renderer_opengl: Refactor shader generation/caching to be more organized + various cleanups.

This commit is contained in:
bunnei
2015-10-05 22:33:47 -04:00
parent 3c057bd3d8
commit c86b9d4242
11 changed files with 527 additions and 788 deletions

View File

@@ -21,9 +21,44 @@
#include "video_core/debug_utils/debug_utils.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/gl_shaders.h"
#include "video_core/renderer_opengl/renderer_opengl.h"
static const char vertex_shader[] = R"(
#version 150 core
in vec2 vert_position;
in vec2 vert_tex_coord;
out vec2 frag_tex_coord;
// This is a truncated 3x3 matrix for 2D transformations:
// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
// The third column performs translation.
// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
// implicitly be [0, 0, 1]
uniform mat3x2 modelview_matrix;
void main() {
// Multiply input position by the rotscale part of the matrix and then manually translate by
// the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
// to `vec3(vert_position.xy, 1.0)`
gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0);
frag_tex_coord = vert_tex_coord;
}
)";
static const char fragment_shader[] = R"(
#version 150 core
in vec2 frag_tex_coord;
out vec4 color;
uniform sampler2D color_texture;
void main() {
color = texture(color_texture, frag_tex_coord);
}
)";
/**
* Vertex structure that the drawn screen rectangles are composed of.
*/
@@ -207,7 +242,7 @@ void RendererOpenGL::InitOpenGLObjects() {
glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue, 0.0f);
// Link shaders and get variable locations
program_id = ShaderUtil::LoadShaders(GLShaders::g_vertex_shader, GLShaders::g_fragment_shader);
program_id = GLShader::LoadProgram(vertex_shader, fragment_shader);
uniform_modelview_matrix = glGetUniformLocation(program_id, "modelview_matrix");
uniform_color_texture = glGetUniformLocation(program_id, "color_texture");
attrib_position = glGetAttribLocation(program_id, "vert_position");