// Copyright 2014 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include "gl_shader_util.h" #include "common/logging/log.h" #include #include namespace ShaderUtil { GLuint LoadShaders(const char* vertex_shader, const char* fragment_shader) { // Create the shaders GLuint vertex_shader_id = glCreateShader(GL_VERTEX_SHADER); GLuint fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER); GLint result = GL_FALSE; int 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 vertex_shader_error(info_log_length); glGetShaderInfoLog(vertex_shader_id, info_log_length, nullptr, &vertex_shader_error[0]); if (result) { 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..."); 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 fragment_shader_error(info_log_length); glGetShaderInfoLog(fragment_shader_id, info_log_length, nullptr, &fragment_shader_error[0]); if (result) { LOG_DEBUG(Render_OpenGL, "%s", &fragment_shader_error[0]); } else { LOG_ERROR(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(); glAttachShader(program_id, vertex_shader_id); glAttachShader(program_id, fragment_shader_id); 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) { std::vector program_error(info_log_length); glGetProgramInfoLog(program_id, info_log_length, nullptr, &program_error[0]); if (result) { LOG_DEBUG(Render_OpenGL, "%s", &program_error[0]); } else { LOG_ERROR(Render_OpenGL, "Error linking shader:\n%s", &program_error[0]); } } glDeleteShader(vertex_shader_id); glDeleteShader(fragment_shader_id); return program_id; } }