mirror of https://github.com/bsnes-emu/bsnes.git
107 lines
3.6 KiB
C++
Executable File
107 lines
3.6 KiB
C++
Executable File
static auto glrSize(uint size) -> uint {
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return size;
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//return bit::round(size); //return nearest power of two
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}
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static auto glrFormat(const string& format) -> GLuint {
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if(format == "r32i" ) return GL_R32I;
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if(format == "r32ui" ) return GL_R32UI;
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if(format == "rgba8" ) return GL_RGBA8;
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if(format == "rgb10a2") return GL_RGB10_A2;
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if(format == "rgba12" ) return GL_RGBA12;
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if(format == "rgba16" ) return GL_RGBA16;
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if(format == "rgba16f") return GL_RGBA16F;
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if(format == "rgba32f") return GL_RGBA32F;
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return GL_RGBA8;
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}
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static auto glrFilter(const string& filter) -> GLuint {
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if(filter == "nearest") return GL_NEAREST;
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if(filter == "linear" ) return GL_LINEAR;
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return GL_LINEAR;
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}
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static auto glrWrap(const string& wrap) -> GLuint {
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if(wrap == "border") return GL_CLAMP_TO_BORDER;
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if(wrap == "edge" ) return GL_CLAMP_TO_EDGE;
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if(wrap == "repeat") return GL_REPEAT;
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return GL_CLAMP_TO_BORDER;
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}
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static auto glrModulo(uint modulo) -> uint {
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if(modulo) return modulo;
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return 300; //divisible by 2, 3, 4, 5, 6, 10, 12, 15, 20, 25, 30, 50, 60, 100, 150
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}
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static auto glrProgram() -> GLuint {
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GLuint program = 0;
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glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&program);
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return program;
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}
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static auto glrUniform1i(const string& name, GLint value) -> void {
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GLint location = glGetUniformLocation(glrProgram(), name);
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glUniform1i(location, value);
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}
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static auto glrUniform4f(const string& name, GLfloat value0, GLfloat value1, GLfloat value2, GLfloat value3) -> void {
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GLint location = glGetUniformLocation(glrProgram(), name);
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glUniform4f(location, value0, value1, value2, value3);
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}
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static auto glrUniformMatrix4fv(const string& name, GLfloat* values) -> void {
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GLint location = glGetUniformLocation(glrProgram(), name);
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glUniformMatrix4fv(location, 1, GL_FALSE, values);
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}
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static auto glrParameters(GLuint filter, GLuint wrap) -> void {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap);
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}
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static auto glrCreateShader(GLuint program, GLuint type, const char* source) -> GLuint {
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, 0);
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glCompileShader(shader);
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GLint result = GL_FALSE;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
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if(result == GL_FALSE) {
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GLint length = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
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char text[length + 1];
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glGetShaderInfoLog(shader, length, &length, text);
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text[length] = 0;
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print("[ruby::OpenGL: shader compiler error]\n", (const char*)text, "\n\n");
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return 0;
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}
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glAttachShader(program, shader);
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return shader;
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}
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static auto glrLinkProgram(GLuint program) -> void {
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glLinkProgram(program);
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GLint result = GL_FALSE;
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glGetProgramiv(program, GL_LINK_STATUS, &result);
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if(result == GL_FALSE) {
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GLint length = 0;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
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char text[length + 1];
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glGetProgramInfoLog(program, length, &length, text);
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text[length] = 0;
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print("[ruby::OpenGL: shader linker error]\n", (const char*)text, "\n\n");
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}
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glValidateProgram(program);
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result = GL_FALSE;
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glGetProgramiv(program, GL_VALIDATE_STATUS, &result);
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if(result == GL_FALSE) {
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GLint length = 0;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
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char text[length + 1];
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glGetProgramInfoLog(program, length, &length, text);
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text[length] = 0;
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print("[ruby::OpenGL: shader validation error]\n", (const char*)text, "\n\n");
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}
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}
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