OPENGL: Unify shader implementation for GL and GLES2.

This commit is contained in:
Johannes Schickel 2015-12-21 06:35:13 +01:00
parent fc52f73050
commit 8a3eecb73a
6 changed files with 59 additions and 238 deletions

View file

@ -68,166 +68,39 @@ const char *const g_defaultFragmentShaderGLES2 =
"}\n";
#endif
#if !USE_FORCED_GLES2
ShaderARB::ShaderARB(const Common::String &vertex, const Common::String &fragment)
: Shader(vertex, fragment), _program(0), _projectionLocation(-1), _textureLocation(-1) {
Shader::Shader(const Common::String &vertex, const Common::String &fragment)
: _vertex(vertex), _fragment(fragment), _program(0), _projectionLocation(-1), _textureLocation(-1) {
}
ShaderARB::~ShaderARB() {
Shader::~Shader() {
// According to extension specification glDeleteObjectARB silently ignores
// 0. However, with nVidia drivers this can cause GL_INVALID_VALUE, thus
// we do not call it with 0 as parameter to avoid warnings.
if (_program) {
GL_CALL_SAFE(glDeleteObjectARB, (_program));
GL_CALL_SAFE(glDeleteProgram, (_program));
}
}
void ShaderARB::destroy() {
void Shader::destroy() {
// According to extension specification glDeleteObjectARB silently ignores
// 0. However, with nVidia drivers this can cause GL_INVALID_VALUE, thus
// we do not call it with 0 as parameter to avoid warnings.
if (_program) {
GL_CALL(glDeleteObjectARB(_program));
GL_CALL(glDeleteProgram(_program));
_program = 0;
}
_program = 0;
}
bool ShaderARB::recreate() {
bool Shader::recreate() {
// Make sure any old programs are destroyed properly.
destroy();
GLhandleARB vertexShader = compileShader(_vertex.c_str(), GL_VERTEX_SHADER_ARB);
GLshader vertexShader = compileShader(_vertex.c_str(), GL_VERTEX_SHADER);
if (!vertexShader) {
return false;
}
GLhandleARB fragmentShader = compileShader(_fragment.c_str(), GL_FRAGMENT_SHADER_ARB);
if (!fragmentShader) {
GL_CALL(glDeleteObjectARB(vertexShader));
return false;
}
GL_ASSIGN(_program, glCreateProgramObjectARB());
if (!_program) {
GL_CALL(glDeleteObjectARB(vertexShader));
GL_CALL(glDeleteObjectARB(fragmentShader));
return false;
}
GL_CALL(glAttachObjectARB(_program, vertexShader));
GL_CALL(glAttachObjectARB(_program, fragmentShader));
GL_CALL(glBindAttribLocationARB(_program, kPositionAttribLocation, "position"));
GL_CALL(glBindAttribLocationARB(_program, kTexCoordAttribLocation, "texCoordIn"));
GL_CALL(glBindAttribLocationARB(_program, kColorAttribLocation, "blendColorIn"));
GL_CALL(glLinkProgramARB(_program));
GL_CALL(glDetachObjectARB(_program, fragmentShader));
GL_CALL(glDeleteObjectARB(fragmentShader));
GL_CALL(glDetachObjectARB(_program, vertexShader));
GL_CALL(glDeleteObjectARB(vertexShader));
GLint result;
GL_CALL(glGetObjectParameterivARB(_program, GL_OBJECT_LINK_STATUS_ARB, &result));
if (result == GL_FALSE) {
GLint logSize;
GL_CALL(glGetObjectParameterivARB(_program, GL_OBJECT_INFO_LOG_LENGTH_ARB, &logSize));
GLchar *log = new GLchar[logSize];
GL_CALL(glGetInfoLogARB(_program, logSize, nullptr, log));
warning("Could not link shader: \"%s\"", log);
delete[] log;
destroy();
return false;
}
GL_ASSIGN(_projectionLocation, glGetUniformLocationARB(_program, "projection"));
if (_projectionLocation == -1) {
warning("Shader misses \"projection\" uniform.");
destroy();
return false;
}
GL_ASSIGN(_textureLocation, glGetUniformLocationARB(_program, "texture"));
if (_textureLocation == -1) {
warning("Shader misses \"texture\" uniform.");
destroy();
return false;
}
return true;
}
void ShaderARB::activate(const GLfloat *projectionMatrix) {
// Activate program.
GL_CALL(glUseProgramObjectARB(_program));
// Set projection matrix.
GL_CALL(glUniformMatrix4fv(_projectionLocation, 1, GL_FALSE, projectionMatrix));
// We always use texture unit 0.
GL_CALL(glUniform1i(_textureLocation, 0));
}
GLhandleARB ShaderARB::compileShader(const char *source, GLenum shaderType) {
GLuint handle;
GL_ASSIGN(handle, glCreateShaderObjectARB(shaderType));
if (!handle) {
return 0;
}
GL_CALL(glShaderSourceARB(handle, 1, &source, nullptr));
GL_CALL(glCompileShaderARB(handle));
GLint result;
GL_CALL(glGetObjectParameterivARB(handle, GL_OBJECT_COMPILE_STATUS_ARB, &result));
if (result == GL_FALSE) {
GLint logSize;
GL_CALL(glGetObjectParameterivARB(handle, GL_OBJECT_INFO_LOG_LENGTH_ARB, &logSize));
GLchar *log = new GLchar[logSize];
GL_CALL(glGetInfoLogARB(handle, logSize, nullptr, log));
warning("Could not compile shader \"%s\": \"%s\"", source, log);
delete[] log;
GL_CALL(glDeleteObjectARB(handle));
return 0;
}
return handle;
}
#endif // !USE_FORCED_GLES2
#if !USE_FORCED_GL
ShaderGLES2::ShaderGLES2(const Common::String &vertex, const Common::String &fragment)
: Shader(vertex, fragment), _program(0), _projectionLocation(-1), _textureLocation(-1) {
}
ShaderGLES2::~ShaderGLES2() {
GL_CALL_SAFE(glDeleteProgram, (_program));
}
void ShaderGLES2::destroy() {
GL_CALL(glDeleteProgram(_program));
_program = 0;
}
bool ShaderGLES2::recreate() {
// Make sure any old programs are destroyed properly.
destroy();
GLuint vertexShader = compileShader(_vertex.c_str(), GL_VERTEX_SHADER);
if (!vertexShader) {
return false;
}
GLuint fragmentShader = compileShader(_fragment.c_str(), GL_FRAGMENT_SHADER);
GLshader fragmentShader = compileShader(_fragment.c_str(), GL_FRAGMENT_SHADER);
if (!fragmentShader) {
GL_CALL(glDeleteShader(vertexShader));
return false;
@ -287,7 +160,7 @@ bool ShaderGLES2::recreate() {
return true;
}
void ShaderGLES2::activate(const GLfloat *projectionMatrix) {
void Shader::activate(const GLfloat *projectionMatrix) {
// Activate program.
GL_CALL(glUseProgram(_program));
@ -298,8 +171,8 @@ void ShaderGLES2::activate(const GLfloat *projectionMatrix) {
GL_CALL(glUniform1i(_textureLocation, 0));
}
GLuint ShaderGLES2::compileShader(const char *source, GLenum shaderType) {
GLuint handle;
GLshader Shader::compileShader(const char *source, GLenum shaderType) {
GLshader handle;
GL_ASSIGN(handle, glCreateShader(shaderType));
if (!handle) {
return 0;
@ -326,8 +199,6 @@ GLuint ShaderGLES2::compileShader(const char *source, GLenum shaderType) {
return handle;
}
#endif // !!USE_FORCED_GL
} // End of namespace OpenGL
#endif // !USE_FORCED_GLES