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LibGL: Use LibGLSL to compile shaders
This commit is contained in:
parent
67b2f8d68d
commit
4ad41e6680
Notes:
sideshowbarker
2024-07-17 03:03:15 +09:00
Author: https://github.com/sunverwerth Commit: https://github.com/SerenityOS/serenity/commit/4ad41e6680 Pull-request: https://github.com/SerenityOS/serenity/pull/16225 Reviewed-by: https://github.com/ADKaster ✅ Reviewed-by: https://github.com/gmta ✅ Reviewed-by: https://github.com/supercomputer7
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@ -6,6 +6,7 @@
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#include <LibGL/GL/gl.h>
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#include <LibGL/Shaders/Program.h>
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#include <LibGLSL/Linker.h>
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namespace GL {
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@ -49,7 +50,42 @@ ErrorOr<void> Program::attach_shader(Shader& shader)
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ErrorOr<void> Program::link()
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{
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// FIXME: Implement actual program linker
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m_info_log = TRY(String::from_utf8(""sv));
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GLSL::Linker linker;
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// Link vertex shader objects
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Vector<GLSL::ObjectFile const*> vertex_shader_object_files;
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for (auto vertex_shader : m_vertex_shaders)
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vertex_shader_object_files.append(vertex_shader->object_file());
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auto linked_vertex_shader_or_error = linker.link(vertex_shader_object_files);
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if (linked_vertex_shader_or_error.is_error()) {
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m_link_status = false;
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m_info_log = linker.messages();
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return linked_vertex_shader_or_error.error();
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}
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m_linked_vertex_shader = linked_vertex_shader_or_error.release_value();
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// Link fragment shader objects
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Vector<GLSL::ObjectFile const*> fragment_shader_object_files;
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for (auto fragment_shader : m_fragment_shaders)
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fragment_shader_object_files.append(fragment_shader->object_file());
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auto linked_fragment_shader_or_error = linker.link(fragment_shader_object_files);
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if (linked_fragment_shader_or_error.is_error()) {
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m_link_status = false;
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m_info_log = linker.messages();
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return linked_fragment_shader_or_error.error();
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}
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m_linked_fragment_shader = linked_fragment_shader_or_error.release_value();
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m_link_status = true;
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return {};
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}
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@ -9,10 +9,12 @@
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#include <AK/Error.h>
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#include <AK/NonnullRefPtr.h>
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#include <AK/Optional.h>
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#include <AK/OwnPtr.h>
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#include <AK/RefCounted.h>
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#include <AK/String.h>
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#include <AK/Vector.h>
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#include <LibGL/Shaders/Shader.h>
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#include <LibGLSL/LinkedShader.h>
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namespace GL {
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@ -31,6 +33,8 @@ private:
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Vector<NonnullRefPtr<Shader>> m_vertex_shaders;
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Vector<NonnullRefPtr<Shader>> m_fragment_shaders;
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Optional<String> m_info_log;
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OwnPtr<GLSL::LinkedShader> m_linked_vertex_shader;
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OwnPtr<GLSL::LinkedShader> m_linked_fragment_shader;
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};
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}
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@ -6,6 +6,7 @@
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#include <AK/String.h>
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#include <LibGL/Shaders/Shader.h>
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#include <LibGLSL/Compiler.h>
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namespace GL {
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@ -23,8 +24,22 @@ ErrorOr<void> Shader::add_source(StringView source_code)
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ErrorOr<void> Shader::compile()
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{
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// FIXME: Implement actual shader compilation
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m_info_log = TRY(String::from_utf8(""sv));
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GLSL::Compiler compiler;
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auto object_file_or_error = compiler.compile(m_sources);
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if (object_file_or_error.is_error()) {
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m_compile_status = false;
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m_info_log = compiler.messages();
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return object_file_or_error.error();
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}
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m_object_file = object_file_or_error.release_value();
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m_compile_status = true;
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return {};
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}
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@ -9,12 +9,14 @@
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#include <AK/Error.h>
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#include <AK/NonnullRefPtr.h>
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#include <AK/Optional.h>
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#include <AK/OwnPtr.h>
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#include <AK/RefCounted.h>
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#include <AK/RefPtr.h>
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#include <AK/String.h>
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#include <AK/StringView.h>
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#include <AK/Vector.h>
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#include <LibGL/GL/glplatform.h>
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#include <LibGL/GL/gl.h>
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#include <LibGLSL/ObjectFile.h>
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namespace GL {
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@ -27,6 +29,7 @@ public:
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ErrorOr<void> compile();
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GLenum type() const { return m_type; }
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bool compile_status() const { return m_compile_status; }
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GLSL::ObjectFile const* object_file() const { return m_object_file.ptr(); }
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size_t info_log_length() const;
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size_t combined_source_length() const;
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@ -41,6 +44,7 @@ private:
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GLenum m_type;
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bool m_compile_status { false };
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Optional<String> m_info_log;
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OwnPtr<GLSL::ObjectFile> m_object_file;
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};
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}
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