ShaderGeneration: Get rid of static buffers

This commit is contained in:
Lioncash 2015-12-26 16:00:23 -05:00
parent be8410dcad
commit 8ce3a4aa70
11 changed files with 63 additions and 118 deletions

View file

@ -230,7 +230,7 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 primitive_
filename = StringFromFormat("%sps_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(filename, pcode.GetBuffer());
if (gcode.GetBuffer() != nullptr)
if (!gcode.GetBuffer().empty())
{
filename = StringFromFormat("%sgs_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
SaveData(filename, gcode.GetBuffer());
@ -252,17 +252,17 @@ SHADER* ProgramShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 primitive_
return &last_entry->shader;
}
bool ProgramShaderCache::CompileShader(SHADER& shader, const char* vcode, const char* pcode, const char* gcode)
bool ProgramShaderCache::CompileShader(SHADER& shader, const std::string& vcode, const std::string& pcode, const std::string& gcode)
{
GLuint vsid = CompileSingleShader(GL_VERTEX_SHADER, vcode);
GLuint psid = CompileSingleShader(GL_FRAGMENT_SHADER, pcode);
// Optional geometry shader
GLuint gsid = 0;
if (gcode)
if (!gcode.empty())
gsid = CompileSingleShader(GL_GEOMETRY_SHADER, gcode);
if (!vsid || !psid || (gcode && !gsid))
if (!vsid || !psid || (!gcode.empty() && !gsid))
{
glDeleteShader(vsid);
glDeleteShader(psid);
@ -304,7 +304,7 @@ bool ProgramShaderCache::CompileShader(SHADER& shader, const char* vcode, const
std::ofstream file;
OpenFStream(file, filename, std::ios_base::out);
file << s_glsl_header << vcode << s_glsl_header << pcode;
if (gcode)
if (!gcode.empty())
file << s_glsl_header << gcode;
file << infoLog;
file.close();
@ -334,11 +334,11 @@ bool ProgramShaderCache::CompileShader(SHADER& shader, const char* vcode, const
return true;
}
GLuint ProgramShaderCache::CompileSingleShader(GLuint type, const char* code)
GLuint ProgramShaderCache::CompileSingleShader(GLuint type, const std::string& code)
{
GLuint result = glCreateShader(type);
const char *src[] = {s_glsl_header.c_str(), code};
const char *src[] = {s_glsl_header.c_str(), code.c_str()};
glShaderSource(result, 2, src, nullptr);
glCompileShader(result);