gsdx-ogl-wnd:

* move GL loading function into its own namespace
* Use manual GL loading on linux too and mostly drop glew dependency. (Not 100% clean we are still depends on some glew define, it will be fixed later)

Note: shaders still need to be copied manually from GSdx/res to bin/plugins


git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl-wnd@5510 96395faa-99c1-11dd-bbfe-3dabce05a288
This commit is contained in:
gregory.hainaut 2013-01-14 09:15:39 +00:00
parent c09f758602
commit b65ad2c3e5
10 changed files with 246 additions and 186 deletions

View File

@ -47,6 +47,7 @@ if(XDG_STD)
endif(XDG_STD)
set(GSdxSources
GLLoader.cpp
GPU.cpp
GPUDrawScanline.cpp
GPUDrawScanlineCodeGenerator.cpp

208
plugins/GSdx/GLLoader.cpp Normal file
View File

@ -0,0 +1,208 @@
/*
* Copyright (C) 2011-2013 Gregory hainaut
* Copyright (C) 2007-2009 Gabest
*
* This Program 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 2, or (at your option)
* any later version.
*
* This Program 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 GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GLLoader.h"
PFNGLACTIVETEXTUREPROC glActiveTexture = NULL;
PFNGLATTACHSHADERPROC glAttachShader = NULL;
PFNGLBINDBUFFERPROC glBindBuffer = NULL;
PFNGLBINDBUFFERBASEPROC glBindBufferBase = NULL;
PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glBindFragDataLocationIndexed = NULL;
PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer = NULL;
PFNGLBINDPROGRAMPIPELINEPROC glBindProgramPipeline = NULL;
PFNGLBINDSAMPLERPROC glBindSampler = NULL;
PFNGLBINDVERTEXARRAYPROC glBindVertexArray = NULL;
PFNGLBLENDCOLORPROC glBlendColor = NULL;
PFNGLBLENDEQUATIONSEPARATEPROC glBlendEquationSeparate = NULL;
PFNGLBLENDFUNCSEPARATEPROC glBlendFuncSeparate = NULL;
PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer = NULL;
PFNGLBUFFERDATAPROC glBufferData = NULL;
PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus = NULL;
PFNGLCLEARBUFFERFVPROC glClearBufferfv = NULL;
PFNGLCLEARBUFFERIVPROC glClearBufferiv = NULL;
PFNGLCOMPILESHADERPROC glCompileShader = NULL;
PFNGLCOPYIMAGESUBDATANVPROC glCopyImageSubDataNV = NULL;
PFNGLCREATEPROGRAMPROC glCreateProgram = NULL;
PFNGLCREATESHADERPROC glCreateShader = NULL;
PFNGLCREATESHADERPROGRAMVPROC glCreateShaderProgramv = NULL;
PFNGLDELETEBUFFERSPROC glDeleteBuffers = NULL;
PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers = NULL;
PFNGLDELETEPROGRAMPROC glDeleteProgram = NULL;
PFNGLDELETEPROGRAMPIPELINESPROC glDeleteProgramPipelines = NULL;
PFNGLDELETESAMPLERSPROC glDeleteSamplers = NULL;
PFNGLDELETESHADERPROC glDeleteShader = NULL;
PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays = NULL;
PFNGLDETACHSHADERPROC glDetachShader = NULL;
PFNGLDRAWBUFFERSPROC glDrawBuffers = NULL;
PFNGLDRAWELEMENTSBASEVERTEXPROC glDrawElementsBaseVertex = NULL;
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray = NULL;
PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer = NULL;
PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D = NULL;
PFNGLGENBUFFERSPROC glGenBuffers = NULL;
PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers = NULL;
PFNGLGENPROGRAMPIPELINESPROC glGenProgramPipelines = NULL;
PFNGLGENSAMPLERSPROC glGenSamplers = NULL;
PFNGLGENVERTEXARRAYSPROC glGenVertexArrays = NULL;
PFNGLGETBUFFERPARAMETERIVPROC glGetBufferParameteriv = NULL;
PFNGLGETDEBUGMESSAGELOGARBPROC glGetDebugMessageLogARB = NULL;
PFNGLGETFRAGDATAINDEXPROC glGetFragDataIndex = NULL;
PFNGLGETFRAGDATALOCATIONPROC glGetFragDataLocation = NULL;
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog = NULL;
PFNGLGETPROGRAMIVPROC glGetProgramiv = NULL;
PFNGLGETSHADERIVPROC glGetShaderiv = NULL;
PFNGLGETSTRINGIPROC glGetStringi = NULL;
PFNGLISFRAMEBUFFERPROC glIsFramebuffer = NULL;
PFNGLLINKPROGRAMPROC glLinkProgram = NULL;
PFNGLMAPBUFFERPROC glMapBuffer = NULL;
PFNGLMAPBUFFERRANGEPROC glMapBufferRange = NULL;
PFNGLPROGRAMPARAMETERIPROC glProgramParameteri = NULL;
PFNGLSAMPLERPARAMETERFPROC glSamplerParameterf = NULL;
PFNGLSAMPLERPARAMETERIPROC glSamplerParameteri = NULL;
PFNGLSHADERSOURCEPROC glShaderSource = NULL;
PFNGLUNIFORM1IPROC glUniform1i = NULL;
PFNGLUNMAPBUFFERPROC glUnmapBuffer = NULL;
PFNGLUSEPROGRAMSTAGESPROC glUseProgramStages = NULL;
PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer = NULL;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = NULL;
namespace GLLoader {
bool check_gl_version(uint32 major, uint32 minor) {
const GLubyte* s;
s = glGetString(GL_VERSION);
if (s == NULL) return false;
fprintf(stderr, "Supported Opengl version: %s on GPU: %s. Vendor: %s\n", s, glGetString(GL_RENDERER), glGetString(GL_VENDOR));
// Could be useful to detect the GPU vendor:
// if ( strcmp((const char*)glGetString(GL_VENDOR), "ATI Technologies Inc.") == 0 )
GLuint dot = 0;
while (s[dot] != '\0' && s[dot] != '.') dot++;
if (dot == 0) return false;
GLuint major_gl = s[dot-1]-'0';
GLuint minor_gl = s[dot+1]-'0';
if ( (major_gl < major) || ( major_gl == major && minor_gl < minor ) ) {
fprintf(stderr, "OPENGL 3.3 is not supported\n");
return false;
}
return true;
}
void init_gl_function() {
GL_LOADFN(glActiveTexture);
GL_LOADFN(glAttachShader);
GL_LOADFN(glBindBuffer);
GL_LOADFN(glBindBufferBase);
GL_LOADFN(glBindFragDataLocationIndexed);
GL_LOADFN(glBindFramebuffer);
GL_LOADFN(glBindProgramPipeline);
GL_LOADFN(glBindSampler);
GL_LOADFN(glBindVertexArray);
GL_LOADFN(glBlendColor);
GL_LOADFN(glBlendEquationSeparate);
GL_LOADFN(glBlendFuncSeparate);
GL_LOADFN(glBlitFramebuffer);
GL_LOADFN(glBufferData);
GL_LOADFN(glCheckFramebufferStatus);
GL_LOADFN(glClearBufferfv);
GL_LOADFN(glClearBufferiv);
GL_LOADFN(glCompileShader);
GL_LOADFN(glCopyImageSubDataNV);
GL_LOADFN(glCreateProgram);
GL_LOADFN(glCreateShader);
GL_LOADFN(glCreateShaderProgramv);
GL_LOADFN(glDeleteBuffers);
GL_LOADFN(glDeleteFramebuffers);
GL_LOADFN(glDeleteProgram);
GL_LOADFN(glDeleteProgramPipelines);
GL_LOADFN(glDeleteSamplers);
GL_LOADFN(glDeleteShader);
GL_LOADFN(glDeleteVertexArrays);
GL_LOADFN(glDetachShader);
GL_LOADFN(glDrawBuffers);
GL_LOADFN(glDrawElementsBaseVertex);
GL_LOADFN(glEnableVertexAttribArray);
GL_LOADFN(glFramebufferRenderbuffer);
GL_LOADFN(glFramebufferTexture2D);
GL_LOADFN(glGenBuffers);
GL_LOADFN(glGenFramebuffers);
GL_LOADFN(glGenProgramPipelines);
GL_LOADFN(glGenSamplers);
GL_LOADFN(glGenVertexArrays);
GL_LOADFN(glGetBufferParameteriv);
GL_LOADFN(glGetDebugMessageLogARB);
GL_LOADFN(glGetFragDataIndex);
GL_LOADFN(glGetFragDataLocation);
GL_LOADFN(glGetProgramInfoLog);
GL_LOADFN(glGetProgramiv);
GL_LOADFN(glGetShaderiv);
GL_LOADFN(glGetStringi);
GL_LOADFN(glIsFramebuffer);
GL_LOADFN(glLinkProgram);
GL_LOADFN(glMapBuffer);
GL_LOADFN(glMapBufferRange);
GL_LOADFN(glProgramParameteri);
GL_LOADFN(glSamplerParameterf);
GL_LOADFN(glSamplerParameteri);
GL_LOADFN(glShaderSource);
GL_LOADFN(glUniform1i);
GL_LOADFN(glUnmapBuffer);
GL_LOADFN(glUseProgramStages);
GL_LOADFN(glVertexAttribIPointer);
GL_LOADFN(glVertexAttribPointer);
}
bool check_gl_supported_extension() {
int max_ext = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &max_ext);
bool found_GL_ARB_separate_shader_objects = false;
bool found_GL_ARB_shading_language_420pack = false;
fprintf(stderr, "DEBUG: check_gl_supported_extension\n");
if (glGetStringi && max_ext) {
for (GLint i = 0; i < max_ext; i++) {
string ext((const char*)glGetStringi(GL_EXTENSIONS, i));
if (ext.compare("GL_ARB_separate_shader_objects") == 0) {
found_GL_ARB_separate_shader_objects = true;
}
if (ext.compare("GL_ARB_shading_language_420pack") == 0) {
found_GL_ARB_shading_language_420pack = true;
}
fprintf(stderr, "EXT: %s\n", ext.c_str());
}
}
if ( !found_GL_ARB_separate_shader_objects) {
fprintf(stderr, "GL_ARB_separate_shader_objects is not supported\n");
return false;
}
if ( !found_GL_ARB_shading_language_420pack) {
fprintf(stderr, "GL_ARB_shading_language_420pack is not supported\n");
//return false;
}
return true;
}
}

View File

@ -21,6 +21,22 @@
#pragma once
#ifdef _WINDOWS
#define GL_LOADFN(name) { \
if( (*(void**)&name = (void*)wglGetProcAddress(#name)) == NULL ) { \
fprintf(stderr,"Failed to find %s\n", #name); \
} \
}
#else
#define GL_LOADFN(name) { \
if( (*(void**)&name = (void*)glXGetProcAddress((const GLubyte*)#name)) == NULL ) { \
fprintf(stderr,"Failed to find %s\n", #name); \
} \
}
// Use glew
//#define GL_LOADFN(name)
#endif
extern PFNGLACTIVETEXTUREPROC glActiveTexture;
extern PFNGLATTACHSHADERPROC glAttachShader;
extern PFNGLBINDBUFFERPROC glBindBuffer;
@ -83,12 +99,8 @@ extern PFNGLUSEPROGRAMSTAGESPROC glUseProgramStages;
extern PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer;
extern PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
#ifdef _WINDOWS
#define GL_LOADFN(name) { \
if( (*(void**)&name = (void*)wglGetProcAddress(#name)) == NULL ) { \
fprintf(stderr,"Failed to find %s\n", #name); \
} \
namespace GLLoader {
bool check_gl_version(uint32 major, uint32 minor);
void init_gl_function();
bool check_gl_supported_extension();
}
#else
// Use glew
#endif

View File

@ -252,8 +252,10 @@ static int _GSopen(void** dsp, char* title, int renderer, int threads = -1)
switch(renderer)
{
default:
#ifdef _WINDOWS
case 0: s_gs = (GSRenderer*)new GSRendererDX9(); break;
case 3: s_gs = (GSRenderer*)new GSRendererDX11(); break;
#endif
case 12: s_gs = (GSRenderer*)new GSRendererOGL(); break;
}
break;

View File

@ -33,68 +33,6 @@
static uint32 g_draw_count = 0;
static uint32 g_frame_count = 1;
PFNGLACTIVETEXTUREPROC glActiveTexture = NULL;
PFNGLATTACHSHADERPROC glAttachShader = NULL;
PFNGLBINDBUFFERPROC glBindBuffer = NULL;
PFNGLBINDBUFFERBASEPROC glBindBufferBase = NULL;
PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glBindFragDataLocationIndexed = NULL;
PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer = NULL;
PFNGLBINDPROGRAMPIPELINEPROC glBindProgramPipeline = NULL;
PFNGLBINDSAMPLERPROC glBindSampler = NULL;
PFNGLBINDVERTEXARRAYPROC glBindVertexArray = NULL;
PFNGLBLENDCOLORPROC glBlendColor = NULL;
PFNGLBLENDEQUATIONSEPARATEPROC glBlendEquationSeparate = NULL;
PFNGLBLENDFUNCSEPARATEPROC glBlendFuncSeparate = NULL;
PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer = NULL;
PFNGLBUFFERDATAPROC glBufferData = NULL;
PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus = NULL;
PFNGLCLEARBUFFERFVPROC glClearBufferfv = NULL;
PFNGLCLEARBUFFERIVPROC glClearBufferiv = NULL;
PFNGLCOMPILESHADERPROC glCompileShader = NULL;
PFNGLCOPYIMAGESUBDATANVPROC glCopyImageSubDataNV = NULL;
PFNGLCREATEPROGRAMPROC glCreateProgram = NULL;
PFNGLCREATESHADERPROC glCreateShader = NULL;
PFNGLCREATESHADERPROGRAMVPROC glCreateShaderProgramv = NULL;
PFNGLDELETEBUFFERSPROC glDeleteBuffers = NULL;
PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers = NULL;
PFNGLDELETEPROGRAMPROC glDeleteProgram = NULL;
PFNGLDELETEPROGRAMPIPELINESPROC glDeleteProgramPipelines = NULL;
PFNGLDELETESAMPLERSPROC glDeleteSamplers = NULL;
PFNGLDELETESHADERPROC glDeleteShader = NULL;
PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays = NULL;
PFNGLDETACHSHADERPROC glDetachShader = NULL;
PFNGLDRAWBUFFERSPROC glDrawBuffers = NULL;
PFNGLDRAWELEMENTSBASEVERTEXPROC glDrawElementsBaseVertex = NULL;
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray = NULL;
PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer = NULL;
PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D = NULL;
PFNGLGENBUFFERSPROC glGenBuffers = NULL;
PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers = NULL;
PFNGLGENPROGRAMPIPELINESPROC glGenProgramPipelines = NULL;
PFNGLGENSAMPLERSPROC glGenSamplers = NULL;
PFNGLGENVERTEXARRAYSPROC glGenVertexArrays = NULL;
PFNGLGETBUFFERPARAMETERIVPROC glGetBufferParameteriv = NULL;
PFNGLGETDEBUGMESSAGELOGARBPROC glGetDebugMessageLogARB = NULL;
PFNGLGETFRAGDATAINDEXPROC glGetFragDataIndex = NULL;
PFNGLGETFRAGDATALOCATIONPROC glGetFragDataLocation = NULL;
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog = NULL;
PFNGLGETPROGRAMIVPROC glGetProgramiv = NULL;
PFNGLGETSHADERIVPROC glGetShaderiv = NULL;
PFNGLGETSTRINGIPROC glGetStringi = NULL;
PFNGLISFRAMEBUFFERPROC glIsFramebuffer = NULL;
PFNGLLINKPROGRAMPROC glLinkProgram = NULL;
PFNGLMAPBUFFERPROC glMapBuffer = NULL;
PFNGLMAPBUFFERRANGEPROC glMapBufferRange = NULL;
PFNGLPROGRAMPARAMETERIPROC glProgramParameteri = NULL;
PFNGLSAMPLERPARAMETERFPROC glSamplerParameterf = NULL;
PFNGLSAMPLERPARAMETERIPROC glSamplerParameteri = NULL;
PFNGLSHADERSOURCEPROC glShaderSource = NULL;
PFNGLUNIFORM1IPROC glUniform1i = NULL;
PFNGLUNMAPBUFFERPROC glUnmapBuffer = NULL;
PFNGLUSEPROGRAMSTAGESPROC glUseProgramStages = NULL;
PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer = NULL;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = NULL;
GSDeviceOGL::GSDeviceOGL()
: m_free_window(false)
, m_window(NULL)
@ -208,124 +146,11 @@ GSTexture* GSDeviceOGL::FetchSurface(int type, int w, int h, bool msaa, int form
bool GSDeviceOGL::Create(GSWnd* wnd)
{
if (m_window == NULL) {
#ifdef _LINUX
// FIXME......
// GLEW's problem is that it calls glGetString(GL_EXTENSIONS) which causes GL_INVALID_ENUM
// on GL 3.2 forward compatible context as soon as glewInit() is called. It also doesn't fetch
// the function pointers. The solution is for GLEW to use glGetStringi instead.
// The current version of GLEW is 1.9.0 but they still haven't corrected it. The only fix is to use glewExperimental for now :
//NOTE: I'm not sure experimental work on 1.6 ...
glewExperimental=true;
const int glew_ok = glewInit();
if (glew_ok != GLEW_OK)
{
// FIXME:proper logging
fprintf(stderr, "Error: Failed to init glew :%s\n", glewGetErrorString(glew_ok));
return false;
}
// Note: don't rely on glew to avoid to pull glew1.7
// Instead we just copy/adapt the 10 lines of code
// if (!GLEW_VERSION_4_2) {
// fprintf(stderr, "4.2 is not supported!\n");
// return false;
// }
#else
GL_LOADFN(glActiveTexture);
GL_LOADFN(glAttachShader);
GL_LOADFN(glBindBuffer);
GL_LOADFN(glBindBufferBase);
GL_LOADFN(glBindFragDataLocationIndexed);
GL_LOADFN(glBindFramebuffer);
GL_LOADFN(glBindProgramPipeline);
GL_LOADFN(glBindSampler);
GL_LOADFN(glBindVertexArray);
GL_LOADFN(glBlendColor);
GL_LOADFN(glBlendEquationSeparate);
GL_LOADFN(glBlendFuncSeparate);
GL_LOADFN(glBlitFramebuffer);
GL_LOADFN(glBufferData);
GL_LOADFN(glCheckFramebufferStatus);
GL_LOADFN(glClearBufferfv);
GL_LOADFN(glClearBufferiv);
GL_LOADFN(glCompileShader);
GL_LOADFN(glCopyImageSubDataNV);
GL_LOADFN(glCreateProgram);
GL_LOADFN(glCreateShader);
GL_LOADFN(glCreateShaderProgramv);
GL_LOADFN(glDeleteBuffers);
GL_LOADFN(glDeleteFramebuffers);
GL_LOADFN(glDeleteProgram);
GL_LOADFN(glDeleteProgramPipelines);
GL_LOADFN(glDeleteSamplers);
GL_LOADFN(glDeleteShader);
GL_LOADFN(glDeleteVertexArrays);
GL_LOADFN(glDetachShader);
GL_LOADFN(glDrawBuffers);
GL_LOADFN(glDrawElementsBaseVertex);
GL_LOADFN(glEnableVertexAttribArray);
GL_LOADFN(glFramebufferRenderbuffer);
GL_LOADFN(glFramebufferTexture2D);
GL_LOADFN(glGenBuffers);
GL_LOADFN(glGenFramebuffers);
GL_LOADFN(glGenProgramPipelines);
GL_LOADFN(glGenSamplers);
GL_LOADFN(glGenVertexArrays);
GL_LOADFN(glGetBufferParameteriv);
GL_LOADFN(glGetDebugMessageLogARB);
GL_LOADFN(glGetFragDataIndex);
GL_LOADFN(glGetFragDataLocation);
GL_LOADFN(glGetProgramInfoLog);
GL_LOADFN(glGetProgramiv);
GL_LOADFN(glGetShaderiv);
GL_LOADFN(glGetStringi);
GL_LOADFN(glIsFramebuffer);
GL_LOADFN(glLinkProgram);
GL_LOADFN(glMapBuffer);
GL_LOADFN(glMapBufferRange);
GL_LOADFN(glProgramParameteri);
GL_LOADFN(glSamplerParameterf);
GL_LOADFN(glSamplerParameteri);
GL_LOADFN(glShaderSource);
GL_LOADFN(glUniform1i);
GL_LOADFN(glUnmapBuffer);
GL_LOADFN(glUseProgramStages);
GL_LOADFN(glVertexAttribIPointer);
GL_LOADFN(glVertexAttribPointer);
#endif
const GLubyte* s;
s = glGetString(GL_VERSION);
if (s == NULL) return false;
fprintf(stderr, "Supported Opengl version: %s on GPU: %s. Vendor: %s\n", s, glGetString(GL_RENDERER), glGetString(GL_VENDOR));
// Could be useful to detect the GPU vendor:
// if ( strcmp((const char*)glGetString(GL_VENDOR), "ATI Technologies Inc.") == 0 )
GLuint dot = 0;
while (s[dot] != '\0' && s[dot] != '.') dot++;
if (dot == 0) return false;
GLuint major = s[dot-1]-'0';
GLuint minor = s[dot+1]-'0';
// Note: 4.2 crash on latest nvidia drivers!
// So only check 4.1
// if ( (major < 4) || ( major == 4 && minor < 2 ) ) return false;
// if ( (major < 4) || ( major == 4 && minor < 1 ) ) return false;
if ( (major < 3) || ( major == 3 && minor < 3 ) ) {
fprintf(stderr, "OPENGL 3.3 is not supported\n");
return false;
}
#ifdef _LINUX
if ( !glewIsSupported("GL_ARB_separate_shader_objects")) {
fprintf(stderr, "GL_ARB_separate_shader_objects is not supported\n");
return false;
}
if ( !glewIsSupported("GL_ARB_shading_language_420pack")) {
fprintf(stderr, "GL_ARB_shading_language_420pack is not supported\n");
//return false;
}
#endif
GLLoader::init_gl_function();
if (!GLLoader::check_gl_version(3, 3)) return false;
if (!GLLoader::check_gl_supported_extension()) return false;
}
// FIXME disable it when code is ready

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@ -438,6 +438,7 @@
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="GLLoader.cpp" />
<ClCompile Include="GPU.cpp" />
<ClCompile Include="GPUDrawScanline.cpp" />
<ClCompile Include="GPUDrawScanlineCodeGenerator.cpp" />

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@ -270,6 +270,9 @@
<ClCompile Include="baseclasses\wxutil.cpp">
<Filter>Baseclasses</Filter>
</ClCompile>
<ClCompile Include="GLLoader.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="GPU.cpp">
<Filter>Source Files</Filter>
</ClCompile>

View File

@ -454,6 +454,7 @@
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="GLLoader.cpp" />
<ClCompile Include="GPU.cpp" />
<ClCompile Include="GPUDrawScanline.cpp" />
<ClCompile Include="GPUDrawScanlineCodeGenerator.cpp" />

View File

@ -270,6 +270,9 @@
<ClCompile Include="baseclasses\wxutil.cpp">
<Filter>Baseclasses</Filter>
</ClCompile>
<ClCompile Include="GLLoader.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="GPU.cpp">
<Filter>Source Files</Filter>
</ClCompile>

View File

@ -773,6 +773,10 @@
Filter="cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx"
UniqueIdentifier="{4FC737F1-C7A5-4376-A066-2A32D752A2FF}"
>
<File
RelativePath=".\GLLoader.cpp"
>
</File>
<File
RelativePath=".\GPU.cpp"
>