VideoSW: Use OpenGL Core context

This commit is contained in:
degasus 2015-10-09 09:25:09 +02:00
parent 61c3a0d9e4
commit b69bff0690
4 changed files with 52 additions and 60 deletions

View File

@ -16,7 +16,7 @@ void InitInterface()
GLInterface = HostGL_CreateGLInterface();
}
GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShader)
GLuint OpenGL_CompileProgram(const std::string& vertexShader, const std::string& fragmentShader)
{
// generate objects
GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
@ -24,7 +24,8 @@ GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShade
GLuint programID = glCreateProgram();
// compile vertex shader
glShaderSource(vertexShaderID, 1, &vertexShader, nullptr);
const char* shader = vertexShader.c_str();
glShaderSource(vertexShaderID, 1, &shader, nullptr);
glCompileShader(vertexShaderID);
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
GLint Result = GL_FALSE;
@ -35,22 +36,23 @@ GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShade
if (Result && stringBufferUsage)
{
ERROR_LOG(VIDEO, "GLSL vertex shader warnings:\n%s%s", stringBuffer, vertexShader);
ERROR_LOG(VIDEO, "GLSL vertex shader warnings:\n%s%s", stringBuffer, vertexShader.c_str());
}
else if (!Result)
{
ERROR_LOG(VIDEO, "GLSL vertex shader error:\n%s%s", stringBuffer, vertexShader);
ERROR_LOG(VIDEO, "GLSL vertex shader error:\n%s%s", stringBuffer, vertexShader.c_str());
}
else
{
DEBUG_LOG(VIDEO, "GLSL vertex shader compiled:\n%s", vertexShader);
DEBUG_LOG(VIDEO, "GLSL vertex shader compiled:\n%s", vertexShader.c_str());
}
bool shader_errors = !Result;
#endif
// compile fragment shader
glShaderSource(fragmentShaderID, 1, &fragmentShader, nullptr);
shader = fragmentShader.c_str();
glShaderSource(fragmentShaderID, 1, &shader, nullptr);
glCompileShader(fragmentShaderID);
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &Result);
@ -58,15 +60,15 @@ GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShade
if (Result && stringBufferUsage)
{
ERROR_LOG(VIDEO, "GLSL fragment shader warnings:\n%s%s", stringBuffer, fragmentShader);
ERROR_LOG(VIDEO, "GLSL fragment shader warnings:\n%s%s", stringBuffer, fragmentShader.c_str());
}
else if (!Result)
{
ERROR_LOG(VIDEO, "GLSL fragment shader error:\n%s%s", stringBuffer, fragmentShader);
ERROR_LOG(VIDEO, "GLSL fragment shader error:\n%s%s", stringBuffer, fragmentShader.c_str());
}
else
{
DEBUG_LOG(VIDEO, "GLSL fragment shader compiled:\n%s", fragmentShader);
DEBUG_LOG(VIDEO, "GLSL fragment shader compiled:\n%s", fragmentShader.c_str());
}
shader_errors |= !Result;
@ -82,11 +84,11 @@ GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShade
if (Result && stringBufferUsage)
{
ERROR_LOG(VIDEO, "GLSL linker warnings:\n%s%s%s", stringBuffer, vertexShader, fragmentShader);
ERROR_LOG(VIDEO, "GLSL linker warnings:\n%s%s%s", stringBuffer, vertexShader.c_str(), fragmentShader.c_str());
}
else if (!Result && !shader_errors)
{
ERROR_LOG(VIDEO, "GLSL linker error:\n%s%s%s", stringBuffer, vertexShader, fragmentShader);
ERROR_LOG(VIDEO, "GLSL linker error:\n%s%s%s", stringBuffer, vertexShader.c_str(), fragmentShader.c_str());
}
#endif

View File

@ -4,6 +4,8 @@
#pragma once
#include <string>
#include "Common/GL/GLExtensions/GLExtensions.h"
#ifndef _WIN32
@ -14,7 +16,7 @@
void InitInterface();
// Helpers
GLuint OpenGL_CompileProgram(const char *vertexShader, const char *fragmentShader);
GLuint OpenGL_CompileProgram(const std::string& vertexShader, const std::string& fragmentShader);
// Creates and deletes a VAO and VBO suitable for attributeless rendering.
// Called by the Renderer.

View File

@ -14,7 +14,7 @@ void SWOGLWindow::Init(void *window_handle)
{
InitInterface();
GLInterface->SetMode(GLInterfaceMode::MODE_DETECT);
if (!GLInterface->Create(window_handle, false))
if (!GLInterface->Create(window_handle))
{
INFO_LOG(VIDEO, "GLInterface::Create failed.");
}
@ -42,39 +42,47 @@ void SWOGLWindow::Prepare()
ERROR_LOG(VIDEO, "GLExtensions::Init failed!Does your video card support OpenGL 2.0?");
return;
}
else if (GLExtensions::Version() < 310)
{
ERROR_LOG(VIDEO, "OpenGL Version %d detected, but at least 3.1 is required.", GLExtensions::Version());
return;
}
static const char *fragShaderText =
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"varying vec2 TexCoordOut;\n"
std::string frag_shader =
"in vec2 TexCoord;\n"
"out vec4 ColorOut;\n"
"uniform sampler2D Texture;\n"
"void main() {\n"
" gl_FragColor = texture2D(Texture, TexCoordOut);\n"
"}\n";
static const char *vertShaderText =
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 pos;\n"
"attribute vec2 TexCoordIn;\n "
"varying vec2 TexCoordOut;\n "
"void main() {\n"
" gl_Position = pos;\n"
" TexCoordOut = TexCoordIn;\n"
" ColorOut = texture2D(Texture, TexCoord);\n"
"}\n";
m_image_program = OpenGL_CompileProgram(vertShaderText, fragShaderText);
std::string vertex_shader =
"out vec2 TexCoord;\n"
"void main() {\n"
" vec2 rawpos = vec2(gl_VertexID & 1, (gl_VertexID & 2) >> 1);\n"
" gl_Position = vec4(rawpos * 2.0 - 1.0, 0.0, 1.0);\n"
" TexCoord = vec2(rawpos.x, -rawpos.y);\n"
"}\n";
std::string header =
GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL ?
"#version 140\n"
:
"#version 300 es\n"
"precision highp float;\n";
m_image_program = OpenGL_CompileProgram(header + vertex_shader, header + frag_shader);
glUseProgram(m_image_program);
m_uni_tex = glGetUniformLocation(m_image_program, "Texture");
m_attr_pos = glGetAttribLocation(m_image_program, "pos");
m_attr_tex = glGetAttribLocation(m_image_program, "TexCoordIn");
glUniform1i(m_uni_tex, 0);
glUniform1i(glGetUniformLocation(m_image_program, "Texture"), 0);
glGenTextures(1, &m_image_texture);
glBindTexture(GL_TEXTURE_2D, m_image_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glGenVertexArrays(1, &m_image_vao);
}
void SWOGLWindow::PrintText(const std::string& text, int x, int y, u32 color)
@ -97,32 +105,13 @@ void SWOGLWindow::ShowImage(u8* data, int stride, int width, int height, float a
glBindTexture(GL_TEXTURE_2D, m_image_texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
//glPixelStorei(GL_UNPACK_ROW_LENGTH, stride);
glPixelStorei(GL_UNPACK_ROW_LENGTH, stride / 4);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glUseProgram(m_image_program);
static const GLfloat verts[4][2] = {
{ -1, -1}, // Left top
{ -1, 1}, // left bottom
{ 1, 1}, // right bottom
{ 1, -1} // right top
};
static const GLfloat texverts[4][2] = {
{0, 1},
{0, 0},
{1, 0},
{1, 1}
};
glVertexAttribPointer(m_attr_pos, 2, GL_FLOAT, GL_FALSE, 0, verts);
glVertexAttribPointer(m_attr_tex, 2, GL_FLOAT, GL_FALSE, 0, texverts);
glEnableVertexAttribArray(m_attr_pos);
glEnableVertexAttribArray(m_attr_tex);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableVertexAttribArray(m_attr_pos);
glDisableVertexAttribArray(m_attr_tex);
glBindVertexArray(m_image_vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// TODO: implement OSD
// for (TextData& text : m_text)

View File

@ -41,6 +41,5 @@ private:
bool m_init {false};
u32 m_image_program, m_image_texture;
int m_attr_pos, m_attr_tex, m_uni_tex;
u32 m_image_program, m_image_texture, m_image_vao;
};