mirror of https://github.com/bsnes-emu/bsnes.git
Better Windows and Linux compatibility
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3d8e22ed50
commit
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1
Makefile
1
Makefile
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@ -47,6 +47,7 @@ SDL_LDFLAGS := -lSDL2 -lGL
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ifeq ($(PLATFORM),windows32)
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ifeq ($(PLATFORM),windows32)
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CFLAGS += -IWindows
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CFLAGS += -IWindows
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LDFLAGS += -lmsvcrt -lSDL2main -Wl,/MANIFESTFILE:NUL
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LDFLAGS += -lmsvcrt -lSDL2main -Wl,/MANIFESTFILE:NUL
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SDL_LDFLAGS := -lSDL2 -lopengl32
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else
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else
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LDFLAGS += -lc -lm
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LDFLAGS += -lc -lm
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endif
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endif
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@ -0,0 +1,34 @@
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#define GL_GLEXT_PROTOTYPES
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#include <SDL2/SDL_opengl.h>
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#ifndef __APPLE__
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#define GL_COMPAT_NAME(func) gl_compat_##func
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#define GL_COMPAT_VAR(func) typeof(func) *GL_COMPAT_NAME(func)
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GL_COMPAT_VAR(glCreateShader);
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GL_COMPAT_VAR(glGetAttribLocation);
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GL_COMPAT_VAR(glGetUniformLocation);
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GL_COMPAT_VAR(glUseProgram);
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GL_COMPAT_VAR(glGenVertexArrays);
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GL_COMPAT_VAR(glBindVertexArray);
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GL_COMPAT_VAR(glGenBuffers);
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GL_COMPAT_VAR(glBindBuffer);
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GL_COMPAT_VAR(glBufferData);
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GL_COMPAT_VAR(glEnableVertexAttribArray);
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GL_COMPAT_VAR(glVertexAttribPointer);
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GL_COMPAT_VAR(glCreateProgram);
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GL_COMPAT_VAR(glAttachShader);
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GL_COMPAT_VAR(glLinkProgram);
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GL_COMPAT_VAR(glGetProgramiv);
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GL_COMPAT_VAR(glGetProgramInfoLog);
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GL_COMPAT_VAR(glDeleteShader);
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GL_COMPAT_VAR(glUniform2f);
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GL_COMPAT_VAR(glActiveTexture);
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GL_COMPAT_VAR(glUniform1i);
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GL_COMPAT_VAR(glBindFragDataLocation);
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GL_COMPAT_VAR(glDeleteProgram);
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GL_COMPAT_VAR(glShaderSource);
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GL_COMPAT_VAR(glCompileShader);
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GL_COMPAT_VAR(glGetShaderiv);
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GL_COMPAT_VAR(glGetShaderInfoLog);
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#endif
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@ -0,0 +1,45 @@
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#ifndef opengl_compat_h
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#define opengl_compat_h
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#define GL_GLEXT_PROTOTYPES
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#include <SDL2/SDL_opengl.h>
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#include <SDL2/SDL_video.h>
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#ifndef __APPLE__
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#define GL_COMPAT_NAME(func) gl_compat_##func
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#define GL_COMPAT_WRAPPER(func) \
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({ extern typeof(func) *GL_COMPAT_NAME(func); \
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if(!GL_COMPAT_NAME(func)) GL_COMPAT_NAME(func) = SDL_GL_GetProcAddress(#func); \
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GL_COMPAT_NAME(func); \
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})
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#define glCreateShader GL_COMPAT_WRAPPER(glCreateShader)
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#define glGetAttribLocation GL_COMPAT_WRAPPER(glGetAttribLocation)
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#define glGetUniformLocation GL_COMPAT_WRAPPER(glGetUniformLocation)
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#define glUseProgram GL_COMPAT_WRAPPER(glUseProgram)
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#define glGenVertexArrays GL_COMPAT_WRAPPER(glGenVertexArrays)
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#define glBindVertexArray GL_COMPAT_WRAPPER(glBindVertexArray)
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#define glGenBuffers GL_COMPAT_WRAPPER(glGenBuffers)
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#define glBindBuffer GL_COMPAT_WRAPPER(glBindBuffer)
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#define glBufferData GL_COMPAT_WRAPPER(glBufferData)
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#define glEnableVertexAttribArray GL_COMPAT_WRAPPER(glEnableVertexAttribArray)
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#define glVertexAttribPointer GL_COMPAT_WRAPPER(glVertexAttribPointer)
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#define glCreateProgram GL_COMPAT_WRAPPER(glCreateProgram)
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#define glAttachShader GL_COMPAT_WRAPPER(glAttachShader)
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#define glLinkProgram GL_COMPAT_WRAPPER(glLinkProgram)
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#define glGetProgramiv GL_COMPAT_WRAPPER(glGetProgramiv)
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#define glGetProgramInfoLog GL_COMPAT_WRAPPER(glGetProgramInfoLog)
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#define glDeleteShader GL_COMPAT_WRAPPER(glDeleteShader)
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#define glUniform2f GL_COMPAT_WRAPPER(glUniform2f)
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#define glActiveTexture GL_COMPAT_WRAPPER(glActiveTexture)
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#define glUniform1i GL_COMPAT_WRAPPER(glUniform1i)
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#define glBindFragDataLocation GL_COMPAT_WRAPPER(glBindFragDataLocation)
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#define glDeleteProgram GL_COMPAT_WRAPPER(glDeleteProgram)
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#define glShaderSource GL_COMPAT_WRAPPER(glShaderSource)
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#define glCompileShader GL_COMPAT_WRAPPER(glCompileShader)
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#define glGetShaderiv GL_COMPAT_WRAPPER(glGetShaderiv)
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#define glGetShaderInfoLog GL_COMPAT_WRAPPER(glGetShaderInfoLog)
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#endif
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#endif /* opengl_compat_h */
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@ -75,7 +75,7 @@ bool init_shader_with_name(shader_t *shader, const char *name)
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static char master_shader_code[0x801] = {0,};
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static char master_shader_code[0x801] = {0,};
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static char shader_code[0x10001] = {0,};
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static char shader_code[0x10001] = {0,};
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static char final_shader_code[0x10801] = {0,};
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static char final_shader_code[0x10801] = {0,};
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static ssize_t filter_token_location = 0;
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static signed long filter_token_location = 0;
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if (!master_shader_code[0]) {
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if (!master_shader_code[0]) {
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FILE *master_shader_f = fopen(executable_relative_path("Shaders/MasterShader.fsh"), "r");
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FILE *master_shader_f = fopen(executable_relative_path("Shaders/MasterShader.fsh"), "r");
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@ -1,7 +1,6 @@
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#ifndef shader_h
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#ifndef shader_h
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#define shader_h
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#define shader_h
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#define GL_GLEXT_PROTOTYPES
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#include "opengl_compat.h"
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#include <SDL2/SDL_opengl.h>
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#include <stdbool.h>
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#include <stdbool.h>
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typedef struct shader_s {
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typedef struct shader_s {
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@ -0,0 +1 @@
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#include <stdint.h>
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