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some common error routine, and more stringent error checking.
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d30ce0e867
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2
gfx/gl.c
2
gfx/gl.c
@ -49,6 +49,8 @@
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#include "shader_glsl.h"
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#endif
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#include "gl_common.h"
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static const GLfloat vertexes[] = {
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0, 0, 0,
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0, 1, 0,
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59
gfx/gl_common.h
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59
gfx/gl_common.h
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@ -0,0 +1,59 @@
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/* SSNES - A Super Ninteno Entertainment System (SNES) Emulator frontend for libsnes.
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* Copyright (C) 2010 - Hans-Kristian Arntzen
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*
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* Some code herein may be based on code found in BSNES.
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*
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* SSNES is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* SSNES is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with SSNES.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef __GL_COMMON_H
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#define __GL_COMMON_H
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#include "general.h"
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static inline bool gl_check_error(void)
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{
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int error = glGetError();
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switch (error)
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{
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case GL_INVALID_ENUM:
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SSNES_ERR("GL: Invalid enum.\n");
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break;
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case GL_INVALID_VALUE:
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SSNES_ERR("GL: Invalid value.\n");
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break;
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case GL_INVALID_OPERATION:
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SSNES_ERR("GL: Invalid operation.\n");
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break;
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case GL_STACK_OVERFLOW:
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SSNES_ERR("GL: Stack overflow. (wtf)\n");
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break;
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case GL_STACK_UNDERFLOW:
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SSNES_ERR("GL: Stack underflow. (:v)\n");
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break;
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case GL_OUT_OF_MEMORY:
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SSNES_ERR("GL: Out of memory. Harhar.\n");
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break;
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case GL_TABLE_TOO_LARGE:
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SSNES_ERR("GL: Table too large. Big tables scare you! :(\n");
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break;
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case GL_NO_ERROR:
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return true;
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break;
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default:
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SSNES_ERR("Non specified error :v\n");
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}
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return false;
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}
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#endif
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@ -34,6 +34,8 @@
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#define GL_GLEXT_PROTOTYPES
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#include <GL/glext.h>
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#include "gl_common.h"
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static PFNGLCREATEPROGRAMPROC pglCreateProgram = NULL;
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static PFNGLUSEPROGRAMPROC pglUseProgram = NULL;
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static PFNGLCREATESHADERPROC pglCreateShader = NULL;
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@ -49,6 +51,8 @@ static PFNGLUNIFORM2FVPROC pglUniform2fv = NULL;
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static PFNGLUNIFORM4FVPROC pglUniform4fv = NULL;
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static PFNGLGETSHADERIVPROC pglGetShaderiv = NULL;
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static PFNGLGETSHADERINFOLOGPROC pglGetShaderInfoLog = NULL;
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static PFNGLGETPROGRAMIVPROC pglGetProgramiv = NULL;
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static PFNGLGETPROGRAMINFOLOGPROC pglGetProgramInfoLog = NULL;
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static bool glsl_enable = false;
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static GLuint gl_program;
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@ -154,6 +158,20 @@ static void print_shader_log(GLuint obj)
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SSNES_LOG("Shader log: %s\n", info_log);
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}
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static void print_linker_log(GLuint obj)
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{
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int info_len = 0;
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int max_len;
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pglGetProgramiv(obj, GL_INFO_LOG_LENGTH, &max_len);
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char info_log[max_len];
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pglGetProgramInfoLog(obj, max_len, &info_len, info_log);
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if (info_len > 0)
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SSNES_LOG("Linker log: %s\n", info_log);
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}
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bool gl_glsl_init(const char *path)
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{
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// Load shader functions.
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@ -172,13 +190,15 @@ bool gl_glsl_init(const char *path)
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pglUniform4fv = SDL_GL_GetProcAddress("glUniform4fv");
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pglGetShaderiv = SDL_GL_GetProcAddress("glGetShaderiv");
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pglGetShaderInfoLog = SDL_GL_GetProcAddress("glGetShaderInfoLog");
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pglGetProgramiv = SDL_GL_GetProcAddress("glGetProgramiv");
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pglGetProgramInfoLog = SDL_GL_GetProcAddress("glGetProgramInfoLog");
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SSNES_LOG("Checking GLSL shader support ...\n");
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bool shader_support = pglCreateProgram && pglUseProgram && pglCreateShader
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&& pglDeleteShader && pglShaderSource && pglCompileShader && pglAttachShader
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&& pglDetachShader && pglLinkProgram && pglGetUniformLocation
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&& pglUniform1i && pglUniform2fv && pglUniform4fv
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&& pglGetShaderiv && pglGetShaderInfoLog;
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&& pglGetShaderiv && pglGetShaderInfoLog && pglGetProgramiv && pglGetProgramInfoLog;
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if (!shader_support)
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{
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@ -218,8 +238,12 @@ bool gl_glsl_init(const char *path)
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{
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pglLinkProgram(gl_program);
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pglUseProgram(gl_program);
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print_linker_log(gl_program);
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}
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if (!gl_check_error())
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return false;
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glsl_enable = true;
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return true;
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}
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