// Copyright 2014 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include "common/assert.h" #include "common/logging/log.h" #include "video_core/renderer_opengl/gl_shader_util.h" namespace OpenGL::GLShader { namespace { const char* GetStageDebugName(GLenum type) { switch (type) { case GL_VERTEX_SHADER: return "vertex"; case GL_GEOMETRY_SHADER: return "geometry"; case GL_FRAGMENT_SHADER: return "fragment"; case GL_COMPUTE_SHADER: return "compute"; } UNIMPLEMENTED(); return "unknown"; } } // Anonymous namespace GLuint LoadShader(const char* source, GLenum type) { const char* debug_type = GetStageDebugName(type); const GLuint shader_id = glCreateShader(type); glShaderSource(shader_id, 1, &source, nullptr); LOG_DEBUG(Render_OpenGL, "Compiling {} shader...", debug_type); glCompileShader(shader_id); GLint result = GL_FALSE; 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::string shader_error(info_log_length, ' '); glGetShaderInfoLog(shader_id, info_log_length, nullptr, &shader_error[0]); if (result == GL_TRUE) { LOG_DEBUG(Render_OpenGL, "{}", shader_error); } else { LOG_ERROR(Render_OpenGL, "Error compiling {} shader:\n{}", debug_type, shader_error); } } return shader_id; } } // namespace OpenGL::GLShader