OGLShaderProgram.cs 2.3 KB

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  1. using OpenTK.Graphics.OpenGL;
  2. using System;
  3. using System.Collections.Generic;
  4. using System.Linq;
  5. namespace Ryujinx.Graphics.Gal.OpenGL
  6. {
  7. struct OGLShaderProgram
  8. {
  9. public OGLShaderStage Vertex;
  10. public OGLShaderStage TessControl;
  11. public OGLShaderStage TessEvaluation;
  12. public OGLShaderStage Geometry;
  13. public OGLShaderStage Fragment;
  14. }
  15. class OGLShaderStage : IDisposable
  16. {
  17. public int Handle { get; private set; }
  18. public bool IsCompiled { get; private set; }
  19. public GalShaderType Type { get; private set; }
  20. public string Code { get; private set; }
  21. public IEnumerable<ShaderDeclInfo> ConstBufferUsage { get; private set; }
  22. public IEnumerable<ShaderDeclInfo> TextureUsage { get; private set; }
  23. public OGLShaderStage(
  24. GalShaderType Type,
  25. string Code,
  26. IEnumerable<ShaderDeclInfo> ConstBufferUsage,
  27. IEnumerable<ShaderDeclInfo> TextureUsage)
  28. {
  29. this.Type = Type;
  30. this.Code = Code;
  31. this.ConstBufferUsage = ConstBufferUsage;
  32. this.TextureUsage = TextureUsage;
  33. }
  34. public void Compile()
  35. {
  36. if (Handle == 0)
  37. {
  38. Handle = GL.CreateShader(OGLEnumConverter.GetShaderType(Type));
  39. CompileAndCheck(Handle, Code);
  40. }
  41. }
  42. public void Dispose()
  43. {
  44. Dispose(true);
  45. }
  46. protected virtual void Dispose(bool Disposing)
  47. {
  48. if (Disposing && Handle != 0)
  49. {
  50. GL.DeleteShader(Handle);
  51. Handle = 0;
  52. }
  53. }
  54. public static void CompileAndCheck(int Handle, string Code)
  55. {
  56. GL.ShaderSource(Handle, Code);
  57. GL.CompileShader(Handle);
  58. CheckCompilation(Handle);
  59. }
  60. private static void CheckCompilation(int Handle)
  61. {
  62. int Status = 0;
  63. GL.GetShader(Handle, ShaderParameter.CompileStatus, out Status);
  64. if (Status == 0)
  65. {
  66. throw new ShaderException(GL.GetShaderInfoLog(Handle));
  67. }
  68. }
  69. }
  70. }