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https://github.com/WinampDesktop/winamp.git
synced 2025-06-15 21:25:45 -04:00
GPU: More work on OpenGL renderer
This commit is contained in:
@ -1,6 +1,8 @@
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#include "gpu_hw_opengl.h"
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#include "YBaseLib/Assert.h"
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#include "YBaseLib/Log.h"
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#include "host_interface.h"
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#include "system.h"
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Log_SetChannel(GPU_HW_OpenGL);
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GPU_HW_OpenGL::GPU_HW_OpenGL() : GPU_HW() {}
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@ -10,12 +12,16 @@ GPU_HW_OpenGL::~GPU_HW_OpenGL()
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DestroyFramebuffer();
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}
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bool GPU_HW_OpenGL::Initialize(Bus* bus, DMA* dma)
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bool GPU_HW_OpenGL::Initialize(System* system, Bus* bus, DMA* dma)
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{
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if (!GPU_HW::Initialize(bus, dma))
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if (!GPU_HW::Initialize(system, bus, dma))
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return false;
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CreateFramebuffer();
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CreateVertexBuffer();
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if (!CompilePrograms())
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return false;
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return true;
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}
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@ -28,16 +34,12 @@ void GPU_HW_OpenGL::Reset()
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void GPU_HW_OpenGL::CreateFramebuffer()
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{
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glGenTextures(1, &m_framebuffer_texture_id);
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glBindTexture(GL_TEXTURE_2D, m_framebuffer_texture_id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VRAM_WIDTH, VRAM_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
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m_framebuffer_texture =
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std::make_unique<GL::Texture>(VRAM_WIDTH, VRAM_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false);
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glGenFramebuffers(1, &m_framebuffer_fbo_id);
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glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_framebuffer_texture_id, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_framebuffer_texture->GetGLId(), 0);
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Assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
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}
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@ -48,6 +50,8 @@ void GPU_HW_OpenGL::ClearFramebuffer()
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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m_system->GetHostInterface()->SetDisplayTexture(m_framebuffer_texture.get(), 0, 0, VRAM_WIDTH, VRAM_HEIGHT);
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}
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void GPU_HW_OpenGL::DestroyFramebuffer()
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@ -55,27 +59,108 @@ void GPU_HW_OpenGL::DestroyFramebuffer()
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glDeleteFramebuffers(1, &m_framebuffer_fbo_id);
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m_framebuffer_fbo_id = 0;
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glDeleteTextures(1, &m_framebuffer_texture_id);
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m_framebuffer_texture_id = 0;
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m_framebuffer_texture.reset();
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}
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void GPU_HW_OpenGL::CreateVertexBuffer()
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{
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glGenBuffers(1, &m_vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, 128, nullptr, GL_STREAM_DRAW);
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glGenVertexArrays(1, &m_vao_id);
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glBindVertexArray(m_vao_id);
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glVertexAttribIPointer(0, 2, GL_INT, sizeof(HWVertex), reinterpret_cast<void*>(offsetof(HWVertex, x)));
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glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, sizeof(HWVertex),
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reinterpret_cast<void*>(offsetof(HWVertex, color)));
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glVertexAttribIPointer(2, 1, GL_UNSIGNED_INT, sizeof(HWVertex), reinterpret_cast<void*>(offsetof(HWVertex, color)));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glBindVertexArray(0);
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}
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bool GPU_HW_OpenGL::CompilePrograms()
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{
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for (u32 texture_enable_i = 0; texture_enable_i < 2; texture_enable_i++)
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{
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const bool texture_enable = ConvertToBool(texture_enable_i);
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const std::string vs = GenerateVertexShader(texture_enable);
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const std::string fs = GenerateFragmentShader(texture_enable);
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GL::Program& prog = texture_enable ? m_texture_program : m_color_program;
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if (!prog.Compile(vs.c_str(), fs.c_str()))
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return false;
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prog.BindAttribute(0, "a_position");
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prog.BindAttribute(1, "a_color");
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if (texture_enable)
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prog.BindAttribute(2, "a_texcoord");
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prog.BindFragData(0, "ocol0");
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if (!prog.Link())
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return false;
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}
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return true;
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}
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bool GPU_HW_OpenGL::SetProgram(bool texture_enable)
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{
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GL::Program& prog = texture_enable ? m_texture_program : m_color_program;
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if (!prog.IsVaild())
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return false;
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prog.Bind();
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return true;
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}
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void GPU_HW_OpenGL::SetViewport()
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{
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int x, y, width, height;
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CalcViewport(&x, &y, &width, &height);
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y = VRAM_HEIGHT - y - height;
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Log_DebugPrintf("SetViewport: Offset (%d,%d) Size (%d, %d)", x, y, width, height);
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glViewport(x, y, width, height);
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}
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void GPU_HW_OpenGL::SetScissor() {}
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void GPU_HW_OpenGL::DispatchRenderCommand(RenderCommand rc, u32 num_vertices)
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{
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LoadVertices(rc, num_vertices);
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if (m_vertex_staging.empty())
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return;
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glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id);
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if (!SetProgram(rc.texture_enable))
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{
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Log_ErrorPrintf("Failed to set GL program");
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m_vertex_staging.clear();
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return;
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}
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if (rc.texture_enable)
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m_texture_program.Bind();
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else
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m_color_program.Bind();
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SetViewport();
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glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id);
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glBindVertexArray(m_vao_id);
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glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, static_cast<GLsizei>(sizeof(HWVertex) * m_vertex_staging.size()),
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m_vertex_staging.data(), GL_STREAM_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribIPointer(0, 2, GL_INT, sizeof(HWVertex), reinterpret_cast<void*>(offsetof(HWVertex, x)));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, sizeof(HWVertex),
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reinterpret_cast<void*>(offsetof(HWVertex, color)));
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glEnableVertexAttribArray(2);
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glVertexAttribIPointer(2, 1, GL_UNSIGNED_INT, sizeof(HWVertex), reinterpret_cast<void*>(offsetof(HWVertex, color)));
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glDrawArrays(rc.quad_polygon ? GL_TRIANGLE_STRIP : GL_TRIANGLES, 0, static_cast<GLsizei>(m_vertex_staging.size()));
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m_system->GetHostInterface()->SetDisplayTexture(m_framebuffer_texture.get(), 0, 0, VRAM_WIDTH, VRAM_HEIGHT);
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m_vertex_staging.clear();
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}
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void GPU_HW_OpenGL::FlushRender()
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@ -90,98 +175,3 @@ std::unique_ptr<GPU> GPU::CreateHardwareOpenGLRenderer()
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{
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return std::make_unique<GPU_HW_OpenGL>();
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}
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void GPU_HW_OpenGL::Program::Bind()
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{
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glUseProgram(program_id);
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}
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static GLuint CompileShader(GLenum type, const std::string& source)
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{
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GLuint id = glCreateShader(type);
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std::array<const GLchar*, 1> sources = {{source.c_str()}};
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std::array<GLint, 1> source_lengths = {{static_cast<GLint>(source.size())}};
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glShaderSource(id, static_cast<GLsizei>(source.size()), sources.data(), source_lengths.data());
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GLint status = GL_FALSE;
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glGetShaderiv(id, GL_COMPILE_STATUS, &status);
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GLint info_log_length = 0;
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glGetShaderiv(id, GL_INFO_LOG_LENGTH, &info_log_length);
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if (status == GL_FALSE || info_log_length > 0)
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{
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std::string info_log;
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info_log.resize(info_log_length + 1);
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glGetShaderInfoLog(id, info_log_length, &info_log_length, info_log.data());
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if (status == GL_TRUE)
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{
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Log_ErrorPrintf("Shader compiled with warnings:\n%s", info_log.c_str());
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}
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else
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{
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Log_ErrorPrintf("Shader failed to compile:\n%s", info_log.c_str());
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glDeleteShader(id);
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return 0;
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}
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}
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return id;
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}
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bool GPU_HW_OpenGL::Program::Compile(const std::string& vertex_shader, const std::string& fragment_shader)
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{
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GLuint vertex_shader_id = CompileShader(GL_VERTEX_SHADER, vertex_shader);
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if (vertex_shader_id == 0)
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return false;
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GLuint fragment_shader_id = CompileShader(GL_FRAGMENT_SHADER, fragment_shader);
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if (fragment_shader_id == 0)
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{
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glDeleteShader(vertex_shader_id);
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return false;
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}
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program_id = glCreateProgram();
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glAttachShader(program_id, vertex_shader_id);
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glAttachShader(program_id, fragment_shader_id);
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glBindAttribLocation(program_id, 0, "a_position");
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glBindAttribLocation(program_id, 1, "a_texcoord");
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glBindAttribLocation(program_id, 2, "a_color");
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glBindFragDataLocation(program_id, 0, "ocol0");
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glLinkProgram(program_id);
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glDeleteShader(vertex_shader_id);
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glDeleteShader(fragment_shader_id);
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GLint status = GL_FALSE;
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glGetProgramiv(program_id, GL_LINK_STATUS, &status);
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GLint info_log_length = 0;
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glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_log_length);
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if (status == GL_FALSE || info_log_length > 0)
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{
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std::string info_log;
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info_log.resize(info_log_length + 1);
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glGetProgramInfoLog(program_id, info_log_length, &info_log_length, info_log.data());
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if (status == GL_TRUE)
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{
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Log_ErrorPrintf("Program linked with warnings:\n%s", info_log.c_str());
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}
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else
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{
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Log_ErrorPrintf("Program failed to link:\n%s", info_log.c_str());
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glDeleteProgram(program_id);
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program_id = 0;
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return false;
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}
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}
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return true;
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}
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