2015-05-24 06:55:12 +02:00
										 
									 
								 
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								// Copyright 2008 Dolphin Emulator Project
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											2015-05-18 01:08:10 +02:00
										 
									 
								 
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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;
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								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);
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								  GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
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								  GLuint programID = glCreateProgram();
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								  // compile vertex shader
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								  const char* shader = vertexShader.c_str();
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								  glShaderSource(vertexShaderID, 1, &shader, nullptr);
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								  glCompileShader(vertexShaderID);
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								#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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								  GLint Result = GL_FALSE;
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								  char stringBuffer[1024];
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								  GLsizei stringBufferUsage = 0;
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								  glGetShaderiv(vertexShaderID, GL_COMPILE_STATUS, &Result);
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								  glGetShaderInfoLog(vertexShaderID, 1024, &stringBufferUsage, stringBuffer);
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								  if (Result && stringBufferUsage)
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								  {
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								    ERROR_LOG(VIDEO, "GLSL vertex shader warnings:\n%s%s", stringBuffer, vertexShader.c_str());
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								  }
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								  else if (!Result)
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								  {
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								    ERROR_LOG(VIDEO, "GLSL vertex shader error:\n%s%s", stringBuffer, vertexShader.c_str());
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								  }
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								  else
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								  {
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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();
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								  glShaderSource(fragmentShaderID, 1, &shader, nullptr);
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								  glCompileShader(fragmentShaderID);
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								#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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								  glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &Result);
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								  glGetShaderInfoLog(fragmentShaderID, 1024, &stringBufferUsage, stringBuffer);
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								  if (Result && stringBufferUsage)
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								  {
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								    ERROR_LOG(VIDEO, "GLSL fragment shader warnings:\n%s%s", stringBuffer, fragmentShader.c_str());
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								  }
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								  else if (!Result)
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								  {
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								    ERROR_LOG(VIDEO, "GLSL fragment shader error:\n%s%s", stringBuffer, fragmentShader.c_str());
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								  }
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								  else
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								  {
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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);
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								  glAttachShader(programID, fragmentShaderID);
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								  glLinkProgram(programID);
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								#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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								  glGetProgramiv(programID, GL_LINK_STATUS, &Result);
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								  glGetProgramInfoLog(programID, 1024, &stringBufferUsage, stringBuffer);
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								  if (Result && stringBufferUsage)
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								  {
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								    ERROR_LOG(VIDEO, "GLSL linker warnings:\n%s%s%s", stringBuffer, vertexShader.c_str(),
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								              fragmentShader.c_str());
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								  }
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								  else if (!Result && !shader_errors)
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								  {
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								    ERROR_LOG(VIDEO, "GLSL linker error:\n%s%s%s", stringBuffer, vertexShader.c_str(),
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								              fragmentShader.c_str());
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								  }
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								#endif
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								  // cleanup
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								  glDeleteShader(vertexShaderID);
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								  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);
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								  _dbg_assert_msg_(VIDEO, attributelessVAO != 0,
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								                   "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);
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								  _dbg_assert_msg_(VIDEO, attributelessVBO != 0,
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								                   "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);
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								  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);
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								  glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
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								  glEnableVertexAttribArray(0);
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								}
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								void OpenGL_BindAttributelessVAO()
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								{
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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								  _dbg_assert_msg_(VIDEO, attributelessVAO != 0,
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								                   "Attributeless VAO should have already been created.")
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								      glBindVertexArray(attributelessVAO);
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											2014-12-03 23:24:58 -08:00
										 
									 
								 
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								}
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								void OpenGL_DeleteAttributelessVAO()
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								{
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											2016-06-24 10:43:46 +02:00
										 
									 
								 
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								  _dbg_assert_msg_(VIDEO, attributelessVAO != 0,
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								                   "Attributeless VAO should have already been created.") if (attributelessVAO != 0)
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								  {
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								    glDeleteVertexArrays(1, &attributelessVAO);
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								    glDeleteBuffers(1, &attributelessVBO);
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								    attributelessVAO = 0;
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								    attributelessVBO = 0;
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								  }
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											2014-12-03 23:24:58 -08:00
										 
									 
								 
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								}
							 |