some common error routine, and more stringent error checking.

This commit is contained in:
Themaister 2011-01-11 22:13:55 +01:00
parent d30ce0e867
commit 7b5969cb55
3 changed files with 86 additions and 1 deletions

View File

@ -49,6 +49,8 @@
#include "shader_glsl.h"
#endif
#include "gl_common.h"
static const GLfloat vertexes[] = {
0, 0, 0,
0, 1, 0,

59
gfx/gl_common.h Normal file
View File

@ -0,0 +1,59 @@
/* SSNES - A Super Ninteno Entertainment System (SNES) Emulator frontend for libsnes.
* Copyright (C) 2010 - Hans-Kristian Arntzen
*
* Some code herein may be based on code found in BSNES.
*
* SSNES is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* SSNES is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with SSNES.
* If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef __GL_COMMON_H
#define __GL_COMMON_H
#include "general.h"
static inline bool gl_check_error(void)
{
int error = glGetError();
switch (error)
{
case GL_INVALID_ENUM:
SSNES_ERR("GL: Invalid enum.\n");
break;
case GL_INVALID_VALUE:
SSNES_ERR("GL: Invalid value.\n");
break;
case GL_INVALID_OPERATION:
SSNES_ERR("GL: Invalid operation.\n");
break;
case GL_STACK_OVERFLOW:
SSNES_ERR("GL: Stack overflow. (wtf)\n");
break;
case GL_STACK_UNDERFLOW:
SSNES_ERR("GL: Stack underflow. (:v)\n");
break;
case GL_OUT_OF_MEMORY:
SSNES_ERR("GL: Out of memory. Harhar.\n");
break;
case GL_TABLE_TOO_LARGE:
SSNES_ERR("GL: Table too large. Big tables scare you! :(\n");
break;
case GL_NO_ERROR:
return true;
break;
default:
SSNES_ERR("Non specified error :v\n");
}
return false;
}
#endif

View File

@ -34,6 +34,8 @@
#define GL_GLEXT_PROTOTYPES
#include <GL/glext.h>
#include "gl_common.h"
static PFNGLCREATEPROGRAMPROC pglCreateProgram = NULL;
static PFNGLUSEPROGRAMPROC pglUseProgram = NULL;
static PFNGLCREATESHADERPROC pglCreateShader = NULL;
@ -49,6 +51,8 @@ static PFNGLUNIFORM2FVPROC pglUniform2fv = NULL;
static PFNGLUNIFORM4FVPROC pglUniform4fv = NULL;
static PFNGLGETSHADERIVPROC pglGetShaderiv = NULL;
static PFNGLGETSHADERINFOLOGPROC pglGetShaderInfoLog = NULL;
static PFNGLGETPROGRAMIVPROC pglGetProgramiv = NULL;
static PFNGLGETPROGRAMINFOLOGPROC pglGetProgramInfoLog = NULL;
static bool glsl_enable = false;
static GLuint gl_program;
@ -154,6 +158,20 @@ static void print_shader_log(GLuint obj)
SSNES_LOG("Shader log: %s\n", info_log);
}
static void print_linker_log(GLuint obj)
{
int info_len = 0;
int max_len;
pglGetProgramiv(obj, GL_INFO_LOG_LENGTH, &max_len);
char info_log[max_len];
pglGetProgramInfoLog(obj, max_len, &info_len, info_log);
if (info_len > 0)
SSNES_LOG("Linker log: %s\n", info_log);
}
bool gl_glsl_init(const char *path)
{
// Load shader functions.
@ -172,13 +190,15 @@ bool gl_glsl_init(const char *path)
pglUniform4fv = SDL_GL_GetProcAddress("glUniform4fv");
pglGetShaderiv = SDL_GL_GetProcAddress("glGetShaderiv");
pglGetShaderInfoLog = SDL_GL_GetProcAddress("glGetShaderInfoLog");
pglGetProgramiv = SDL_GL_GetProcAddress("glGetProgramiv");
pglGetProgramInfoLog = SDL_GL_GetProcAddress("glGetProgramInfoLog");
SSNES_LOG("Checking GLSL shader support ...\n");
bool shader_support = pglCreateProgram && pglUseProgram && pglCreateShader
&& pglDeleteShader && pglShaderSource && pglCompileShader && pglAttachShader
&& pglDetachShader && pglLinkProgram && pglGetUniformLocation
&& pglUniform1i && pglUniform2fv && pglUniform4fv
&& pglGetShaderiv && pglGetShaderInfoLog;
&& pglGetShaderiv && pglGetShaderInfoLog && pglGetProgramiv && pglGetProgramInfoLog;
if (!shader_support)
{
@ -218,8 +238,12 @@ bool gl_glsl_init(const char *path)
{
pglLinkProgram(gl_program);
pglUseProgram(gl_program);
print_linker_log(gl_program);
}
if (!gl_check_error())
return false;
glsl_enable = true;
return true;
}