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de2abbed17
This way we won't trash an existing bound VBO by mistake.
35 lines
889 B
C
35 lines
889 B
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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#pragma once
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#include "Common/MathUtil.h"
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#include "VideoBackends/OGL/GLExtensions/GLExtensions.h"
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#include "VideoCommon/VideoConfig.h"
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#ifndef _WIN32
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#include <sys/types.h>
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#endif
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void InitInterface();
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// Helpers
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GLuint OpenGL_CompileProgram(const char *vertexShader, const char *fragmentShader);
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// Creates and deletes a VAO and VBO suitable for attributeless rendering.
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// Called by the Renderer.
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void OpenGL_CreateAttributelessVAO();
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void OpenGL_DeleteAttributelessVAO();
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// Binds the VAO suitable for attributeless rendering.
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void OpenGL_BindAttributelessVAO();
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// this should be removed in future, but as long as glsl is unstable, we should really read this messages
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#if defined(_DEBUG) || defined(DEBUGFAST)
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#define DEBUG_GLSL 1
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#else
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#define DEBUG_GLSL 0
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#endif
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