botch GL support.

This commit is contained in:
Arisotura 2019-05-15 19:49:21 +02:00
parent a89366cb5a
commit 256b8cb69c
5 changed files with 147 additions and 123 deletions

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@ -112,6 +112,8 @@
<Unit filename="src/NDS.h" /> <Unit filename="src/NDS.h" />
<Unit filename="src/NDSCart.cpp" /> <Unit filename="src/NDSCart.cpp" />
<Unit filename="src/NDSCart.h" /> <Unit filename="src/NDSCart.h" />
<Unit filename="src/OpenGLSupport.cpp" />
<Unit filename="src/OpenGLSupport.h" />
<Unit filename="src/Platform.h" /> <Unit filename="src/Platform.h" />
<Unit filename="src/RTC.cpp" /> <Unit filename="src/RTC.cpp" />
<Unit filename="src/RTC.h" /> <Unit filename="src/RTC.h" />

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@ -16,77 +16,17 @@
with melonDS. If not, see http://www.gnu.org/licenses/. with melonDS. If not, see http://www.gnu.org/licenses/.
*/ */
#include <GL/gl.h>
#include <GL/glext.h>
#include <stdio.h> #include <stdio.h>
#include <string.h> #include <string.h>
#include "NDS.h" #include "NDS.h"
#include "GPU.h" #include "GPU.h"
#include "Platform.h" #include "OpenGLSupport.h"
namespace GPU3D namespace GPU3D
{ {
namespace GLRenderer43 namespace GLRenderer43
{ {
PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
PFNGLFRAMEBUFFERTEXTUREPROC glFramebufferTexture;
PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
PFNGLGENBUFFERSPROC glGenBuffers;
PFNGLDELETEBUFFERSPROC glDeleteBuffers;
PFNGLBINDBUFFERPROC glBindBuffer;
PFNGLMAPBUFFERPROC glMapBuffer;
PFNGLMAPBUFFERRANGEPROC glMapBufferRange;
PFNGLUNMAPBUFFERPROC glUnmapBuffer;
PFNGLBUFFERDATAPROC glBufferData;
PFNGLBUFFERSUBDATAPROC glBufferSubData;
PFNGLBINDBUFFERBASEPROC glBindBufferBase;
PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer;
PFNGLCREATESHADERPROC glCreateShader;
PFNGLSHADERSOURCEPROC glShaderSource;
PFNGLCOMPILESHADERPROC glCompileShader;
PFNGLCREATEPROGRAMPROC glCreateProgram;
PFNGLATTACHSHADERPROC glAttachShader;
PFNGLLINKPROGRAMPROC glLinkProgram;
PFNGLUSEPROGRAMPROC glUseProgram;
PFNGLGETSHADERIVPROC glGetShaderiv;
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
PFNGLGETPROGRAMIVPROC glGetProgramiv;
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
PFNGLDELETESHADERPROC glDeleteShader;
PFNGLDELETEPROGRAMPROC glDeleteProgram;
PFNGLUNIFORM1UIPROC glUniform1ui;
PFNGLUNIFORM4UIPROC glUniform4ui;
PFNGLUNIFORMBLOCKBINDINGPROC glUniformBlockBinding;
PFNGLACTIVETEXTUREPROC glActiveTexture;
PFNGLBINDIMAGETEXTUREPROC glBindImageTexture;
PFNGLDRAWBUFFERSPROC glDrawBuffers;
PFNGLBLENDFUNCSEPARATEIPROC glBlendFuncSeparatei;
PFNGLBLENDEQUATIONSEPARATEIPROC glBlendEquationSeparatei;
PFNGLCOLORMASKIPROC glColorMaski;
PFNGLMEMORYBARRIERPROC glMemoryBarrier;
PFNGLGETSTRINGIPROC glGetStringi;
// GL version requirements // GL version requirements
// * explicit uniform location: 4.3 (or extension) // * explicit uniform location: 4.3 (or extension)
// * texelFetch: 3.0 (GLSL 1.30) (3.2/1.50 for MS) // * texelFetch: 3.0 (GLSL 1.30) (3.2/1.50 for MS)
@ -792,67 +732,7 @@ bool ChunkedRendering = false;
bool InitGLExtensions() bool InitGLExtensions()
{ {
#define LOADPROC(type, name) \ if (!OpenGL_Init()) return false;
name = (PFN##type##PROC)Platform::GL_GetProcAddress(#name); \
if (!name) { printf("OpenGL: " #name " not found\n"); return false; }
LOADPROC(GLGENFRAMEBUFFERS, glGenFramebuffers);
LOADPROC(GLDELETEFRAMEBUFFERS, glDeleteFramebuffers);
LOADPROC(GLBINDFRAMEBUFFER, glBindFramebuffer);
LOADPROC(GLFRAMEBUFFERTEXTURE, glFramebufferTexture);
LOADPROC(GLBLITFRAMEBUFFER, glBlitFramebuffer);
LOADPROC(GLGENBUFFERS, glGenBuffers);
LOADPROC(GLDELETEBUFFERS, glDeleteBuffers);
LOADPROC(GLBINDBUFFER, glBindBuffer);
LOADPROC(GLMAPBUFFER, glMapBuffer);
LOADPROC(GLMAPBUFFERRANGE, glMapBufferRange);
LOADPROC(GLUNMAPBUFFER, glUnmapBuffer);
LOADPROC(GLBUFFERDATA, glBufferData);
LOADPROC(GLBUFFERSUBDATA, glBufferSubData);
LOADPROC(GLBINDBUFFERBASE, glBindBufferBase);
LOADPROC(GLGENVERTEXARRAYS, glGenVertexArrays);
LOADPROC(GLDELETEVERTEXARRAYS, glDeleteVertexArrays);
LOADPROC(GLBINDVERTEXARRAY, glBindVertexArray);
LOADPROC(GLENABLEVERTEXATTRIBARRAY, glEnableVertexAttribArray);
LOADPROC(GLDISABLEVERTEXATTRIBARRAY, glDisableVertexAttribArray);
LOADPROC(GLVERTEXATTRIBPOINTER, glVertexAttribPointer);
LOADPROC(GLVERTEXATTRIBIPOINTER, glVertexAttribIPointer);
LOADPROC(GLCREATESHADER, glCreateShader);
LOADPROC(GLSHADERSOURCE, glShaderSource);
LOADPROC(GLCOMPILESHADER, glCompileShader);
LOADPROC(GLCREATEPROGRAM, glCreateProgram);
LOADPROC(GLATTACHSHADER, glAttachShader);
LOADPROC(GLLINKPROGRAM, glLinkProgram);
LOADPROC(GLUSEPROGRAM, glUseProgram);
LOADPROC(GLGETSHADERIV, glGetShaderiv);
LOADPROC(GLGETSHADERINFOLOG, glGetShaderInfoLog);
LOADPROC(GLGETPROGRAMIV, glGetProgramiv);
LOADPROC(GLGETPROGRAMINFOLOG, glGetProgramInfoLog);
LOADPROC(GLDELETESHADER, glDeleteShader);
LOADPROC(GLDELETEPROGRAM, glDeleteProgram);
LOADPROC(GLUNIFORM1UI, glUniform1ui);
LOADPROC(GLUNIFORM4UI, glUniform4ui);
LOADPROC(GLUNIFORMBLOCKBINDING, glUniformBlockBinding);
LOADPROC(GLACTIVETEXTURE, glActiveTexture);
LOADPROC(GLBINDIMAGETEXTURE, glBindImageTexture);
LOADPROC(GLDRAWBUFFERS, glDrawBuffers);
LOADPROC(GLBLENDFUNCSEPARATEI, glBlendFuncSeparatei);
LOADPROC(GLBLENDEQUATIONSEPARATEI, glBlendEquationSeparatei);
LOADPROC(GLCOLORMASKI, glColorMaski);
LOADPROC(GLMEMORYBARRIER, glMemoryBarrier);
LOADPROC(GLGETSTRINGI, glGetStringi);
#undef LOADPROC
return true; return true;
} }

30
src/OpenGLSupport.cpp Normal file
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@ -0,0 +1,30 @@
/*
Copyright 2016-2019 Arisotura
This file is part of melonDS.
melonDS 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, either version 3 of the License, or (at your option)
any later version.
melonDS 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 for more details.
You should have received a copy of the GNU General Public License along
with melonDS. If not, see http://www.gnu.org/licenses/.
*/
#include "OpenGLSupport.h"
DO_PROCLIST(DECLPROC);
bool OpenGL_Init()
{
DO_PROCLIST(LOADPROC);
return true;
}

112
src/OpenGLSupport.h Normal file
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@ -0,0 +1,112 @@
/*
Copyright 2016-2019 Arisotura
This file is part of melonDS.
melonDS 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, either version 3 of the License, or (at your option)
any later version.
melonDS 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 for more details.
You should have received a copy of the GNU General Public License along
with melonDS. If not, see http://www.gnu.org/licenses/.
*/
#ifndef OPENGLSUPPORT_H
#define OPENGLSUPPORT_H
#include <stdio.h>
#include <GL/gl.h>
#include <GL/glext.h>
#include "Platform.h"
// here, have some macro magic
// we at the melonDS company really love macro magic
// also, suggestion to the fine folks who write the OpenGL headers:
// pls make the type names follow the same capitalization as their
// matching function names, so this is more convenient to deal with
#define DECLPROC(type, name) \
PFN##type##PROC name ;
#define DECLPROC_EXT(type, name) \
extern PFN##type##PROC name ;
#define LOADPROC(type, name) \
name = (PFN##type##PROC)Platform::GL_GetProcAddress(#name); \
if (!name) { printf("OpenGL: " #name " not found\n"); return false; }
// if you need more OpenGL functions, add them to the macronator here
// TODO: handle conditionally loading certain functions for different GL versions
#define DO_PROCLIST(func) \
func(GLGENFRAMEBUFFERS, glGenFramebuffers); \
func(GLDELETEFRAMEBUFFERS, glDeleteFramebuffers); \
func(GLBINDFRAMEBUFFER, glBindFramebuffer); \
func(GLFRAMEBUFFERTEXTURE, glFramebufferTexture); \
func(GLBLITFRAMEBUFFER, glBlitFramebuffer); \
\
func(GLGENBUFFERS, glGenBuffers); \
func(GLDELETEBUFFERS, glDeleteBuffers); \
func(GLBINDBUFFER, glBindBuffer); \
func(GLMAPBUFFER, glMapBuffer); \
func(GLMAPBUFFERRANGE, glMapBufferRange); \
func(GLUNMAPBUFFER, glUnmapBuffer); \
func(GLBUFFERDATA, glBufferData); \
func(GLBUFFERSUBDATA, glBufferSubData); \
func(GLBINDBUFFERBASE, glBindBufferBase); \
\
func(GLGENVERTEXARRAYS, glGenVertexArrays); \
func(GLDELETEVERTEXARRAYS, glDeleteVertexArrays); \
func(GLBINDVERTEXARRAY, glBindVertexArray); \
func(GLENABLEVERTEXATTRIBARRAY, glEnableVertexAttribArray); \
func(GLDISABLEVERTEXATTRIBARRAY, glDisableVertexAttribArray); \
func(GLVERTEXATTRIBPOINTER, glVertexAttribPointer); \
func(GLVERTEXATTRIBIPOINTER, glVertexAttribIPointer); \
\
func(GLCREATESHADER, glCreateShader); \
func(GLSHADERSOURCE, glShaderSource); \
func(GLCOMPILESHADER, glCompileShader); \
func(GLCREATEPROGRAM, glCreateProgram); \
func(GLATTACHSHADER, glAttachShader); \
func(GLLINKPROGRAM, glLinkProgram); \
func(GLUSEPROGRAM, glUseProgram); \
func(GLGETSHADERIV, glGetShaderiv); \
func(GLGETSHADERINFOLOG, glGetShaderInfoLog); \
func(GLGETPROGRAMIV, glGetProgramiv); \
func(GLGETPROGRAMINFOLOG, glGetProgramInfoLog); \
func(GLDELETESHADER, glDeleteShader); \
func(GLDELETEPROGRAM, glDeleteProgram); \
\
func(GLUNIFORM1UI, glUniform1ui); \
func(GLUNIFORM4UI, glUniform4ui); \
func(GLUNIFORMBLOCKBINDING, glUniformBlockBinding); \
\
func(GLACTIVETEXTURE, glActiveTexture); \
func(GLBINDIMAGETEXTURE, glBindImageTexture); \
\
func(GLDRAWBUFFERS, glDrawBuffers); \
\
func(GLBLENDFUNCSEPARATEI, glBlendFuncSeparatei); \
func(GLBLENDEQUATIONSEPARATEI, glBlendEquationSeparatei); \
\
func(GLCOLORMASKI, glColorMaski); \
\
func(GLMEMORYBARRIER, glMemoryBarrier); \
\
func(GLGETSTRINGI, glGetStringi); \
DO_PROCLIST(DECLPROC_EXT);
bool OpenGL_Init();
#endif // OPENGLSUPPORT_H

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@ -9,7 +9,7 @@ static HRESULT doPaint(uiArea *a, ID2D1RenderTarget *rt, RECT *clip)
if (a->openGL) if (a->openGL)
{ {
(*(ah->Draw))(ah, a, &dp); //(*(ah->Draw))(ah, a, &dp);
return S_OK; return S_OK;
} }