LibGL: Use LibGLSL to compile shaders

This commit is contained in:
Stephan Unverwerth 2022-08-28 19:24:58 +02:00 committed by Andrew Kaster
parent 67b2f8d68d
commit 4ad41e6680
Notes: sideshowbarker 2024-07-17 03:03:15 +09:00
4 changed files with 62 additions and 3 deletions

View file

@ -6,6 +6,7 @@
#include <LibGL/GL/gl.h>
#include <LibGL/Shaders/Program.h>
#include <LibGLSL/Linker.h>
namespace GL {
@ -49,7 +50,42 @@ ErrorOr<void> Program::attach_shader(Shader& shader)
ErrorOr<void> Program::link()
{
// FIXME: Implement actual program linker
m_info_log = TRY(String::from_utf8(""sv));
GLSL::Linker linker;
// Link vertex shader objects
Vector<GLSL::ObjectFile const*> vertex_shader_object_files;
for (auto 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.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.error();
}
m_linked_fragment_shader = linked_fragment_shader_or_error.release_value();
m_link_status = true;
return {};
}

View file

@ -9,10 +9,12 @@
#include <AK/Error.h>
#include <AK/NonnullRefPtr.h>
#include <AK/Optional.h>
#include <AK/OwnPtr.h>
#include <AK/RefCounted.h>
#include <AK/String.h>
#include <AK/Vector.h>
#include <LibGL/Shaders/Shader.h>
#include <LibGLSL/LinkedShader.h>
namespace GL {
@ -31,6 +33,8 @@ private:
Vector<NonnullRefPtr<Shader>> m_vertex_shaders;
Vector<NonnullRefPtr<Shader>> m_fragment_shaders;
Optional<String> m_info_log;
OwnPtr<GLSL::LinkedShader> m_linked_vertex_shader;
OwnPtr<GLSL::LinkedShader> m_linked_fragment_shader;
};
}

View file

@ -6,6 +6,7 @@
#include <AK/String.h>
#include <LibGL/Shaders/Shader.h>
#include <LibGLSL/Compiler.h>
namespace GL {
@ -23,8 +24,22 @@ ErrorOr<void> Shader::add_source(StringView source_code)
ErrorOr<void> Shader::compile()
{
// FIXME: Implement actual shader compilation
m_info_log = TRY(String::from_utf8(""sv));
GLSL::Compiler compiler;
auto object_file_or_error = compiler.compile(m_sources);
if (object_file_or_error.is_error()) {
m_compile_status = false;
m_info_log = compiler.messages();
return object_file_or_error.error();
}
m_object_file = object_file_or_error.release_value();
m_compile_status = true;
return {};
}

View file

@ -9,12 +9,14 @@
#include <AK/Error.h>
#include <AK/NonnullRefPtr.h>
#include <AK/Optional.h>
#include <AK/OwnPtr.h>
#include <AK/RefCounted.h>
#include <AK/RefPtr.h>
#include <AK/String.h>
#include <AK/StringView.h>
#include <AK/Vector.h>
#include <LibGL/GL/glplatform.h>
#include <LibGL/GL/gl.h>
#include <LibGLSL/ObjectFile.h>
namespace GL {
@ -27,6 +29,7 @@ public:
ErrorOr<void> compile();
GLenum type() const { return m_type; }
bool compile_status() const { return m_compile_status; }
GLSL::ObjectFile const* object_file() const { return m_object_file.ptr(); }
size_t info_log_length() const;
size_t combined_source_length() const;
@ -41,6 +44,7 @@ private:
GLenum m_type;
bool m_compile_status { false };
Optional<String> m_info_log;
OwnPtr<GLSL::ObjectFile> m_object_file;
};
}