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-rw-r--r--src/CMakeLists.txt12
-rw-r--r--src/OpenGLSupport.cpp10
-rw-r--r--src/OpenGLSupport.h120
-rw-r--r--src/frontend/qt_sdl/main.cpp11
4 files changed, 15 insertions, 138 deletions
diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt
index ea350e8..3bcecbc 100644
--- a/src/CMakeLists.txt
+++ b/src/CMakeLists.txt
@@ -106,14 +106,16 @@ if (APPLE)
endif()
if (ENABLE_OGLRENDERER)
- find_package(OpenGL REQUIRED)
+ find_package(PkgConfig REQUIRED)
+ pkg_check_modules(EPOXY REQUIRED epoxy)
+
+ target_include_directories(core PRIVATE ${EPOXY_INCLUDE_DIRS})
if (WIN32)
- target_link_libraries(core ole32 comctl32 ws2_32 opengl32)
+ target_link_libraries(core ole32 comctl32 ws2_32 ${EPOXY_LIBRARIES})
elseif (APPLE)
- target_link_libraries(core ${OPENGL_gl_LIBRARY})
+ target_link_libraries(core ${EPOXY_LIBRARIES})
else()
- target_include_directories(core PRIVATE ${OPENGL_INCLUDE_DIR} ${OPENGL_EGL_INCLUDE_DIRS})
- target_link_libraries(core rt OpenGL::GL ${OPENGL_egl_LIBRARY})
+ target_link_libraries(core rt ${EPOXY_LIBRARIES})
endif()
else()
if (WIN32)
diff --git a/src/OpenGLSupport.cpp b/src/OpenGLSupport.cpp
index 27b1480..01fa9d8 100644
--- a/src/OpenGLSupport.cpp
+++ b/src/OpenGLSupport.cpp
@@ -22,16 +22,6 @@
namespace OpenGL
{
-DO_PROCLIST(DECLPROC);
-
-
-bool Init()
-{
- DO_PROCLIST(LOADPROC);
-
- return true;
-}
-
bool BuildShaderProgram(const char* vs, const char* fs, GLuint* ids, const char* name)
{
int len;
diff --git a/src/OpenGLSupport.h b/src/OpenGLSupport.h
index 44c511f..3533d60 100644
--- a/src/OpenGLSupport.h
+++ b/src/OpenGLSupport.h
@@ -22,131 +22,15 @@
#include <stdio.h>
#include <string.h>
-// TODO: different includes for each platform
-#ifdef __APPLE__
- #include <OpenGL/gl3.h>
- #include <OpenGL/gl3ext.h>
-#else
- #include <GL/gl.h>
- #include <GL/glext.h>
-#endif
+#include <epoxy/gl.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
-
-
-#ifdef __WIN32__
-#define DO_PROCLIST_1_3(func) \
- func(GLACTIVETEXTURE, glActiveTexture); \
- func(GLBLENDCOLOR, glBlendColor); \
-
-#else
-
-#define DO_PROCLIST_1_3(func)
-
-#endif
-
-#ifdef __APPLE__
-
-#define DO_PROCLIST(func)
-
-#else
-
-#define DO_PROCLIST(func) \
- DO_PROCLIST_1_3(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(GLUNIFORM2I, glUniform2i); \
- func(GLUNIFORM4UI, glUniform4ui); \
- func(GLUNIFORMBLOCKBINDING, glUniformBlockBinding); \
- func(GLGETUNIFORMLOCATION, glGetUniformLocation); \
- func(GLGETUNIFORMBLOCKINDEX, glGetUniformBlockIndex); \
- \
- func(GLFENCESYNC, glFenceSync); \
- func(GLDELETESYNC, glDeleteSync); \
- func(GLWAITSYNC, glWaitSync); \
- func(GLCLIENTWAITSYNC, glClientWaitSync); \
- \
- func(GLDRAWBUFFERS, glDrawBuffers); \
- \
- func(GLBLENDFUNCSEPARATE, glBlendFuncSeparate); \
- func(GLBLENDEQUATIONSEPARATE, glBlendEquationSeparate); \
- \
- func(GLCOLORMASKI, glColorMaski); \
- \
- func(GLGETSTRINGI, glGetStringi); \
+#include "Platform.h"
-#endif
namespace OpenGL
{
-DO_PROCLIST(DECLPROC_EXT);
-
-bool Init();
-
bool BuildShaderProgram(const char* vs, const char* fs, GLuint* ids, const char* name);
bool LinkShaderProgram(GLuint* ids);
void DeleteShaderProgram(GLuint* ids);
diff --git a/src/frontend/qt_sdl/main.cpp b/src/frontend/qt_sdl/main.cpp
index be718ab..527a507 100644
--- a/src/frontend/qt_sdl/main.cpp
+++ b/src/frontend/qt_sdl/main.cpp
@@ -44,6 +44,10 @@
#include <SDL2/SDL.h>
+#ifdef OGLRENDERER_ENABLED
+#include "OpenGLSupport.h"
+#endif
+
#include "main.h"
#include "Input.h"
#include "CheatsDialog.h"
@@ -62,9 +66,6 @@
#include "NDS.h"
#include "GBACart.h"
-#ifdef OGLRENDERER_ENABLED
-#include "OpenGLSupport.h"
-#endif
#include "GPU.h"
#include "SPU.h"
#include "Wifi.h"
@@ -357,7 +358,7 @@ void EmuThread::run()
if (hasOGL)
{
oglContext->makeCurrent(oglSurface);
- videoRenderer = OpenGL::Init() ? Config::_3DRenderer : 0;
+ videoRenderer = Config::_3DRenderer;
}
else
#endif
@@ -423,7 +424,7 @@ void EmuThread::run()
if (hasOGL)
{
oglContext->makeCurrent(oglSurface);
- videoRenderer = OpenGL::Init() ? Config::_3DRenderer : 0;
+ videoRenderer = Config::_3DRenderer;
}
else
#endif