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LibAccelGfx: Compile all needed shaders during Painter construction
Instead of recompiling shaders on each paint command call we can compile them once.
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5 changed files with 139 additions and 58 deletions
81
Userland/Libraries/LibAccelGfx/Program.cpp
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81
Userland/Libraries/LibAccelGfx/Program.cpp
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/*
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* Copyright (c) 2023, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#define GL_GLEXT_PROTOTYPES
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#include <AK/Assertions.h>
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#include <AK/Format.h>
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#include <GL/gl.h>
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#include <GL/glext.h>
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#include <LibAccelGfx/Program.h>
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namespace AccelGfx {
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static GLuint create_shader(GLenum type, char const* source)
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{
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, nullptr);
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glCompileShader(shader);
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int success;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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char buffer[512];
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glGetShaderInfoLog(shader, sizeof(buffer), nullptr, buffer);
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dbgln("GLSL shader compilation failed: {}", buffer);
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VERIFY_NOT_REACHED();
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}
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return shader;
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}
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Program Program::create(char const* vertex_shader_source, char const* fragment_shader_source)
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{
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GLuint program = glCreateProgram();
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auto vertex_shader = create_shader(GL_VERTEX_SHADER, vertex_shader_source);
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auto fragment_shader = create_shader(GL_FRAGMENT_SHADER, fragment_shader_source);
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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int linked;
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glGetProgramiv(program, GL_LINK_STATUS, &linked);
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if (!linked) {
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char buffer[512];
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glGetProgramInfoLog(program, sizeof(buffer), nullptr, buffer);
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dbgln("GLSL program linking failed: {}", buffer);
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VERIFY_NOT_REACHED();
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}
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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return Program { program };
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}
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void Program::use()
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{
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glUseProgram(m_id);
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}
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GLuint Program::get_attribute_location(char const* name)
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{
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return glGetAttribLocation(m_id, name);
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}
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GLuint Program::get_uniform_location(char const* name)
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{
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return glGetUniformLocation(m_id, name);
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}
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Program::~Program()
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{
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glDeleteProgram(m_id);
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}
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}
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