softgpu: Use common GLSL creation code.

This ought to handle leaving the app on Android, for example.  Not that
tons of Android users are using softgpu...
This commit is contained in:
Unknown W. Brackets 2016-01-17 17:52:48 -08:00
parent 59523f1327
commit bf536e56f5

View file

@ -29,6 +29,7 @@
#include "Core/MIPS/MIPS.h"
#include "Core/Reporting.h"
#include "gfx/gl_common.h"
#include "gfx_es2/glsl_program.h"
#include "gfx_es2/gpu_features.h"
#include "profiler/profiler.h"
@ -39,10 +40,7 @@
static GLuint temp_texture = 0;
static GLint attr_pos = -1, attr_tex = -1;
static GLint uni_tex = -1;
static GLuint program;
static GLSLProgram *program;
static GLuint vao;
static GLuint vbuf;
@ -52,73 +50,6 @@ FormatBuffer fb;
FormatBuffer depthbuf;
u32 clut[4096];
GLuint OpenGL_CompileProgram(const char* vertexShader, const char* fragmentShader)
{
// generate objects
GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
GLuint programID = glCreateProgram();
// compile vertex shader
glShaderSource(vertexShaderID, 1, &vertexShader, NULL);
glCompileShader(vertexShaderID);
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
GLint Result = GL_FALSE;
char stringBuffer[1024];
GLsizei stringBufferUsage = 0;
glGetShaderiv(vertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderInfoLog(vertexShaderID, 1024, &stringBufferUsage, stringBuffer);
if (Result && stringBufferUsage) {
// not nice
} else if (!Result) {
// not nice
} else {
// not nice
}
bool shader_errors = !Result;
#endif
// compile fragment shader
glShaderSource(fragmentShaderID, 1, &fragmentShader, NULL);
glCompileShader(fragmentShaderID);
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderInfoLog(fragmentShaderID, 1024, &stringBufferUsage, stringBuffer);
if (Result && stringBufferUsage) {
// not nice
} else if (!Result) {
// not nice
} else {
// not nice
}
shader_errors |= !Result;
#endif
// link them
glAttachShader(programID, vertexShaderID);
glAttachShader(programID, fragmentShaderID);
glLinkProgram(programID);
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
glGetProgramiv(programID, GL_LINK_STATUS, &Result);
glGetProgramInfoLog(programID, 1024, &stringBufferUsage, stringBuffer);
if (Result && stringBufferUsage) {
// not nice
} else if (!Result && !shader_errors) {
// not nice
}
#endif
// cleanup
glDeleteShader(vertexShaderID);
glDeleteShader(fragmentShaderID);
return programID;
}
SoftGPU::SoftGPU()
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
@ -130,32 +61,31 @@ SoftGPU::SoftGPU()
#ifdef USING_GLES2
"#version 100\n"
#endif
"varying vec2 TexCoordOut;\n"
"uniform sampler2D Texture;\n"
"varying vec2 texcoord;\n"
"uniform sampler2D sampler0;\n"
"void main() {\n"
" vec4 tmpcolor;\n"
" tmpcolor = texture2D(Texture, TexCoordOut);\n"
" gl_FragColor = tmpcolor;\n"
" gl_FragColor = texture2D(sampler0, texcoord);\n"
"}\n";
static const char *vertShaderText =
#ifdef USING_GLES2
"#version 100\n"
#endif
"attribute vec4 pos;\n"
"attribute vec2 TexCoordIn;\n "
"varying vec2 TexCoordOut;\n "
"attribute vec4 a_position;\n"
"attribute vec2 a_texcoord0;\n "
"varying vec2 texcoord;\n "
"void main() {\n"
" gl_Position = pos;\n"
" TexCoordOut = TexCoordIn;\n"
" gl_Position = a_position;\n"
" texcoord = a_texcoord0;\n"
"}\n";
program = OpenGL_CompileProgram(vertShaderText, fragShaderText);
glUseProgram(program);
uni_tex = glGetUniformLocation(program, "Texture");
attr_pos = glGetAttribLocation(program, "pos");
attr_tex = glGetAttribLocation(program, "TexCoordIn");
std::string errorString;
program = glsl_create_source(vertShaderText, fragShaderText, &errorString);
if (!program) {
ERROR_LOG_REPORT(G3D, "Failed to compile softgpu program! This shouldn't happen.\n%s", errorString.c_str());
} else {
glsl_bind(program);
glUniform1i(program->sampler0, 0);
}
if (gl_extensions.ARB_vertex_array_object) {
glGenVertexArrays(1, &vao);
@ -174,7 +104,7 @@ SoftGPU::SoftGPU()
SoftGPU::~SoftGPU()
{
glDeleteProgram(program);
glsl_destroy(program);
glDeleteTextures(1, &temp_texture);
if (vao != 0) {
glDeleteVertexArrays(1, &vao);
@ -254,7 +184,7 @@ void SoftGPU::CopyToCurrentFboFromDisplayRam(int srcwidth, int srcheight)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glUseProgram(program);
glsl_bind(program);
float x, y, w, h;
CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, dstwidth, dstheight, ROTATION_LOCKED_HORIZONTAL);
@ -292,23 +222,22 @@ void SoftGPU::CopyToCurrentFboFromDisplayRam(int srcwidth, int srcheight)
glBufferSubData(GL_ARRAY_BUFFER, sizeof(verts), sizeof(texverts), texverts);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, (void *)sizeof(verts));
glVertexAttribPointer(program->a_position, 2, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(program->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 0, (void *)sizeof(verts));
} else {
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, verts);
glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, texverts);
glVertexAttribPointer(program->a_position, 2, GL_FLOAT, GL_FALSE, 0, verts);
glVertexAttribPointer(program->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 0, texverts);
}
glEnableVertexAttribArray(attr_pos);
glEnableVertexAttribArray(attr_tex);
glUniform1i(uni_tex, 0);
glEnableVertexAttribArray(program->a_position);
glEnableVertexAttribArray(program->a_texcoord0);
glActiveTexture(GL_TEXTURE0);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableVertexAttribArray(attr_pos);
glDisableVertexAttribArray(attr_tex);
glDisableVertexAttribArray(program->a_position);
glDisableVertexAttribArray(program->a_texcoord0);
glBindTexture(GL_TEXTURE_2D, 0);