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										 |  |  | // Copyright 2008 Dolphin Emulator Project
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										 |  |  | // Licensed under GPLv2+
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										 |  |  | // Refer to the license.txt file included.
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										 |  |  | #include <memory>
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										 |  |  | #include "Common/Assert.h"
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										 |  |  | #include "Common/GL/GLInterfaceBase.h"
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							|  |  |  | #include "Common/GL/GLUtil.h"
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										 |  |  | #include "Common/Logging/Log.h"
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										 |  |  | std::unique_ptr<cInterfaceBase> GLInterface; | 
					
						
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										 |  |  | static GLuint attributelessVAO = 0; | 
					
						
							|  |  |  | static GLuint attributelessVBO = 0; | 
					
						
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										 |  |  | void InitInterface() | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  |   GLInterface = HostGL_CreateGLInterface(); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | GLuint OpenGL_CompileProgram(const std::string& vertexShader, const std::string& fragmentShader) | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  |   // generate objects
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							|  |  |  |   GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER); | 
					
						
							|  |  |  |   GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER); | 
					
						
							|  |  |  |   GLuint programID = glCreateProgram(); | 
					
						
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							|  |  |  |   // compile vertex shader
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							|  |  |  |   const char* shader = vertexShader.c_str(); | 
					
						
							|  |  |  |   glShaderSource(vertexShaderID, 1, &shader, nullptr); | 
					
						
							|  |  |  |   glCompileShader(vertexShaderID); | 
					
						
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										 |  |  | #if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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										 |  |  |   GLint Result = GL_FALSE; | 
					
						
							|  |  |  |   char stringBuffer[1024]; | 
					
						
							|  |  |  |   GLsizei stringBufferUsage = 0; | 
					
						
							|  |  |  |   glGetShaderiv(vertexShaderID, GL_COMPILE_STATUS, &Result); | 
					
						
							|  |  |  |   glGetShaderInfoLog(vertexShaderID, 1024, &stringBufferUsage, stringBuffer); | 
					
						
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							|  |  |  |   if (Result && stringBufferUsage) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     ERROR_LOG(VIDEO, "GLSL vertex shader warnings:\n%s%s", stringBuffer, vertexShader.c_str()); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   else if (!Result) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     ERROR_LOG(VIDEO, "GLSL vertex shader error:\n%s%s", stringBuffer, vertexShader.c_str()); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   else | 
					
						
							|  |  |  |   { | 
					
						
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										 |  |  |     INFO_LOG(VIDEO, "GLSL vertex shader compiled:\n%s", vertexShader.c_str()); | 
					
						
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										 |  |  |   } | 
					
						
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							|  |  |  |   bool shader_errors = !Result; | 
					
						
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										 |  |  | #endif
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										 |  |  |   // compile fragment shader
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							|  |  |  |   shader = fragmentShader.c_str(); | 
					
						
							|  |  |  |   glShaderSource(fragmentShaderID, 1, &shader, nullptr); | 
					
						
							|  |  |  |   glCompileShader(fragmentShaderID); | 
					
						
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										 |  |  | #if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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										 |  |  |   glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &Result); | 
					
						
							|  |  |  |   glGetShaderInfoLog(fragmentShaderID, 1024, &stringBufferUsage, stringBuffer); | 
					
						
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							|  |  |  |   if (Result && stringBufferUsage) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     ERROR_LOG(VIDEO, "GLSL fragment shader warnings:\n%s%s", stringBuffer, fragmentShader.c_str()); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   else if (!Result) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     ERROR_LOG(VIDEO, "GLSL fragment shader error:\n%s%s", stringBuffer, fragmentShader.c_str()); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   else | 
					
						
							|  |  |  |   { | 
					
						
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										 |  |  |     INFO_LOG(VIDEO, "GLSL fragment shader compiled:\n%s", fragmentShader.c_str()); | 
					
						
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										 |  |  |   } | 
					
						
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							|  |  |  |   shader_errors |= !Result; | 
					
						
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										 |  |  | #endif
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										 |  |  |   // link them
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							|  |  |  |   glAttachShader(programID, vertexShaderID); | 
					
						
							|  |  |  |   glAttachShader(programID, fragmentShaderID); | 
					
						
							|  |  |  |   glLinkProgram(programID); | 
					
						
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										 |  |  | #if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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										 |  |  |   glGetProgramiv(programID, GL_LINK_STATUS, &Result); | 
					
						
							|  |  |  |   glGetProgramInfoLog(programID, 1024, &stringBufferUsage, stringBuffer); | 
					
						
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							|  |  |  |   if (Result && stringBufferUsage) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     ERROR_LOG(VIDEO, "GLSL linker warnings:\n%s%s%s", stringBuffer, vertexShader.c_str(), | 
					
						
							|  |  |  |               fragmentShader.c_str()); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   else if (!Result && !shader_errors) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     ERROR_LOG(VIDEO, "GLSL linker error:\n%s%s%s", stringBuffer, vertexShader.c_str(), | 
					
						
							|  |  |  |               fragmentShader.c_str()); | 
					
						
							|  |  |  |   } | 
					
						
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										 |  |  | #endif
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										 |  |  |   // cleanup
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							|  |  |  |   glDeleteShader(vertexShaderID); | 
					
						
							|  |  |  |   glDeleteShader(fragmentShaderID); | 
					
						
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										 |  |  |   return programID; | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | void OpenGL_CreateAttributelessVAO() | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  |   glGenVertexArrays(1, &attributelessVAO); | 
					
						
							|  |  |  |   _dbg_assert_msg_(VIDEO, attributelessVAO != 0, | 
					
						
							|  |  |  |                    "Attributeless VAO should have been created successfully.") | 
					
						
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							|  |  |  |       // In a compatibility context, we require a valid, bound array buffer.
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							|  |  |  |       glGenBuffers(1, &attributelessVBO); | 
					
						
							|  |  |  |   _dbg_assert_msg_(VIDEO, attributelessVBO != 0, | 
					
						
							|  |  |  |                    "Attributeless VBO should have been created successfully.") | 
					
						
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							|  |  |  |       // Initialize the buffer with nothing.  16 floats is an arbitrary size that may work around
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							|  |  |  |       // driver issues.
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							|  |  |  |       glBindBuffer(GL_ARRAY_BUFFER, attributelessVBO); | 
					
						
							|  |  |  |   glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 16, nullptr, GL_STATIC_DRAW); | 
					
						
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							|  |  |  |   // We must also define vertex attribute 0.
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							|  |  |  |   glBindVertexArray(attributelessVAO); | 
					
						
							|  |  |  |   glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr); | 
					
						
							|  |  |  |   glEnableVertexAttribArray(0); | 
					
						
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										 |  |  | } | 
					
						
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							|  |  |  | void OpenGL_BindAttributelessVAO() | 
					
						
							|  |  |  | { | 
					
						
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										 |  |  |   _dbg_assert_msg_(VIDEO, attributelessVAO != 0, | 
					
						
							|  |  |  |                    "Attributeless VAO should have already been created.") | 
					
						
							|  |  |  |       glBindVertexArray(attributelessVAO); | 
					
						
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										 |  |  | } | 
					
						
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							|  |  |  | void OpenGL_DeleteAttributelessVAO() | 
					
						
							|  |  |  | { | 
					
						
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										 |  |  |   _dbg_assert_msg_(VIDEO, attributelessVAO != 0, | 
					
						
							|  |  |  |                    "Attributeless VAO should have already been created.") if (attributelessVAO != 0) | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     glDeleteVertexArrays(1, &attributelessVAO); | 
					
						
							|  |  |  |     glDeleteBuffers(1, &attributelessVBO); | 
					
						
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							|  |  |  |     attributelessVAO = 0; | 
					
						
							|  |  |  |     attributelessVBO = 0; | 
					
						
							|  |  |  |   } | 
					
						
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										 |  |  | } |