pcsx2/plugins/GSdx/GSWnd.cpp
Gregory Hainaut 81adc3ef4d gsdx ogl: don't use per buffer blending
It increases the number of state that driver must handle.
2017-01-20 18:22:52 +01:00

174 lines
5.6 KiB
C++

/*
* Copyright (C) 2011-2014 Gregory hainaut
* Copyright (C) 2007-2009 Gabest
* http://www.gabest.org
*
* This Program 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 Foundation; either version 2, or (at your option)
* any later version.
*
* This Program 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 GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSWnd.h"
void GSWndGL::PopulateGlFunction()
{
*(void**)&(gl_BlendColor) = GetProcAddress("glBlendColor");
// Load mandatory function pointer
#define GL_EXT_LOAD(ext) *(void**)&(ext) = GetProcAddress(#ext, false)
// Load extra function pointer
#define GL_EXT_LOAD_OPT(ext) *(void**)&(ext) = GetProcAddress(#ext, true)
GL_EXT_LOAD(glBlendEquationSeparate);
GL_EXT_LOAD(glBlendFuncSeparate);
GL_EXT_LOAD(glAttachShader);
GL_EXT_LOAD(glBindBuffer);
GL_EXT_LOAD(glBindBufferBase);
GL_EXT_LOAD(glBindBufferRange);
GL_EXT_LOAD(glBindFramebuffer);
GL_EXT_LOAD(glBindSampler);
GL_EXT_LOAD(glBindVertexArray);
GL_EXT_LOAD(glBlitFramebuffer);
GL_EXT_LOAD(glBufferData);
GL_EXT_LOAD(glCheckFramebufferStatus);
GL_EXT_LOAD(glClearBufferfv);
GL_EXT_LOAD(glClearBufferiv);
GL_EXT_LOAD(glClearBufferuiv);
GL_EXT_LOAD(glColorMaski);
GL_EXT_LOAD(glDeleteBuffers);
GL_EXT_LOAD(glDeleteFramebuffers);
GL_EXT_LOAD(glDeleteSamplers);
GL_EXT_LOAD(glDeleteVertexArrays);
GL_EXT_LOAD(glDetachShader);
GL_EXT_LOAD(glDrawBuffers);
GL_EXT_LOAD(glDrawElementsBaseVertex);
GL_EXT_LOAD(glEnableVertexAttribArray);
GL_EXT_LOAD(glFramebufferRenderbuffer);
GL_EXT_LOAD(glFramebufferTexture2D);
GL_EXT_LOAD(glGenBuffers);
GL_EXT_LOAD(glGenFramebuffers);
GL_EXT_LOAD(glGenVertexArrays);
GL_EXT_LOAD(glGetBufferParameteriv);
GL_EXT_LOAD(glGetDebugMessageLogARB);
GL_EXT_LOAD(glGetProgramInfoLog);
GL_EXT_LOAD(glGetProgramiv);
GL_EXT_LOAD(glGetShaderiv);
GL_EXT_LOAD(glGetStringi);
GL_EXT_LOAD(glIsFramebuffer);
GL_EXT_LOAD(glMapBuffer);
GL_EXT_LOAD(glMapBufferRange);
GL_EXT_LOAD(glProgramParameteri);
GL_EXT_LOAD(glSamplerParameterf);
GL_EXT_LOAD(glSamplerParameteri);
GL_EXT_LOAD(glShaderSource);
GL_EXT_LOAD(glUniform1i);
GL_EXT_LOAD(glUnmapBuffer);
GL_EXT_LOAD(glVertexAttribIPointer);
GL_EXT_LOAD(glVertexAttribPointer);
GL_EXT_LOAD(glBufferSubData);
GL_EXT_LOAD(glFenceSync);
GL_EXT_LOAD(glDeleteSync);
GL_EXT_LOAD(glClientWaitSync);
GL_EXT_LOAD(glFlushMappedBufferRange);
// Query object
GL_EXT_LOAD_OPT(glBeginQuery);
GL_EXT_LOAD_OPT(glEndQuery);
GL_EXT_LOAD_OPT(glGetQueryiv);
GL_EXT_LOAD_OPT(glGetQueryObjectiv);
GL_EXT_LOAD_OPT(glGetQueryObjectuiv);
GL_EXT_LOAD_OPT(glQueryCounter);
GL_EXT_LOAD_OPT(glGetQueryObjecti64v);
GL_EXT_LOAD_OPT(glGetQueryObjectui64v);
GL_EXT_LOAD_OPT(glGetInteger64v);
GL_EXT_LOAD_OPT(glCreateQueries);
GL_EXT_LOAD_OPT(glDeleteQueries);
// GL4.1
GL_EXT_LOAD(glCreateShaderProgramv);
GL_EXT_LOAD(glBindProgramPipeline);
GL_EXT_LOAD(glDeleteProgramPipelines);
GL_EXT_LOAD(glGetProgramPipelineiv);
GL_EXT_LOAD(glGetProgramPipelineInfoLog);
GL_EXT_LOAD(glValidateProgramPipeline);
GL_EXT_LOAD(glUseProgramStages);
GL_EXT_LOAD_OPT(glGetProgramBinary);
GL_EXT_LOAD_OPT(glViewportIndexedf);
GL_EXT_LOAD_OPT(glViewportIndexedfv);
GL_EXT_LOAD_OPT(glScissorIndexed);
GL_EXT_LOAD_OPT(glScissorIndexedv);
// NO GL4.1 (or broken driver...)
GL_EXT_LOAD(glDeleteProgram);
GL_EXT_LOAD(glDeleteShader);
GL_EXT_LOAD(glCompileShader);
GL_EXT_LOAD(glCreateProgram);
GL_EXT_LOAD(glCreateShader);
GL_EXT_LOAD(glUseProgram);
GL_EXT_LOAD(glGetShaderInfoLog);
GL_EXT_LOAD(glLinkProgram);
// GL4.2
GL_EXT_LOAD_OPT(glBindImageTexture);
GL_EXT_LOAD_OPT(glMemoryBarrier);
// GL4.3
GL_EXT_LOAD(glCopyImageSubData);
GL_EXT_LOAD_OPT(glInvalidateTexImage);
GL_EXT_LOAD(glPushDebugGroup);
GL_EXT_LOAD(glPopDebugGroup);
GL_EXT_LOAD(glDebugMessageInsert);
GL_EXT_LOAD(glDebugMessageControl);
GL_EXT_LOAD(glDebugMessageCallback);
GL_EXT_LOAD(glObjectLabel);
GL_EXT_LOAD(glObjectPtrLabel);
// GL4.4
GL_EXT_LOAD_OPT(glClearTexImage);
GL_EXT_LOAD_OPT(glClearTexSubImage);
GL_EXT_LOAD(glBufferStorage);
// GL4.5
GL_EXT_LOAD(glCreateTextures);
GL_EXT_LOAD(glTextureStorage2D);
GL_EXT_LOAD(glTextureSubImage2D);
GL_EXT_LOAD(glCopyTextureSubImage2D);
GL_EXT_LOAD(glBindTextureUnit);
GL_EXT_LOAD(glGetTextureImage);
GL_EXT_LOAD(glTextureParameteri);
GL_EXT_LOAD(glGenerateTextureMipmap);
GL_EXT_LOAD(glCreateFramebuffers);
GL_EXT_LOAD(glClearNamedFramebufferfv);
GL_EXT_LOAD(glClearNamedFramebufferuiv);
GL_EXT_LOAD(glClearNamedFramebufferiv);
GL_EXT_LOAD(glNamedFramebufferTexture);
GL_EXT_LOAD(glNamedFramebufferDrawBuffers);
GL_EXT_LOAD(glNamedFramebufferReadBuffer);
GL_EXT_LOAD_OPT(glNamedFramebufferParameteri);
GL_EXT_LOAD(glCheckNamedFramebufferStatus);
GL_EXT_LOAD(glCreateBuffers);
GL_EXT_LOAD(glNamedBufferStorage);
GL_EXT_LOAD(glNamedBufferData);
GL_EXT_LOAD(glNamedBufferSubData);
GL_EXT_LOAD(glMapNamedBuffer);
GL_EXT_LOAD(glMapNamedBufferRange);
GL_EXT_LOAD(glUnmapNamedBuffer);
GL_EXT_LOAD(glFlushMappedNamedBufferRange);
GL_EXT_LOAD(glCreateSamplers);
GL_EXT_LOAD(glCreateProgramPipelines);
GL_EXT_LOAD(glClipControl);
GL_EXT_LOAD(glTextureBarrier);
GL_EXT_LOAD_OPT(glGetTextureSubImage);
}