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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
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@ -22,131 +22,15 @@
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#include <stdio.h>
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#include <string.h>
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// TODO: different includes for each platform
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#ifdef __APPLE__
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#include <OpenGL/gl3.h>
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#include <OpenGL/gl3ext.h>
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#else
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#include <GL/gl.h>
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#include <GL/glext.h>
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#endif
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#include <epoxy/gl.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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#ifdef __WIN32__
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#define DO_PROCLIST_1_3(func) \
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func(GLACTIVETEXTURE, glActiveTexture); \
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func(GLBLENDCOLOR, glBlendColor); \
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#else
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#define DO_PROCLIST_1_3(func)
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#endif
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#ifdef __APPLE__
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#define DO_PROCLIST(func)
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#else
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#define DO_PROCLIST(func) \
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DO_PROCLIST_1_3(func) \
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\
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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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func(GLCHECKFRAMEBUFFERSTATUS, glCheckFramebufferStatus); \
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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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func(GLBINDATTRIBLOCATION, glBindAttribLocation); \
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func(GLBINDFRAGDATALOCATION, glBindFragDataLocation); \
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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(GLUNIFORM1I, glUniform1i); \
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func(GLUNIFORM1UI, glUniform1ui); \
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func(GLUNIFORM2I, glUniform2i); \
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func(GLUNIFORM4UI, glUniform4ui); \
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func(GLUNIFORMBLOCKBINDING, glUniformBlockBinding); \
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func(GLGETUNIFORMLOCATION, glGetUniformLocation); \
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func(GLGETUNIFORMBLOCKINDEX, glGetUniformBlockIndex); \
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\
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func(GLFENCESYNC, glFenceSync); \
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func(GLDELETESYNC, glDeleteSync); \
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func(GLWAITSYNC, glWaitSync); \
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func(GLCLIENTWAITSYNC, glClientWaitSync); \
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\
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func(GLDRAWBUFFERS, glDrawBuffers); \
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\
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func(GLBLENDFUNCSEPARATE, glBlendFuncSeparate); \
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func(GLBLENDEQUATIONSEPARATE, glBlendEquationSeparate); \
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\
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func(GLCOLORMASKI, glColorMaski); \
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\
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func(GLGETSTRINGI, glGetStringi); \
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#endif
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namespace OpenGL
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{
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DO_PROCLIST(DECLPROC_EXT);
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bool Init();
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bool BuildShaderProgram(const char* vs, const char* fs, GLuint* ids, const char* name);
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bool LinkShaderProgram(GLuint* ids);
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void DeleteShaderProgram(GLuint* ids);
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