JinxRyu/Ryujinx.Graphics/Gal/OpenGL/OglShaderProgram.cs
Alex Barney 1f554c1093 Do naming refactoring on Ryujinx.Graphics (#611)
* 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
2019-03-04 12:45:25 +11:00

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2.2 KiB
C#

using OpenTK.Graphics.OpenGL;
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gal.OpenGL
{
struct OglShaderProgram
{
public OglShaderStage Vertex;
public OglShaderStage TessControl;
public OglShaderStage TessEvaluation;
public OglShaderStage Geometry;
public OglShaderStage Fragment;
}
class OglShaderStage : IDisposable
{
public int Handle { get; private set; }
public bool IsCompiled { get; private set; }
public GalShaderType Type { get; private set; }
public string Code { get; private set; }
public IEnumerable<ShaderDeclInfo> ConstBufferUsage { get; private set; }
public IEnumerable<ShaderDeclInfo> TextureUsage { get; private set; }
public OglShaderStage(
GalShaderType type,
string code,
IEnumerable<ShaderDeclInfo> constBufferUsage,
IEnumerable<ShaderDeclInfo> textureUsage)
{
Type = type;
Code = code;
ConstBufferUsage = constBufferUsage;
TextureUsage = textureUsage;
}
public void Compile()
{
if (Handle == 0)
{
Handle = GL.CreateShader(OglEnumConverter.GetShaderType(Type));
CompileAndCheck(Handle, Code);
}
}
public void Dispose()
{
Dispose(true);
}
protected virtual void Dispose(bool disposing)
{
if (disposing && Handle != 0)
{
GL.DeleteShader(Handle);
Handle = 0;
}
}
public static void CompileAndCheck(int handle, string code)
{
GL.ShaderSource(handle, code);
GL.CompileShader(handle);
CheckCompilation(handle);
}
private static void CheckCompilation(int handle)
{
int status = 0;
GL.GetShader(handle, ShaderParameter.CompileStatus, out status);
if (status == 0)
{
throw new ShaderException(GL.GetShaderInfoLog(handle));
}
}
}
}