// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include "Common/Assert.h" #include "Common/GL/GLInterfaceBase.h" #include "Common/GL/GLUtil.h" #include "Common/Logging/Log.h" std::unique_ptr GLInterface; static GLuint attributelessVAO = 0; static GLuint attributelessVBO = 0; void InitInterface() { GLInterface = HostGL_CreateGLInterface(); } GLuint OpenGL_CompileProgram(const std::string& vertexShader, const std::string& fragmentShader) { // generate objects GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER); GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER); GLuint programID = glCreateProgram(); // compile vertex shader 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; 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.c_str()); } else if (!Result) { 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.c_str()); } bool shader_errors = !Result; #endif // compile fragment shader 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); glGetShaderInfoLog(fragmentShaderID, 1024, &stringBufferUsage, stringBuffer); if (Result && stringBufferUsage) { 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.c_str()); } else { DEBUG_LOG(VIDEO, "GLSL fragment shader compiled:\n%s", fragmentShader.c_str()); } 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.c_str(), fragmentShader.c_str()); } else if (!Result && !shader_errors) { ERROR_LOG(VIDEO, "GLSL linker error:\n%s%s%s", stringBuffer, vertexShader.c_str(), fragmentShader.c_str()); } #endif // cleanup glDeleteShader(vertexShaderID); glDeleteShader(fragmentShaderID); return programID; } void OpenGL_CreateAttributelessVAO() { glGenVertexArrays(1, &attributelessVAO); _dbg_assert_msg_(VIDEO, attributelessVAO != 0, "Attributeless VAO should have been created successfully.") // In a compatibility context, we require a valid, bound array buffer. glGenBuffers(1, &attributelessVBO); _dbg_assert_msg_(VIDEO, attributelessVBO != 0, "Attributeless VBO should have been created successfully.") // Initialize the buffer with nothing. 16 floats is an arbitrary size that may work around // driver issues. glBindBuffer(GL_ARRAY_BUFFER, attributelessVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 16, nullptr, GL_STATIC_DRAW); // We must also define vertex attribute 0. glBindVertexArray(attributelessVAO); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr); glEnableVertexAttribArray(0); } void OpenGL_BindAttributelessVAO() { _dbg_assert_msg_(VIDEO, attributelessVAO != 0, "Attributeless VAO should have already been created.") glBindVertexArray(attributelessVAO); } void OpenGL_DeleteAttributelessVAO() { _dbg_assert_msg_(VIDEO, attributelessVAO != 0, "Attributeless VAO should have already been created.") if (attributelessVAO != 0) { glDeleteVertexArrays(1, &attributelessVAO); glDeleteBuffers(1, &attributelessVBO); attributelessVAO = 0; attributelessVBO = 0; } }