Exemplo n.º 1
0
bool ProgramShaderCache::CompileShader ( SHADER& shader, const char* vcode, const char* pcode )
{
	GLuint vsid = CompileSingleShader(GL_VERTEX_SHADER, vcode);
	GLuint psid = CompileSingleShader(GL_FRAGMENT_SHADER, pcode);

	if(!vsid || !psid)
	{
		glDeleteShader(vsid);
		glDeleteShader(psid);
		return false;
	}

	GLuint pid = shader.glprogid = glCreateProgram();;

	glAttachShader(pid, vsid);
	glAttachShader(pid, psid);

	if (g_ogl_config.bSupportsGLSLCache)
		glProgramParameteri(pid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);

	shader.SetProgramBindings();

	glLinkProgram(pid);

	// original shaders aren't needed any more
	glDeleteShader(vsid);
	glDeleteShader(psid);

	GLint linkStatus;
	glGetProgramiv(pid, GL_LINK_STATUS, &linkStatus);
	GLsizei length = 0;
	glGetProgramiv(pid, GL_INFO_LOG_LENGTH, &length);
	if (linkStatus != GL_TRUE || (length > 1 && DEBUG_GLSL))
	{
		GLsizei charsWritten;
		GLchar* infoLog = new GLchar[length];
		glGetProgramInfoLog(pid, length, &charsWritten, infoLog);
		ERROR_LOG(VIDEO, "Program info log:\n%s", infoLog);
		char szTemp[MAX_PATH];
		sprintf(szTemp, "%sbad_p_%d.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
		std::ofstream file;
		OpenFStream(file, szTemp, std::ios_base::out);
		file << s_glsl_header << vcode << s_glsl_header << pcode << infoLog;
		file.close();

		if(linkStatus != GL_TRUE)
			PanicAlert("Failed to link shaders!\nThis usually happens when trying to use Dolphin with an outdated GPU or integrated GPU like the Intel GMA series.\n\nIf you're sure this is Dolphin's error anyway, post the contents of %s along with this error message at the forums.\n\nDebug info (%s, %s, %s):\n%s",
				szTemp,
				g_ogl_config.gl_vendor,
				g_ogl_config.gl_renderer,
				g_ogl_config.gl_version,
				infoLog);

		delete [] infoLog;
	}
	if (linkStatus != GL_TRUE)
	{
		// Compile failed
		ERROR_LOG(VIDEO, "Program linking failed; see info log");

		// Don't try to use this shader
		glDeleteProgram(pid);
		return false;
	}

	shader.SetProgramVariables();

	return true;
}
Exemplo n.º 2
0
bool ProgramShaderCache::CompileShader(SHADER& shader, const char* vcode, const char* pcode, const char* gcode)
{
	GLuint vsid = CompileSingleShader(GL_VERTEX_SHADER, vcode);
	GLuint psid = CompileSingleShader(GL_FRAGMENT_SHADER, pcode);

	// Optional geometry shader
	GLuint gsid = 0;
	if (gcode)
		gsid = CompileSingleShader(GL_GEOMETRY_SHADER, gcode);

	if (!vsid || !psid || (gcode && !gsid))
	{
		glDeleteShader(vsid);
		glDeleteShader(psid);
		glDeleteShader(gsid);
		return false;
	}

	GLuint pid = shader.glprogid = glCreateProgram();

	glAttachShader(pid, vsid);
	glAttachShader(pid, psid);
	if (gsid)
		glAttachShader(pid, gsid);

	if (g_ogl_config.bSupportsGLSLCache)
		glProgramParameteri(pid, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);

	shader.SetProgramBindings();

	glLinkProgram(pid);

	// original shaders aren't needed any more
	glDeleteShader(vsid);
	glDeleteShader(psid);
	glDeleteShader(gsid);

	GLint linkStatus;
	glGetProgramiv(pid, GL_LINK_STATUS, &linkStatus);
	GLsizei length = 0;
	glGetProgramiv(pid, GL_INFO_LOG_LENGTH, &length);
	if (linkStatus != GL_TRUE || (length > 1 && DEBUG_GLSL))
	{
		GLsizei charsWritten;
		GLchar* infoLog = new GLchar[length];
		glGetProgramInfoLog(pid, length, &charsWritten, infoLog);
		ERROR_LOG(VIDEO, "Program info log:\n%s", infoLog);

		std::string filename = StringFromFormat("%sbad_p_%d.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
		std::ofstream file;
		OpenFStream(file, filename, std::ios_base::out);
		file << s_glsl_header << vcode << s_glsl_header << pcode;
		if (gcode)
			file << s_glsl_header << gcode;
		file << infoLog;
		file.close();

		if (linkStatus != GL_TRUE)
		{
			PanicAlert("Failed to link shaders: %s\n"
			           "Debug info (%s, %s, %s):\n%s",
			           filename.c_str(),
			           g_ogl_config.gl_vendor, g_ogl_config.gl_renderer, g_ogl_config.gl_version, infoLog);
		}

		delete [] infoLog;
	}
	if (linkStatus != GL_TRUE)
	{
		// Compile failed
		ERROR_LOG(VIDEO, "Program linking failed; see info log");

		// Don't try to use this shader
		glDeleteProgram(pid);
		return false;
	}

	shader.SetProgramVariables();

	return true;
}