mirror of
https://github.com/melonDS-emu/melonDS.git
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botch GL support.
This commit is contained in:
parent
a89366cb5a
commit
256b8cb69c
@ -112,6 +112,8 @@
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<Unit filename="src/NDS.h" />
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<Unit filename="src/NDS.h" />
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<Unit filename="src/NDSCart.cpp" />
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<Unit filename="src/NDSCart.cpp" />
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<Unit filename="src/NDSCart.h" />
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<Unit filename="src/NDSCart.h" />
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<Unit filename="src/OpenGLSupport.cpp" />
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<Unit filename="src/OpenGLSupport.h" />
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<Unit filename="src/Platform.h" />
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<Unit filename="src/Platform.h" />
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<Unit filename="src/RTC.cpp" />
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<Unit filename="src/RTC.cpp" />
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<Unit filename="src/RTC.h" />
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<Unit filename="src/RTC.h" />
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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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with melonDS. If not, see http://www.gnu.org/licenses/.
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*/
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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 <stdio.h>
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#include <string.h>
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#include <string.h>
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#include "NDS.h"
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#include "NDS.h"
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#include "GPU.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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namespace GPU3D
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{
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{
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namespace GLRenderer43
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namespace GLRenderer43
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{
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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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// GL version requirements
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// * explicit uniform location: 4.3 (or extension)
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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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// * 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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bool InitGLExtensions()
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{
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{
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#define LOADPROC(type, name) \
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if (!OpenGL_Init()) return false;
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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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return true;
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return true;
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}
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}
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30
src/OpenGLSupport.cpp
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30
src/OpenGLSupport.cpp
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@ -0,0 +1,30 @@
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/*
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Copyright 2016-2019 Arisotura
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This file is part of melonDS.
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melonDS is free software: you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free
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Software Foundation, either version 3 of the License, or (at your option)
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any later version.
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melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with melonDS. If not, see http://www.gnu.org/licenses/.
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*/
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#include "OpenGLSupport.h"
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DO_PROCLIST(DECLPROC);
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bool OpenGL_Init()
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{
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DO_PROCLIST(LOADPROC);
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return true;
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}
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112
src/OpenGLSupport.h
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112
src/OpenGLSupport.h
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@ -0,0 +1,112 @@
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/*
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Copyright 2016-2019 Arisotura
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This file is part of melonDS.
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melonDS is free software: you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free
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Software Foundation, either version 3 of the License, or (at your option)
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any later version.
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melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with melonDS. If not, see http://www.gnu.org/licenses/.
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*/
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#ifndef OPENGLSUPPORT_H
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#define OPENGLSUPPORT_H
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#include <stdio.h>
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#include <GL/gl.h>
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#include <GL/glext.h>
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#include "Platform.h"
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// here, have some macro magic
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// we at the melonDS company really love macro magic
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// also, suggestion to the fine folks who write the OpenGL headers:
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// pls make the type names follow the same capitalization as their
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// matching function names, so this is more convenient to deal with
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#define DECLPROC(type, name) \
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PFN##type##PROC name ;
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#define DECLPROC_EXT(type, name) \
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extern PFN##type##PROC name ;
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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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// if you need more OpenGL functions, add them to the macronator here
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// TODO: handle conditionally loading certain functions for different GL versions
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#define DO_PROCLIST(func) \
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func(GLGENFRAMEBUFFERS, glGenFramebuffers); \
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func(GLDELETEFRAMEBUFFERS, glDeleteFramebuffers); \
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func(GLBINDFRAMEBUFFER, glBindFramebuffer); \
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func(GLFRAMEBUFFERTEXTURE, glFramebufferTexture); \
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func(GLBLITFRAMEBUFFER, glBlitFramebuffer); \
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\
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func(GLGENBUFFERS, glGenBuffers); \
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func(GLDELETEBUFFERS, glDeleteBuffers); \
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func(GLBINDBUFFER, glBindBuffer); \
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func(GLMAPBUFFER, glMapBuffer); \
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func(GLMAPBUFFERRANGE, glMapBufferRange); \
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func(GLUNMAPBUFFER, glUnmapBuffer); \
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func(GLBUFFERDATA, glBufferData); \
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func(GLBUFFERSUBDATA, glBufferSubData); \
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func(GLBINDBUFFERBASE, glBindBufferBase); \
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\
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func(GLGENVERTEXARRAYS, glGenVertexArrays); \
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func(GLDELETEVERTEXARRAYS, glDeleteVertexArrays); \
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func(GLBINDVERTEXARRAY, glBindVertexArray); \
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func(GLENABLEVERTEXATTRIBARRAY, glEnableVertexAttribArray); \
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func(GLDISABLEVERTEXATTRIBARRAY, glDisableVertexAttribArray); \
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func(GLVERTEXATTRIBPOINTER, glVertexAttribPointer); \
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func(GLVERTEXATTRIBIPOINTER, glVertexAttribIPointer); \
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\
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func(GLCREATESHADER, glCreateShader); \
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func(GLSHADERSOURCE, glShaderSource); \
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func(GLCOMPILESHADER, glCompileShader); \
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func(GLCREATEPROGRAM, glCreateProgram); \
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func(GLATTACHSHADER, glAttachShader); \
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func(GLLINKPROGRAM, glLinkProgram); \
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func(GLUSEPROGRAM, glUseProgram); \
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func(GLGETSHADERIV, glGetShaderiv); \
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func(GLGETSHADERINFOLOG, glGetShaderInfoLog); \
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func(GLGETPROGRAMIV, glGetProgramiv); \
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func(GLGETPROGRAMINFOLOG, glGetProgramInfoLog); \
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func(GLDELETESHADER, glDeleteShader); \
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func(GLDELETEPROGRAM, glDeleteProgram); \
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\
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func(GLUNIFORM1UI, glUniform1ui); \
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func(GLUNIFORM4UI, glUniform4ui); \
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func(GLUNIFORMBLOCKBINDING, glUniformBlockBinding); \
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\
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func(GLACTIVETEXTURE, glActiveTexture); \
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func(GLBINDIMAGETEXTURE, glBindImageTexture); \
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\
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func(GLDRAWBUFFERS, glDrawBuffers); \
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\
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func(GLBLENDFUNCSEPARATEI, glBlendFuncSeparatei); \
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func(GLBLENDEQUATIONSEPARATEI, glBlendEquationSeparatei); \
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\
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func(GLCOLORMASKI, glColorMaski); \
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\
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func(GLMEMORYBARRIER, glMemoryBarrier); \
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\
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func(GLGETSTRINGI, glGetStringi); \
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DO_PROCLIST(DECLPROC_EXT);
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bool OpenGL_Init();
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#endif // OPENGLSUPPORT_H
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@ -9,7 +9,7 @@ static HRESULT doPaint(uiArea *a, ID2D1RenderTarget *rt, RECT *clip)
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if (a->openGL)
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if (a->openGL)
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{
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{
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(*(ah->Draw))(ah, a, &dp);
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//(*(ah->Draw))(ah, a, &dp);
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return S_OK;
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return S_OK;
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}
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}
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