bsnes/higan/ruby/video/opengl/utility.hpp

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static unsigned glrSize(unsigned size) {
return size;
//return bit::round(size); //return nearest power of two
}
static GLuint glrFormat(const string &format) {
if(format == "rgba8" ) return GL_RGBA8;
if(format == "rgb10a2") return GL_RGB10_A2;
if(format == "rgba12" ) return GL_RGBA12;
if(format == "rgba16" ) return GL_RGBA16;
if(format == "rgba16f") return GL_RGBA16F;
if(format == "rgba32f") return GL_RGBA32F;
return GL_RGBA8;
}
static GLuint glrFilter(const string &filter) {
if(filter == "nearest") return GL_NEAREST;
if(filter == "linear" ) return GL_LINEAR;
return GL_LINEAR;
}
static GLuint glrWrap(const string &wrap) {
if(wrap == "border") return GL_CLAMP_TO_BORDER;
if(wrap == "edge" ) return GL_CLAMP_TO_EDGE;
if(wrap == "repeat") return GL_REPEAT;
return GL_CLAMP_TO_BORDER;
}
static unsigned glrModulo(unsigned modulo) {
if(modulo) return modulo;
return 300; //divisible by 2, 3, 4, 5, 6, 10, 12, 15, 20, 25, 30, 50, 60, 100, 150
}
static GLuint glrProgram() {
GLuint program = 0;
glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&program);
return program;
}
static void glrUniform1i(const string &name, GLint value) {
GLint location = glGetUniformLocation(glrProgram(), name);
glUniform1i(location, value);
}
static void glrUniform4f(const string &name, GLfloat value0, GLfloat value1, GLfloat value2, GLfloat value3) {
GLint location = glGetUniformLocation(glrProgram(), name);
glUniform4f(location, value0, value1, value2, value3);
}
static void glrUniformMatrix4fv(const string &name, GLfloat *values) {
GLint location = glGetUniformLocation(glrProgram(), name);
glUniformMatrix4fv(location, 1, GL_FALSE, values);
}
static void glrParameters(GLuint filter, GLuint wrap) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap);
}
static GLuint glrCreateShader(GLuint program, GLuint type, const char *source) {
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, 0);
glCompileShader(shader);
GLint result = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
if(result == GL_FALSE) {
GLint length = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
char text[length + 1];
glGetShaderInfoLog(shader, length, &length, text);
text[length] = 0;
print("[ruby::OpenGL: shader compiler error]\n", (const char*)text, "\n\n");
return 0;
}
glAttachShader(program, shader);
return shader;
}
static void glrLinkProgram(GLuint program) {
glLinkProgram(program);
GLint result = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &result);
if(result == GL_FALSE) {
GLint length = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
char text[length + 1];
glGetProgramInfoLog(program, length, &length, text);
text[length] = 0;
print("[ruby::OpenGL: shader linker error]\n", (const char*)text, "\n\n");
}
glValidateProgram(program);
result = GL_FALSE;
glGetProgramiv(program, GL_VALIDATE_STATUS, &result);
if(result == GL_FALSE) {
GLint length = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
char text[length + 1];
glGetProgramInfoLog(program, length, &length, text);
text[length] = 0;
print("[ruby::OpenGL: shader validation error]\n", (const char*)text, "\n\n");
}
}