GLUtil: Drop now-unused attributeless VAO helpers
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@ -10,8 +10,6 @@
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#include "Common/Logging/Log.h"
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#include "Common/Logging/Log.h"
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std::unique_ptr<cInterfaceBase> GLInterface;
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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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void InitInterface()
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{
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{
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@ -29,7 +27,7 @@ GLuint OpenGL_CompileProgram(const std::string& vertexShader, const std::string&
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const char* shader = vertexShader.c_str();
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const char* shader = vertexShader.c_str();
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glShaderSource(vertexShaderID, 1, &shader, nullptr);
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glShaderSource(vertexShaderID, 1, &shader, nullptr);
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glCompileShader(vertexShaderID);
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glCompileShader(vertexShaderID);
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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#if defined(_DEBUG) || defined(DEBUGFAST)
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GLint Result = GL_FALSE;
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GLint Result = GL_FALSE;
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char stringBuffer[1024];
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char stringBuffer[1024];
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GLsizei stringBufferUsage = 0;
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GLsizei stringBufferUsage = 0;
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@ -56,7 +54,7 @@ GLuint OpenGL_CompileProgram(const std::string& vertexShader, const std::string&
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shader = fragmentShader.c_str();
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shader = fragmentShader.c_str();
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glShaderSource(fragmentShaderID, 1, &shader, nullptr);
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glShaderSource(fragmentShaderID, 1, &shader, nullptr);
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glCompileShader(fragmentShaderID);
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glCompileShader(fragmentShaderID);
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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#if defined(_DEBUG) || defined(DEBUGFAST)
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glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &Result);
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glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &Result);
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glGetShaderInfoLog(fragmentShaderID, 1024, &stringBufferUsage, stringBuffer);
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glGetShaderInfoLog(fragmentShaderID, 1024, &stringBufferUsage, stringBuffer);
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@ -80,7 +78,7 @@ GLuint OpenGL_CompileProgram(const std::string& vertexShader, const std::string&
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glAttachShader(programID, vertexShaderID);
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glAttachShader(programID, vertexShaderID);
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glAttachShader(programID, fragmentShaderID);
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glAttachShader(programID, fragmentShaderID);
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glLinkProgram(programID);
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glLinkProgram(programID);
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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#if defined(_DEBUG) || defined(DEBUGFAST)
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glGetProgramiv(programID, GL_LINK_STATUS, &Result);
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glGetProgramiv(programID, GL_LINK_STATUS, &Result);
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glGetProgramInfoLog(programID, 1024, &stringBufferUsage, stringBuffer);
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glGetProgramInfoLog(programID, 1024, &stringBufferUsage, stringBuffer);
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@ -102,45 +100,3 @@ GLuint OpenGL_CompileProgram(const std::string& vertexShader, const std::string&
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return programID;
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return programID;
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}
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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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@ -17,19 +17,3 @@ void InitInterface();
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// Helpers
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// Helpers
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GLuint OpenGL_CompileProgram(const std::string& vertexShader, const std::string& fragmentShader);
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GLuint OpenGL_CompileProgram(const std::string& vertexShader, const std::string& fragmentShader);
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// Creates and deletes a VAO and VBO suitable for attributeless rendering.
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// Called by the Renderer.
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void OpenGL_CreateAttributelessVAO();
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void OpenGL_DeleteAttributelessVAO();
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// Binds the VAO suitable for attributeless rendering.
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void OpenGL_BindAttributelessVAO();
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// this should be removed in future, but as long as glsl is unstable, we should really read this
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// messages
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#if defined(_DEBUG) || defined(DEBUGFAST)
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#define DEBUG_GLSL 1
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#else
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#define DEBUG_GLSL 0
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#endif
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@ -816,8 +816,6 @@ void Renderer::Shutdown()
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s_raster_font.reset();
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s_raster_font.reset();
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m_post_processor.reset();
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m_post_processor.reset();
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OpenGL_DeleteAttributelessVAO();
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}
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}
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void Renderer::Init()
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void Renderer::Init()
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@ -828,8 +826,6 @@ void Renderer::Init()
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m_post_processor = std::make_unique<OpenGLPostProcessing>();
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m_post_processor = std::make_unique<OpenGLPostProcessing>();
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s_raster_font = std::make_unique<RasterFont>();
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s_raster_font = std::make_unique<RasterFont>();
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OpenGL_CreateAttributelessVAO();
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}
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}
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std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config)
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std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config)
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