diff options
Diffstat (limited to 'src/video_core/renderer_opengl')
6 files changed, 25 insertions, 51 deletions
diff --git a/src/video_core/renderer_opengl/gl_resource_manager.cpp b/src/video_core/renderer_opengl/gl_resource_manager.cpp index a787e27d2..0ebcec427 100644 --- a/src/video_core/renderer_opengl/gl_resource_manager.cpp +++ b/src/video_core/renderer_opengl/gl_resource_manager.cpp @@ -2,6 +2,7 @@ // Licensed under GPLv2 or any later version // Refer to the license.txt file included. +#include <string_view> #include <utility> #include <glad/glad.h> #include "common/common_types.h" @@ -82,11 +83,13 @@ void OGLSampler::Release() { handle = 0; } -void OGLShader::Create(const char* source, GLenum type) { - if (handle != 0) +void OGLShader::Create(std::string_view source, GLenum type) { + if (handle != 0) { return; - if (source == nullptr) + } + if (source.empty()) { return; + } MICROPROFILE_SCOPE(OpenGL_ResourceCreation); handle = GLShader::LoadShader(source, type); diff --git a/src/video_core/renderer_opengl/gl_resource_manager.h b/src/video_core/renderer_opengl/gl_resource_manager.h index b05cb641c..f48398669 100644 --- a/src/video_core/renderer_opengl/gl_resource_manager.h +++ b/src/video_core/renderer_opengl/gl_resource_manager.h @@ -4,6 +4,7 @@ #pragma once +#include <string_view> #include <utility> #include <glad/glad.h> #include "common/common_types.h" @@ -127,7 +128,7 @@ public: return *this; } - void Create(const char* source, GLenum type); + void Create(std::string_view source, GLenum type); void Release(); diff --git a/src/video_core/renderer_opengl/gl_shader_cache.cpp b/src/video_core/renderer_opengl/gl_shader_cache.cpp index eb49a36bf..a07d56ef0 100644 --- a/src/video_core/renderer_opengl/gl_shader_cache.cpp +++ b/src/video_core/renderer_opengl/gl_shader_cache.cpp @@ -22,6 +22,7 @@ #include "video_core/memory_manager.h" #include "video_core/renderer_opengl/gl_arb_decompiler.h" #include "video_core/renderer_opengl/gl_rasterizer.h" +#include "video_core/renderer_opengl/gl_resource_manager.h" #include "video_core/renderer_opengl/gl_shader_cache.h" #include "video_core/renderer_opengl/gl_shader_decompiler.h" #include "video_core/renderer_opengl/gl_shader_disk_cache.h" diff --git a/src/video_core/renderer_opengl/gl_shader_util.cpp b/src/video_core/renderer_opengl/gl_shader_util.cpp index 9e74eda0d..4bf0d6090 100644 --- a/src/video_core/renderer_opengl/gl_shader_util.cpp +++ b/src/video_core/renderer_opengl/gl_shader_util.cpp @@ -2,6 +2,7 @@ // Licensed under GPLv2 or any later version // Refer to the license.txt file included. +#include <string_view> #include <vector> #include <glad/glad.h> #include "common/assert.h" @@ -11,7 +12,8 @@ namespace OpenGL::GLShader { namespace { -const char* GetStageDebugName(GLenum type) { + +std::string_view StageDebugName(GLenum type) { switch (type) { case GL_VERTEX_SHADER: return "vertex"; @@ -25,12 +27,17 @@ const char* GetStageDebugName(GLenum type) { UNIMPLEMENTED(); return "unknown"; } + } // Anonymous namespace -GLuint LoadShader(const char* source, GLenum type) { - const char* debug_type = GetStageDebugName(type); +GLuint LoadShader(std::string_view source, GLenum type) { + const std::string_view debug_type = StageDebugName(type); const GLuint shader_id = glCreateShader(type); - glShaderSource(shader_id, 1, &source, nullptr); + + const GLchar* source_string = source.data(); + const GLint source_length = static_cast<GLint>(source.size()); + + glShaderSource(shader_id, 1, &source_string, &source_length); LOG_DEBUG(Render_OpenGL, "Compiling {} shader...", debug_type); glCompileShader(shader_id); diff --git a/src/video_core/renderer_opengl/gl_shader_util.h b/src/video_core/renderer_opengl/gl_shader_util.h index 03b7548c2..1b770532e 100644 --- a/src/video_core/renderer_opengl/gl_shader_util.h +++ b/src/video_core/renderer_opengl/gl_shader_util.h @@ -38,7 +38,7 @@ void LogShaderSource(T... shaders) { * @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 LoadShader(const char* source, GLenum type); +GLuint LoadShader(std::string_view source, GLenum type); /** * Utility function to create and compile an OpenGL GLSL shader program (vertex + fragment shader) diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index c39663db7..b759c2dba 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -21,6 +21,8 @@ #include "core/perf_stats.h" #include "core/settings.h" #include "core/telemetry_session.h" +#include "video_core/host_shaders/opengl_present_frag.h" +#include "video_core/host_shaders/opengl_present_vert.h" #include "video_core/morton.h" #include "video_core/renderer_opengl/gl_rasterizer.h" #include "video_core/renderer_opengl/gl_shader_manager.h" @@ -44,46 +46,6 @@ struct Frame { bool is_srgb{}; /// Framebuffer is sRGB or RGB }; -constexpr char VERTEX_SHADER[] = R"( -#version 430 core - -out gl_PerVertex { - vec4 gl_Position; -}; - -layout (location = 0) in vec2 vert_position; -layout (location = 1) in vec2 vert_tex_coord; -layout (location = 0) out vec2 frag_tex_coord; - -// This is a truncated 3x3 matrix for 2D transformations: -// The upper-left 2x2 submatrix performs scaling/rotation/mirroring. -// The third column performs translation. -// The third row could be used for projection, which we don't need in 2D. It hence is assumed to -// implicitly be [0, 0, 1] -layout (location = 0) uniform mat3x2 modelview_matrix; - -void main() { - // Multiply input position by the rotscale part of the matrix and then manually translate by - // the last column. This is equivalent to using a full 3x3 matrix and expanding the vector - // to `vec3(vert_position.xy, 1.0)` - gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0); - frag_tex_coord = vert_tex_coord; -} -)"; - -constexpr char FRAGMENT_SHADER[] = R"( -#version 430 core - -layout (location = 0) in vec2 frag_tex_coord; -layout (location = 0) out vec4 color; - -layout (binding = 0) uniform sampler2D color_texture; - -void main() { - color = vec4(texture(color_texture, frag_tex_coord).rgb, 1.0f); -} -)"; - constexpr GLint PositionLocation = 0; constexpr GLint TexCoordLocation = 1; constexpr GLint ModelViewMatrixLocation = 0; @@ -461,10 +423,10 @@ void RendererOpenGL::InitOpenGLObjects() { // Create shader programs OGLShader vertex_shader; - vertex_shader.Create(VERTEX_SHADER, GL_VERTEX_SHADER); + vertex_shader.Create(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER); OGLShader fragment_shader; - fragment_shader.Create(FRAGMENT_SHADER, GL_FRAGMENT_SHADER); + fragment_shader.Create(HostShaders::OPENGL_PRESENT_FRAG, GL_FRAGMENT_SHADER); vertex_program.Create(true, false, vertex_shader.handle); fragment_program.Create(true, false, fragment_shader.handle); |