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authorLinktothepast <kostamarino@gmail.com>2015-09-28 16:50:35 +0300
committerLinktothepast <kostamarino@gmail.com>2015-09-28 16:50:35 +0300
commit748be565b8df535ef558e74b38cd0f4d615f8a21 (patch)
treeb151efee0a87e99125f2401325a9bddecf84fc73 /Source/Core/Common/GL/GLUtil.cpp
parentcf17fccdd3093a1b8476b10183b1c4bde36da74d (diff)
parentce493b897d6d3735c930a8465cc0c26bbe5feb86 (diff)
Merge remote-tracking branch 'dolphin-emu/master' into gameinis
Diffstat (limited to 'Source/Core/Common/GL/GLUtil.cpp')
-rw-r--r--Source/Core/Common/GL/GLUtil.cpp136
1 files changed, 136 insertions, 0 deletions
diff --git a/Source/Core/Common/GL/GLUtil.cpp b/Source/Core/Common/GL/GLUtil.cpp
new file mode 100644
index 0000000000..ece39e5a61
--- /dev/null
+++ b/Source/Core/Common/GL/GLUtil.cpp
@@ -0,0 +1,136 @@
+// Copyright 2008 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include "Common/Assert.h"
+#include "Common/GL/GLInterfaceBase.h"
+#include "Common/GL/GLUtil.h"
+#include "Common/Logging/Log.h"
+
+cInterfaceBase *GLInterface;
+static GLuint attributelessVAO = 0;
+static GLuint attributelessVBO = 0;
+
+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;
+}
+
+void OpenGL_CreateAttributelessVAO()
+{
+ glGenVertexArrays(1, &attributelessVAO);
+ _dbg_assert_msg_(VIDEO, attributelessVAO != 0, "Attributeless VAO should have been created successfully.")
+
+ // In a compatibility context, we require a valid, bound array buffer.
+ glGenBuffers(1, &attributelessVBO);
+ _dbg_assert_msg_(VIDEO, attributelessVBO != 0, "Attributeless VBO should have been created successfully.")
+
+ // Initialize the buffer with nothing. 16 floats is an arbitrary size that may work around driver issues.
+ glBindBuffer(GL_ARRAY_BUFFER, attributelessVBO);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 16, nullptr, GL_STATIC_DRAW);
+
+ // We must also define vertex attribute 0.
+ glBindVertexArray(attributelessVAO);
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
+ glEnableVertexAttribArray(0);
+}
+
+void OpenGL_BindAttributelessVAO()
+{
+ _dbg_assert_msg_(VIDEO, attributelessVAO != 0, "Attributeless VAO should have already been created.")
+ glBindVertexArray(attributelessVAO);
+}
+
+void OpenGL_DeleteAttributelessVAO()
+{
+ _dbg_assert_msg_(VIDEO, attributelessVAO != 0, "Attributeless VAO should have already been created.")
+ if (attributelessVAO != 0)
+ {
+ glDeleteVertexArrays(1, &attributelessVAO);
+ glDeleteBuffers(1, &attributelessVBO);
+
+ attributelessVAO = 0;
+ attributelessVBO = 0;
+ }
+}