using OpenTK.Graphics.OpenGL;
using Ryujinx.Graphics.Shader;
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<CBufferDescriptor> ConstBufferUsage { get; private set; }
public IEnumerable<TextureDescriptor> TextureUsage { get; private set; }
public OglShaderStage(
GalShaderType type,
string code,
IEnumerable<CBufferDescriptor> constBufferUsage,
IEnumerable<TextureDescriptor> textureUsage)
Type = type;
Code = code;
ConstBufferUsage = constBufferUsage;
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));