// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #pragma once #include "Common/MathUtil.h" #include "VideoBackends/OGL/GLExtensions/GLExtensions.h" #include "VideoCommon/VideoConfig.h" #ifndef _WIN32 #include #endif void InitInterface(); // Helpers GLuint OpenGL_CompileProgram(const char *vertexShader, const char *fragmentShader); // Error reporting - use the convenient macros. GLenum OpenGL_ReportGLError(const char *function, const char *file, int line); bool OpenGL_ReportFBOError(const char *function, const char *file, int line); #if defined(_DEBUG) || defined(DEBUGFAST) #define GL_REPORT_ERROR() OpenGL_ReportGLError(__FUNCTION__, __FILE__, __LINE__) #define GL_REPORT_ERRORD() OpenGL_ReportGLError(__FUNCTION__, __FILE__, __LINE__) #define GL_REPORT_FBO_ERROR() OpenGL_ReportFBOError(__FUNCTION__, __FILE__, __LINE__) #else __forceinline GLenum GL_REPORT_ERROR() { return GL_NO_ERROR; } #define GL_REPORT_ERRORD() (void)GL_NO_ERROR #define GL_REPORT_FBO_ERROR() (void)true #endif // this should be removed in future, but as long as glsl is unstable, we should really read this messages #if defined(_DEBUG) || defined(DEBUGFAST) #define DEBUG_GLSL 1 #else #define DEBUG_GLSL 0 #endif