VideoSW: Use OpenGL Core context
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61c3a0d9e4
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b69bff0690
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@ -16,7 +16,7 @@ void InitInterface()
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GLInterface = HostGL_CreateGLInterface();
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}
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GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShader)
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GLuint OpenGL_CompileProgram(const std::string& vertexShader, const std::string& fragmentShader)
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{
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// generate objects
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GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
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@ -24,7 +24,8 @@ GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShade
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GLuint programID = glCreateProgram();
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// compile vertex shader
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glShaderSource(vertexShaderID, 1, &vertexShader, nullptr);
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const char* shader = vertexShader.c_str();
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glShaderSource(vertexShaderID, 1, &shader, nullptr);
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glCompileShader(vertexShaderID);
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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GLint Result = GL_FALSE;
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@ -35,22 +36,23 @@ GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShade
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if (Result && stringBufferUsage)
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{
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ERROR_LOG(VIDEO, "GLSL vertex shader warnings:\n%s%s", stringBuffer, vertexShader);
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ERROR_LOG(VIDEO, "GLSL vertex shader warnings:\n%s%s", stringBuffer, vertexShader.c_str());
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}
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else if (!Result)
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{
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ERROR_LOG(VIDEO, "GLSL vertex shader error:\n%s%s", stringBuffer, vertexShader);
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ERROR_LOG(VIDEO, "GLSL vertex shader error:\n%s%s", stringBuffer, vertexShader.c_str());
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}
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else
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{
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DEBUG_LOG(VIDEO, "GLSL vertex shader compiled:\n%s", vertexShader);
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DEBUG_LOG(VIDEO, "GLSL vertex shader compiled:\n%s", vertexShader.c_str());
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}
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bool shader_errors = !Result;
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#endif
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// compile fragment shader
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glShaderSource(fragmentShaderID, 1, &fragmentShader, nullptr);
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shader = fragmentShader.c_str();
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glShaderSource(fragmentShaderID, 1, &shader, nullptr);
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glCompileShader(fragmentShaderID);
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &Result);
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@ -58,15 +60,15 @@ GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShade
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if (Result && stringBufferUsage)
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{
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ERROR_LOG(VIDEO, "GLSL fragment shader warnings:\n%s%s", stringBuffer, fragmentShader);
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ERROR_LOG(VIDEO, "GLSL fragment shader warnings:\n%s%s", stringBuffer, fragmentShader.c_str());
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}
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else if (!Result)
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{
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ERROR_LOG(VIDEO, "GLSL fragment shader error:\n%s%s", stringBuffer, fragmentShader);
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ERROR_LOG(VIDEO, "GLSL fragment shader error:\n%s%s", stringBuffer, fragmentShader.c_str());
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}
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else
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{
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DEBUG_LOG(VIDEO, "GLSL fragment shader compiled:\n%s", fragmentShader);
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DEBUG_LOG(VIDEO, "GLSL fragment shader compiled:\n%s", fragmentShader.c_str());
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}
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shader_errors |= !Result;
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@ -82,11 +84,11 @@ GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShade
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if (Result && stringBufferUsage)
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{
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ERROR_LOG(VIDEO, "GLSL linker warnings:\n%s%s%s", stringBuffer, vertexShader, fragmentShader);
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ERROR_LOG(VIDEO, "GLSL linker warnings:\n%s%s%s", stringBuffer, vertexShader.c_str(), fragmentShader.c_str());
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}
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else if (!Result && !shader_errors)
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{
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ERROR_LOG(VIDEO, "GLSL linker error:\n%s%s%s", stringBuffer, vertexShader, fragmentShader);
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ERROR_LOG(VIDEO, "GLSL linker error:\n%s%s%s", stringBuffer, vertexShader.c_str(), fragmentShader.c_str());
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}
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#endif
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@ -4,6 +4,8 @@
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#pragma once
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#include <string>
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#include "Common/GL/GLExtensions/GLExtensions.h"
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#ifndef _WIN32
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@ -14,7 +16,7 @@
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void InitInterface();
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// Helpers
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GLuint OpenGL_CompileProgram(const char *vertexShader, const char *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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@ -14,7 +14,7 @@ void SWOGLWindow::Init(void *window_handle)
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{
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InitInterface();
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GLInterface->SetMode(GLInterfaceMode::MODE_DETECT);
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if (!GLInterface->Create(window_handle, false))
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if (!GLInterface->Create(window_handle))
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{
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INFO_LOG(VIDEO, "GLInterface::Create failed.");
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}
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@ -42,39 +42,47 @@ void SWOGLWindow::Prepare()
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ERROR_LOG(VIDEO, "GLExtensions::Init failed!Does your video card support OpenGL 2.0?");
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return;
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}
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else if (GLExtensions::Version() < 310)
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{
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ERROR_LOG(VIDEO, "OpenGL Version %d detected, but at least 3.1 is required.", GLExtensions::Version());
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return;
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}
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static const char *fragShaderText =
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"#ifdef GL_ES\n"
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"precision highp float;\n"
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"#endif\n"
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"varying vec2 TexCoordOut;\n"
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std::string frag_shader =
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"in vec2 TexCoord;\n"
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"out vec4 ColorOut;\n"
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"uniform sampler2D Texture;\n"
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"void main() {\n"
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" gl_FragColor = texture2D(Texture, TexCoordOut);\n"
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"}\n";
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static const char *vertShaderText =
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"#ifdef GL_ES\n"
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"precision highp float;\n"
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"#endif\n"
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"attribute vec4 pos;\n"
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"attribute vec2 TexCoordIn;\n "
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"varying vec2 TexCoordOut;\n "
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"void main() {\n"
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" gl_Position = pos;\n"
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" TexCoordOut = TexCoordIn;\n"
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" ColorOut = texture2D(Texture, TexCoord);\n"
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"}\n";
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m_image_program = OpenGL_CompileProgram(vertShaderText, fragShaderText);
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std::string vertex_shader =
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"out vec2 TexCoord;\n"
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"void main() {\n"
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" vec2 rawpos = vec2(gl_VertexID & 1, (gl_VertexID & 2) >> 1);\n"
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" gl_Position = vec4(rawpos * 2.0 - 1.0, 0.0, 1.0);\n"
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" TexCoord = vec2(rawpos.x, -rawpos.y);\n"
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"}\n";
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std::string header =
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GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL ?
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"#version 140\n"
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:
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"#version 300 es\n"
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"precision highp float;\n";
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m_image_program = OpenGL_CompileProgram(header + vertex_shader, header + frag_shader);
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glUseProgram(m_image_program);
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m_uni_tex = glGetUniformLocation(m_image_program, "Texture");
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m_attr_pos = glGetAttribLocation(m_image_program, "pos");
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m_attr_tex = glGetAttribLocation(m_image_program, "TexCoordIn");
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glUniform1i(m_uni_tex, 0);
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glUniform1i(glGetUniformLocation(m_image_program, "Texture"), 0);
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glGenTextures(1, &m_image_texture);
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glBindTexture(GL_TEXTURE_2D, m_image_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glGenVertexArrays(1, &m_image_vao);
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}
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void SWOGLWindow::PrintText(const std::string& text, int x, int y, u32 color)
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@ -97,32 +105,13 @@ void SWOGLWindow::ShowImage(u8* data, int stride, int width, int height, float a
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glBindTexture(GL_TEXTURE_2D, m_image_texture);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
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//glPixelStorei(GL_UNPACK_ROW_LENGTH, stride);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, stride / 4);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glUseProgram(m_image_program);
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static const GLfloat verts[4][2] = {
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{ -1, -1}, // Left top
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{ -1, 1}, // left bottom
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{ 1, 1}, // right bottom
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{ 1, -1} // right top
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};
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static const GLfloat texverts[4][2] = {
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{0, 1},
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{0, 0},
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{1, 0},
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{1, 1}
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};
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glVertexAttribPointer(m_attr_pos, 2, GL_FLOAT, GL_FALSE, 0, verts);
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glVertexAttribPointer(m_attr_tex, 2, GL_FLOAT, GL_FALSE, 0, texverts);
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glEnableVertexAttribArray(m_attr_pos);
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glEnableVertexAttribArray(m_attr_tex);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDisableVertexAttribArray(m_attr_pos);
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glDisableVertexAttribArray(m_attr_tex);
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glBindVertexArray(m_image_vao);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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// TODO: implement OSD
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// for (TextData& text : m_text)
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@ -41,6 +41,5 @@ private:
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bool m_init {false};
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u32 m_image_program, m_image_texture;
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int m_attr_pos, m_attr_tex, m_uni_tex;
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u32 m_image_program, m_image_texture, m_image_vao;
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};
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