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VideoSW: Use OpenGL Core context
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@ -16,7 +16,7 @@ void InitInterface()
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GLInterface = HostGL_CreateGLInterface();
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}
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GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShader)
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GLuint OpenGL_CompileProgram(const std::string& vertexShader, const std::string& fragmentShader)
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{
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// generate objects
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GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
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@ -24,7 +24,8 @@ GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShade
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GLuint programID = glCreateProgram();
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// compile vertex shader
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glShaderSource(vertexShaderID, 1, &vertexShader, nullptr);
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const char* shader = vertexShader.c_str();
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glShaderSource(vertexShaderID, 1, &shader, nullptr);
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glCompileShader(vertexShaderID);
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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GLint Result = GL_FALSE;
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@ -35,22 +36,23 @@ GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShade
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if (Result && stringBufferUsage)
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{
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ERROR_LOG(VIDEO, "GLSL vertex shader warnings:\n%s%s", stringBuffer, vertexShader);
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ERROR_LOG(VIDEO, "GLSL vertex shader warnings:\n%s%s", stringBuffer, vertexShader.c_str());
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}
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else if (!Result)
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{
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ERROR_LOG(VIDEO, "GLSL vertex shader error:\n%s%s", stringBuffer, vertexShader);
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ERROR_LOG(VIDEO, "GLSL vertex shader error:\n%s%s", stringBuffer, vertexShader.c_str());
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}
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else
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{
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DEBUG_LOG(VIDEO, "GLSL vertex shader compiled:\n%s", vertexShader);
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DEBUG_LOG(VIDEO, "GLSL vertex shader compiled:\n%s", vertexShader.c_str());
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}
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bool shader_errors = !Result;
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#endif
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// compile fragment shader
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glShaderSource(fragmentShaderID, 1, &fragmentShader, nullptr);
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shader = fragmentShader.c_str();
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glShaderSource(fragmentShaderID, 1, &shader, nullptr);
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glCompileShader(fragmentShaderID);
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &Result);
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@ -58,15 +60,15 @@ GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShade
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if (Result && stringBufferUsage)
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{
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ERROR_LOG(VIDEO, "GLSL fragment shader warnings:\n%s%s", stringBuffer, fragmentShader);
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ERROR_LOG(VIDEO, "GLSL fragment shader warnings:\n%s%s", stringBuffer, fragmentShader.c_str());
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}
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else if (!Result)
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{
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ERROR_LOG(VIDEO, "GLSL fragment shader error:\n%s%s", stringBuffer, fragmentShader);
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ERROR_LOG(VIDEO, "GLSL fragment shader error:\n%s%s", stringBuffer, fragmentShader.c_str());
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}
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else
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{
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DEBUG_LOG(VIDEO, "GLSL fragment shader compiled:\n%s", fragmentShader);
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DEBUG_LOG(VIDEO, "GLSL fragment shader compiled:\n%s", fragmentShader.c_str());
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}
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shader_errors |= !Result;
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@ -82,11 +84,11 @@ GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShade
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if (Result && stringBufferUsage)
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{
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ERROR_LOG(VIDEO, "GLSL linker warnings:\n%s%s%s", stringBuffer, vertexShader, fragmentShader);
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ERROR_LOG(VIDEO, "GLSL linker warnings:\n%s%s%s", stringBuffer, vertexShader.c_str(), fragmentShader.c_str());
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}
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else if (!Result && !shader_errors)
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{
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ERROR_LOG(VIDEO, "GLSL linker error:\n%s%s%s", stringBuffer, vertexShader, fragmentShader);
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ERROR_LOG(VIDEO, "GLSL linker error:\n%s%s%s", stringBuffer, vertexShader.c_str(), fragmentShader.c_str());
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}
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#endif
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