136 lines
4.0 KiB
C++
136 lines
4.0 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "Common/GL/GLInterfaceBase.h"
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#include "Common/GL/GLUtil.h"
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#include "Common/Logging/Log.h"
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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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{
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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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{
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// generate objects
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GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
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GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
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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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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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char stringBuffer[1024];
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GLsizei stringBufferUsage = 0;
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glGetShaderiv(vertexShaderID, GL_COMPILE_STATUS, &Result);
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glGetShaderInfoLog(vertexShaderID, 1024, &stringBufferUsage, stringBuffer);
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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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}
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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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}
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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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}
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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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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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glGetShaderInfoLog(fragmentShaderID, 1024, &stringBufferUsage, stringBuffer);
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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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}
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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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}
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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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}
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shader_errors |= !Result;
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#endif
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// link them
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glAttachShader(programID, vertexShaderID);
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glAttachShader(programID, fragmentShaderID);
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glLinkProgram(programID);
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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glGetProgramiv(programID, GL_LINK_STATUS, &Result);
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glGetProgramInfoLog(programID, 1024, &stringBufferUsage, stringBuffer);
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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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}
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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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}
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#endif
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// cleanup
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glDeleteShader(vertexShaderID);
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glDeleteShader(fragmentShaderID);
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return programID;
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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, "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, "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 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, "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, "Attributeless VAO should have already been created.")
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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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