dolphin/Source/Core/VideoBackends/OGL/GLUtil.cpp
Ryan Houdek 839df31347 Merge of GL-AutoChoose.
This branch is the final step of fully supporting both OpenGL and OpenGL ES in the same binary.
This of course only applies to EGL and won't work for GLX/AGL/WGL since they don't really support GL ES.
The changes here actually aren't too terrible, basically change every #ifdef USE_GLES to a runtime check.

This adds a DetectMode() function to the EGL context backend.
EGL will iterate through each of the configs and check for GL, GLES3_KHR, and GLES2 bits
After that it'll change the mode from _DETECT to whichever one is the best supported.
After that point we'll just create a context with the mode that was detected
2014-01-18 04:11:59 +00:00

155 lines
4.4 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "Globals.h"
#include "VideoConfig.h"
#include "IniFile.h"
#include "Core.h"
#include "VideoBackend.h"
#include "ConfigManager.h"
#include "Render.h"
#include "GLUtil.h"
GLWindow GLWin;
cInterfaceBase *GLInterface;
namespace OGL
{
// Draw messages on top of the screen
unsigned int VideoBackend::PeekMessages()
{
return GLInterface->PeekMessages();
}
// Show the current FPS
void VideoBackend::UpdateFPSDisplay(const char *text)
{
char temp[100];
snprintf(temp, sizeof temp, "%s | %s | %s", scm_rev_str, GetDisplayName().c_str(), text);
return GLInterface->UpdateFPSDisplay(temp);
}
}
void InitInterface()
{
#if defined(USE_EGL) && USE_EGL
GLInterface = new cInterfaceEGL;
#elif defined(__APPLE__)
GLInterface = new cInterfaceAGL;
#elif defined(_WIN32)
GLInterface = new cInterfaceWGL;
#elif defined(HAVE_X11) && HAVE_X11
GLInterface = new cInterfaceGLX;
#endif
}
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, NULL);
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, NULL);
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;
}
GLuint OpenGL_ReportGLError(const char *function, const char *file, int line)
{
GLint err = glGetError();
if (err != GL_NO_ERROR)
{
ERROR_LOG(VIDEO, "%s:%d: (%s) OpenGL error 0x%x\n",
file, line, function, err);
}
return err;
}
bool OpenGL_ReportFBOError(const char *function, const char *file, int line)
{
unsigned int fbo_status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (fbo_status != GL_FRAMEBUFFER_COMPLETE)
{
const char *error = "unknown error";
switch (fbo_status)
{
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
error = "INCOMPLETE_ATTACHMENT";
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
error = "INCOMPLETE_MISSING_ATTACHMENT";
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
error = "INCOMPLETE_DRAW_BUFFER";
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
error = "INCOMPLETE_READ_BUFFER";
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
error = "UNSUPPORTED";
break;
}
ERROR_LOG(VIDEO, "%s:%d: (%s) OpenGL FBO error - %s\n",
file, line, function, error);
return false;
}
return true;
}