forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			155 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			155 lines
		
	
	
		
			4.4 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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static GLuint attributelessVAO = 0;
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static GLuint attributelessVBO = 0;
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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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}
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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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void OpenGL_CreateAttributelessVAO()
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{
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	glGenVertexArrays(1, &attributelessVAO);
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	_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);
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	_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 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, "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, "Attributeless VAO should have already been created.")
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	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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