Use libepoxy to load in OpenGL functions (#960)

* Use libepoxy to load in OpenGL functions

Prevents having to load them in manually

* Install libepoxy in the CI

* Do not link OpenGL libraries, libepoxy opens them itself

* Add libepoxy to build instructions
This commit is contained in:
WaluigiWare64
2021-01-26 13:19:32 +00:00
committed by GitHub
parent 54b1a752d4
commit ab222ab135
9 changed files with 24 additions and 147 deletions

View File

@ -106,14 +106,16 @@ if (APPLE)
endif()
if (ENABLE_OGLRENDERER)
find_package(OpenGL REQUIRED)
find_package(PkgConfig REQUIRED)
pkg_check_modules(EPOXY REQUIRED epoxy)
target_include_directories(core PRIVATE ${EPOXY_INCLUDE_DIRS})
if (WIN32)
target_link_libraries(core ole32 comctl32 ws2_32 opengl32)
target_link_libraries(core ole32 comctl32 ws2_32 ${EPOXY_LIBRARIES})
elseif (APPLE)
target_link_libraries(core ${OPENGL_gl_LIBRARY})
target_link_libraries(core ${EPOXY_LIBRARIES})
else()
target_include_directories(core PRIVATE ${OPENGL_INCLUDE_DIR} ${OPENGL_EGL_INCLUDE_DIRS})
target_link_libraries(core rt OpenGL::GL ${OPENGL_egl_LIBRARY})
target_link_libraries(core rt ${EPOXY_LIBRARIES})
endif()
else()
if (WIN32)

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@ -22,16 +22,6 @@
namespace OpenGL
{
DO_PROCLIST(DECLPROC);
bool Init()
{
DO_PROCLIST(LOADPROC);
return true;
}
bool BuildShaderProgram(const char* vs, const char* fs, GLuint* ids, const char* name)
{
int len;

View File

@ -22,131 +22,15 @@
#include <stdio.h>
#include <string.h>
// TODO: different includes for each platform
#ifdef __APPLE__
#include <OpenGL/gl3.h>
#include <OpenGL/gl3ext.h>
#else
#include <GL/gl.h>
#include <GL/glext.h>
#endif
#include <epoxy/gl.h>
#include "Platform.h"
// here, have some macro magic
// we at the melonDS company really love macro magic
// also, suggestion to the fine folks who write the OpenGL headers:
// pls make the type names follow the same capitalization as their
// matching function names, so this is more convenient to deal with
#define DECLPROC(type, name) \
PFN##type##PROC name ;
#define DECLPROC_EXT(type, name) \
extern PFN##type##PROC name ;
#define LOADPROC(type, name) \
name = (PFN##type##PROC)Platform::GL_GetProcAddress(#name); \
if (!name) { printf("OpenGL: " #name " not found\n"); return false; }
// if you need more OpenGL functions, add them to the macronator here
#ifdef __WIN32__
#define DO_PROCLIST_1_3(func) \
func(GLACTIVETEXTURE, glActiveTexture); \
func(GLBLENDCOLOR, glBlendColor); \
#else
#define DO_PROCLIST_1_3(func)
#endif
#ifdef __APPLE__
#define DO_PROCLIST(func)
#else
#define DO_PROCLIST(func) \
DO_PROCLIST_1_3(func) \
\
func(GLGENFRAMEBUFFERS, glGenFramebuffers); \
func(GLDELETEFRAMEBUFFERS, glDeleteFramebuffers); \
func(GLBINDFRAMEBUFFER, glBindFramebuffer); \
func(GLFRAMEBUFFERTEXTURE, glFramebufferTexture); \
func(GLBLITFRAMEBUFFER, glBlitFramebuffer); \
func(GLCHECKFRAMEBUFFERSTATUS, glCheckFramebufferStatus); \
\
func(GLGENBUFFERS, glGenBuffers); \
func(GLDELETEBUFFERS, glDeleteBuffers); \
func(GLBINDBUFFER, glBindBuffer); \
func(GLMAPBUFFER, glMapBuffer); \
func(GLMAPBUFFERRANGE, glMapBufferRange); \
func(GLUNMAPBUFFER, glUnmapBuffer); \
func(GLBUFFERDATA, glBufferData); \
func(GLBUFFERSUBDATA, glBufferSubData); \
func(GLBINDBUFFERBASE, glBindBufferBase); \
\
func(GLGENVERTEXARRAYS, glGenVertexArrays); \
func(GLDELETEVERTEXARRAYS, glDeleteVertexArrays); \
func(GLBINDVERTEXARRAY, glBindVertexArray); \
func(GLENABLEVERTEXATTRIBARRAY, glEnableVertexAttribArray); \
func(GLDISABLEVERTEXATTRIBARRAY, glDisableVertexAttribArray); \
func(GLVERTEXATTRIBPOINTER, glVertexAttribPointer); \
func(GLVERTEXATTRIBIPOINTER, glVertexAttribIPointer); \
func(GLBINDATTRIBLOCATION, glBindAttribLocation); \
func(GLBINDFRAGDATALOCATION, glBindFragDataLocation); \
\
func(GLCREATESHADER, glCreateShader); \
func(GLSHADERSOURCE, glShaderSource); \
func(GLCOMPILESHADER, glCompileShader); \
func(GLCREATEPROGRAM, glCreateProgram); \
func(GLATTACHSHADER, glAttachShader); \
func(GLLINKPROGRAM, glLinkProgram); \
func(GLUSEPROGRAM, glUseProgram); \
func(GLGETSHADERIV, glGetShaderiv); \
func(GLGETSHADERINFOLOG, glGetShaderInfoLog); \
func(GLGETPROGRAMIV, glGetProgramiv); \
func(GLGETPROGRAMINFOLOG, glGetProgramInfoLog); \
func(GLDELETESHADER, glDeleteShader); \
func(GLDELETEPROGRAM, glDeleteProgram); \
\
func(GLUNIFORM1I, glUniform1i); \
func(GLUNIFORM1UI, glUniform1ui); \
func(GLUNIFORM2I, glUniform2i); \
func(GLUNIFORM4UI, glUniform4ui); \
func(GLUNIFORMBLOCKBINDING, glUniformBlockBinding); \
func(GLGETUNIFORMLOCATION, glGetUniformLocation); \
func(GLGETUNIFORMBLOCKINDEX, glGetUniformBlockIndex); \
\
func(GLFENCESYNC, glFenceSync); \
func(GLDELETESYNC, glDeleteSync); \
func(GLWAITSYNC, glWaitSync); \
func(GLCLIENTWAITSYNC, glClientWaitSync); \
\
func(GLDRAWBUFFERS, glDrawBuffers); \
\
func(GLBLENDFUNCSEPARATE, glBlendFuncSeparate); \
func(GLBLENDEQUATIONSEPARATE, glBlendEquationSeparate); \
\
func(GLCOLORMASKI, glColorMaski); \
\
func(GLGETSTRINGI, glGetStringi); \
#endif
namespace OpenGL
{
DO_PROCLIST(DECLPROC_EXT);
bool Init();
bool BuildShaderProgram(const char* vs, const char* fs, GLuint* ids, const char* name);
bool LinkShaderProgram(GLuint* ids);
void DeleteShaderProgram(GLuint* ids);

View File

@ -44,6 +44,10 @@
#include <SDL2/SDL.h>
#ifdef OGLRENDERER_ENABLED
#include "OpenGLSupport.h"
#endif
#include "main.h"
#include "Input.h"
#include "CheatsDialog.h"
@ -62,9 +66,6 @@
#include "NDS.h"
#include "GBACart.h"
#ifdef OGLRENDERER_ENABLED
#include "OpenGLSupport.h"
#endif
#include "GPU.h"
#include "SPU.h"
#include "Wifi.h"
@ -357,7 +358,7 @@ void EmuThread::run()
if (hasOGL)
{
oglContext->makeCurrent(oglSurface);
videoRenderer = OpenGL::Init() ? Config::_3DRenderer : 0;
videoRenderer = Config::_3DRenderer;
}
else
#endif
@ -423,7 +424,7 @@ void EmuThread::run()
if (hasOGL)
{
oglContext->makeCurrent(oglSurface);
videoRenderer = OpenGL::Init() ? Config::_3DRenderer : 0;
videoRenderer = Config::_3DRenderer;
}
else
#endif