Reapply "WIP: use compute shader instead of graphics shader for better performance (especially on amd)"

This reverts commit f85a7ab205.
This commit is contained in:
dec05eba
2025-03-29 15:38:05 +01:00
parent f85a7ab205
commit b8a521a785
18 changed files with 331 additions and 746 deletions

View File

@@ -36,28 +36,36 @@ static unsigned int loader_shader(gsr_egl *egl, unsigned int type, const char *s
return shader_id;
}
static unsigned int load_program(gsr_egl *egl, const char *vertex_shader, const char *fragment_shader) {
static unsigned int load_program(gsr_egl *egl, const char *vertex_shader, const char *fragment_shader, const char *compute_shader) {
unsigned int vertex_shader_id = 0;
unsigned int fragment_shader_id = 0;
unsigned int compute_shader_id = 0;
unsigned int program_id = 0;
int linked = 0;
bool success = false;
if(vertex_shader) {
vertex_shader_id = loader_shader(egl, GL_VERTEX_SHADER, vertex_shader);
if(vertex_shader_id == 0)
goto err;
goto done;
}
if(fragment_shader) {
fragment_shader_id = loader_shader(egl, GL_FRAGMENT_SHADER, fragment_shader);
if(fragment_shader_id == 0)
goto err;
goto done;
}
if(compute_shader) {
compute_shader_id = loader_shader(egl, GL_COMPUTE_SHADER, compute_shader);
if(compute_shader_id == 0)
goto done;
}
program_id = egl->glCreateProgram();
if(program_id == 0) {
fprintf(stderr, "gsr error: load_program: failed to create shader program, error: %d\n", egl->glGetError());
goto err;
goto done;
}
if(vertex_shader_id)
@@ -66,6 +74,9 @@ static unsigned int load_program(gsr_egl *egl, const char *vertex_shader, const
if(fragment_shader_id)
egl->glAttachShader(program_id, fragment_shader_id);
if(compute_shader_id)
egl->glAttachShader(program_id, compute_shader_id);
egl->glLinkProgram(program_id);
egl->glGetProgramiv(program_id, GL_LINK_STATUS, &linked);
@@ -79,37 +90,36 @@ static unsigned int load_program(gsr_egl *egl, const char *vertex_shader, const
fprintf(stderr, "gsr error: load program: linking shader program failed, error:\n%s\n", info_log);
}
goto err;
goto done;
}
success = true;
done:
if(!success) {
if(program_id)
egl->glDeleteProgram(program_id);
}
if(compute_shader_id)
egl->glDeleteShader(compute_shader_id);
if(fragment_shader_id)
egl->glDeleteShader(fragment_shader_id);
if(vertex_shader_id)
egl->glDeleteShader(vertex_shader_id);
return program_id;
err:
if(program_id)
egl->glDeleteProgram(program_id);
if(fragment_shader_id)
egl->glDeleteShader(fragment_shader_id);
if(vertex_shader_id)
egl->glDeleteShader(vertex_shader_id);
return 0;
}
int gsr_shader_init(gsr_shader *self, gsr_egl *egl, const char *vertex_shader, const char *fragment_shader) {
int gsr_shader_init(gsr_shader *self, gsr_egl *egl, const char *vertex_shader, const char *fragment_shader, const char *compute_shader) {
assert(egl);
self->egl = egl;
self->program_id = 0;
if(!vertex_shader && !fragment_shader) {
fprintf(stderr, "gsr error: gsr_shader_init: vertex shader and fragment shader can't be NULL at the same time\n");
if(!vertex_shader && !fragment_shader && !compute_shader) {
fprintf(stderr, "gsr error: gsr_shader_init: vertex, fragment shader and compute shaders can't be NULL at the same time\n");
return -1;
}
self->program_id = load_program(self->egl, vertex_shader, fragment_shader);
self->program_id = load_program(self->egl, vertex_shader, fragment_shader, compute_shader);
if(self->program_id == 0)
return -1;