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
This commit is contained in:
parent
8e71ea0812
commit
1f554c1093
125 changed files with 9121 additions and 9120 deletions
86
Ryujinx.Graphics/Gal/OpenGL/OglShaderProgram.cs
Normal file
86
Ryujinx.Graphics/Gal/OpenGL/OglShaderProgram.cs
Normal file
|
@ -0,0 +1,86 @@
|
|||
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));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue