gl_shader_util: separate shader object creation and program object creation
This commit is contained in:
		@@ -10,66 +10,67 @@
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namespace GLShader {
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GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
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GLuint LoadShader(const char* source, GLenum type) {
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    const char* debug_type;
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    switch (type) {
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    case GL_VERTEX_SHADER:
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        debug_type = "vertex";
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        break;
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    case GL_GEOMETRY_SHADER:
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        debug_type = "geometry";
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        break;
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    case GL_FRAGMENT_SHADER:
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        debug_type = "fragment";
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        break;
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    default:
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        UNREACHABLE();
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    }
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    // Create the shaders
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    GLuint vertex_shader_id = glCreateShader(GL_VERTEX_SHADER);
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    GLuint fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER);
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    GLuint shader_id = glCreateShader(type);
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    glShaderSource(shader_id, 1, &source, nullptr);
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    NGLOG_DEBUG(Render_OpenGL, "Compiling {} shader...", debug_type);
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    glCompileShader(shader_id);
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    GLint result = GL_FALSE;
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    int info_log_length;
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    // Compile Vertex Shader
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    LOG_DEBUG(Render_OpenGL, "Compiling vertex shader...");
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    glShaderSource(vertex_shader_id, 1, &vertex_shader, nullptr);
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    glCompileShader(vertex_shader_id);
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    // Check Vertex Shader
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    glGetShaderiv(vertex_shader_id, GL_COMPILE_STATUS, &result);
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    glGetShaderiv(vertex_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
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    GLint info_log_length;
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    glGetShaderiv(shader_id, GL_COMPILE_STATUS, &result);
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    glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
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    if (info_log_length > 1) {
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        std::vector<char> vertex_shader_error(info_log_length);
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        glGetShaderInfoLog(vertex_shader_id, info_log_length, nullptr, &vertex_shader_error[0]);
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        std::vector<char> shader_error(info_log_length);
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        glGetShaderInfoLog(shader_id, info_log_length, nullptr, &shader_error[0]);
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        if (result == GL_TRUE) {
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            LOG_DEBUG(Render_OpenGL, "%s", &vertex_shader_error[0]);
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            NGLOG_DEBUG(Render_OpenGL, "{}", &shader_error[0]);
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        } else {
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            LOG_ERROR(Render_OpenGL, "Error compiling vertex shader:\n%s", &vertex_shader_error[0]);
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        }
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    }
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    // Compile Fragment Shader
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    LOG_DEBUG(Render_OpenGL, "Compiling fragment shader...");
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    glShaderSource(fragment_shader_id, 1, &fragment_shader, nullptr);
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    glCompileShader(fragment_shader_id);
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    // Check Fragment Shader
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    glGetShaderiv(fragment_shader_id, GL_COMPILE_STATUS, &result);
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    glGetShaderiv(fragment_shader_id, GL_INFO_LOG_LENGTH, &info_log_length);
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    if (info_log_length > 1) {
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        std::vector<char> fragment_shader_error(info_log_length);
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        glGetShaderInfoLog(fragment_shader_id, info_log_length, nullptr, &fragment_shader_error[0]);
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        if (result == GL_TRUE) {
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            LOG_DEBUG(Render_OpenGL, "%s", &fragment_shader_error[0]);
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        } else {
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            LOG_ERROR(Render_OpenGL, "Error compiling fragment shader:\n%s",
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                      &fragment_shader_error[0]);
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            NGLOG_ERROR(Render_OpenGL, "Error compiling {} shader:\n{}", debug_type,
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                        &shader_error[0]);
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            NGLOG_ERROR(Render_OpenGL, "Shader source code:\n{}", source);
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        }
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    }
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    return shader_id;
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}
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GLuint LoadProgram(bool separable_program, const std::vector<GLuint>& shaders) {
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    // Link the program
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    LOG_DEBUG(Render_OpenGL, "Linking program...");
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    NGLOG_DEBUG(Render_OpenGL, "Linking program...");
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    GLuint program_id = glCreateProgram();
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    glAttachShader(program_id, vertex_shader_id);
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    glAttachShader(program_id, fragment_shader_id);
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    for (GLuint shader : shaders) {
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        if (shader != 0) {
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            glAttachShader(program_id, shader);
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        }
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    }
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    if (separable_program) {
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        glProgramParameteri(program_id, GL_PROGRAM_SEPARABLE, GL_TRUE);
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    }
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    glLinkProgram(program_id);
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    // Check the program
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    GLint result = GL_FALSE;
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    GLint info_log_length;
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    glGetProgramiv(program_id, GL_LINK_STATUS, &result);
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    glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_log_length);
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@@ -77,21 +78,19 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
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        std::vector<char> program_error(info_log_length);
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        glGetProgramInfoLog(program_id, info_log_length, nullptr, &program_error[0]);
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        if (result == GL_TRUE) {
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            LOG_DEBUG(Render_OpenGL, "%s", &program_error[0]);
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            NGLOG_DEBUG(Render_OpenGL, "{}", &program_error[0]);
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        } else {
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            LOG_ERROR(Render_OpenGL, "Error linking shader:\n%s", &program_error[0]);
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            NGLOG_ERROR(Render_OpenGL, "Error linking shader:\n{}", &program_error[0]);
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        }
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    }
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    // If the program linking failed at least one of the shaders was probably bad
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    if (result == GL_FALSE) {
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        LOG_ERROR(Render_OpenGL, "Vertex shader:\n%s", vertex_shader);
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        LOG_ERROR(Render_OpenGL, "Fragment shader:\n%s", fragment_shader);
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    }
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    ASSERT_MSG(result == GL_TRUE, "Shader not linked");
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    glDeleteShader(vertex_shader_id);
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    glDeleteShader(fragment_shader_id);
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    for (GLuint shader : shaders) {
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        if (shader != 0) {
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            glDetachShader(program_id, shader);
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        }
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    }
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    return program_id;
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}
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@@ -4,16 +4,24 @@
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#pragma once
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#include <vector>
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#include <glad/glad.h>
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namespace GLShader {
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/**
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 * Utility function to create and compile an OpenGL GLSL shader program (vertex + fragment shader)
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 * @param vertex_shader String of the GLSL vertex shader program
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 * @param fragment_shader String of the GLSL fragment shader program
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 * @returns Handle of the newly created OpenGL shader object
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 * Utility function to create and compile an OpenGL GLSL shader
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 * @param source String of the GLSL shader program
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 * @param type Type of the shader (GL_VERTEX_SHADER, GL_GEOMETRY_SHADER or GL_FRAGMENT_SHADER)
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 */
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GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader);
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GLuint LoadShader(const char* source, GLenum type);
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/**
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 * Utility function to create and link an OpenGL GLSL shader program
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 * @param separable_program whether to create a separable program
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 * @param shaders ID of shaders to attach to the program
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 * @returns Handle of the newly created OpenGL program object
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 */
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GLuint LoadProgram(bool separable_program, const std::vector<GLuint>& shaders);
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} // namespace GLShader
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