<const char*>& feedback_vars, | ||||
|                    bool separable_program) { | ||||
|     // Create the shaders
 | ||||
|     GLuint vertex_shader_id = glCreateShader(GL_VERTEX_SHADER); | ||||
|     GLuint fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER); | ||||
|     GLuint vertex_shader_id = vertex_shader ? glCreateShader(GL_VERTEX_SHADER) : 0; | ||||
|     GLuint geometry_shader_id = geometry_shader ? glCreateShader(GL_GEOMETRY_SHADER) : 0; | ||||
|     GLuint fragment_shader_id = fragment_shader ? glCreateShader(GL_FRAGMENT_SHADER) : 0; | ||||
| 
 | ||||
|     GLint result = GL_FALSE; | ||||
|     int info_log_length; | ||||
| 
 | ||||
|     // Compile Vertex Shader
 | ||||
|     LOG_DEBUG(Render_OpenGL, "Compiling vertex shader..."); | ||||
|     if (vertex_shader) { | ||||
|         // Compile Vertex Shader
 | ||||
|         LOG_DEBUG(Render_OpenGL, "Compiling vertex shader..."); | ||||
| 
 | ||||
|     glShaderSource(vertex_shader_id, 1, &vertex_shader, nullptr); | ||||
|     glCompileShader(vertex_shader_id); | ||||
|         glShaderSource(vertex_shader_id, 1, &vertex_shader, nullptr); | ||||
|         glCompileShader(vertex_shader_id); | ||||
| 
 | ||||
|     // Check Vertex Shader
 | ||||
|     glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS, &result); | ||||
|     glGetShaderiv(vertex_shader_id, GL_INFO_LOG_LENGTH, &info_log_length); | ||||
|         // Check Vertex Shader
 | ||||
|         glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS, &result); | ||||
|         glGetShaderiv(vertex_shader_id, GL_INFO_LOG_LENGTH, &info_log_length); | ||||
| 
 | ||||
|     if (info_log_length > 1) { | ||||
|         std::vector<char> vertex_shader_error(info_log_length); | ||||
|         glGetShaderInfoLog(vertex_shader_id, info_log_length, nullptr, &vertex_shader_error[0]); | ||||
|         if (result == GL_TRUE) { | ||||
|             LOG_DEBUG(Render_OpenGL, "%s", &vertex_shader_error[0]); | ||||
|         } else { | ||||
|             LOG_ERROR(Render_OpenGL, "Error compiling vertex shader:\n%s", &vertex_shader_error[0]); | ||||
|         if (info_log_length > 1) { | ||||
|             std::vector<char> vertex_shader_error(info_log_length); | ||||
|             glGetShaderInfoLog(vertex_shader_id, info_log_length, nullptr, &vertex_shader_error[0]); | ||||
|             if (result == GL_TRUE) { | ||||
|                 LOG_DEBUG(Render_OpenGL, "%s", &vertex_shader_error[0]); | ||||
|             } else { | ||||
|                 LOG_ERROR(Render_OpenGL, "Error compiling vertex shader:\n%s", | ||||
|                           &vertex_shader_error[0]); | ||||
|             } | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     // Compile Fragment Shader
 | ||||
|     LOG_DEBUG(Render_OpenGL, "Compiling fragment shader..."); | ||||
|     if (geometry_shader) { | ||||
|         // Compile Geometry Shader
 | ||||
|         LOG_DEBUG(Render_OpenGL, "Compiling geometry shader..."); | ||||
| 
 | ||||
|     glShaderSource(fragment_shader_id, 1, &fragment_shader, nullptr); | ||||
|     glCompileShader(fragment_shader_id); | ||||
|         glShaderSource(geometry_shader_id, 1, &geometry_shader, nullptr); | ||||
|         glCompileShader(geometry_shader_id); | ||||
| 
 | ||||
|     // Check Fragment Shader
 | ||||
|     glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS, &result); | ||||
|     glGetShaderiv(fragment_shader_id, GL_INFO_LOG_LENGTH, &info_log_length); | ||||
|         // Check Geometry Shader
 | ||||
|         glGetShaderiv(geometry_shader_id, GL_COMPILE_STATUS, &result); | ||||
|         glGetShaderiv(geometry_shader_id, GL_INFO_LOG_LENGTH, &info_log_length); | ||||
| 
 | ||||
|     if (info_log_length > 1) { | ||||
|         std::vector<char> fragment_shader_error(info_log_length); | ||||
|         glGetShaderInfoLog(fragment_shader_id, info_log_length, nullptr, &fragment_shader_error[0]); | ||||
|         if (result == GL_TRUE) { | ||||
|             LOG_DEBUG(Render_OpenGL, "%s", &fragment_shader_error[0]); | ||||
|         } else { | ||||
|             LOG_ERROR(Render_OpenGL, "Error compiling fragment shader:\n%s", | ||||
|                       &fragment_shader_error[0]); | ||||
|         if (info_log_length > 1) { | ||||
|             std::vector<char> geometry_shader_error(info_log_length); | ||||
|             glGetShaderInfoLog(geometry_shader_id, info_log_length, nullptr, | ||||
|                                &geometry_shader_error[0]); | ||||
|             if (result == GL_TRUE) { | ||||
|                 LOG_DEBUG(Render_OpenGL, "%s", &geometry_shader_error[0]); | ||||
|             } else { | ||||
|                 LOG_ERROR(Render_OpenGL, "Error compiling geometry shader:\n%s", | ||||
|                           &geometry_shader_error[0]); | ||||
|             } | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     if (fragment_shader) { | ||||
|         // Compile Fragment Shader
 | ||||
|         LOG_DEBUG(Render_OpenGL, "Compiling fragment shader..."); | ||||
| 
 | ||||
|         glShaderSource(fragment_shader_id, 1, &fragment_shader, nullptr); | ||||
|         glCompileShader(fragment_shader_id); | ||||
| 
 | ||||
|         // Check Fragment Shader
 | ||||
|         glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS, &result); | ||||
|         glGetShaderiv(fragment_shader_id, GL_INFO_LOG_LENGTH, &info_log_length); | ||||
| 
 | ||||
|         if (info_log_length > 1) { | ||||
|             std::vector<char> fragment_shader_error(info_log_length); | ||||
|             glGetShaderInfoLog(fragment_shader_id, info_log_length, nullptr, | ||||
|                                &fragment_shader_error[0]); | ||||
|             if (result == GL_TRUE) { | ||||
|                 LOG_DEBUG(Render_OpenGL, "%s", &fragment_shader_error[0]); | ||||
|             } else { | ||||
|                 LOG_ERROR(Render_OpenGL, "Error compiling fragment shader:\n%s", | ||||
|                           &fragment_shader_error[0]); | ||||
|             } | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
| @ -64,8 +96,25 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) { | ||||
|     LOG_DEBUG(Render_OpenGL, "Linking program..."); | ||||
| 
 | ||||
|     GLuint program_id = glCreateProgram(); | ||||
|     glAttachShader(program_id, vertex_shader_id); | ||||
|     glAttachShader(program_id, fragment_shader_id); | ||||
|     if (vertex_shader) { | ||||
|         glAttachShader(program_id, vertex_shader_id); | ||||
|     } | ||||
|     if (geometry_shader) { | ||||
|         glAttachShader(program_id, geometry_shader_id); | ||||
|     } | ||||
|     if (fragment_shader) { | ||||
|         glAttachShader(program_id, fragment_shader_id); | ||||
|     } | ||||
| 
 | ||||
|     if (!feedback_vars.empty()) { | ||||
|         auto varyings = feedback_vars; | ||||
|         glTransformFeedbackVaryings(program_id, static_cast<GLsizei>(feedback_vars.size()), | ||||
|                                     &varyings[0], GL_INTERLEAVED_ATTRIBS); | ||||
|     } | ||||
| 
 | ||||
|     if (separable_program) { | ||||
|         glProgramParameteri(program_id, GL_PROGRAM_SEPARABLE, GL_TRUE); | ||||
|     } | ||||
| 
 | ||||
|     glLinkProgram(program_id); | ||||
| 
 | ||||
| @ -85,13 +134,30 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) { | ||||
| 
 | ||||
|     // If the program linking failed at least one of the shaders was probably bad
 | ||||
|     if (result == GL_FALSE) { | ||||
|         LOG_ERROR(Render_OpenGL, "Vertex shader:\n%s", vertex_shader); | ||||
|         LOG_ERROR(Render_OpenGL, "Fragment shader:\n%s", fragment_shader); | ||||
|         if (vertex_shader) { | ||||
|             LOG_ERROR(Render_OpenGL, "Vertex shader:\n%s", vertex_shader); | ||||
|         } | ||||
|         if (geometry_shader) { | ||||
|             LOG_ERROR(Render_OpenGL, "Geometry shader:\n%s", geometry_shader); | ||||
|         } | ||||
|         if (fragment_shader) { | ||||
|             LOG_ERROR(Render_OpenGL, "Fragment shader:\n%s", fragment_shader); | ||||
|         } | ||||
|     } | ||||
|     ASSERT_MSG(result == GL_TRUE, "Shader not linked"); | ||||
| 
 | ||||
|     glDeleteShader(vertex_shader_id); | ||||
|     glDeleteShader(fragment_shader_id); | ||||
|     if (vertex_shader) { | ||||
|         glDetachShader(program_id, vertex_shader_id); | ||||
|         glDeleteShader(vertex_shader_id); | ||||
|     } | ||||
|     if (geometry_shader) { | ||||
|         glDetachShader(program_id, geometry_shader_id); | ||||
|         glDeleteShader(geometry_shader_id); | ||||
|     } | ||||
|     if (fragment_shader) { | ||||
|         glDetachShader(program_id, fragment_shader_id); | ||||
|         glDeleteShader(fragment_shader_id); | ||||
|     } | ||||
| 
 | ||||
|     return program_id; | ||||
| } | ||||
|  | ||||
| @ -4,6 +4,7 @@ | ||||
| 
 | ||||
| #pragma once | ||||
| 
 | ||||
| #include <vector> | ||||
| #include <glad/glad.h> | ||||
| 
 | ||||
| namespace GLShader { | ||||
| @ -11,9 +12,12 @@ namespace GLShader { | ||||
| /**
 | ||||
|  * Utility function to create and compile an OpenGL GLSL shader program (vertex + fragment shader) | ||||
|  * @param vertex_shader String of the GLSL vertex shader program | ||||
|  * @param geometry_shader String of the GLSL geometry shader program | ||||
|  * @param fragment_shader String of the GLSL fragment shader program | ||||
|  * @returns Handle of the newly created OpenGL shader object | ||||
|  */ | ||||
| GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader); | ||||
| GLuint LoadProgram(const char* vertex_shader, const char* geometry_shader, | ||||
|                    const char* fragment_shader, const std::vector<const char*>& feedback_vars = {}, | ||||
|                    bool separable_program = false); | ||||
| 
 | ||||
| } // namespace GLShader
 | ||||
|  | ||||
| @ -318,7 +318,7 @@ void RendererOpenGL::InitOpenGLObjects() { | ||||
|                  0.0f); | ||||
| 
 | ||||
|     // Link shaders and get variable locations
 | ||||
|     shader.Create(vertex_shader, fragment_shader); | ||||
|     shader.Create(vertex_shader, nullptr, fragment_shader); | ||||
|     state.draw.shader_program = shader.handle; | ||||
|     state.Apply(); | ||||
|     uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix"); | ||||
|  | ||||
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