forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			165 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			165 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2013 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 "Common/IniFile.h"
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#include "Common/StringUtil.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "VideoBackends/OGL/GLInterfaceBase.h"
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#include "VideoBackends/OGL/GLUtil.h"
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#include "VideoBackends/OGL/Render.h"
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#include "VideoBackends/OGL/VideoBackend.h"
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#include "VideoCommon/VideoConfig.h"
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cInterfaceBase *GLInterface;
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namespace OGL
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{
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// Draw messages on top of the screen
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unsigned int VideoBackend::PeekMessages()
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{
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	return GLInterface->PeekMessages();
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}
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// Show the current FPS
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void VideoBackend::UpdateFPSDisplay(const std::string& text)
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{
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	return GLInterface->UpdateFPSDisplay(StringFromFormat("%s | %s | %s", scm_rev_str, GetDisplayName().c_str(), text.c_str()));
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}
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}
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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 char* vertexShader, const char* 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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	glShaderSource(vertexShaderID, 1, &vertexShader, 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);
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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);
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	}
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	else
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	{
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		DEBUG_LOG(VIDEO, "GLSL vertex shader compiled:\n%s", vertexShader);
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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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	glShaderSource(fragmentShaderID, 1, &fragmentShader, 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);
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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);
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	}
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	else
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	{
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		DEBUG_LOG(VIDEO, "GLSL fragment shader compiled:\n%s", fragmentShader);
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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, fragmentShader);
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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, fragmentShader);
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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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GLuint OpenGL_ReportGLError(const char *function, const char *file, int line)
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{
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	GLint err = glGetError();
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	if (err != GL_NO_ERROR)
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	{
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		ERROR_LOG(VIDEO, "%s:%d: (%s) OpenGL error 0x%x\n",
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				file, line, function, err);
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	}
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	return err;
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}
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bool OpenGL_ReportFBOError(const char *function, const char *file, int line)
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{
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	unsigned int fbo_status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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	if (fbo_status != GL_FRAMEBUFFER_COMPLETE)
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	{
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		const char *error = "unknown error";
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		switch (fbo_status)
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		{
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			case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
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				error = "INCOMPLETE_ATTACHMENT";
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				break;
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			case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
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				error = "INCOMPLETE_MISSING_ATTACHMENT";
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				break;
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			case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
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				error = "INCOMPLETE_DRAW_BUFFER";
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				break;
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			case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
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				error = "INCOMPLETE_READ_BUFFER";
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				break;
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			case GL_FRAMEBUFFER_UNSUPPORTED:
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				error = "UNSUPPORTED";
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				break;
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		}
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		ERROR_LOG(VIDEO, "%s:%d: (%s) OpenGL FBO error - %s\n",
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				file, line, function, error);
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		return false;
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	}
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	return true;
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}
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