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using OpenTK.Graphics.OpenGL;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
namespace Ryujinx.Graphics.OpenGL
{
class Shader : IShader
{
public int Handle { get; private set; }
public bool IsFragment { get; }
public Shader(ShaderStage stage, string code)
{
ShaderType type = stage switch
{
ShaderStage.Compute => ShaderType.ComputeShader,
ShaderStage.Vertex => ShaderType.VertexShader,
ShaderStage.TessellationControl => ShaderType.TessControlShader,
ShaderStage.TessellationEvaluation => ShaderType.TessEvaluationShader,
ShaderStage.Geometry => ShaderType.GeometryShader,
ShaderStage.Fragment => ShaderType.FragmentShader,
_ => ShaderType.VertexShader
};
Handle = GL.CreateShader(type);
IsFragment = stage == ShaderStage.Fragment;
GL.ShaderSource(Handle, code);
GL.CompileShader(Handle);
}
public void Dispose()
{
if (Handle != 0)
{
GL.DeleteShader(Handle);
Handle = 0;
}
}
}
}
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