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// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
// Refer to the license.txt file included.
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#include <memory>
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#include "Common/Assert.h"
#include "Common/GL/GLContext.h"
#include "Common/GL/GLUtil.h"
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#include "Common/Logging/Log.h"
namespace GLUtil
{
GLuint CompileProgram(const std::string& vertexShader, const std::string& fragmentShader)
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{
// generate objects
GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
GLuint programID = glCreateProgram();
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// compile vertex shader
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const char* shader = vertexShader.c_str();
glShaderSource(vertexShaderID, 1, &shader, nullptr);
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glCompileShader(vertexShaderID);
#if defined(_DEBUG) || defined(DEBUGFAST)
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GLint Result = GL_FALSE;
char stringBuffer[1024];
GLsizei stringBufferUsage = 0;
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glGetShaderiv(vertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderInfoLog(vertexShaderID, 1024, &stringBufferUsage, stringBuffer);
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if (Result && stringBufferUsage)
{
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ERROR_LOG(VIDEO, "GLSL vertex shader warnings:\n%s%s", stringBuffer, vertexShader.c_str());
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}
else if (!Result)
{
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ERROR_LOG(VIDEO, "GLSL vertex shader error:\n%s%s", stringBuffer, vertexShader.c_str());
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}
else
{
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INFO_LOG(VIDEO, "GLSL vertex shader compiled:\n%s", vertexShader.c_str());
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}
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bool shader_errors = !Result;
#endif
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// compile fragment shader
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shader = fragmentShader.c_str();
glShaderSource(fragmentShaderID, 1, &shader, nullptr);
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glCompileShader(fragmentShaderID);
#if defined(_DEBUG) || defined(DEBUGFAST)
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glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderInfoLog(fragmentShaderID, 1024, &stringBufferUsage, stringBuffer);
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if (Result && stringBufferUsage)
{
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ERROR_LOG(VIDEO, "GLSL fragment shader warnings:\n%s%s", stringBuffer, fragmentShader.c_str());
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}
else if (!Result)
{
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ERROR_LOG(VIDEO, "GLSL fragment shader error:\n%s%s", stringBuffer, fragmentShader.c_str());
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}
else
{
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INFO_LOG(VIDEO, "GLSL fragment shader compiled:\n%s", fragmentShader.c_str());
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}
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shader_errors |= !Result;
#endif
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// link them
glAttachShader(programID, vertexShaderID);
glAttachShader(programID, fragmentShaderID);
glLinkProgram(programID);
#if defined(_DEBUG) || defined(DEBUGFAST)
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glGetProgramiv(programID, GL_LINK_STATUS, &Result);
glGetProgramInfoLog(programID, 1024, &stringBufferUsage, stringBuffer);
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if (Result && stringBufferUsage)
{
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ERROR_LOG(VIDEO, "GLSL linker warnings:\n%s%s%s", stringBuffer, vertexShader.c_str(),
fragmentShader.c_str());
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}
else if (!Result && !shader_errors)
{
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ERROR_LOG(VIDEO, "GLSL linker error:\n%s%s%s", stringBuffer, vertexShader.c_str(),
fragmentShader.c_str());
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}
#endif
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// cleanup
glDeleteShader(vertexShaderID);
glDeleteShader(fragmentShaderID);
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return programID;
}
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void EnablePrimitiveRestart(const GLContext* context)
{
constexpr GLuint PRIMITIVE_RESTART_INDEX = 65535;
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if (context->IsGLES())
{
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
}
else
{
if (GLExtensions::Version() >= 310)
{
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex(PRIMITIVE_RESTART_INDEX);
}
else
{
glEnableClientState(GL_PRIMITIVE_RESTART_NV);
glPrimitiveRestartIndexNV(PRIMITIVE_RESTART_INDEX);
}
}
}
} // namespace GLUtil