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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)
{
this.Type = Type;
this.Code = Code;
this.ConstBufferUsage = ConstBufferUsage;
this.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));
}
}
}
}
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