dolphin/Source/Core/VideoBackends/OGL/GLUtil.cpp

147 lines
3.9 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "Common/IniFile.h"
#include "Common/StringUtil.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "VideoBackends/OGL/GLInterfaceBase.h"
#include "VideoBackends/OGL/GLUtil.h"
#include "VideoBackends/OGL/Render.h"
#include "VideoBackends/OGL/VideoBackend.h"
#include "VideoCommon/VideoConfig.h"
cInterfaceBase *GLInterface;
static GLuint attributelessVAO = 0;
static GLuint attributelessVBO = 0;
namespace OGL
{
// Draw messages on top of the screen
unsigned int VideoBackend::PeekMessages()
{
return GLInterface->PeekMessages();
}
}
void InitInterface()
{
GLInterface = HostGL_CreateGLInterface();
}
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, 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);
}
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, 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);
}
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;
}
static void CreateAttributelessVAO()
{
glGenVertexArrays(1, &attributelessVAO);
// In a compatibility context, we require a valid, bound array buffer.
glGenBuffers(1, &attributelessVBO);
// Initialize the buffer with nothing.
glBindBuffer(GL_ARRAY_BUFFER, attributelessVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat), nullptr, GL_STATIC_DRAW);
// We must also define vertex attribute 0.
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
}
void OpenGL_BindAttributelessVAO()
{
if (attributelessVAO == 0)
CreateAttributelessVAO();
glBindVertexArray(attributelessVAO);
glBindBuffer(GL_ARRAY_BUFFER, attributelessVBO);
}
void OpenGL_DeleteAttributelessVAO()
{
glDeleteVertexArrays(1, &attributelessVAO);
glDeleteBuffers(1, &attributelessVBO);
}