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+/*
+ Copyright 2016-2019 Arisotura
+
+ This file is part of melonDS.
+
+ melonDS 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 3 of the License, or (at your option)
+ any later version.
+
+ melonDS 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 melonDS. If not, see http://www.gnu.org/licenses/.
+*/
+
+#ifndef OPENGLSUPPORT_H
+#define OPENGLSUPPORT_H
+
+#include <stdio.h>
+#include <GL/gl.h>
+#include <GL/glext.h>
+
+#include "Platform.h"
+
+
+// here, have some macro magic
+// we at the melonDS company really love macro magic
+// also, suggestion to the fine folks who write the OpenGL headers:
+// pls make the type names follow the same capitalization as their
+// matching function names, so this is more convenient to deal with
+
+#define DECLPROC(type, name) \
+ PFN##type##PROC name ;
+
+#define DECLPROC_EXT(type, name) \
+ extern PFN##type##PROC name ;
+
+#define LOADPROC(type, name) \
+ name = (PFN##type##PROC)Platform::GL_GetProcAddress(#name); \
+ if (!name) { printf("OpenGL: " #name " not found\n"); return false; }
+
+
+// if you need more OpenGL functions, add them to the macronator here
+// TODO: handle conditionally loading certain functions for different GL versions
+
+#define DO_PROCLIST(func) \
+ func(GLGENFRAMEBUFFERS, glGenFramebuffers); \
+ func(GLDELETEFRAMEBUFFERS, glDeleteFramebuffers); \
+ func(GLBINDFRAMEBUFFER, glBindFramebuffer); \
+ func(GLFRAMEBUFFERTEXTURE, glFramebufferTexture); \
+ func(GLBLITFRAMEBUFFER, glBlitFramebuffer); \
+ func(GLCHECKFRAMEBUFFERSTATUS, glCheckFramebufferStatus); \
+ \
+ func(GLGENBUFFERS, glGenBuffers); \
+ func(GLDELETEBUFFERS, glDeleteBuffers); \
+ func(GLBINDBUFFER, glBindBuffer); \
+ func(GLMAPBUFFER, glMapBuffer); \
+ func(GLMAPBUFFERRANGE, glMapBufferRange); \
+ func(GLUNMAPBUFFER, glUnmapBuffer); \
+ func(GLBUFFERDATA, glBufferData); \
+ func(GLBUFFERSUBDATA, glBufferSubData); \
+ func(GLBINDBUFFERBASE, glBindBufferBase); \
+ \
+ func(GLGENVERTEXARRAYS, glGenVertexArrays); \
+ func(GLDELETEVERTEXARRAYS, glDeleteVertexArrays); \
+ func(GLBINDVERTEXARRAY, glBindVertexArray); \
+ func(GLENABLEVERTEXATTRIBARRAY, glEnableVertexAttribArray); \
+ func(GLDISABLEVERTEXATTRIBARRAY, glDisableVertexAttribArray); \
+ func(GLVERTEXATTRIBPOINTER, glVertexAttribPointer); \
+ func(GLVERTEXATTRIBIPOINTER, glVertexAttribIPointer); \
+ func(GLBINDATTRIBLOCATION, glBindAttribLocation); \
+ func(GLBINDFRAGDATALOCATION, glBindFragDataLocation); \
+ \
+ func(GLCREATESHADER, glCreateShader); \
+ func(GLSHADERSOURCE, glShaderSource); \
+ func(GLCOMPILESHADER, glCompileShader); \
+ func(GLCREATEPROGRAM, glCreateProgram); \
+ func(GLATTACHSHADER, glAttachShader); \
+ func(GLLINKPROGRAM, glLinkProgram); \
+ func(GLUSEPROGRAM, glUseProgram); \
+ func(GLGETSHADERIV, glGetShaderiv); \
+ func(GLGETSHADERINFOLOG, glGetShaderInfoLog); \
+ func(GLGETPROGRAMIV, glGetProgramiv); \
+ func(GLGETPROGRAMINFOLOG, glGetProgramInfoLog); \
+ func(GLDELETESHADER, glDeleteShader); \
+ func(GLDELETEPROGRAM, glDeleteProgram); \
+ \
+ func(GLUNIFORM1I, glUniform1i); \
+ func(GLUNIFORM1UI, glUniform1ui); \
+ func(GLUNIFORM4UI, glUniform4ui); \
+ func(GLUNIFORMBLOCKBINDING, glUniformBlockBinding); \
+ func(GLGETUNIFORMLOCATION, glGetUniformLocation); \
+ func(GLGETUNIFORMBLOCKINDEX, glGetUniformBlockIndex); \
+ \
+ func(GLACTIVETEXTURE, glActiveTexture); \
+ func(GLBINDIMAGETEXTURE, glBindImageTexture); \
+ \
+ func(GLDRAWBUFFERS, glDrawBuffers); \
+ \
+ func(GLBLENDFUNCSEPARATE, glBlendFuncSeparate); \
+ func(GLBLENDEQUATIONSEPARATE, glBlendEquationSeparate); \
+ func(GLBLENDCOLOR, glBlendColor); \
+ \
+ func(GLCOLORMASKI, glColorMaski); \
+ \
+ func(GLMEMORYBARRIER, glMemoryBarrier); \
+ \
+ func(GLGETSTRINGI, glGetStringi); \
+
+
+DO_PROCLIST(DECLPROC_EXT);
+
+
+bool OpenGL_Init();
+
+bool OpenGL_BuildShaderProgram(const char* vs, const char* fs, GLuint* ids, const char* name);
+void OpenGL_DeleteShaderProgram(GLuint* ids);
+void OpenGL_UseShaderProgram(GLuint* ids);
+
+#endif // OPENGLSUPPORT_H