// 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); attributelessVAO = 0; attributelessVBO = 0; }