Shadergen: Minimize shader compilation time by caching the default VS

This commit is contained in:
wheremyfoodat 2024-07-19 14:35:01 +03:00
parent ac55c3e324
commit 5c1e2912a3
5 changed files with 57 additions and 37 deletions

View file

@ -355,46 +355,57 @@ namespace OpenGL {
}
};
enum ShaderType {
Fragment = GL_FRAGMENT_SHADER,
Vertex = GL_VERTEX_SHADER,
Geometry = GL_GEOMETRY_SHADER,
Compute = GL_COMPUTE_SHADER,
TessControl = GL_TESS_CONTROL_SHADER,
TessEvaluation = GL_TESS_EVALUATION_SHADER
};
enum ShaderType {
Fragment = GL_FRAGMENT_SHADER,
Vertex = GL_VERTEX_SHADER,
Geometry = GL_GEOMETRY_SHADER,
Compute = GL_COMPUTE_SHADER,
TessControl = GL_TESS_CONTROL_SHADER,
TessEvaluation = GL_TESS_EVALUATION_SHADER
};
struct Shader {
GLuint m_handle = 0;
struct Shader {
GLuint m_handle = 0;
Shader() {}
Shader(const std::string_view source, ShaderType type) { create(source, static_cast<GLenum>(type)); }
Shader() {}
Shader(const std::string_view source, ShaderType type) { create(source, static_cast<GLenum>(type)); }
// Returns whether compilation failed or not
bool create(const std::string_view source, GLenum type) {
m_handle = glCreateShader(type);
const GLchar* const sources[1] = { source.data() };
// Returns whether compilation failed or not
bool create(const std::string_view source, GLenum type) {
m_handle = glCreateShader(type);
const GLchar* const sources[1] = {source.data()};
glShaderSource(m_handle, 1, sources, nullptr);
glCompileShader(m_handle);
glShaderSource(m_handle, 1, sources, nullptr);
glCompileShader(m_handle);
GLint success;
glGetShaderiv(m_handle, GL_COMPILE_STATUS, &success);
if (success == GL_FALSE) {
char buf[4096];
glGetShaderInfoLog(m_handle, 4096, nullptr, buf);
fprintf(stderr, "Failed to compile shader\nError: %s\n", buf);
glDeleteShader(m_handle);
GLint success;
glGetShaderiv(m_handle, GL_COMPILE_STATUS, &success);
if (success == GL_FALSE) {
char buf[4096];
glGetShaderInfoLog(m_handle, 4096, nullptr, buf);
fprintf(stderr, "Failed to compile shader\nError: %s\n", buf);
glDeleteShader(m_handle);
m_handle = 0;
}
m_handle = 0;
}
return m_handle != 0;
}
return m_handle != 0;
}
GLuint handle() const { return m_handle; }
bool exists() const { return m_handle != 0; }
};
GLuint handle() const { return m_handle; }
bool exists() const { return m_handle != 0; }
void free() {
if (exists()) {
glDeleteShader(m_handle);
m_handle = 0;
}
}
#ifdef OPENGL_DESTRUCTORS
~Shader() { free(); }
#endif
};
struct Program {
GLuint m_handle = 0;
@ -431,6 +442,10 @@ namespace OpenGL {
m_handle = 0;
}
}
#ifdef OPENGL_DESTRUCTORS
~Program() { free(); }
#endif
};
static void dispatchCompute(GLuint groupsX = 1, GLuint groupsY = 1, GLuint groupsZ = 1) {