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Codechange: [OpenGL] Load all OpenGL functions dynamically.

pull/8744/head
Michael Lutz 2021-02-24 23:06:56 +01:00
parent a0c1a3f736
commit 311df31fb1
2 changed files with 204 additions and 139 deletions

View File

@ -51,9 +51,30 @@
#define GL(function) static decltype(&function) _ ## function #define GL(function) static decltype(&function) _ ## function
GL(glGetString);
GL(glGetIntegerv);
GL(glGetError);
GL(glDebugMessageControl); GL(glDebugMessageControl);
GL(glDebugMessageCallback); GL(glDebugMessageCallback);
GL(glDisable);
GL(glEnable);
GL(glViewport);
GL(glClear);
GL(glClearColor);
GL(glBlendFunc);
GL(glDrawArrays);
GL(glTexImage1D);
GL(glTexImage2D);
GL(glTexParameteri);
GL(glTexSubImage1D);
GL(glTexSubImage2D);
GL(glBindTexture);
GL(glDeleteTextures);
GL(glGenTextures);
GL(glPixelStorei);
GL(glActiveTexture); GL(glActiveTexture);
GL(glGenBuffers); GL(glGenBuffers);
@ -162,7 +183,7 @@ static bool IsOpenGLExtensionSupported(const char *extension)
if (glGetStringi != nullptr) { if (glGetStringi != nullptr) {
/* New style: Each supported extension can be queried and compared independently. */ /* New style: Each supported extension can be queried and compared independently. */
GLint num_exts; GLint num_exts;
glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts); _glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts);
for (GLint i = 0; i < num_exts; i++) { for (GLint i = 0; i < num_exts; i++) {
const char *entry = (const char *)glGetStringi(GL_EXTENSIONS, i); const char *entry = (const char *)glGetStringi(GL_EXTENSIONS, i);
@ -170,7 +191,7 @@ static bool IsOpenGLExtensionSupported(const char *extension)
} }
} else { } else {
/* Old style: A single, space-delimited string for all extensions. */ /* Old style: A single, space-delimited string for all extensions. */
return FindStringInExtensionList((const char *)glGetString(GL_EXTENSIONS), extension) != nullptr; return FindStringInExtensionList((const char *)_glGetString(GL_EXTENSIONS), extension) != nullptr;
} }
return false; return false;
@ -205,6 +226,39 @@ static bool BindGLProc(F &f, const char *name)
return f != nullptr; return f != nullptr;
} }
/** Bind basic information functions. */
static bool BindBasicInfoProcs()
{
if (!BindGLProc(_glGetString, "glGetString")) return false;
if (!BindGLProc(_glGetIntegerv, "glGetIntegerv")) return false;
if (!BindGLProc(_glGetError, "glGetError")) return false;
return true;
}
/** Bind OpenGL 1.0 and 1.1 functions. */
static bool BindBasicOpenGLProcs()
{
if (!BindGLProc(_glDisable, "glDisable")) return false;
if (!BindGLProc(_glEnable, "glEnable")) return false;
if (!BindGLProc(_glViewport, "glViewport")) return false;
if (!BindGLProc(_glTexImage1D, "glTexImage1D")) return false;
if (!BindGLProc(_glTexImage2D, "glTexImage2D")) return false;
if (!BindGLProc(_glTexParameteri, "glTexParameteri")) return false;
if (!BindGLProc(_glTexSubImage1D, "glTexSubImage1D")) return false;
if (!BindGLProc(_glTexSubImage2D, "glTexSubImage2D")) return false;
if (!BindGLProc(_glBindTexture, "glBindTexture")) return false;
if (!BindGLProc(_glDeleteTextures, "glDeleteTextures")) return false;
if (!BindGLProc(_glGenTextures, "glGenTextures")) return false;
if (!BindGLProc(_glPixelStorei, "glPixelStorei")) return false;
if (!BindGLProc(_glClear, "glClear")) return false;
if (!BindGLProc(_glClearColor, "glClearColor")) return false;
if (!BindGLProc(_glBlendFunc, "glBlendFunc")) return false;
if (!BindGLProc(_glDrawArrays, "glDrawArrays")) return false;
return true;
}
/** Bind texture-related extension functions. */ /** Bind texture-related extension functions. */
static bool BindTextureExtensions() static bool BindTextureExtensions()
{ {
@ -393,8 +447,8 @@ void SetupDebugOutput()
if (_glDebugMessageControl != nullptr && _glDebugMessageCallback != nullptr) { if (_glDebugMessageControl != nullptr && _glDebugMessageCallback != nullptr) {
/* Enable debug output. As synchronous debug output costs performance, we only enable it with a high debug level. */ /* Enable debug output. As synchronous debug output costs performance, we only enable it with a high debug level. */
glEnable(GL_DEBUG_OUTPUT); _glEnable(GL_DEBUG_OUTPUT);
if (_debug_driver_level >= 8) glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); if (_debug_driver_level >= 8) _glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
_glDebugMessageCallback(&DebugOutputCallback, nullptr); _glDebugMessageCallback(&DebugOutputCallback, nullptr);
/* Enable all messages on highest debug level.*/ /* Enable all messages on highest debug level.*/
@ -443,9 +497,6 @@ OpenGLBackend::OpenGLBackend() : cursor_cache(MAX_CACHED_CURSORS)
*/ */
OpenGLBackend::~OpenGLBackend() OpenGLBackend::~OpenGLBackend()
{ {
ClearCursorCache();
OpenGLSprite::Destroy();
if (_glDeleteProgram != nullptr) { if (_glDeleteProgram != nullptr) {
_glDeleteProgram(this->remap_program); _glDeleteProgram(this->remap_program);
_glDeleteProgram(this->vid_program); _glDeleteProgram(this->vid_program);
@ -458,9 +509,14 @@ OpenGLBackend::~OpenGLBackend()
_glDeleteBuffers(1, &this->vid_pbo); _glDeleteBuffers(1, &this->vid_pbo);
_glDeleteBuffers(1, &this->anim_pbo); _glDeleteBuffers(1, &this->anim_pbo);
} }
glDeleteTextures(1, &this->vid_texture); if (_glDeleteTextures != nullptr) {
glDeleteTextures(1, &this->anim_texture); ClearCursorCache();
glDeleteTextures(1, &this->pal_texture); OpenGLSprite::Destroy();
_glDeleteTextures(1, &this->vid_texture);
_glDeleteTextures(1, &this->anim_texture);
_glDeleteTextures(1, &this->pal_texture);
}
} }
/** /**
@ -469,10 +525,12 @@ OpenGLBackend::~OpenGLBackend()
*/ */
const char *OpenGLBackend::Init() const char *OpenGLBackend::Init()
{ {
if (!BindBasicInfoProcs()) return "OpenGL not supported";
/* Always query the supported OpenGL version as the current context might have changed. */ /* Always query the supported OpenGL version as the current context might have changed. */
const char *ver = (const char *)glGetString(GL_VERSION); const char *ver = (const char *)_glGetString(GL_VERSION);
const char *vend = (const char *)glGetString(GL_VENDOR); const char *vend = (const char *)_glGetString(GL_VENDOR);
const char *renderer = (const char *)glGetString(GL_RENDERER); const char *renderer = (const char *)_glGetString(GL_RENDERER);
if (ver == nullptr || vend == nullptr || renderer == nullptr) return "OpenGL not supported"; if (ver == nullptr || vend == nullptr || renderer == nullptr) return "OpenGL not supported";
@ -482,6 +540,8 @@ const char *OpenGLBackend::Init()
_gl_major_ver = atoi(ver); _gl_major_ver = atoi(ver);
_gl_minor_ver = minor != nullptr ? atoi(minor + 1) : 0; _gl_minor_ver = minor != nullptr ? atoi(minor + 1) : 0;
if (!BindBasicOpenGLProcs()) return "Failed to bind basic OpenGL functions.";
SetupDebugOutput(); SetupDebugOutput();
/* OpenGL 1.3 is the absolute minimum. */ /* OpenGL 1.3 is the absolute minimum. */
@ -525,46 +585,46 @@ const char *OpenGLBackend::Init()
/* Check available texture units. */ /* Check available texture units. */
GLint max_tex_units = 0; GLint max_tex_units = 0;
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_tex_units); _glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_tex_units);
if (max_tex_units < 4) return "Not enough simultaneous textures supported"; if (max_tex_units < 4) return "Not enough simultaneous textures supported";
DEBUG(driver, 2, "OpenGL shading language version: %s, texture units = %d", (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION), (int)max_tex_units); DEBUG(driver, 2, "OpenGL shading language version: %s, texture units = %d", (const char *)_glGetString(GL_SHADING_LANGUAGE_VERSION), (int)max_tex_units);
if (!this->InitShaders()) return "Failed to initialize shaders"; if (!this->InitShaders()) return "Failed to initialize shaders";
/* Setup video buffer texture. */ /* Setup video buffer texture. */
glGenTextures(1, &this->vid_texture); _glGenTextures(1, &this->vid_texture);
glBindTexture(GL_TEXTURE_2D, this->vid_texture); _glBindTexture(GL_TEXTURE_2D, this->vid_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0); _glBindTexture(GL_TEXTURE_2D, 0);
if (glGetError() != GL_NO_ERROR) return "Can't generate video buffer texture"; if (_glGetError() != GL_NO_ERROR) return "Can't generate video buffer texture";
/* Setup video buffer texture. */ /* Setup video buffer texture. */
glGenTextures(1, &this->anim_texture); _glGenTextures(1, &this->anim_texture);
glBindTexture(GL_TEXTURE_2D, this->anim_texture); _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0); _glBindTexture(GL_TEXTURE_2D, 0);
if (glGetError() != GL_NO_ERROR) return "Can't generate animation buffer texture"; if (_glGetError() != GL_NO_ERROR) return "Can't generate animation buffer texture";
/* Setup palette texture. */ /* Setup palette texture. */
glGenTextures(1, &this->pal_texture); _glGenTextures(1, &this->pal_texture);
glBindTexture(GL_TEXTURE_1D, this->pal_texture); _glBindTexture(GL_TEXTURE_1D, this->pal_texture);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA8, 256, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr); _glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA8, 256, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
glBindTexture(GL_TEXTURE_1D, 0); _glBindTexture(GL_TEXTURE_1D, 0);
if (glGetError() != GL_NO_ERROR) return "Can't generate palette lookup texture"; if (_glGetError() != GL_NO_ERROR) return "Can't generate palette lookup texture";
/* Bind uniforms in rendering shader program. */ /* Bind uniforms in rendering shader program. */
GLint tex_location = _glGetUniformLocation(this->vid_program, "colour_tex"); GLint tex_location = _glGetUniformLocation(this->vid_program, "colour_tex");
@ -617,14 +677,14 @@ const char *OpenGLBackend::Init()
_glUniform1i(palette_location, 1); // Texture unit 1. _glUniform1i(palette_location, 1); // Texture unit 1.
_glUniform1i(remap_location, 2); // Texture unit 2. _glUniform1i(remap_location, 2); // Texture unit 2.
_glUniform1i(pal_location, 3); // Texture unit 3. _glUniform1i(pal_location, 3); // Texture unit 3.
(void)glGetError(); // Clear errors. (void)_glGetError(); // Clear errors.
/* Create pixel buffer object as video buffer storage. */ /* Create pixel buffer object as video buffer storage. */
_glGenBuffers(1, &this->vid_pbo); _glGenBuffers(1, &this->vid_pbo);
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
_glGenBuffers(1, &this->anim_pbo); _glGenBuffers(1, &this->anim_pbo);
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
if (glGetError() != GL_NO_ERROR) return "Can't allocate pixel buffer for video buffer"; if (_glGetError() != GL_NO_ERROR) return "Can't allocate pixel buffer for video buffer";
/* Prime vertex buffer with a full-screen quad and store /* Prime vertex buffer with a full-screen quad and store
* the corresponding state in a vertex array object. */ * the corresponding state in a vertex array object. */
@ -644,7 +704,7 @@ const char *OpenGLBackend::Init()
_glGenBuffers(1, &this->vbo_quad); _glGenBuffers(1, &this->vbo_quad);
_glBindBuffer(GL_ARRAY_BUFFER, this->vbo_quad); _glBindBuffer(GL_ARRAY_BUFFER, this->vbo_quad);
_glBufferData(GL_ARRAY_BUFFER, sizeof(vert_array), vert_array, GL_STATIC_DRAW); _glBufferData(GL_ARRAY_BUFFER, sizeof(vert_array), vert_array, GL_STATIC_DRAW);
if (glGetError() != GL_NO_ERROR) return "Can't generate VBO for fullscreen quad"; if (_glGetError() != GL_NO_ERROR) return "Can't generate VBO for fullscreen quad";
/* Set vertex state. */ /* Set vertex state. */
GLint loc_position = _glGetAttribLocation(this->vid_program, "position"); GLint loc_position = _glGetAttribLocation(this->vid_program, "position");
@ -659,18 +719,18 @@ const char *OpenGLBackend::Init()
if (!OpenGLSprite::Create()) return "Failed to create sprite rendering resources"; if (!OpenGLSprite::Create()) return "Failed to create sprite rendering resources";
this->PrepareContext(); this->PrepareContext();
(void)glGetError(); // Clear errors. (void)_glGetError(); // Clear errors.
return nullptr; return nullptr;
} }
void OpenGLBackend::PrepareContext() void OpenGLBackend::PrepareContext()
{ {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); _glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glDisable(GL_DEPTH_TEST); _glDisable(GL_DEPTH_TEST);
/* Enable alpha blending using the src alpha factor. */ /* Enable alpha blending using the src alpha factor. */
glEnable(GL_BLEND); _glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); _glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
} }
/** /**
@ -725,7 +785,7 @@ static bool VerifyProgram(GLuint program)
*/ */
bool OpenGLBackend::InitShaders() bool OpenGLBackend::InitShaders()
{ {
const char *ver = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION); const char *ver = (const char *)_glGetString(GL_SHADING_LANGUAGE_VERSION);
if (ver == nullptr) return false; if (ver == nullptr) return false;
int glsl_major = ver[0] - '0'; int glsl_major = ver[0] - '0';
@ -823,7 +883,7 @@ bool OpenGLBackend::Resize(int w, int h, bool force)
int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth(); int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
int pitch = Align(w, 4); int pitch = Align(w, 4);
glViewport(0, 0, w, h); _glViewport(0, 0, w, h);
this->vid_buffer = nullptr; this->vid_buffer = nullptr;
if (this->persistent_mapping_supported) { if (this->persistent_mapping_supported) {
@ -853,14 +913,14 @@ bool OpenGLBackend::Resize(int w, int h, bool force)
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
_glActiveTexture(GL_TEXTURE0); _glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, this->vid_texture); _glBindTexture(GL_TEXTURE_2D, this->vid_texture);
switch (bpp) { switch (bpp) {
case 8: case 8:
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr); _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
break; break;
default: default:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr); _glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
break; break;
} }
@ -878,8 +938,8 @@ bool OpenGLBackend::Resize(int w, int h, bool force)
} }
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, this->anim_texture); _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr); _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
} else { } else {
if (this->anim_buffer != nullptr) { if (this->anim_buffer != nullptr) {
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
@ -890,12 +950,12 @@ bool OpenGLBackend::Resize(int w, int h, bool force)
/* Allocate dummy texture that always reads as 0 == no remap. */ /* Allocate dummy texture that always reads as 0 == no remap. */
uint dummy = 0; uint dummy = 0;
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glBindTexture(GL_TEXTURE_2D, this->anim_texture); _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &dummy); _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &dummy);
} }
glBindTexture(GL_TEXTURE_2D, 0); _glBindTexture(GL_TEXTURE_2D, 0);
/* Set new viewport. */ /* Set new viewport. */
_screen.height = h; _screen.height = h;
@ -920,11 +980,11 @@ void OpenGLBackend::UpdatePalette(const Colour *pal, uint first, uint length)
{ {
assert(first + length <= 256); assert(first + length <= 256);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
_glActiveTexture(GL_TEXTURE1); _glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_1D, this->pal_texture); _glBindTexture(GL_TEXTURE_1D, this->pal_texture);
glTexSubImage1D(GL_TEXTURE_1D, 0, first, length, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pal + first); _glTexSubImage1D(GL_TEXTURE_1D, 0, first, length, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pal + first);
} }
/** /**
@ -932,19 +992,19 @@ void OpenGLBackend::UpdatePalette(const Colour *pal, uint first, uint length)
*/ */
void OpenGLBackend::Paint() void OpenGLBackend::Paint()
{ {
glClear(GL_COLOR_BUFFER_BIT); _glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_BLEND); _glDisable(GL_BLEND);
/* Blit video buffer to screen. */ /* Blit video buffer to screen. */
_glActiveTexture(GL_TEXTURE0); _glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, this->vid_texture); _glBindTexture(GL_TEXTURE_2D, this->vid_texture);
_glActiveTexture(GL_TEXTURE1); _glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_1D, this->pal_texture); _glBindTexture(GL_TEXTURE_1D, this->pal_texture);
/* Is the blitter relying on a separate animation buffer? */ /* Is the blitter relying on a separate animation buffer? */
if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) { if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) {
_glActiveTexture(GL_TEXTURE2); _glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, this->anim_texture); _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
_glUseProgram(this->remap_program); _glUseProgram(this->remap_program);
_glUniform4f(this->remap_sprite_loc, 0.0f, 0.0f, 1.0f, 1.0f); _glUniform4f(this->remap_sprite_loc, 0.0f, 0.0f, 1.0f, 1.0f);
_glUniform2f(this->remap_screen_loc, 1.0f, 1.0f); _glUniform2f(this->remap_screen_loc, 1.0f, 1.0f);
@ -954,9 +1014,9 @@ void OpenGLBackend::Paint()
_glUseProgram(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 8 ? this->pal_program : this->vid_program); _glUseProgram(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 8 ? this->pal_program : this->vid_program);
} }
_glBindVertexArray(this->vao_quad); _glBindVertexArray(this->vao_quad);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); _glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glEnable(GL_BLEND); _glEnable(GL_BLEND);
} }
/** /**
@ -1065,15 +1125,15 @@ void OpenGLBackend::ReleaseVideoBuffer(const Rect &update_rect)
/* Update changed rect of the video buffer texture. */ /* Update changed rect of the video buffer texture. */
if (!IsEmptyRect(update_rect)) { if (!IsEmptyRect(update_rect)) {
_glActiveTexture(GL_TEXTURE0); _glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, this->vid_texture); _glBindTexture(GL_TEXTURE_2D, this->vid_texture);
glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch); _glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch);
switch (BlitterFactory::GetCurrentBlitter()->GetScreenDepth()) { switch (BlitterFactory::GetCurrentBlitter()->GetScreenDepth()) {
case 8: case 8:
glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_RED, GL_UNSIGNED_BYTE, (GLvoid *)(size_t)(update_rect.top * _screen.pitch + update_rect.left)); _glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_RED, GL_UNSIGNED_BYTE, (GLvoid *)(size_t)(update_rect.top * _screen.pitch + update_rect.left));
break; break;
default: default:
glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, (GLvoid *)(size_t)(update_rect.top * _screen.pitch * 4 + update_rect.left * 4)); _glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, (GLvoid *)(size_t)(update_rect.top * _screen.pitch * 4 + update_rect.left * 4));
break; break;
} }
@ -1107,9 +1167,9 @@ void OpenGLBackend::ReleaseAnimBuffer(const Rect &update_rect)
/* Update changed rect of the video buffer texture. */ /* Update changed rect of the video buffer texture. */
if (update_rect.left != update_rect.right) { if (update_rect.left != update_rect.right) {
_glActiveTexture(GL_TEXTURE0); _glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, this->anim_texture); _glBindTexture(GL_TEXTURE_2D, this->anim_texture);
glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch); _glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch);
glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_RED, GL_UNSIGNED_BYTE, (GLvoid *)(size_t)(update_rect.top * _screen.pitch + update_rect.left)); _glTexSubImage2D(GL_TEXTURE_2D, 0, update_rect.left, update_rect.top, update_rect.right - update_rect.left, update_rect.bottom - update_rect.top, GL_RED, GL_UNSIGNED_BYTE, (GLvoid *)(size_t)(update_rect.top * _screen.pitch + update_rect.left));
#ifndef NO_GL_BUFFER_SYNC #ifndef NO_GL_BUFFER_SYNC
if (this->persistent_mapping_supported) this->sync_anim_mapping = _glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); if (this->persistent_mapping_supported) this->sync_anim_mapping = _glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
@ -1150,26 +1210,26 @@ void OpenGLBackend::RenderOglSprite(OpenGLSprite *gl_sprite, PaletteID pal, uint
/* Set textures. */ /* Set textures. */
bool rgb = gl_sprite->BindTextures(); bool rgb = gl_sprite->BindTextures();
_glActiveTexture(GL_TEXTURE0 + 1); _glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_1D, this->pal_texture); _glBindTexture(GL_TEXTURE_1D, this->pal_texture);
/* Set palette remap. */ /* Set palette remap. */
_glActiveTexture(GL_TEXTURE0 + 3); _glActiveTexture(GL_TEXTURE0 + 3);
if (pal != PAL_NONE) { if (pal != PAL_NONE) {
glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_tex); _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_tex);
if (pal != this->last_sprite_pal) { if (pal != this->last_sprite_pal) {
/* Different remap palette in use, update texture. */ /* Different remap palette in use, update texture. */
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, OpenGLSprite::pal_pbo); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, OpenGLSprite::pal_pbo);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
_glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, 256, GetNonSprite(GB(pal, 0, PALETTE_WIDTH), ST_RECOLOUR) + 1); _glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, 256, GetNonSprite(GB(pal, 0, PALETTE_WIDTH), ST_RECOLOUR) + 1);
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RED, GL_UNSIGNED_BYTE, 0); _glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RED, GL_UNSIGNED_BYTE, 0);
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
this->last_sprite_pal = pal; this->last_sprite_pal = pal;
} }
} else { } else {
glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_identity); _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_identity);
} }
/* Set up shader program. */ /* Set up shader program. */
@ -1182,7 +1242,7 @@ void OpenGLBackend::RenderOglSprite(OpenGLSprite *gl_sprite, PaletteID pal, uint
_glUniform1i(this->sprite_crash_loc, pal == PALETTE_CRASH ? 1 : 0); _glUniform1i(this->sprite_crash_loc, pal == PALETTE_CRASH ? 1 : 0);
_glBindVertexArray(this->vao_quad); _glBindVertexArray(this->vao_quad);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); _glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
} }
@ -1197,54 +1257,54 @@ void OpenGLBackend::RenderOglSprite(OpenGLSprite *gl_sprite, PaletteID pal, uint
*/ */
/* static */ bool OpenGLSprite::Create() /* static */ bool OpenGLSprite::Create()
{ {
glGenTextures(NUM_TEX, OpenGLSprite::dummy_tex); _glGenTextures(NUM_TEX, OpenGLSprite::dummy_tex);
for (int t = TEX_RGBA; t < NUM_TEX; t++) { for (int t = TEX_RGBA; t < NUM_TEX; t++) {
glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[t]); _glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[t]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
} }
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
/* Load dummy RGBA texture. */ /* Load dummy RGBA texture. */
const Colour rgb_pixel(0, 0, 0); const Colour rgb_pixel(0, 0, 0);
glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[TEX_RGBA]); _glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[TEX_RGBA]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &rgb_pixel); _glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &rgb_pixel);
/* Load dummy remap texture. */ /* Load dummy remap texture. */
const uint pal = 0; const uint pal = 0;
glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[TEX_REMAP]); _glBindTexture(GL_TEXTURE_2D, OpenGLSprite::dummy_tex[TEX_REMAP]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &pal); _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &pal);
/* Create palette remap textures. */ /* Create palette remap textures. */
std::array<uint8, 256> identity_pal; std::array<uint8, 256> identity_pal;
std::iota(std::begin(identity_pal), std::end(identity_pal), 0); std::iota(std::begin(identity_pal), std::end(identity_pal), 0);
/* Permanent texture for identity remap. */ /* Permanent texture for identity remap. */
glGenTextures(1, &OpenGLSprite::pal_identity); _glGenTextures(1, &OpenGLSprite::pal_identity);
glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_identity); _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_identity);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage1D(GL_TEXTURE_1D, 0, GL_R8, 256, 0, GL_RED, GL_UNSIGNED_BYTE, identity_pal.data()); _glTexImage1D(GL_TEXTURE_1D, 0, GL_R8, 256, 0, GL_RED, GL_UNSIGNED_BYTE, identity_pal.data());
/* Dynamically updated texture for remaps. */ /* Dynamically updated texture for remaps. */
glGenTextures(1, &OpenGLSprite::pal_tex); _glGenTextures(1, &OpenGLSprite::pal_tex);
glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_tex); _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_tex);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); _glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage1D(GL_TEXTURE_1D, 0, GL_R8, 256, 0, GL_RED, GL_UNSIGNED_BYTE, identity_pal.data()); _glTexImage1D(GL_TEXTURE_1D, 0, GL_R8, 256, 0, GL_RED, GL_UNSIGNED_BYTE, identity_pal.data());
/* Pixel buffer for remap updates. */ /* Pixel buffer for remap updates. */
_glGenBuffers(1, &OpenGLSprite::pal_pbo); _glGenBuffers(1, &OpenGLSprite::pal_pbo);
@ -1252,15 +1312,15 @@ void OpenGLBackend::RenderOglSprite(OpenGLSprite *gl_sprite, PaletteID pal, uint
_glBufferData(GL_PIXEL_UNPACK_BUFFER, 256, identity_pal.data(), GL_DYNAMIC_DRAW); _glBufferData(GL_PIXEL_UNPACK_BUFFER, 256, identity_pal.data(), GL_DYNAMIC_DRAW);
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
return glGetError() == GL_NO_ERROR; return _glGetError() == GL_NO_ERROR;
} }
/** Free all common resources for sprite rendering. */ /** Free all common resources for sprite rendering. */
/* static */ void OpenGLSprite::Destroy() /* static */ void OpenGLSprite::Destroy()
{ {
glDeleteTextures(NUM_TEX, OpenGLSprite::dummy_tex); _glDeleteTextures(NUM_TEX, OpenGLSprite::dummy_tex);
glDeleteTextures(1, &OpenGLSprite::pal_identity); _glDeleteTextures(1, &OpenGLSprite::pal_identity);
glDeleteTextures(1, &OpenGLSprite::pal_tex); _glDeleteTextures(1, &OpenGLSprite::pal_tex);
if (_glDeleteBuffers != nullptr) _glDeleteBuffers(1, &OpenGLSprite::pal_pbo); if (_glDeleteBuffers != nullptr) _glDeleteBuffers(1, &OpenGLSprite::pal_pbo);
} }
@ -1274,7 +1334,7 @@ void OpenGLBackend::RenderOglSprite(OpenGLSprite *gl_sprite, PaletteID pal, uint
OpenGLSprite::OpenGLSprite(uint width, uint height, uint levels, SpriteColourComponent components) OpenGLSprite::OpenGLSprite(uint width, uint height, uint levels, SpriteColourComponent components)
{ {
assert(levels > 0); assert(levels > 0);
(void)glGetError(); (void)_glGetError();
this->dim.width = width; this->dim.width = width;
this->dim.height = height; this->dim.height = height;
@ -1289,32 +1349,32 @@ OpenGLSprite::OpenGLSprite(uint width, uint height, uint levels, SpriteColourCom
if (t == TEX_REMAP && (components & SCC_PAL) != SCC_PAL) continue; if (t == TEX_REMAP && (components & SCC_PAL) != SCC_PAL) continue;
/* Allocate texture. */ /* Allocate texture. */
glGenTextures(1, &this->tex[t]); _glGenTextures(1, &this->tex[t]);
glBindTexture(GL_TEXTURE_2D, this->tex[t]); _glBindTexture(GL_TEXTURE_2D, this->tex[t]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, levels - 1); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, levels - 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
/* Set size. */ /* Set size. */
for (uint i = 0, w = width, h = height; i < levels; i++, w /= 2, h /= 2) { for (uint i = 0, w = width, h = height; i < levels; i++, w /= 2, h /= 2) {
assert(w * h != 0); assert(w * h != 0);
if (t == TEX_REMAP) { if (t == TEX_REMAP) {
glTexImage2D(GL_TEXTURE_2D, i, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr); _glTexImage2D(GL_TEXTURE_2D, i, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
} else { } else {
glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr); _glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
} }
} }
} }
assert(glGetError() == GL_NO_ERROR); assert(_glGetError() == GL_NO_ERROR);
} }
OpenGLSprite::~OpenGLSprite() OpenGLSprite::~OpenGLSprite()
{ {
glDeleteTextures(NUM_TEX, this->tex); _glDeleteTextures(NUM_TEX, this->tex);
} }
/** /**
@ -1331,7 +1391,7 @@ void OpenGLSprite::Update(uint width, uint height, uint level, const SpriteLoade
_glActiveTexture(GL_TEXTURE0); _glActiveTexture(GL_TEXTURE0);
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
if (this->tex[TEX_RGBA] != 0) { if (this->tex[TEX_RGBA] != 0) {
/* Unpack pixel data */ /* Unpack pixel data */
@ -1343,8 +1403,8 @@ void OpenGLSprite::Update(uint width, uint height, uint level, const SpriteLoade
rgba[i].a = data[i].a; rgba[i].a = data[i].a;
} }
glBindTexture(GL_TEXTURE_2D, this->tex[TEX_RGBA]); _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_RGBA]);
glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, rgba); _glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, rgba);
} }
if (this->tex[TEX_REMAP] != 0) { if (this->tex[TEX_REMAP] != 0) {
@ -1359,11 +1419,11 @@ void OpenGLSprite::Update(uint width, uint height, uint level, const SpriteLoade
} }
} }
glBindTexture(GL_TEXTURE_2D, this->tex[TEX_REMAP]); _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_REMAP]);
glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, buf_pal.GetBuffer()); _glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, buf_pal.GetBuffer());
} }
assert(glGetError() == GL_NO_ERROR); assert(_glGetError() == GL_NO_ERROR);
} }
/** /**
@ -1384,9 +1444,9 @@ inline Dimension OpenGLSprite::GetSize(ZoomLevel level) const
bool OpenGLSprite::BindTextures() bool OpenGLSprite::BindTextures()
{ {
_glActiveTexture(GL_TEXTURE0); _glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, this->tex[TEX_RGBA] != 0 ? this->tex[TEX_RGBA] : OpenGLSprite::dummy_tex[TEX_RGBA]); _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_RGBA] != 0 ? this->tex[TEX_RGBA] : OpenGLSprite::dummy_tex[TEX_RGBA]);
_glActiveTexture(GL_TEXTURE0 + 2); _glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, this->tex[TEX_REMAP] != 0 ? this->tex[TEX_REMAP] : OpenGLSprite::dummy_tex[TEX_REMAP]); _glBindTexture(GL_TEXTURE_2D, this->tex[TEX_REMAP] != 0 ? this->tex[TEX_REMAP] : OpenGLSprite::dummy_tex[TEX_REMAP]);
return this->tex[TEX_RGBA] != 0; return this->tex[TEX_RGBA] != 0;
} }

View File

@ -1285,10 +1285,15 @@ static PFNWGLCREATECONTEXTATTRIBSARBPROC _wglCreateContextAttribsARB = nullptr;
static PFNWGLSWAPINTERVALEXTPROC _wglSwapIntervalEXT = nullptr; static PFNWGLSWAPINTERVALEXTPROC _wglSwapIntervalEXT = nullptr;
static bool _hasWGLARBCreateContextProfile = false; ///< Is WGL_ARB_create_context_profile supported? static bool _hasWGLARBCreateContextProfile = false; ///< Is WGL_ARB_create_context_profile supported?
/** Platform-specific callback to get an OpenGL funtion pointer. */ /** Platform-specific callback to get an OpenGL function pointer. */
static OGLProc GetOGLProcAddressCallback(const char *proc) static OGLProc GetOGLProcAddressCallback(const char *proc)
{ {
return reinterpret_cast<OGLProc>(wglGetProcAddress(proc)); OGLProc ret = reinterpret_cast<OGLProc>(wglGetProcAddress(proc));
if (ret == nullptr) {
/* Non-extension GL function? Try normal loading. */
ret = reinterpret_cast<OGLProc>(GetProcAddress(GetModuleHandle(L"opengl32"), proc));
}
return ret;
} }
/** /**