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1f554c1093
* Renaming part 1 * Renaming part 2 * Renaming part 3 * Renaming part 4 * Renaming part 5 * Renaming part 6 * Renaming part 7 * Renaming part 8 * Renaming part 9 * Renaming part 10 * General cleanup * Thought I got all of these * Apply #595 * Additional renaming * Tweaks from feedback * Rename files
86 lines
2.2 KiB
C#
86 lines
2.2 KiB
C#
using OpenTK.Graphics.OpenGL;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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struct OglShaderProgram
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{
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public OglShaderStage Vertex;
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public OglShaderStage TessControl;
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public OglShaderStage TessEvaluation;
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public OglShaderStage Geometry;
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public OglShaderStage Fragment;
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}
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class OglShaderStage : IDisposable
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{
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public int Handle { get; private set; }
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public bool IsCompiled { get; private set; }
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public GalShaderType Type { get; private set; }
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public string Code { get; private set; }
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public IEnumerable<ShaderDeclInfo> ConstBufferUsage { get; private set; }
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public IEnumerable<ShaderDeclInfo> TextureUsage { get; private set; }
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public OglShaderStage(
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GalShaderType type,
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string code,
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IEnumerable<ShaderDeclInfo> constBufferUsage,
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IEnumerable<ShaderDeclInfo> textureUsage)
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{
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Type = type;
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Code = code;
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ConstBufferUsage = constBufferUsage;
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TextureUsage = textureUsage;
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}
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public void Compile()
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{
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if (Handle == 0)
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{
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Handle = GL.CreateShader(OglEnumConverter.GetShaderType(Type));
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CompileAndCheck(Handle, Code);
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}
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}
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing && Handle != 0)
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{
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GL.DeleteShader(Handle);
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Handle = 0;
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}
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}
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public static void CompileAndCheck(int handle, string code)
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{
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GL.ShaderSource(handle, code);
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GL.CompileShader(handle);
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CheckCompilation(handle);
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}
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private static void CheckCompilation(int handle)
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{
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int status = 0;
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GL.GetShader(handle, ShaderParameter.CompileStatus, out status);
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if (status == 0)
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{
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throw new ShaderException(GL.GetShaderInfoLog(handle));
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}
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}
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}
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} |