1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
|
/*
Copyright 2016-2020 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 <string.h>
// TODO: different includes for each platform
#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
#ifdef __WIN32__
#define DO_PROCLIST_1_3(func) \
func(GLACTIVETEXTURE, glActiveTexture); \
func(GLBLENDCOLOR, glBlendColor); \
#else
#define DO_PROCLIST_1_3(func)
#endif
#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); \
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);
void UseShaderProgram(GLuint* ids);
}
#endif // OPENGLSUPPORT_H
|