ladybird/Userland/Libraries/LibGL/Shaders/Program.cpp
2023-02-21 00:54:04 +01:00

105 lines
2.8 KiB
C++

/*
* Copyright (c) 2022, Stephan Unverwerth <s.unverwerth@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibGL/GL/gl.h>
#include <LibGL/Shaders/Program.h>
#include <LibGLSL/Linker.h>
namespace GL {
NonnullRefPtr<Program> Program::create()
{
return adopt_ref(*new Program());
}
bool Program::is_shader_attached(Shader const& shader) const
{
switch (shader.type()) {
case GL_VERTEX_SHADER:
return m_vertex_shaders.contains_slow(shader);
case GL_FRAGMENT_SHADER:
return m_fragment_shaders.contains_slow(shader);
default:
VERIFY_NOT_REACHED();
}
}
ErrorOr<void> Program::attach_shader(Shader& shader)
{
if (is_shader_attached(shader))
return Error::from_string_literal("Trying to attach a shader that is already attached");
switch (shader.type()) {
case GL_VERTEX_SHADER:
TRY(m_vertex_shaders.try_append(shader));
break;
case GL_FRAGMENT_SHADER:
TRY(m_fragment_shaders.try_append(shader));
break;
default:
VERIFY_NOT_REACHED();
}
return {};
}
ErrorOr<void> Program::link(GPU::Device& device)
{
m_info_log = String {};
GLSL::Linker linker;
// Link vertex shader objects
Vector<GLSL::ObjectFile const*> vertex_shader_object_files;
for (auto const& vertex_shader : m_vertex_shaders)
vertex_shader_object_files.append(vertex_shader->object_file());
auto linked_vertex_shader_or_error = linker.link(vertex_shader_object_files);
if (linked_vertex_shader_or_error.is_error()) {
m_link_status = false;
m_info_log = linker.messages();
return linked_vertex_shader_or_error.release_error();
}
m_linked_vertex_shader = linked_vertex_shader_or_error.release_value();
// Link fragment shader objects
Vector<GLSL::ObjectFile const*> fragment_shader_object_files;
for (auto fragment_shader : m_fragment_shaders)
fragment_shader_object_files.append(fragment_shader->object_file());
auto linked_fragment_shader_or_error = linker.link(fragment_shader_object_files);
if (linked_fragment_shader_or_error.is_error()) {
m_link_status = false;
m_info_log = linker.messages();
return linked_fragment_shader_or_error.release_error();
}
m_linked_fragment_shader = linked_fragment_shader_or_error.release_value();
m_gpu_vertex_shader = TRY(device.create_shader(m_linked_vertex_shader->intermediate_shader_representation()));
m_gpu_fragment_shader = TRY(device.create_shader(m_linked_fragment_shader->intermediate_shader_representation()));
m_link_status = true;
return {};
}
size_t Program::info_log_length() const
{
if (!m_info_log.has_value())
return 0;
// Per the spec we return the size including the null terminator
return m_info_log.value().bytes().size() + 1;
}
}