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	gl_shader_util: Grab latest upstream.
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				| @ -10,156 +10,41 @@ | |||||||
| 
 | 
 | ||||||
| namespace GLShader { | namespace GLShader { | ||||||
| 
 | 
 | ||||||
| GLuint LoadProgram(const char* vertex_shader, const char* geometry_shader, | GLuint LoadShader(const char* source, GLenum type) { | ||||||
|                    const char* fragment_shader, const std::vector<const char*>& feedback_vars, |     const char* debug_type; | ||||||
|                    bool separable_program) { |     switch (type) { | ||||||
|     // Create the shaders
 |     case GL_VERTEX_SHADER: | ||||||
|     GLuint vertex_shader_id = vertex_shader ? glCreateShader(GL_VERTEX_SHADER) : 0; |         debug_type = "vertex"; | ||||||
|     GLuint geometry_shader_id = geometry_shader ? glCreateShader(GL_GEOMETRY_SHADER) : 0; |         break; | ||||||
|     GLuint fragment_shader_id = fragment_shader ? glCreateShader(GL_FRAGMENT_SHADER) : 0; |     case GL_GEOMETRY_SHADER: | ||||||
|  |         debug_type = "geometry"; | ||||||
|  |         break; | ||||||
|  |     case GL_FRAGMENT_SHADER: | ||||||
|  |         debug_type = "fragment"; | ||||||
|  |         break; | ||||||
|  |     default: | ||||||
|  |         UNREACHABLE(); | ||||||
|  |     } | ||||||
|  |     GLuint shader_id = glCreateShader(type); | ||||||
|  |     glShaderSource(shader_id, 1, &source, nullptr); | ||||||
|  |     NGLOG_DEBUG(Render_OpenGL, "Compiling {} shader...", debug_type); | ||||||
|  |     glCompileShader(shader_id); | ||||||
| 
 | 
 | ||||||
|     GLint result = GL_FALSE; |     GLint result = GL_FALSE; | ||||||
|     int info_log_length; |     GLint info_log_length; | ||||||
| 
 |     glGetShaderiv(shader_id, GL_COMPILE_STATUS, &result); | ||||||
|     if (vertex_shader) { |     glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &info_log_length); | ||||||
|         // Compile Vertex Shader
 |  | ||||||
|         LOG_DEBUG(Render_OpenGL, "Compiling vertex shader..."); |  | ||||||
| 
 |  | ||||||
|         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); |  | ||||||
| 
 |  | ||||||
|         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_CRITICAL(Render_OpenGL, "Error compiling vertex shader:\n%s", |  | ||||||
|                              &vertex_shader_error[0]); |  | ||||||
|             } |  | ||||||
|         } |  | ||||||
|     } |  | ||||||
| 
 |  | ||||||
|     if (geometry_shader) { |  | ||||||
|         // Compile Geometry Shader
 |  | ||||||
|         LOG_DEBUG(Render_OpenGL, "Compiling geometry shader..."); |  | ||||||
| 
 |  | ||||||
|         glShaderSource(geometry_shader_id, 1, &geometry_shader, nullptr); |  | ||||||
|         glCompileShader(geometry_shader_id); |  | ||||||
| 
 |  | ||||||
|         // 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> 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_CRITICAL(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_CRITICAL(Render_OpenGL, "Error compiling fragment shader:\n%s", |  | ||||||
|                              &fragment_shader_error[0]); |  | ||||||
|             } |  | ||||||
|         } |  | ||||||
|     } |  | ||||||
| 
 |  | ||||||
|     // Link the program
 |  | ||||||
|     LOG_DEBUG(Render_OpenGL, "Linking program..."); |  | ||||||
| 
 |  | ||||||
|     GLuint program_id = glCreateProgram(); |  | ||||||
|     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); |  | ||||||
| 
 |  | ||||||
|     // Check the program
 |  | ||||||
|     glGetProgramiv(program_id, GL_LINK_STATUS, &result); |  | ||||||
|     glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_log_length); |  | ||||||
| 
 | 
 | ||||||
|     if (info_log_length > 1) { |     if (info_log_length > 1) { | ||||||
|         std::vector<char> program_error(info_log_length); |         std::string shader_error(info_log_length, ' '); | ||||||
|         glGetProgramInfoLog(program_id, info_log_length, nullptr, &program_error[0]); |         glGetShaderInfoLog(shader_id, info_log_length, nullptr, &shader_error[0]); | ||||||
|         if (result == GL_TRUE) { |         if (result == GL_TRUE) { | ||||||
|             LOG_DEBUG(Render_OpenGL, "%s", &program_error[0]); |             NGLOG_DEBUG(Render_OpenGL, "{}", shader_error); | ||||||
|         } else { |         } else { | ||||||
|             LOG_CRITICAL(Render_OpenGL, "Error linking shader:\n%s", &program_error[0]); |             NGLOG_ERROR(Render_OpenGL, "Error compiling {} shader:\n{}", debug_type, shader_error); | ||||||
|         } |         } | ||||||
|     } |     } | ||||||
| 
 |     return shader_id; | ||||||
|     // If the program linking failed at least one of the shaders was probably bad
 |  | ||||||
|     if (result == GL_FALSE) { |  | ||||||
|         if (vertex_shader) { |  | ||||||
|             LOG_CRITICAL(Render_OpenGL, "Vertex shader:\n%s", vertex_shader); |  | ||||||
|         } |  | ||||||
|         if (geometry_shader) { |  | ||||||
|             LOG_CRITICAL(Render_OpenGL, "Geometry shader:\n%s", geometry_shader); |  | ||||||
|         } |  | ||||||
|         if (fragment_shader) { |  | ||||||
|             LOG_CRITICAL(Render_OpenGL, "Fragment shader:\n%s", fragment_shader); |  | ||||||
|         } |  | ||||||
|     } |  | ||||||
|     ASSERT_MSG(result == GL_TRUE, "Shader not linked"); |  | ||||||
| 
 |  | ||||||
|     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; |  | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| } // namespace GLShader
 | } // namespace GLShader
 | ||||||
|  | |||||||
| @ -10,14 +10,54 @@ | |||||||
| namespace GLShader { | namespace GLShader { | ||||||
| 
 | 
 | ||||||
| /**
 | /**
 | ||||||
|  * Utility function to create and compile an OpenGL GLSL shader program (vertex + fragment shader) |  * Utility function to create and compile an OpenGL GLSL shader | ||||||
|  * @param vertex_shader String of the GLSL vertex shader program |  * @param source String of the GLSL shader program | ||||||
|  * @param geometry_shader String of the GLSL geometry shader program |  * @param type Type of the shader (GL_VERTEX_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER) | ||||||
|  * @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* geometry_shader, | GLuint LoadShader(const char* source, GLenum type); | ||||||
|                    const char* fragment_shader, const std::vector<const char*>& feedback_vars = {}, | 
 | ||||||
|                    bool separable_program = false); | /**
 | ||||||
|  |  * Utility function to create and compile an OpenGL GLSL shader program (vertex + fragment shader) | ||||||
|  |  * @param separable_program whether to create a separable program | ||||||
|  |  * @param shaders ID of shaders to attach to the program | ||||||
|  |  * @returns Handle of the newly created OpenGL program object | ||||||
|  |  */ | ||||||
|  | template <typename... T> | ||||||
|  | GLuint LoadProgram(bool separable_program, T... shaders) { | ||||||
|  |     // Link the program
 | ||||||
|  |     NGLOG_DEBUG(Render_OpenGL, "Linking program..."); | ||||||
|  | 
 | ||||||
|  |     GLuint program_id = glCreateProgram(); | ||||||
|  | 
 | ||||||
|  |     ((shaders == 0 ? (void)0 : glAttachShader(program_id, shaders)), ...); | ||||||
|  | 
 | ||||||
|  |     if (separable_program) { | ||||||
|  |         glProgramParameteri(program_id, GL_PROGRAM_SEPARABLE, GL_TRUE); | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     glLinkProgram(program_id); | ||||||
|  | 
 | ||||||
|  |     // Check the program
 | ||||||
|  |     GLint result = GL_FALSE; | ||||||
|  |     GLint info_log_length; | ||||||
|  |     glGetProgramiv(program_id, GL_LINK_STATUS, &result); | ||||||
|  |     glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_log_length); | ||||||
|  | 
 | ||||||
|  |     if (info_log_length > 1) { | ||||||
|  |         std::string program_error(info_log_length, ' '); | ||||||
|  |         glGetProgramInfoLog(program_id, info_log_length, nullptr, &program_error[0]); | ||||||
|  |         if (result == GL_TRUE) { | ||||||
|  |             NGLOG_DEBUG(Render_OpenGL, "{}", program_error); | ||||||
|  |         } else { | ||||||
|  |             NGLOG_ERROR(Render_OpenGL, "Error linking shader:\n{}", program_error); | ||||||
|  |         } | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     ASSERT_MSG(result == GL_TRUE, "Shader not linked"); | ||||||
|  | 
 | ||||||
|  |     ((shaders == 0 ? (void)0 : glDetachShader(program_id, shaders)), ...); | ||||||
|  | 
 | ||||||
|  |     return program_id; | ||||||
|  | } | ||||||
| 
 | 
 | ||||||
| } // namespace GLShader
 | } // namespace GLShader
 | ||||||
|  | |||||||
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