Use libepoxy to load in OpenGL functions (#960)

* Use libepoxy to load in OpenGL functions

Prevents having to load them in manually

* Install libepoxy in the CI

* Do not link OpenGL libraries, libepoxy opens them itself

* Add libepoxy to build instructions
This commit is contained in:
WaluigiWare64 2021-01-26 13:19:32 +00:00 committed by GitHub
parent 54b1a752d4
commit ab222ab135
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9 changed files with 24 additions and 147 deletions

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@ -23,7 +23,7 @@ jobs:
run: |
rm -rf /usr/local/bin/2to3 # Temporary workaround suggested here - https://github.com/actions/virtual-environments/issues/2322#issuecomment-749211076
brew update
brew install sdl2 qt@5 libslirp libarchive
brew install sdl2 qt@5 libslirp libarchive libepoxy
- name: Create build environment
run: mkdir ${{runner.workspace}}/build
- name: Configure

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@ -36,7 +36,7 @@ jobs:
sudo mv /etc/apt/sources.list{.new,}
sudo apt update
sudo apt install aptitude
sudo aptitude install -y {gcc-10,g++-10,pkg-config}-aarch64-linux-gnu libsdl2-dev:arm64 qtbase5-dev:arm64 libslirp-dev:arm64 libarchive-dev:arm64
sudo aptitude install -y {gcc-10,g++-10,pkg-config}-aarch64-linux-gnu libsdl2-dev:arm64 qtbase5-dev:arm64 libslirp-dev:arm64 libarchive-dev:arm64 libepoxy-dev:arm64
- name: Create build environment
run: mkdir ${{runner.workspace}}/build
- name: Configure

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@ -19,7 +19,7 @@ jobs:
run: |
sudo rm -f /etc/apt/sources.list.d/dotnetdev.list /etc/apt/sources.list.d/microsoft-prod.list
sudo apt update
sudo apt install cmake libcurl4-gnutls-dev libpcap0.8-dev libsdl2-dev qt5-default libslirp0 libslirp-dev libarchive-dev --allow-downgrades
sudo apt install cmake libcurl4-gnutls-dev libpcap0.8-dev libsdl2-dev qt5-default libslirp0 libslirp-dev libarchive-dev libepoxy-dev --allow-downgrades
- name: Create build environment
run: mkdir ${{runner.workspace}}/build
- name: Configure

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@ -24,7 +24,7 @@ jobs:
choco install msys2
C:\tools\msys64\usr\bin\bash.exe -lc "pacman -Syuq --noconfirm"
- name: Install dependencies
run: C:\tools\msys64\usr\bin\bash.exe -lc "pacman -Sq --noconfirm git make mingw-w64-x86_64-{cmake,mesa,SDL2,qt5-static,libslirp,libarchive,toolchain}"
run: C:\tools\msys64\usr\bin\bash.exe -lc "pacman -Sq --noconfirm git make mingw-w64-x86_64-{cmake,mesa,SDL2,qt5-static,libslirp,libarchive,libepoxy,toolchain}"
- name: Create build environment
run: |
New-Item -ItemType directory -Path ${{runner.workspace}}\melonDS\build

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@ -38,7 +38,7 @@ As for the rest, the interface should be pretty straightforward. If you have a q
* Install dependencies:
```sh
sudo apt-get install cmake libcurl4-gnutls-dev libpcap0.8-dev libsdl2-dev qtbase5-dev qtdeclarative5-dev libslirp-dev libarchive-dev
sudo apt-get install cmake libcurl4-gnutls-dev libpcap0.8-dev libsdl2-dev qtbase5-dev qtdeclarative5-dev libslirp-dev libarchive-dev libepoxy-dev
```
* Compile:
@ -57,7 +57,7 @@ make -j$(nproc --all)
3. Update the packages using `pacman -Syu` and reopen the terminal if it asks you to
#### Dynamic builds (with DLLs)
4. Install dependencies: `pacman -S git make mingw-w64-x86_64-{cmake,mesa,SDL2,toolchain,qt5,libslirp,libarchive}`
4. Install dependencies: `pacman -S git make mingw-w64-x86_64-{cmake,mesa,SDL2,toolchain,qt5,libslirp,libarchive,libepoxy}`
5. Run the following commands
```bash
git clone https://github.com/Arisotura/melonDS.git
@ -71,7 +71,7 @@ make -j$(nproc --all)
If everything went well, melonDS and the libraries it needs should now be in the `dist` folder.
#### Static builds (without DLLs, standalone executable)
4. Install dependencies: `pacman -S git make mingw-w64-x86_64-{cmake,mesa,SDL2,toolchain,qt5-static,libslirp,libarchive}`
4. Install dependencies: `pacman -S git make mingw-w64-x86_64-{cmake,mesa,SDL2,toolchain,qt5-static,libslirp,libarchive,libepoxy}`
5. Run the following commands
```bash
git clone https://github.com/Arisotura/melonDS.git
@ -86,7 +86,7 @@ If everything went well, melonDS should now be in the `dist` folder.
### macOS:
1. Install the [Homebrew Package Manager](https://brew.sh)
2. Install dependencies: `brew install git pkg-config cmake sdl2 qt@5 libslirp libarchive`
2. Install dependencies: `brew install git pkg-config cmake sdl2 qt@5 libslirp libarchive libepoxy`
3. Compile:
```zsh
git clone https://github.com/Arisotura/melonDS.git

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@ -106,14 +106,16 @@ if (APPLE)
endif()
if (ENABLE_OGLRENDERER)
find_package(OpenGL REQUIRED)
find_package(PkgConfig REQUIRED)
pkg_check_modules(EPOXY REQUIRED epoxy)
target_include_directories(core PRIVATE ${EPOXY_INCLUDE_DIRS})
if (WIN32)
target_link_libraries(core ole32 comctl32 ws2_32 opengl32)
target_link_libraries(core ole32 comctl32 ws2_32 ${EPOXY_LIBRARIES})
elseif (APPLE)
target_link_libraries(core ${OPENGL_gl_LIBRARY})
target_link_libraries(core ${EPOXY_LIBRARIES})
else()
target_include_directories(core PRIVATE ${OPENGL_INCLUDE_DIR} ${OPENGL_EGL_INCLUDE_DIRS})
target_link_libraries(core rt OpenGL::GL ${OPENGL_egl_LIBRARY})
target_link_libraries(core rt ${EPOXY_LIBRARIES})
endif()
else()
if (WIN32)

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@ -22,16 +22,6 @@
namespace OpenGL
{
DO_PROCLIST(DECLPROC);
bool Init()
{
DO_PROCLIST(LOADPROC);
return true;
}
bool BuildShaderProgram(const char* vs, const char* fs, GLuint* ids, const char* name)
{
int len;

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@ -22,131 +22,15 @@
#include <stdio.h>
#include <string.h>
// TODO: different includes for each platform
#ifdef __APPLE__
#include <OpenGL/gl3.h>
#include <OpenGL/gl3ext.h>
#else
#include <GL/gl.h>
#include <GL/glext.h>
#endif
#include <epoxy/gl.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
#ifdef __WIN32__
#define DO_PROCLIST_1_3(func) \
func(GLACTIVETEXTURE, glActiveTexture); \
func(GLBLENDCOLOR, glBlendColor); \
#else
#define DO_PROCLIST_1_3(func)
#endif
#ifdef __APPLE__
#define DO_PROCLIST(func)
#else
#define DO_PROCLIST(func) \
DO_PROCLIST_1_3(func) \
\
func(GLGENFRAMEBUFFERS, glGenFramebuffers); \
func(GLDELETEFRAMEBUFFERS, glDeleteFramebuffers); \
func(GLBINDFRAMEBUFFER, glBindFramebuffer); \
func(GLFRAMEBUFFERTEXTURE, glFramebufferTexture); \
func(GLBLITFRAMEBUFFER, glBlitFramebuffer); \
func(GLCHECKFRAMEBUFFERSTATUS, glCheckFramebufferStatus); \
\
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(GLBINDATTRIBLOCATION, glBindAttribLocation); \
func(GLBINDFRAGDATALOCATION, glBindFragDataLocation); \
\
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(GLUNIFORM1I, glUniform1i); \
func(GLUNIFORM1UI, glUniform1ui); \
func(GLUNIFORM2I, glUniform2i); \
func(GLUNIFORM4UI, glUniform4ui); \
func(GLUNIFORMBLOCKBINDING, glUniformBlockBinding); \
func(GLGETUNIFORMLOCATION, glGetUniformLocation); \
func(GLGETUNIFORMBLOCKINDEX, glGetUniformBlockIndex); \
\
func(GLFENCESYNC, glFenceSync); \
func(GLDELETESYNC, glDeleteSync); \
func(GLWAITSYNC, glWaitSync); \
func(GLCLIENTWAITSYNC, glClientWaitSync); \
\
func(GLDRAWBUFFERS, glDrawBuffers); \
\
func(GLBLENDFUNCSEPARATE, glBlendFuncSeparate); \
func(GLBLENDEQUATIONSEPARATE, glBlendEquationSeparate); \
\
func(GLCOLORMASKI, glColorMaski); \
\
func(GLGETSTRINGI, glGetStringi); \
#endif
namespace OpenGL
{
DO_PROCLIST(DECLPROC_EXT);
bool Init();
bool BuildShaderProgram(const char* vs, const char* fs, GLuint* ids, const char* name);
bool LinkShaderProgram(GLuint* ids);
void DeleteShaderProgram(GLuint* ids);

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@ -44,6 +44,10 @@
#include <SDL2/SDL.h>
#ifdef OGLRENDERER_ENABLED
#include "OpenGLSupport.h"
#endif
#include "main.h"
#include "Input.h"
#include "CheatsDialog.h"
@ -62,9 +66,6 @@
#include "NDS.h"
#include "GBACart.h"
#ifdef OGLRENDERER_ENABLED
#include "OpenGLSupport.h"
#endif
#include "GPU.h"
#include "SPU.h"
#include "Wifi.h"
@ -357,7 +358,7 @@ void EmuThread::run()
if (hasOGL)
{
oglContext->makeCurrent(oglSurface);
videoRenderer = OpenGL::Init() ? Config::_3DRenderer : 0;
videoRenderer = Config::_3DRenderer;
}
else
#endif
@ -423,7 +424,7 @@ void EmuThread::run()
if (hasOGL)
{
oglContext->makeCurrent(oglSurface);
videoRenderer = OpenGL::Init() ? Config::_3DRenderer : 0;
videoRenderer = Config::_3DRenderer;
}
else
#endif