mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
a82675b7d5
Also changes some function params, but this is ok. Some simplifications were also able to be made (ie. killing off strcmps with ==, etc).
156 lines
4.5 KiB
C++
156 lines
4.5 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "Common/IniFile.h"
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#include "Common/StringUtil.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "VideoBackends/OGL/Globals.h"
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#include "VideoBackends/OGL/GLUtil.h"
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#include "VideoBackends/OGL/Render.h"
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#include "VideoBackends/OGL/VideoBackend.h"
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#include "VideoCommon/VideoConfig.h"
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GLWindow GLWin;
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cInterfaceBase *GLInterface;
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namespace OGL
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{
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// Draw messages on top of the screen
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unsigned int VideoBackend::PeekMessages()
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{
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return GLInterface->PeekMessages();
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}
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// Show the current FPS
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void VideoBackend::UpdateFPSDisplay(const std::string& text)
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{
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return GLInterface->UpdateFPSDisplay(StringFromFormat("%s | %s | %s", scm_rev_str, GetDisplayName().c_str(), text.c_str()));
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}
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}
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void InitInterface()
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{
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#if defined(USE_EGL) && USE_EGL
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GLInterface = new cInterfaceEGL;
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#elif defined(__APPLE__)
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GLInterface = new cInterfaceAGL;
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#elif defined(_WIN32)
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GLInterface = new cInterfaceWGL;
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#elif defined(HAVE_X11) && HAVE_X11
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GLInterface = new cInterfaceGLX;
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#endif
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}
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GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShader)
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{
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// generate objects
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GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
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GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
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GLuint programID = glCreateProgram();
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// compile vertex shader
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glShaderSource(vertexShaderID, 1, &vertexShader, nullptr);
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glCompileShader(vertexShaderID);
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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GLint Result = GL_FALSE;
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char stringBuffer[1024];
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GLsizei stringBufferUsage = 0;
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glGetShaderiv(vertexShaderID, GL_COMPILE_STATUS, &Result);
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glGetShaderInfoLog(vertexShaderID, 1024, &stringBufferUsage, stringBuffer);
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if (Result && stringBufferUsage) {
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ERROR_LOG(VIDEO, "GLSL vertex shader warnings:\n%s%s", stringBuffer, vertexShader);
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} else if (!Result) {
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ERROR_LOG(VIDEO, "GLSL vertex shader error:\n%s%s", stringBuffer, vertexShader);
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} else {
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DEBUG_LOG(VIDEO, "GLSL vertex shader compiled:\n%s", vertexShader);
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}
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bool shader_errors = !Result;
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#endif
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// compile fragment shader
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glShaderSource(fragmentShaderID, 1, &fragmentShader, nullptr);
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glCompileShader(fragmentShaderID);
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &Result);
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glGetShaderInfoLog(fragmentShaderID, 1024, &stringBufferUsage, stringBuffer);
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if (Result && stringBufferUsage) {
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ERROR_LOG(VIDEO, "GLSL fragment shader warnings:\n%s%s", stringBuffer, fragmentShader);
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} else if (!Result) {
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ERROR_LOG(VIDEO, "GLSL fragment shader error:\n%s%s", stringBuffer, fragmentShader);
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} else {
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DEBUG_LOG(VIDEO, "GLSL fragment shader compiled:\n%s", fragmentShader);
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}
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shader_errors |= !Result;
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#endif
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// link them
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glAttachShader(programID, vertexShaderID);
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glAttachShader(programID, fragmentShaderID);
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glLinkProgram(programID);
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#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
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glGetProgramiv(programID, GL_LINK_STATUS, &Result);
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glGetProgramInfoLog(programID, 1024, &stringBufferUsage, stringBuffer);
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if (Result && stringBufferUsage) {
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ERROR_LOG(VIDEO, "GLSL linker warnings:\n%s%s%s", stringBuffer, vertexShader, fragmentShader);
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} else if (!Result && !shader_errors) {
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ERROR_LOG(VIDEO, "GLSL linker error:\n%s%s%s", stringBuffer, vertexShader, fragmentShader);
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}
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#endif
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// cleanup
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glDeleteShader(vertexShaderID);
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glDeleteShader(fragmentShaderID);
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return programID;
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}
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GLuint OpenGL_ReportGLError(const char *function, const char *file, int line)
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{
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GLint err = glGetError();
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if (err != GL_NO_ERROR)
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{
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ERROR_LOG(VIDEO, "%s:%d: (%s) OpenGL error 0x%x\n",
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file, line, function, err);
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}
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return err;
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}
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bool OpenGL_ReportFBOError(const char *function, const char *file, int line)
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{
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unsigned int fbo_status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (fbo_status != GL_FRAMEBUFFER_COMPLETE)
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{
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const char *error = "unknown error";
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switch (fbo_status)
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{
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
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error = "INCOMPLETE_ATTACHMENT";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
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error = "INCOMPLETE_MISSING_ATTACHMENT";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
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error = "INCOMPLETE_DRAW_BUFFER";
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
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error = "INCOMPLETE_READ_BUFFER";
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break;
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case GL_FRAMEBUFFER_UNSUPPORTED:
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error = "UNSUPPORTED";
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break;
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}
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ERROR_LOG(VIDEO, "%s:%d: (%s) OpenGL FBO error - %s\n",
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file, line, function, error);
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return false;
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}
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return true;
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}
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