// Copyright (C) 2003 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #include "Globals.h" #include "VideoConfig.h" #include "IniFile.h" #include "Core.h" #include "Host.h" #include "VideoBackend.h" #include "ConfigManager.h" #include "Render.h" #include "VertexShaderManager.h" #include "GLUtil.h" GLWindow GLWin; cInterfaceBase *GLInterface; namespace OGL { // Draw messages on top of the screen unsigned int VideoBackend::PeekMessages() { return GLInterface->PeekMessages(); } // Show the current FPS void VideoBackend::UpdateFPSDisplay(const char *text) { char temp[100]; snprintf(temp, sizeof temp, "%s | OpenGL | %s", scm_rev_str, text); return GLInterface->UpdateFPSDisplay(temp); } } void InitInterface() { #ifdef ANDROID GLInterface = new cInterfaceBase; #elif defined(USE_EGL) && USE_EGL GLInterface = new cInterfaceEGL; #elif defined(__APPLE__) GLInterface = new cInterfaceAGL; #elif defined(_WIN32) GLInterface = new cInterfaceWGL; #elif defined(HAVE_X11) && HAVE_X11 GLInterface = new cInterfaceGLX; #endif } GLuint OpenGL_CompileProgram ( const char* vertexShader, const char* fragmentShader ) { // generate objects GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER); GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER); GLuint programID = glCreateProgram(); // compile vertex shader glShaderSource(vertexShaderID, 1, &vertexShader, NULL); glCompileShader(vertexShaderID); #if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL) GLint Result = GL_FALSE; char stringBuffer[1024]; GLsizei stringBufferUsage = 0; glGetShaderiv(vertexShaderID, GL_COMPILE_STATUS, &Result); glGetShaderInfoLog(vertexShaderID, 1024, &stringBufferUsage, stringBuffer); if(Result && stringBufferUsage) { ERROR_LOG(VIDEO, "GLSL vertex shader warnings:\n%s%s", stringBuffer, vertexShader); } else if(!Result) { ERROR_LOG(VIDEO, "GLSL vertex shader error:\n%s%s", stringBuffer, vertexShader); } else { DEBUG_LOG(VIDEO, "GLSL vertex shader compiled:\n%s", vertexShader); } bool shader_errors = !Result; #endif // compile fragment shader glShaderSource(fragmentShaderID, 1, &fragmentShader, NULL); glCompileShader(fragmentShaderID); #if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL) glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &Result); glGetShaderInfoLog(fragmentShaderID, 1024, &stringBufferUsage, stringBuffer); if(Result && stringBufferUsage) { ERROR_LOG(VIDEO, "GLSL fragment shader warnings:\n%s%s", stringBuffer, fragmentShader); } else if(!Result) { ERROR_LOG(VIDEO, "GLSL fragment shader error:\n%s%s", stringBuffer, fragmentShader); } else { DEBUG_LOG(VIDEO, "GLSL fragment shader compiled:\n%s", fragmentShader); } shader_errors |= !Result; #endif // link them glAttachShader(programID, vertexShaderID); glAttachShader(programID, fragmentShaderID); glLinkProgram(programID); #if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL) glGetProgramiv(programID, GL_LINK_STATUS, &Result); glGetProgramInfoLog(programID, 1024, &stringBufferUsage, stringBuffer); if(Result && stringBufferUsage) { ERROR_LOG(VIDEO, "GLSL linker warnings:\n%s%s%s", stringBuffer, vertexShader, fragmentShader); } else if(!Result && !shader_errors) { ERROR_LOG(VIDEO, "GLSL linker error:\n%s%s%s", stringBuffer, vertexShader, fragmentShader); } #endif // cleanup glDeleteShader(vertexShaderID); glDeleteShader(fragmentShaderID); return programID; } GLuint OpenGL_ReportGLError(const char *function, const char *file, int line) { GLint err = glGetError(); if (err != GL_NO_ERROR) { ERROR_LOG(VIDEO, "%s:%d: (%s) OpenGL error 0x%x\n", file, line, function, err); } return err; } void OpenGL_ReportARBProgramError() { #ifndef USE_GLES const GLubyte* pstr = glGetString(GL_PROGRAM_ERROR_STRING_ARB); if (pstr != NULL && pstr[0] != 0) { GLint loc = 0; glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &loc); ERROR_LOG(VIDEO, "program error at %d: ", loc); ERROR_LOG(VIDEO, "%s", (char*)pstr); ERROR_LOG(VIDEO, "\n"); } #endif } bool OpenGL_ReportFBOError(const char *function, const char *file, int line) { #ifndef USE_GLES unsigned int fbo_status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (fbo_status != GL_FRAMEBUFFER_COMPLETE) { const char *error = "unknown error"; switch (fbo_status) { case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: error = "INCOMPLETE_ATTACHMENT"; break; case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: error = "INCOMPLETE_MISSING_ATTACHMENT"; break; case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: error = "INCOMPLETE_DRAW_BUFFER"; break; case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: error = "INCOMPLETE_READ_BUFFER"; break; case GL_FRAMEBUFFER_UNSUPPORTED: error = "UNSUPPORTED"; break; } ERROR_LOG(VIDEO, "%s:%d: (%s) OpenGL FBO error - %s\n", file, line, function, error); return false; } #endif return true; }