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