dolphin/Source/Plugins/Plugin_VideoOGL/Src/GLUtil.cpp
degasus fb310f2247 Revert "Create our OGL context on the same thread in the OpenGL backend. Same issue with Qualcomm not working with threading correctly."
This reverts commit 2697b8c04f.

The context creation may be moved to Video_Prepare, but the window creation isn't allowed to.
Eg we set the window title or read the mouse position, both need the window.
Also the readback of the window size didn't worked any more.
2013-06-19 09:17:33 +02:00

174 lines
4.8 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 "Host.h"
#include "VideoBackend.h"
#include "ConfigManager.h"
#include "Render.h"
#include "VertexShaderManager.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 | OpenGL | %s", scm_rev_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;
}
void OpenGL_ReportARBProgramError()
{
#ifndef USE_GLES
const GLubyte* pstr = glGetString(GL_PROGRAM_ERROR_STRING_ARB);
if (pstr != NULL && pstr[0] != 0)
{
GLint loc = 0;
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &loc);
ERROR_LOG(VIDEO, "Program error at %d: ", loc);
ERROR_LOG(VIDEO, "%s", (char*)pstr);
ERROR_LOG(VIDEO, "\n");
}
#endif
}
bool OpenGL_ReportFBOError(const char *function, const char *file, int line)
{
#ifndef USE_GLES
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;
}
#endif
return true;
}