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-rw-r--r--backends/graphics/opengl/opengl-defs.h8
-rw-r--r--backends/graphics/opengl/opengl-func.h50
-rw-r--r--backends/graphics/opengl/opengl-graphics.cpp4
-rw-r--r--backends/graphics/opengl/opengl-sys.h12
-rw-r--r--backends/graphics/opengl/shader.cpp155
-rw-r--r--backends/graphics/opengl/shader.h68
6 files changed, 59 insertions, 238 deletions
diff --git a/backends/graphics/opengl/opengl-defs.h b/backends/graphics/opengl/opengl-defs.h
index edcf334a0b..5e9bcab6f1 100644
--- a/backends/graphics/opengl/opengl-defs.h
+++ b/backends/graphics/opengl/opengl-defs.h
@@ -77,12 +77,18 @@ typedef double GLdouble; /* double precision float */
typedef double GLclampd; /* double precision float in [0,1] */
typedef char GLchar;
typedef GLchar GLcharARB;
-#if defined(__APPLE__) || defined(MACOSX)
+#if defined(MACOSX)
typedef void *GLhandleARB;
#else
typedef uint GLhandleARB;
#endif
+// This is an addition from us to alias ARB shader object extensions to
+// OpenGL (ES) 2.0 style functions. It only works when GLhandleARB and GLuint
+// are type compatible.
+typedef GLhandleARB GLprogram;
+typedef GLhandleARB GLshader;
+
/*
* Constants
*/
diff --git a/backends/graphics/opengl/opengl-func.h b/backends/graphics/opengl/opengl-func.h
index c85d936497..fb0877913e 100644
--- a/backends/graphics/opengl/opengl-func.h
+++ b/backends/graphics/opengl/opengl-func.h
@@ -110,44 +110,30 @@ GL_FUNC_2_DEF(void, glUniform1i, glUniform1iARB, (GLint location, GLint v0));
GL_FUNC_2_DEF(void, glUniformMatrix4fv, glUniformMatrix4fvARB, (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value));
GL_FUNC_2_DEF(void, glVertexAttrib4f, glVertexAttrib4fARB, (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w));
GL_FUNC_2_DEF(void, glVertexAttribPointer, glVertexAttribPointerARB, (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer));
+
+GL_FUNC_2_DEF(GLprogram, glCreateProgram, glCreateProgramObjectARB, ());
+GL_FUNC_2_DEF(void, glDeleteProgram, glDeleteObjectARB, (GLprogram program));
+GL_FUNC_2_DEF(void, glAttachShader, glAttachObjectARB, (GLprogram program, GLshader shader));
+GL_FUNC_2_DEF(void, glDetachShader, glDetachObjectARB, (GLprogram program, GLshader shader));
+GL_FUNC_2_DEF(void, glLinkProgram, glLinkProgramARB, (GLprogram program));
+GL_FUNC_2_DEF(void, glUseProgram, glUseProgramObjectARB, (GLprogram program));
+GL_FUNC_2_DEF(void, glGetProgramiv, glGetObjectParameterivARB, (GLprogram program, GLenum pname, GLint *params));
+GL_FUNC_2_DEF(void, glGetProgramInfoLog, glGetInfoLogARB, (GLprogram program, GLsizei bufSize, GLsizei *length, GLchar *infoLog));
+GL_FUNC_2_DEF(void, glBindAttribLocation, glBindAttribLocationARB, (GLprogram program, GLuint index, const GLchar *name));
+GL_FUNC_2_DEF(GLint, glGetUniformLocation, glGetUniformLocationARB, (GLprogram program, const GLchar *name));
+
+GL_FUNC_2_DEF(GLshader, glCreateShader, glCreateShaderObjectARB, (GLenum type));
+GL_FUNC_2_DEF(void, glDeleteShader, glDeleteObjectARB, (GLshader shader));
+GL_FUNC_2_DEF(void, glGetShaderiv, glGetObjectParameterivARB, (GLshader shader, GLenum pname, GLint *params));
+GL_FUNC_2_DEF(void, glGetShaderInfoLog, glGetInfoLogARB, (GLshader shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog));
+GL_FUNC_2_DEF(void, glShaderSource, glShaderSourceARB, (GLshader shader, GLsizei count, const GLchar *const *string, const GLint *length));
+GL_FUNC_2_DEF(void, glCompileShader, glCompileShaderARB, (GLshader shader));
#endif
#if !USE_FORCED_GL && !USE_FORCED_GLES
-GL_FUNC_DEF(void, glDeleteProgram, (GLuint program));
-GL_FUNC_DEF(void, glDeleteShader, (GLuint shader));
-GL_FUNC_DEF(GLuint, glCreateProgram, ());
-GL_FUNC_DEF(void, glAttachShader, (GLuint program, GLuint shader));
-GL_FUNC_DEF(void, glBindAttribLocation, (GLuint program, GLuint index, const GLchar *name));
-GL_FUNC_DEF(void, glLinkProgram, (GLuint program));
-GL_FUNC_DEF(void, glDetachShader, (GLuint program, GLuint shader));
-GL_FUNC_DEF(void, glGetProgramiv, (GLuint program, GLenum pname, GLint *params));
-GL_FUNC_DEF(void, glGetProgramInfoLog, (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog));
-GL_FUNC_DEF(GLint, glGetUniformLocation, (GLuint program, const GLchar *name));
-GL_FUNC_DEF(void, glUseProgram, (GLuint program));
-GL_FUNC_DEF(GLuint, glCreateShader, (GLenum type));
-GL_FUNC_DEF(void, glShaderSource, (GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length));
-GL_FUNC_DEF(void, glCompileShader, (GLuint shader));
-GL_FUNC_DEF(void, glGetShaderiv, (GLuint shader, GLenum pname, GLint *params));
-GL_FUNC_DEF(void, glGetShaderInfoLog, (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog));
GL_FUNC_DEF(void, glActiveTexture, (GLenum texture));
#endif
-#if !USE_FORCED_GLES && !USE_FORCED_GLES2
-GL_EXT_FUNC_DEF(void, glDeleteObjectARB, (GLhandleARB obj));
-GL_EXT_FUNC_DEF(GLhandleARB, glCreateProgramObjectARB, ());
-GL_EXT_FUNC_DEF(void, glAttachObjectARB, (GLhandleARB containerObj, GLhandleARB obj));
-GL_EXT_FUNC_DEF(void, glBindAttribLocationARB, (GLhandleARB programObj, GLuint index, const GLcharARB *name));
-GL_EXT_FUNC_DEF(void, glLinkProgramARB, (GLhandleARB programObj));
-GL_EXT_FUNC_DEF(void, glDetachObjectARB, (GLhandleARB containerObj, GLhandleARB attachedObj));
-GL_EXT_FUNC_DEF(void, glGetObjectParameterivARB, (GLhandleARB obj, GLenum pname, GLint *params));
-GL_EXT_FUNC_DEF(GLint, glGetUniformLocationARB, (GLhandleARB programObj, const GLcharARB *name));
-GL_EXT_FUNC_DEF(void, glGetInfoLogARB, (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *infoLog));
-GL_EXT_FUNC_DEF(void, glUseProgramObjectARB, (GLhandleARB programObj));
-GL_EXT_FUNC_DEF(GLhandleARB, glCreateShaderObjectARB, (GLenum shaderType));
-GL_EXT_FUNC_DEF(void, glShaderSourceARB, (GLhandleARB shaderObj, GLsizei count, const GLcharARB **string, const GLint *length));
-GL_EXT_FUNC_DEF(void, glCompileShaderARB, (GLhandleARB shaderObj));
-#endif
-
#ifdef DEFINED_GL_EXT_FUNC_DEF
#undef DEFINED_GL_EXT_FUNC_DEF
#undef GL_EXT_FUNC_DEF
diff --git a/backends/graphics/opengl/opengl-graphics.cpp b/backends/graphics/opengl/opengl-graphics.cpp
index 6d693a3a27..eb9eed170c 100644
--- a/backends/graphics/opengl/opengl-graphics.cpp
+++ b/backends/graphics/opengl/opengl-graphics.cpp
@@ -908,14 +908,14 @@ void OpenGLGraphicsManager::notifyContextCreate(const Graphics::PixelFormat &def
if (g_context.type == kContextGLES2) {
#endif
#if !USE_FORCED_GL
- _shader = new ShaderGLES2(g_defaultVertexShader, g_defaultFragmentShaderGLES2);
+ _shader = new Shader(g_defaultVertexShader, g_defaultFragmentShaderGLES2);
#endif
#if !USE_FORCED_GL && !USE_FORCED_GLES2
} else {
#endif
#if !USE_FORCED_GLES2
if (g_context.shadersSupported) {
- _shader = new ShaderARB(g_defaultVertexShader, g_defaultFragmentShaderGL);
+ _shader = new Shader(g_defaultVertexShader, g_defaultFragmentShaderGL);
}
#endif
#if !USE_FORCED_GL && !USE_FORCED_GLES2
diff --git a/backends/graphics/opengl/opengl-sys.h b/backends/graphics/opengl/opengl-sys.h
index bae318f393..cec1f5100d 100644
--- a/backends/graphics/opengl/opengl-sys.h
+++ b/backends/graphics/opengl/opengl-sys.h
@@ -30,6 +30,18 @@
#include "backends/platform/sdl/sdl-sys.h"
#endif
+// On OS X we only support GL contexts. The reason is that Apple's GL interface
+// uses "void *" for GLhandleARB which is not type compatible with GLint. This
+// kills our aliasing trick for extension functions and thus would force us to
+// supply two different Shader class implementations or introduce other
+// wrappers. OS X only supports GL contexts right now anyway (at least
+// according to SDL2 sources), thus it is not much of an issue.
+#if defined(MACOSX) && (!defined(USE_GLES_MODE) || USE_GLES_MODE != 0)
+//#warning "Only forced OpenGL mode is supported on Mac OS X. Overriding settings."
+#undef USE_GLES_MODE
+#define USE_GLES_MODE 0
+#endif
+
// We allow to force GL or GLES modes on compile time.
// For this the USE_GLES_MODE define is used. The following values represent
// the given selection choices:
diff --git a/backends/graphics/opengl/shader.cpp b/backends/graphics/opengl/shader.cpp
index 7fdebed493..9e106a81b8 100644
--- a/backends/graphics/opengl/shader.cpp
+++ b/backends/graphics/opengl/shader.cpp
@@ -68,166 +68,39 @@ const char *const g_defaultFragmentShaderGLES2 =
"}\n";
#endif
-#if !USE_FORCED_GLES2
-
-ShaderARB::ShaderARB(const Common::String &vertex, const Common::String &fragment)
- : Shader(vertex, fragment), _program(0), _projectionLocation(-1), _textureLocation(-1) {
+Shader::Shader(const Common::String &vertex, const Common::String &fragment)
+ : _vertex(vertex), _fragment(fragment), _program(0), _projectionLocation(-1), _textureLocation(-1) {
}
-ShaderARB::~ShaderARB() {
+Shader::~Shader() {
// According to extension specification glDeleteObjectARB silently ignores
// 0. However, with nVidia drivers this can cause GL_INVALID_VALUE, thus
// we do not call it with 0 as parameter to avoid warnings.
if (_program) {
- GL_CALL_SAFE(glDeleteObjectARB, (_program));
+ GL_CALL_SAFE(glDeleteProgram, (_program));
}
}
-void ShaderARB::destroy() {
+void Shader::destroy() {
// According to extension specification glDeleteObjectARB silently ignores
// 0. However, with nVidia drivers this can cause GL_INVALID_VALUE, thus
// we do not call it with 0 as parameter to avoid warnings.
if (_program) {
- GL_CALL(glDeleteObjectARB(_program));
+ GL_CALL(glDeleteProgram(_program));
+ _program = 0;
}
- _program = 0;
}
-bool ShaderARB::recreate() {
+bool Shader::recreate() {
// Make sure any old programs are destroyed properly.
destroy();
- GLhandleARB vertexShader = compileShader(_vertex.c_str(), GL_VERTEX_SHADER_ARB);
+ GLshader vertexShader = compileShader(_vertex.c_str(), GL_VERTEX_SHADER);
if (!vertexShader) {
return false;
}
- GLhandleARB fragmentShader = compileShader(_fragment.c_str(), GL_FRAGMENT_SHADER_ARB);
- if (!fragmentShader) {
- GL_CALL(glDeleteObjectARB(vertexShader));
- return false;
- }
-
- GL_ASSIGN(_program, glCreateProgramObjectARB());
- if (!_program) {
- GL_CALL(glDeleteObjectARB(vertexShader));
- GL_CALL(glDeleteObjectARB(fragmentShader));
- return false;
- }
-
- GL_CALL(glAttachObjectARB(_program, vertexShader));
- GL_CALL(glAttachObjectARB(_program, fragmentShader));
-
- GL_CALL(glBindAttribLocationARB(_program, kPositionAttribLocation, "position"));
- GL_CALL(glBindAttribLocationARB(_program, kTexCoordAttribLocation, "texCoordIn"));
- GL_CALL(glBindAttribLocationARB(_program, kColorAttribLocation, "blendColorIn"));
-
- GL_CALL(glLinkProgramARB(_program));
-
- GL_CALL(glDetachObjectARB(_program, fragmentShader));
- GL_CALL(glDeleteObjectARB(fragmentShader));
-
- GL_CALL(glDetachObjectARB(_program, vertexShader));
- GL_CALL(glDeleteObjectARB(vertexShader));
-
- GLint result;
- GL_CALL(glGetObjectParameterivARB(_program, GL_OBJECT_LINK_STATUS_ARB, &result));
- if (result == GL_FALSE) {
- GLint logSize;
- GL_CALL(glGetObjectParameterivARB(_program, GL_OBJECT_INFO_LOG_LENGTH_ARB, &logSize));
-
- GLchar *log = new GLchar[logSize];
- GL_CALL(glGetInfoLogARB(_program, logSize, nullptr, log));
- warning("Could not link shader: \"%s\"", log);
- delete[] log;
-
- destroy();
- return false;
- }
-
- GL_ASSIGN(_projectionLocation, glGetUniformLocationARB(_program, "projection"));
- if (_projectionLocation == -1) {
- warning("Shader misses \"projection\" uniform.");
- destroy();
- return false;
- }
-
- GL_ASSIGN(_textureLocation, glGetUniformLocationARB(_program, "texture"));
- if (_textureLocation == -1) {
- warning("Shader misses \"texture\" uniform.");
- destroy();
- return false;
- }
-
- return true;
-}
-
-void ShaderARB::activate(const GLfloat *projectionMatrix) {
- // Activate program.
- GL_CALL(glUseProgramObjectARB(_program));
-
- // Set projection matrix.
- GL_CALL(glUniformMatrix4fv(_projectionLocation, 1, GL_FALSE, projectionMatrix));
-
- // We always use texture unit 0.
- GL_CALL(glUniform1i(_textureLocation, 0));
-}
-
-GLhandleARB ShaderARB::compileShader(const char *source, GLenum shaderType) {
- GLuint handle;
- GL_ASSIGN(handle, glCreateShaderObjectARB(shaderType));
- if (!handle) {
- return 0;
- }
-
- GL_CALL(glShaderSourceARB(handle, 1, &source, nullptr));
- GL_CALL(glCompileShaderARB(handle));
-
- GLint result;
- GL_CALL(glGetObjectParameterivARB(handle, GL_OBJECT_COMPILE_STATUS_ARB, &result));
- if (result == GL_FALSE) {
- GLint logSize;
- GL_CALL(glGetObjectParameterivARB(handle, GL_OBJECT_INFO_LOG_LENGTH_ARB, &logSize));
-
- GLchar *log = new GLchar[logSize];
- GL_CALL(glGetInfoLogARB(handle, logSize, nullptr, log));
- warning("Could not compile shader \"%s\": \"%s\"", source, log);
- delete[] log;
-
- GL_CALL(glDeleteObjectARB(handle));
- return 0;
- }
-
- return handle;
-}
-
-#endif // !USE_FORCED_GLES2
-
-#if !USE_FORCED_GL
-
-ShaderGLES2::ShaderGLES2(const Common::String &vertex, const Common::String &fragment)
- : Shader(vertex, fragment), _program(0), _projectionLocation(-1), _textureLocation(-1) {
-}
-
-ShaderGLES2::~ShaderGLES2() {
- GL_CALL_SAFE(glDeleteProgram, (_program));
-}
-
-void ShaderGLES2::destroy() {
- GL_CALL(glDeleteProgram(_program));
- _program = 0;
-}
-
-bool ShaderGLES2::recreate() {
- // Make sure any old programs are destroyed properly.
- destroy();
-
- GLuint vertexShader = compileShader(_vertex.c_str(), GL_VERTEX_SHADER);
- if (!vertexShader) {
- return false;
- }
-
- GLuint fragmentShader = compileShader(_fragment.c_str(), GL_FRAGMENT_SHADER);
+ GLshader fragmentShader = compileShader(_fragment.c_str(), GL_FRAGMENT_SHADER);
if (!fragmentShader) {
GL_CALL(glDeleteShader(vertexShader));
return false;
@@ -287,7 +160,7 @@ bool ShaderGLES2::recreate() {
return true;
}
-void ShaderGLES2::activate(const GLfloat *projectionMatrix) {
+void Shader::activate(const GLfloat *projectionMatrix) {
// Activate program.
GL_CALL(glUseProgram(_program));
@@ -298,8 +171,8 @@ void ShaderGLES2::activate(const GLfloat *projectionMatrix) {
GL_CALL(glUniform1i(_textureLocation, 0));
}
-GLuint ShaderGLES2::compileShader(const char *source, GLenum shaderType) {
- GLuint handle;
+GLshader Shader::compileShader(const char *source, GLenum shaderType) {
+ GLshader handle;
GL_ASSIGN(handle, glCreateShader(shaderType));
if (!handle) {
return 0;
@@ -326,8 +199,6 @@ GLuint ShaderGLES2::compileShader(const char *source, GLenum shaderType) {
return handle;
}
-#endif // !!USE_FORCED_GL
-
} // End of namespace OpenGL
#endif // !USE_FORCED_GLES
diff --git a/backends/graphics/opengl/shader.h b/backends/graphics/opengl/shader.h
index 60a430214c..f9dcbb0c61 100644
--- a/backends/graphics/opengl/shader.h
+++ b/backends/graphics/opengl/shader.h
@@ -47,9 +47,8 @@ extern const char *const g_defaultFragmentShaderGLES2;
class Shader {
public:
- Shader(const Common::String &vertex, const Common::String &fragment)
- : _vertex(vertex), _fragment(fragment) {}
- virtual ~Shader() {}
+ Shader(const Common::String &vertex, const Common::String &fragment);
+ ~Shader();
/**
* Destroy the shader program.
@@ -57,21 +56,21 @@ public:
* This keeps the vertex and fragment shader sources around and thus
* allows for recreating the shader on context recreation.
*/
- virtual void destroy() = 0;
+ void destroy();
/**
* Recreate shader program.
*
* @return true on success, false on failure.
*/
- virtual bool recreate() = 0;
+ bool recreate();
/**
* Make shader active.
*
* @param projectionMatrix Projection matrix to use.
*/
- virtual void activate(const GLfloat *projectionMatrix) = 0;
+ void activate(const GLfloat *projectionMatrix);
protected:
/**
* Vertex shader sources.
@@ -82,24 +81,11 @@ protected:
* Fragment shader sources.
*/
const Common::String _fragment;
-};
-
-#if !USE_FORCED_GLES2
-class ShaderARB : public Shader {
-public:
- ShaderARB(const Common::String &vertex, const Common::String &fragment);
- virtual ~ShaderARB();
-
- virtual void destroy();
- virtual bool recreate();
-
- virtual void activate(const GLfloat *projectionMatrix);
-private:
/**
* Shader program handle.
*/
- GLhandleARB _program;
+ GLprogram _program;
/**
* Location of the matrix uniform in the shader program.
@@ -119,48 +105,8 @@ private:
* GL_VERTEX_SHADER_ARB)
* @return The shader object or 0 on failure.
*/
- static GLhandleARB compileShader(const char *source, GLenum shaderType);
-};
-#endif // !USE_FORCED_GLES2
-
-#if !USE_FORCED_GL
-class ShaderGLES2 : public Shader {
-public:
- ShaderGLES2(const Common::String &vertex, const Common::String &fragment);
- virtual ~ShaderGLES2();
-
- virtual void destroy();
-
- virtual bool recreate();
-
- virtual void activate(const GLfloat *projectionMatrix);
-private:
- /**
- * Shader program handle.
- */
- GLuint _program;
-
- /**
- * Location of the matrix uniform in the shader program.
- */
- GLint _projectionLocation;
-
- /**
- * Location of the texture sampler location in the shader program.
- */
- GLint _textureLocation;
-
- /**
- * Compile a vertex or fragment shader.
- *
- * @param source Sources to the shader.
- * @param shaderType Type of shader to compile (GL_FRAGMENT_SHADER or
- * GL_VERTEX_SHADER)
- * @return The shader object or 0 on failure.
- */
- static GLuint compileShader(const char *source, GLenum shaderType);
+ static GLshader compileShader(const char *source, GLenum shaderType);
};
-#endif
} // End of namespace OpenGL