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LibGL: Use LibGLSL to compile shaders

This commit is contained in:
Stephan Unverwerth 2022-08-28 19:24:58 +02:00 committed by Andrew Kaster
parent 67b2f8d68d
commit 4ad41e6680
4 changed files with 62 additions and 3 deletions

View file

@ -6,6 +6,7 @@
#include <LibGL/GL/gl.h>
#include <LibGL/Shaders/Program.h>
#include <LibGLSL/Linker.h>
namespace GL {
@ -49,7 +50,42 @@ ErrorOr<void> Program::attach_shader(Shader& shader)
ErrorOr<void> Program::link()
{
// FIXME: Implement actual program linker
m_info_log = TRY(String::from_utf8(""sv));
GLSL::Linker linker;
// Link vertex shader objects
Vector<GLSL::ObjectFile const*> vertex_shader_object_files;
for (auto vertex_shader : m_vertex_shaders)
vertex_shader_object_files.append(vertex_shader->object_file());
auto linked_vertex_shader_or_error = linker.link(vertex_shader_object_files);
if (linked_vertex_shader_or_error.is_error()) {
m_link_status = false;
m_info_log = linker.messages();
return linked_vertex_shader_or_error.error();
}
m_linked_vertex_shader = linked_vertex_shader_or_error.release_value();
// Link fragment shader objects
Vector<GLSL::ObjectFile const*> fragment_shader_object_files;
for (auto fragment_shader : m_fragment_shaders)
fragment_shader_object_files.append(fragment_shader->object_file());
auto linked_fragment_shader_or_error = linker.link(fragment_shader_object_files);
if (linked_fragment_shader_or_error.is_error()) {
m_link_status = false;
m_info_log = linker.messages();
return linked_fragment_shader_or_error.error();
}
m_linked_fragment_shader = linked_fragment_shader_or_error.release_value();
m_link_status = true;
return {};
}