OpenGLRenderer: Allow RenderPipeline without a fragment shader on OpenGL ES

This commit is contained in:
Jérôme Leclercq
2021-05-29 00:32:00 +02:00
parent 336e70f72e
commit 109b2a156e
7 changed files with 60 additions and 11 deletions

View File

@@ -8,6 +8,7 @@
#include <Nazara/OpenGLRenderer/OpenGLRenderPipelineLayout.hpp>
#include <Nazara/OpenGLRenderer/OpenGLShaderModule.hpp>
#include <Nazara/Shader/GlslWriter.hpp>
#include <Nazara/Shader/ShaderBuilder.hpp>
#include <cassert>
#include <stdexcept>
#include <Nazara/OpenGLRenderer/Debug.hpp>
@@ -21,11 +22,37 @@ namespace Nz
if (!m_program.Create(device))
throw std::runtime_error("failed to create program");
ShaderStageTypeFlags stageFlags;
for (const auto& shaderModulePtr : m_pipelineInfo.shaderModules)
{
OpenGLShaderModule& shaderModule = static_cast<OpenGLShaderModule&>(*shaderModulePtr);
for (const GL::Shader& shader : shaderModule.GetShaders())
m_program.AttachShader(shader.GetObjectId());
for (const auto& shaderEntry : shaderModule.GetShaders())
{
m_program.AttachShader(shaderEntry.shader.GetObjectId());
stageFlags |= shaderEntry.stage;
}
}
// OpenGL ES programs must have both vertex and fragment shaders or a compute shader or a mesh and fragment shader.
if (device.GetReferenceContext().GetParams().type == GL::ContextType::OpenGL_ES)
{
auto GenerateIfMissing = [&](ShaderStageType stage)
{
if (!stageFlags.Test(stage))
{
ShaderAst::StatementPtr dummyAst = ShaderBuilder::DeclareFunction(stage, "main", {}, {});
OpenGLShaderModule shaderModule(device, stage, dummyAst);
for (const auto& shaderEntry : shaderModule.GetShaders())
{
m_program.AttachShader(shaderEntry.shader.GetObjectId());
stageFlags |= shaderEntry.stage;
}
}
};
GenerateIfMissing(ShaderStageType::Fragment);
GenerateIfMissing(ShaderStageType::Vertex);
}
m_program.Link();

View File

@@ -44,7 +44,9 @@ namespace Nz
shader.Compile();
CheckCompilationStatus(shader);
m_shaders.emplace_back(std::move(shader));
auto& entry = m_shaders.emplace_back();
entry.shader = std::move(shader);
entry.stage = shaderStage;
break;
}
}
@@ -130,7 +132,9 @@ namespace Nz
CheckCompilationStatus(shader);
m_shaders.emplace_back(std::move(shader));
auto& entry = m_shaders.emplace_back();
entry.shader = std::move(shader);
entry.stage = shaderStage;
}
}
}