// 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/Globals.h" #include "VideoBackends/OGL/GLUtil.h" #include "VideoBackends/OGL/Render.h" #include "VideoBackends/OGL/VideoBackend.h" #include "VideoCommon/VideoConfig.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 std::string& text) { return GLInterface->UpdateFPSDisplay(StringFromFormat("%s | %s | %s", scm_rev_str, GetDisplayName().c_str(), text.c_str())); } } 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, 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; } 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; }