forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			147 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			147 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// 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;
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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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    DEBUG_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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    DEBUG_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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  _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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}
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void OpenGL_DeleteAttributelessVAO()
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{
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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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}
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