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	gl_shader_util: Grab latest upstream.
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				| @ -10,156 +10,41 @@ | ||||
| 
 | ||||
| namespace GLShader { | ||||
| 
 | ||||
| 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 = 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; | ||||
| GLuint LoadShader(const char* source, GLenum type) { | ||||
|     const char* debug_type; | ||||
|     switch (type) { | ||||
|     case GL_VERTEX_SHADER: | ||||
|         debug_type = "vertex"; | ||||
|         break; | ||||
|     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; | ||||
|     int info_log_length; | ||||
| 
 | ||||
|     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); | ||||
| 
 | ||||
|         // 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); | ||||
|     GLint info_log_length; | ||||
|     glGetShaderiv(shader_id, GL_COMPILE_STATUS, &result); | ||||
|     glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &info_log_length); | ||||
| 
 | ||||
|     if (info_log_length > 1) { | ||||
|         std::vector<char> program_error(info_log_length); | ||||
|         glGetProgramInfoLog(program_id, info_log_length, nullptr, &program_error[0]); | ||||
|         std::string shader_error(info_log_length, ' '); | ||||
|         glGetShaderInfoLog(shader_id, info_log_length, nullptr, &shader_error[0]); | ||||
|         if (result == GL_TRUE) { | ||||
|             LOG_DEBUG(Render_OpenGL, "%s", &program_error[0]); | ||||
|             NGLOG_DEBUG(Render_OpenGL, "{}", shader_error); | ||||
|         } 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); | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     // 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; | ||||
|     return shader_id; | ||||
| } | ||||
| 
 | ||||
| } // namespace GLShader
 | ||||
|  | ||||
| @ -10,14 +10,54 @@ | ||||
| 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 | ||||
|  * Utility function to create and compile an OpenGL GLSL shader | ||||
|  * @param source String of the GLSL shader program | ||||
|  * @param type Type of the shader (GL_VERTEX_SHADER, GL_GEOMETRY_SHADER or GL_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); | ||||
| GLuint LoadShader(const char* source, GLenum type); | ||||
| 
 | ||||
| /**
 | ||||
|  * 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
 | ||||
|  | ||||
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