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Merge branch 'svn/trunk' r4326

This commit is contained in:
Patryk Obara 2020-02-15 17:38:56 +01:00
commit 6099ab60f3
3 changed files with 63 additions and 26 deletions

View file

@ -97,8 +97,9 @@ PFNGLBUFFERDATAARBPROC glBufferDataARB = NULL;
PFNGLMAPBUFFERARBPROC glMapBufferARB = NULL;
PFNGLUNMAPBUFFERARBPROC glUnmapBufferARB = NULL;
#ifndef GL_VERSION_2_0
#define GL_VERSION_2_0 1
/* Don't guard these with GL_VERSION_2_0 - Apple defines it but not these typedefs.
* If they're already defined they should match these definitions, so no conflicts.
*/
typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);
typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void);
@ -113,13 +114,19 @@ typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLin
typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
//Change to NP, as Khronos changes include guard :(
typedef void (APIENTRYP PFNGLSHADERSOURCEPROC_NP) (GLuint shader, GLsizei count, const GLchar **string, const GLint *length);
typedef void (APIENTRYP PFNGLUNIFORM2FPROC) (GLint location, GLfloat v0, GLfloat v1);
typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
#endif
/* Apple defines these functions in their GL header (as core functions)
* so we can't use their names as function pointers. We can't link
* directly as some platforms may not have them. So they get their own
* namespace here to keep the official names but avoid collisions.
*/
namespace gl2 {
PFNGLATTACHSHADERPROC glAttachShader = NULL;
PFNGLCOMPILESHADERPROC glCompileShader = NULL;
PFNGLCREATEPROGRAMPROC glCreateProgram = NULL;
@ -134,15 +141,35 @@ PFNGLGETSHADERIVPROC glGetShaderiv = NULL;
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog = NULL;
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = NULL;
PFNGLLINKPROGRAMPROC glLinkProgram = NULL;
PFNGLSHADERSOURCEPROC glShaderSource = NULL;
PFNGLSHADERSOURCEPROC_NP glShaderSource = NULL;
PFNGLUNIFORM2FPROC glUniform2f = NULL;
PFNGLUNIFORM1IPROC glUniform1i = NULL;
PFNGLUSEPROGRAMPROC glUseProgram = NULL;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = NULL;
}
#ifndef GL_SHADER_COMPILER
#define GL_SHADER_COMPILER 0x8DFA
#endif
/* "using" is meant to hide identical names declared in outer scope
* but is unreliable, so just redefine instead.
*/
#define glAttachShader gl2::glAttachShader
#define glCompileShader gl2::glCompileShader
#define glCreateProgram gl2::glCreateProgram
#define glCreateShader gl2::glCreateShader
#define glDeleteProgram gl2::glDeleteProgram
#define glDeleteShader gl2::glDeleteShader
#define glEnableVertexAttribArray gl2::glEnableVertexAttribArray
#define glGetAttribLocation gl2::glGetAttribLocation
#define glGetProgramiv gl2::glGetProgramiv
#define glGetProgramInfoLog gl2::glGetProgramInfoLog
#define glGetShaderiv gl2::glGetShaderiv
#define glGetShaderInfoLog gl2::glGetShaderInfoLog
#define glGetUniformLocation gl2::glGetUniformLocation
#define glLinkProgram gl2::glLinkProgram
#define glShaderSource gl2::glShaderSource
#define glUniform2f gl2::glUniform2f
#define glUniform1i gl2::glUniform1i
#define glUseProgram gl2::glUseProgram
#define glVertexAttribPointer gl2::glVertexAttribPointer
#endif // C_OPENGL
@ -709,7 +736,7 @@ static GLuint BuildShader ( GLenum type, const char *shaderSrc ) {
return shader;
}
static bool GFX_LoadGLShaders(const char *src, GLuint *vertex, GLuint *fragment) {
static bool LoadGLShaders(const char *src, GLuint *vertex, GLuint *fragment) {
GLuint s = BuildShader(GL_VERTEX_SHADER, src);
if (s) {
*vertex = s;
@ -898,14 +925,14 @@ dosurface:
SDL_GL_SetSwapInterval(sdl.desktop.vsync ? 1 : 0);
if (sdl.opengl.use_shader) {
GLboolean t;
// confirm current context supports shaders
glGetBooleanv(GL_SHADER_COMPILER, &t);
if (t) {
GLuint prog=0;
// reset error
glGetError();
glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&prog);
// if there was an error this context doesn't support shaders
if (glGetError()==GL_NO_ERROR && (sdl.opengl.program_object==0 || prog!=sdl.opengl.program_object)) {
// check if existing program is valid
if (sdl.opengl.program_object) {
// reset error
glGetError();
glUseProgram(sdl.opengl.program_object);
if (glGetError() != GL_NO_ERROR) {
// program is not usable (probably new context), purge it
@ -918,11 +945,11 @@ dosurface:
if (sdl.opengl.program_object == 0) {
GLuint vertexShader, fragmentShader;
const char *src = sdl.opengl.shader_src;
if (src && !GFX_LoadGLShaders(src, &vertexShader, &fragmentShader)) {
if (src && !LoadGLShaders(src, &vertexShader, &fragmentShader)) {
LOG_MSG("SDL:OPENGL:Failed to compile shader, falling back to default");
src = NULL;
}
if (src == NULL && !GFX_LoadGLShaders(shader_src_default, &vertexShader, &fragmentShader)) {
if (src == NULL && !LoadGLShaders(shader_src_default, &vertexShader, &fragmentShader)) {
LOG_MSG("SDL:OPENGL:Failed to compile default shader!");
goto dosurface;
}
@ -954,7 +981,6 @@ dosurface:
glGetProgramInfoLog(sdl.opengl.program_object, info_len, NULL, info_log.data());
LOG_MSG("SDL:OPENGL:Error link program:\n %s", info_log.data());
}
glDeleteProgram(sdl.opengl.program_object);
sdl.opengl.program_object = 0;
goto dosurface;
@ -1092,7 +1118,7 @@ dosurface:
if (sdl.opengl.pixel_buffer_object)
retFlags |= GFX_HARDWARE;
break;
}//OPENGL
}//OPENGL
#endif //C_OPENGL
default:
goto dosurface;
@ -1652,7 +1678,7 @@ static void GUI_StartUp(Section * sec) {
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)SDL_GL_GetProcAddress("glGetShaderInfoLog");
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)SDL_GL_GetProcAddress("glGetUniformLocation");
glLinkProgram = (PFNGLLINKPROGRAMPROC)SDL_GL_GetProcAddress("glLinkProgram");
glShaderSource = (PFNGLSHADERSOURCEPROC)SDL_GL_GetProcAddress("glShaderSource");
glShaderSource = (PFNGLSHADERSOURCEPROC_NP)SDL_GL_GetProcAddress("glShaderSource");
glUniform2f = (PFNGLUNIFORM2FPROC)SDL_GL_GetProcAddress("glUniform2f");
glUniform1i = (PFNGLUNIFORM1IPROC)SDL_GL_GetProcAddress("glUniform1i");
glUseProgram = (PFNGLUSEPROGRAMPROC)SDL_GL_GetProcAddress("glUseProgram");
@ -2023,6 +2049,8 @@ void GFX_Events() {
if ((ev.window.event == SDL_WINDOWEVENT_FOCUS_GAINED) || (ev.window.event == SDL_WINDOWEVENT_RESTORED) || (ev.window.event == SDL_WINDOWEVENT_EXPOSED)) {
paused = false;
GFX_SetTitle(-1,-1,false);
SetPriority(sdl.priority.focus);
CPU_Disable_SkipAutoAdjust();
}
/* Now poke a "release ALT" command into the keyboard buffer