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botch GL support.
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@ -16,77 +16,17 @@
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with melonDS. If not, see http://www.gnu.org/licenses/.
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*/
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#include <GL/gl.h>
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#include <GL/glext.h>
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#include <stdio.h>
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#include <string.h>
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#include "NDS.h"
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#include "GPU.h"
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#include "Platform.h"
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#include "OpenGLSupport.h"
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namespace GPU3D
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{
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namespace GLRenderer43
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{
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PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
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PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
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PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
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PFNGLFRAMEBUFFERTEXTUREPROC glFramebufferTexture;
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PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
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PFNGLGENBUFFERSPROC glGenBuffers;
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PFNGLDELETEBUFFERSPROC glDeleteBuffers;
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PFNGLBINDBUFFERPROC glBindBuffer;
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PFNGLMAPBUFFERPROC glMapBuffer;
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PFNGLMAPBUFFERRANGEPROC glMapBufferRange;
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PFNGLUNMAPBUFFERPROC glUnmapBuffer;
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PFNGLBUFFERDATAPROC glBufferData;
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PFNGLBUFFERSUBDATAPROC glBufferSubData;
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PFNGLBINDBUFFERBASEPROC glBindBufferBase;
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PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
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PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
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PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
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PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
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PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
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PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
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PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer;
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PFNGLCREATESHADERPROC glCreateShader;
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PFNGLSHADERSOURCEPROC glShaderSource;
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PFNGLCOMPILESHADERPROC glCompileShader;
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PFNGLCREATEPROGRAMPROC glCreateProgram;
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PFNGLATTACHSHADERPROC glAttachShader;
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PFNGLLINKPROGRAMPROC glLinkProgram;
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PFNGLUSEPROGRAMPROC glUseProgram;
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PFNGLGETSHADERIVPROC glGetShaderiv;
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PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
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PFNGLGETPROGRAMIVPROC glGetProgramiv;
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PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
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PFNGLDELETESHADERPROC glDeleteShader;
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PFNGLDELETEPROGRAMPROC glDeleteProgram;
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PFNGLUNIFORM1UIPROC glUniform1ui;
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PFNGLUNIFORM4UIPROC glUniform4ui;
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PFNGLUNIFORMBLOCKBINDINGPROC glUniformBlockBinding;
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PFNGLACTIVETEXTUREPROC glActiveTexture;
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PFNGLBINDIMAGETEXTUREPROC glBindImageTexture;
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PFNGLDRAWBUFFERSPROC glDrawBuffers;
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PFNGLBLENDFUNCSEPARATEIPROC glBlendFuncSeparatei;
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PFNGLBLENDEQUATIONSEPARATEIPROC glBlendEquationSeparatei;
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PFNGLCOLORMASKIPROC glColorMaski;
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PFNGLMEMORYBARRIERPROC glMemoryBarrier;
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PFNGLGETSTRINGIPROC glGetStringi;
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// GL version requirements
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// * explicit uniform location: 4.3 (or extension)
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// * texelFetch: 3.0 (GLSL 1.30) (3.2/1.50 for MS)
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@ -792,67 +732,7 @@ bool ChunkedRendering = false;
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bool InitGLExtensions()
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{
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#define LOADPROC(type, name) \
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name = (PFN##type##PROC)Platform::GL_GetProcAddress(#name); \
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if (!name) { printf("OpenGL: " #name " not found\n"); return false; }
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LOADPROC(GLGENFRAMEBUFFERS, glGenFramebuffers);
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LOADPROC(GLDELETEFRAMEBUFFERS, glDeleteFramebuffers);
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LOADPROC(GLBINDFRAMEBUFFER, glBindFramebuffer);
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LOADPROC(GLFRAMEBUFFERTEXTURE, glFramebufferTexture);
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LOADPROC(GLBLITFRAMEBUFFER, glBlitFramebuffer);
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LOADPROC(GLGENBUFFERS, glGenBuffers);
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LOADPROC(GLDELETEBUFFERS, glDeleteBuffers);
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LOADPROC(GLBINDBUFFER, glBindBuffer);
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LOADPROC(GLMAPBUFFER, glMapBuffer);
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LOADPROC(GLMAPBUFFERRANGE, glMapBufferRange);
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LOADPROC(GLUNMAPBUFFER, glUnmapBuffer);
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LOADPROC(GLBUFFERDATA, glBufferData);
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LOADPROC(GLBUFFERSUBDATA, glBufferSubData);
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LOADPROC(GLBINDBUFFERBASE, glBindBufferBase);
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LOADPROC(GLGENVERTEXARRAYS, glGenVertexArrays);
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LOADPROC(GLDELETEVERTEXARRAYS, glDeleteVertexArrays);
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LOADPROC(GLBINDVERTEXARRAY, glBindVertexArray);
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LOADPROC(GLENABLEVERTEXATTRIBARRAY, glEnableVertexAttribArray);
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LOADPROC(GLDISABLEVERTEXATTRIBARRAY, glDisableVertexAttribArray);
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LOADPROC(GLVERTEXATTRIBPOINTER, glVertexAttribPointer);
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LOADPROC(GLVERTEXATTRIBIPOINTER, glVertexAttribIPointer);
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LOADPROC(GLCREATESHADER, glCreateShader);
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LOADPROC(GLSHADERSOURCE, glShaderSource);
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LOADPROC(GLCOMPILESHADER, glCompileShader);
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LOADPROC(GLCREATEPROGRAM, glCreateProgram);
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LOADPROC(GLATTACHSHADER, glAttachShader);
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LOADPROC(GLLINKPROGRAM, glLinkProgram);
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LOADPROC(GLUSEPROGRAM, glUseProgram);
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LOADPROC(GLGETSHADERIV, glGetShaderiv);
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LOADPROC(GLGETSHADERINFOLOG, glGetShaderInfoLog);
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LOADPROC(GLGETPROGRAMIV, glGetProgramiv);
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LOADPROC(GLGETPROGRAMINFOLOG, glGetProgramInfoLog);
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LOADPROC(GLDELETESHADER, glDeleteShader);
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LOADPROC(GLDELETEPROGRAM, glDeleteProgram);
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LOADPROC(GLUNIFORM1UI, glUniform1ui);
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LOADPROC(GLUNIFORM4UI, glUniform4ui);
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LOADPROC(GLUNIFORMBLOCKBINDING, glUniformBlockBinding);
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LOADPROC(GLACTIVETEXTURE, glActiveTexture);
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LOADPROC(GLBINDIMAGETEXTURE, glBindImageTexture);
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LOADPROC(GLDRAWBUFFERS, glDrawBuffers);
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LOADPROC(GLBLENDFUNCSEPARATEI, glBlendFuncSeparatei);
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LOADPROC(GLBLENDEQUATIONSEPARATEI, glBlendEquationSeparatei);
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LOADPROC(GLCOLORMASKI, glColorMaski);
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LOADPROC(GLMEMORYBARRIER, glMemoryBarrier);
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LOADPROC(GLGETSTRINGI, glGetStringi);
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#undef LOADPROC
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if (!OpenGL_Init()) return false;
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return true;
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}
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