revision 1258:f8a9c0fd2abb
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raw | bz2 | zip | gz changeset | 1258:f8a9c0fd2abb |
parent | 1257:e1314ad3e7cc |
child | 1259:8a69f4d0b31d |
author | nkeynes |
date | Mon Mar 05 11:41:03 2012 +1000 (12 years ago) |
Small cleanups:
Refactor the post-windowing setup into gl_init_driver() in video_gl.c
Move gl_sl.c into src/drivers and tidy up a bit.
Fix OS X compiling plugins with -mdynamic-no-pic
Refactor the post-windowing setup into gl_init_driver() in video_gl.c
Move gl_sl.c into src/drivers and tidy up a bit.
Fix OS X compiling plugins with -mdynamic-no-pic
src/Makefile.am | view | annotate | diff | log | ||
src/Makefile.in | view | annotate | diff | log | ||
src/drivers/gl_sl.c | view | annotate | diff | log | ||
src/drivers/video_egl.c | view | annotate | diff | log | ||
src/drivers/video_gl.c | view | annotate | diff | log | ||
src/drivers/video_gl.h | view | annotate | diff | log | ||
src/drivers/video_glx.c | view | annotate | diff | log | ||
src/drivers/video_nsgl.m | view | annotate | diff | log | ||
src/pvr2/gl_sl.c | view | annotate | diff | log | ||
src/pvr2/glutil.c | view | annotate | diff | log | ||
src/pvr2/glutil.h | view | annotate | diff | log | ||
src/tools/genglsl.c | view | annotate | diff | log |
1.1 --- a/src/Makefile.am Sun Mar 04 21:28:48 2012 +10001.2 +++ b/src/Makefile.am Mon Mar 05 11:41:03 2012 +10001.3 @@ -35,14 +35,14 @@1.4 audio_alsa.lo audio_sdl.lo audio_esd.lo audio_pulse.lo input_lirc.lo \1.5 lxdream_dummy.lo1.7 -AM_CPPFLAGS = @LXDREAMCPPFLAGS@1.8 -1.9 lxdream_LINK = $(LINK) @LXDREAMLDFLAGS@1.10 lxdream_LDADD = liblxdream-core.a @GLIB_LIBS@ @GTK_LIBS@ @LIBPNG_LIBS@ @LIBISOFS_LIBS@ $(INTLLIBS) @LXDREAM_LIBS@1.11 lxdream_SOURCES = main.c1.12 lxdream_LIBS = liblxdream-core.a1.13 +lxdream_CPPFLAGS = @LXDREAMCPPFLAGS@1.15 noinst_LIBRARIES = liblxdream-core.a1.16 +liblxdream_core_a_CPPFLAGS = @LXDREAMCPPFLAGS@1.17 liblxdream_core_a_SOURCES = version.c config.c config.h lxdream.h dream.h gui.h cpu.c cpu.h hook.h \1.18 gettext.h mem.c mem.h sdram.c mmio.h watch.c \1.19 asic.c asic.h clock.h serial.h \1.20 @@ -60,7 +60,7 @@1.21 pvr2/pvr2.c pvr2/pvr2.h pvr2/pvr2mem.c pvr2/pvr2mmio.h \1.22 pvr2/tacore.c pvr2/rendsort.c pvr2/tileiter.h pvr2/shaders.glsl \1.23 pvr2/texcache.c pvr2/yuv.c pvr2/rendsave.c pvr2/scene.c pvr2/scene.h \1.24 - pvr2/gl_sl.c pvr2/shaders.h pvr2/shaders.def pvr2/glutil.c pvr2/glutil.h pvr2/glrender.c \1.25 + pvr2/shaders.h pvr2/shaders.def pvr2/glutil.c pvr2/glutil.h pvr2/glrender.c \1.26 maple/maple.c maple/maple.h \1.27 maple/controller.c maple/kbd.c maple/mouse.c maple/lightgun.c maple/vmu.c \1.28 loader.c loader.h elf.h bootstrap.c bootstrap.h util.c gdlist.c gdlist.h \1.29 @@ -68,7 +68,7 @@1.30 display.c display.h dckeysyms.h \1.31 drivers/audio_null.c drivers/video_null.c \1.32 drivers/video_gl.c drivers/video_gl.h drivers/gl_fbo.c drivers/gl_vbo.c \1.33 - drivers/serial_unix.c \1.34 + drivers/gl_sl.c drivers/serial_unix.c \1.35 drivers/cdrom/cdrom.h drivers/cdrom/cdrom.c drivers/cdrom/drive.h \1.36 drivers/cdrom/sector.h drivers/cdrom/sector.c drivers/cdrom/defs.h \1.37 drivers/cdrom/cd_nrg.c drivers/cdrom/cd_cdi.c drivers/cdrom/cd_gdi.c \
2.1 --- a/src/Makefile.in Sun Mar 04 21:28:48 2012 +10002.2 +++ b/src/Makefile.in Mon Mar 05 11:41:03 2012 +10002.3 @@ -122,15 +122,15 @@2.4 aica/aica.h aica/audio.c aica/audio.h pvr2/pvr2.c pvr2/pvr2.h \2.5 pvr2/pvr2mem.c pvr2/pvr2mmio.h pvr2/tacore.c pvr2/rendsort.c \2.6 pvr2/tileiter.h pvr2/shaders.glsl pvr2/texcache.c pvr2/yuv.c \2.7 - pvr2/rendsave.c pvr2/scene.c pvr2/scene.h pvr2/gl_sl.c \2.8 - pvr2/shaders.h pvr2/shaders.def pvr2/glutil.c pvr2/glutil.h \2.9 - pvr2/glrender.c maple/maple.c maple/maple.h maple/controller.c \2.10 - maple/kbd.c maple/mouse.c maple/lightgun.c maple/vmu.c \2.11 - loader.c loader.h elf.h bootstrap.c bootstrap.h util.c \2.12 - gdlist.c gdlist.h vmu/vmuvol.c vmu/vmuvol.h vmu/vmulist.c \2.13 - vmu/vmulist.h display.c display.h dckeysyms.h \2.14 - drivers/audio_null.c drivers/video_null.c drivers/video_gl.c \2.15 - drivers/video_gl.h drivers/gl_fbo.c drivers/gl_vbo.c \2.16 + pvr2/rendsave.c pvr2/scene.c pvr2/scene.h pvr2/shaders.h \2.17 + pvr2/shaders.def pvr2/glutil.c pvr2/glutil.h pvr2/glrender.c \2.18 + maple/maple.c maple/maple.h maple/controller.c maple/kbd.c \2.19 + maple/mouse.c maple/lightgun.c maple/vmu.c loader.c loader.h \2.20 + elf.h bootstrap.c bootstrap.h util.c gdlist.c gdlist.h \2.21 + vmu/vmuvol.c vmu/vmuvol.h vmu/vmulist.c vmu/vmulist.h \2.22 + display.c display.h dckeysyms.h drivers/audio_null.c \2.23 + drivers/video_null.c drivers/video_gl.c drivers/video_gl.h \2.24 + drivers/gl_fbo.c drivers/gl_vbo.c drivers/gl_sl.c \2.25 drivers/serial_unix.c drivers/cdrom/cdrom.h \2.26 drivers/cdrom/cdrom.c drivers/cdrom/drive.h \2.27 drivers/cdrom/sector.h drivers/cdrom/sector.c \2.28 @@ -151,39 +151,97 @@2.29 x86dasm/dis-asm.h x86dasm/symcat.h x86dasm/sysdep.h \2.30 cocoaui/paths_osx.m drivers/io_osx.m drivers/mac_keymap.h \2.31 drivers/mac_keymap.txt paths_unix.c drivers/io_glib.c2.32 -@BUILD_SH4X86_TRUE@am__objects_1 = sh4x86.$(OBJEXT) sh4trans.$(OBJEXT) \2.33 -@BUILD_SH4X86_TRUE@ mmux86.$(OBJEXT) shadow.$(OBJEXT) \2.34 -@BUILD_SH4X86_TRUE@ x86dasm.$(OBJEXT) i386-dis.$(OBJEXT) \2.35 -@BUILD_SH4X86_TRUE@ dis-init.$(OBJEXT) dis-buf.$(OBJEXT)2.36 -@GUI_COCOA_TRUE@am__objects_2 = paths_osx.$(OBJEXT) io_osx.$(OBJEXT)2.37 -@GUI_COCOA_FALSE@am__objects_3 = paths_unix.$(OBJEXT) \2.38 -@GUI_COCOA_FALSE@ io_glib.$(OBJEXT)2.39 -am_liblxdream_core_a_OBJECTS = version.$(OBJEXT) config.$(OBJEXT) \2.40 - cpu.$(OBJEXT) mem.$(OBJEXT) sdram.$(OBJEXT) watch.$(OBJEXT) \2.41 - asic.$(OBJEXT) syscall.$(OBJEXT) bios.$(OBJEXT) \2.42 - dcload.$(OBJEXT) gdbserver.$(OBJEXT) ioutil.$(OBJEXT) \2.43 - lxpaths.$(OBJEXT) ide.$(OBJEXT) gdrom.$(OBJEXT) \2.44 - dreamcast.$(OBJEXT) eventq.$(OBJEXT) sh4.$(OBJEXT) \2.45 - intc.$(OBJEXT) sh4mem.$(OBJEXT) timer.$(OBJEXT) dmac.$(OBJEXT) \2.46 - mmu.$(OBJEXT) sh4core.$(OBJEXT) sh4dasm.$(OBJEXT) \2.47 - sh4mmio.$(OBJEXT) scif.$(OBJEXT) sh4stat.$(OBJEXT) \2.48 - xltcache.$(OBJEXT) pmm.$(OBJEXT) cache.$(OBJEXT) \2.49 - armcore.$(OBJEXT) armdasm.$(OBJEXT) armmem.$(OBJEXT) \2.50 - aica.$(OBJEXT) audio.$(OBJEXT) pvr2.$(OBJEXT) \2.51 - pvr2mem.$(OBJEXT) tacore.$(OBJEXT) rendsort.$(OBJEXT) \2.52 - texcache.$(OBJEXT) yuv.$(OBJEXT) rendsave.$(OBJEXT) \2.53 - scene.$(OBJEXT) gl_sl.$(OBJEXT) glutil.$(OBJEXT) \2.54 - glrender.$(OBJEXT) maple.$(OBJEXT) controller.$(OBJEXT) \2.55 - kbd.$(OBJEXT) mouse.$(OBJEXT) lightgun.$(OBJEXT) vmu.$(OBJEXT) \2.56 - loader.$(OBJEXT) bootstrap.$(OBJEXT) util.$(OBJEXT) \2.57 - gdlist.$(OBJEXT) vmuvol.$(OBJEXT) vmulist.$(OBJEXT) \2.58 - display.$(OBJEXT) audio_null.$(OBJEXT) video_null.$(OBJEXT) \2.59 - video_gl.$(OBJEXT) gl_fbo.$(OBJEXT) gl_vbo.$(OBJEXT) \2.60 - serial_unix.$(OBJEXT) cdrom.$(OBJEXT) sector.$(OBJEXT) \2.61 - cd_nrg.$(OBJEXT) cd_cdi.$(OBJEXT) cd_gdi.$(OBJEXT) \2.62 - edc_ecc.$(OBJEXT) drive.$(OBJEXT) cd_mmc.$(OBJEXT) \2.63 - isofs.$(OBJEXT) isomem.$(OBJEXT) hotkeys.$(OBJEXT) \2.64 - $(am__objects_1) $(am__objects_2) $(am__objects_3)2.65 +@BUILD_SH4X86_TRUE@am__objects_1 = liblxdream_core_a-sh4x86.$(OBJEXT) \2.66 +@BUILD_SH4X86_TRUE@ liblxdream_core_a-sh4trans.$(OBJEXT) \2.67 +@BUILD_SH4X86_TRUE@ liblxdream_core_a-mmux86.$(OBJEXT) \2.68 +@BUILD_SH4X86_TRUE@ liblxdream_core_a-shadow.$(OBJEXT) \2.69 +@BUILD_SH4X86_TRUE@ liblxdream_core_a-x86dasm.$(OBJEXT) \2.70 +@BUILD_SH4X86_TRUE@ liblxdream_core_a-i386-dis.$(OBJEXT) \2.71 +@BUILD_SH4X86_TRUE@ liblxdream_core_a-dis-init.$(OBJEXT) \2.72 +@BUILD_SH4X86_TRUE@ liblxdream_core_a-dis-buf.$(OBJEXT)2.73 +@GUI_COCOA_TRUE@am__objects_2 = liblxdream_core_a-paths_osx.$(OBJEXT) \2.74 +@GUI_COCOA_TRUE@ liblxdream_core_a-io_osx.$(OBJEXT)2.75 +@GUI_COCOA_FALSE@am__objects_3 = \2.76 +@GUI_COCOA_FALSE@ liblxdream_core_a-paths_unix.$(OBJEXT) \2.77 +@GUI_COCOA_FALSE@ liblxdream_core_a-io_glib.$(OBJEXT)2.78 +am_liblxdream_core_a_OBJECTS = liblxdream_core_a-version.$(OBJEXT) \2.79 + liblxdream_core_a-config.$(OBJEXT) \2.80 + liblxdream_core_a-cpu.$(OBJEXT) \2.81 + liblxdream_core_a-mem.$(OBJEXT) \2.82 + liblxdream_core_a-sdram.$(OBJEXT) \2.83 + liblxdream_core_a-watch.$(OBJEXT) \2.84 + liblxdream_core_a-asic.$(OBJEXT) \2.85 + liblxdream_core_a-syscall.$(OBJEXT) \2.86 + liblxdream_core_a-bios.$(OBJEXT) \2.87 + liblxdream_core_a-dcload.$(OBJEXT) \2.88 + liblxdream_core_a-gdbserver.$(OBJEXT) \2.89 + liblxdream_core_a-ioutil.$(OBJEXT) \2.90 + liblxdream_core_a-lxpaths.$(OBJEXT) \2.91 + liblxdream_core_a-ide.$(OBJEXT) \2.92 + liblxdream_core_a-gdrom.$(OBJEXT) \2.93 + liblxdream_core_a-dreamcast.$(OBJEXT) \2.94 + liblxdream_core_a-eventq.$(OBJEXT) \2.95 + liblxdream_core_a-sh4.$(OBJEXT) \2.96 + liblxdream_core_a-intc.$(OBJEXT) \2.97 + liblxdream_core_a-sh4mem.$(OBJEXT) \2.98 + liblxdream_core_a-timer.$(OBJEXT) \2.99 + liblxdream_core_a-dmac.$(OBJEXT) \2.100 + liblxdream_core_a-mmu.$(OBJEXT) \2.101 + liblxdream_core_a-sh4core.$(OBJEXT) \2.102 + liblxdream_core_a-sh4dasm.$(OBJEXT) \2.103 + liblxdream_core_a-sh4mmio.$(OBJEXT) \2.104 + liblxdream_core_a-scif.$(OBJEXT) \2.105 + liblxdream_core_a-sh4stat.$(OBJEXT) \2.106 + liblxdream_core_a-xltcache.$(OBJEXT) \2.107 + liblxdream_core_a-pmm.$(OBJEXT) \2.108 + liblxdream_core_a-cache.$(OBJEXT) \2.109 + liblxdream_core_a-armcore.$(OBJEXT) \2.110 + liblxdream_core_a-armdasm.$(OBJEXT) \2.111 + liblxdream_core_a-armmem.$(OBJEXT) \2.112 + liblxdream_core_a-aica.$(OBJEXT) \2.113 + liblxdream_core_a-audio.$(OBJEXT) \2.114 + liblxdream_core_a-pvr2.$(OBJEXT) \2.115 + liblxdream_core_a-pvr2mem.$(OBJEXT) \2.116 + liblxdream_core_a-tacore.$(OBJEXT) \2.117 + liblxdream_core_a-rendsort.$(OBJEXT) \2.118 + liblxdream_core_a-texcache.$(OBJEXT) \2.119 + liblxdream_core_a-yuv.$(OBJEXT) \2.120 + liblxdream_core_a-rendsave.$(OBJEXT) \2.121 + liblxdream_core_a-scene.$(OBJEXT) \2.122 + liblxdream_core_a-glutil.$(OBJEXT) \2.123 + liblxdream_core_a-glrender.$(OBJEXT) \2.124 + liblxdream_core_a-maple.$(OBJEXT) \2.125 + liblxdream_core_a-controller.$(OBJEXT) \2.126 + liblxdream_core_a-kbd.$(OBJEXT) \2.127 + liblxdream_core_a-mouse.$(OBJEXT) \2.128 + liblxdream_core_a-lightgun.$(OBJEXT) \2.129 + liblxdream_core_a-vmu.$(OBJEXT) \2.130 + liblxdream_core_a-loader.$(OBJEXT) \2.131 + liblxdream_core_a-bootstrap.$(OBJEXT) \2.132 + liblxdream_core_a-util.$(OBJEXT) \2.133 + liblxdream_core_a-gdlist.$(OBJEXT) \2.134 + liblxdream_core_a-vmuvol.$(OBJEXT) \2.135 + liblxdream_core_a-vmulist.$(OBJEXT) \2.136 + liblxdream_core_a-display.$(OBJEXT) \2.137 + liblxdream_core_a-audio_null.$(OBJEXT) \2.138 + liblxdream_core_a-video_null.$(OBJEXT) \2.139 + liblxdream_core_a-video_gl.$(OBJEXT) \2.140 + liblxdream_core_a-gl_fbo.$(OBJEXT) \2.141 + liblxdream_core_a-gl_vbo.$(OBJEXT) \2.142 + liblxdream_core_a-gl_sl.$(OBJEXT) \2.143 + liblxdream_core_a-serial_unix.$(OBJEXT) \2.144 + liblxdream_core_a-cdrom.$(OBJEXT) \2.145 + liblxdream_core_a-sector.$(OBJEXT) \2.146 + liblxdream_core_a-cd_nrg.$(OBJEXT) \2.147 + liblxdream_core_a-cd_cdi.$(OBJEXT) \2.148 + liblxdream_core_a-cd_gdi.$(OBJEXT) \2.149 + liblxdream_core_a-edc_ecc.$(OBJEXT) \2.150 + liblxdream_core_a-drive.$(OBJEXT) \2.151 + liblxdream_core_a-cd_mmc.$(OBJEXT) \2.152 + liblxdream_core_a-isofs.$(OBJEXT) \2.153 + liblxdream_core_a-isomem.$(OBJEXT) \2.154 + liblxdream_core_a-hotkeys.$(OBJEXT) $(am__objects_1) \2.155 + $(am__objects_2) $(am__objects_3)2.156 liblxdream_core_a_OBJECTS = $(am_liblxdream_core_a_OBJECTS)2.157 am__installdirs = "$(DESTDIR)$(bindir)" "$(DESTDIR)$(pkglibdir)"2.158 binPROGRAMS_INSTALL = $(INSTALL_PROGRAM)2.159 @@ -240,42 +298,47 @@2.160 drivers/osx_iokit.m drivers/osx_iokit.h \2.161 drivers/cdrom/cd_none.c drivers/joy_linux.c \2.162 drivers/joy_linux.h2.163 -@BUILD_PLUGINS_TRUE@am__objects_4 = plugin.$(OBJEXT)2.164 -@GUI_GTK_TRUE@am__objects_5 = gtkui.$(OBJEXT) gtk_win.$(OBJEXT) \2.165 -@GUI_GTK_TRUE@ gtkcb.$(OBJEXT) gtk_cfg.$(OBJEXT) \2.166 -@GUI_GTK_TRUE@ gtk_mmio.$(OBJEXT) gtk_debug.$(OBJEXT) \2.167 -@GUI_GTK_TRUE@ gtk_dump.$(OBJEXT) gtk_ctrl.$(OBJEXT) \2.168 -@GUI_GTK_TRUE@ gtk_gd.$(OBJEXT) video_gtk.$(OBJEXT)2.169 -@GUI_ANDROID_TRUE@am__objects_6 = gui_none.$(OBJEXT) \2.170 -@GUI_ANDROID_TRUE@ video_egl.$(OBJEXT)2.171 -@GUI_COCOA_TRUE@am__objects_7 = cocoaui.$(OBJEXT) cocoa_cfg.$(OBJEXT) \2.172 -@GUI_COCOA_TRUE@ cocoa_win.$(OBJEXT) cocoa_gd.$(OBJEXT) \2.173 -@GUI_COCOA_TRUE@ cocoa_prefs.$(OBJEXT) cocoa_ctrl.$(OBJEXT) \2.174 -@GUI_COCOA_TRUE@ video_osx.$(OBJEXT)2.175 -@VIDEO_OSMESA_TRUE@am__objects_8 = video_gdk.$(OBJEXT)2.176 -@VIDEO_GLX_TRUE@am__objects_9 = video_glx.$(OBJEXT)2.177 -@VIDEO_NSGL_TRUE@am__objects_10 = video_nsgl.$(OBJEXT)2.178 -@AUDIO_OSX_TRUE@am__objects_11 = audio_osx.$(OBJEXT)2.179 -@AUDIO_SDL_TRUE@@BUILD_PLUGINS_FALSE@am__objects_12 = \2.180 -@AUDIO_SDL_TRUE@@BUILD_PLUGINS_FALSE@ audio_sdl.$(OBJEXT)2.181 -@AUDIO_PULSE_TRUE@@BUILD_PLUGINS_FALSE@am__objects_13 = \2.182 -@AUDIO_PULSE_TRUE@@BUILD_PLUGINS_FALSE@ audio_pulse.$(OBJEXT)2.183 -@AUDIO_ESOUND_TRUE@@BUILD_PLUGINS_FALSE@am__objects_14 = \2.184 -@AUDIO_ESOUND_TRUE@@BUILD_PLUGINS_FALSE@ audio_esd.$(OBJEXT)2.185 -@AUDIO_ALSA_TRUE@@BUILD_PLUGINS_FALSE@am__objects_15 = \2.186 -@AUDIO_ALSA_TRUE@@BUILD_PLUGINS_FALSE@ audio_alsa.$(OBJEXT)2.187 -@BUILD_PLUGINS_FALSE@@INPUT_LIRC_TRUE@am__objects_16 = \2.188 -@BUILD_PLUGINS_FALSE@@INPUT_LIRC_TRUE@ input_lirc.$(OBJEXT)2.189 -@CDROM_LINUX_TRUE@am__objects_17 = cd_linux.$(OBJEXT)2.190 -@CDROM_OSX_TRUE@am__objects_18 = cd_osx.$(OBJEXT) osx_iokit.$(OBJEXT)2.191 -@CDROM_NONE_TRUE@am__objects_19 = cd_none.$(OBJEXT)2.192 -@JOY_LINUX_TRUE@am__objects_20 = joy_linux.$(OBJEXT)2.193 -am_lxdream_OBJECTS = main.$(OBJEXT) $(am__objects_4) $(am__objects_5) \2.194 - $(am__objects_6) $(am__objects_7) $(am__objects_8) \2.195 - $(am__objects_9) $(am__objects_10) $(am__objects_11) \2.196 - $(am__objects_12) $(am__objects_13) $(am__objects_14) \2.197 - $(am__objects_15) $(am__objects_16) $(am__objects_17) \2.198 - $(am__objects_18) $(am__objects_19) $(am__objects_20)2.199 +@BUILD_PLUGINS_TRUE@am__objects_4 = lxdream-plugin.$(OBJEXT)2.200 +@GUI_GTK_TRUE@am__objects_5 = lxdream-gtkui.$(OBJEXT) \2.201 +@GUI_GTK_TRUE@ lxdream-gtk_win.$(OBJEXT) \2.202 +@GUI_GTK_TRUE@ lxdream-gtkcb.$(OBJEXT) \2.203 +@GUI_GTK_TRUE@ lxdream-gtk_cfg.$(OBJEXT) \2.204 +@GUI_GTK_TRUE@ lxdream-gtk_mmio.$(OBJEXT) \2.205 +@GUI_GTK_TRUE@ lxdream-gtk_debug.$(OBJEXT) \2.206 +@GUI_GTK_TRUE@ lxdream-gtk_dump.$(OBJEXT) \2.207 +@GUI_GTK_TRUE@ lxdream-gtk_ctrl.$(OBJEXT) \2.208 +@GUI_GTK_TRUE@ lxdream-gtk_gd.$(OBJEXT) \2.209 +@GUI_GTK_TRUE@ lxdream-video_gtk.$(OBJEXT)2.210 +@GUI_ANDROID_TRUE@am__objects_6 = lxdream-gui_none.$(OBJEXT) \2.211 +@GUI_ANDROID_TRUE@ lxdream-video_egl.$(OBJEXT)2.212 +@GUI_COCOA_TRUE@am__objects_7 = lxdream-cocoaui.$(OBJEXT) \2.213 +@GUI_COCOA_TRUE@ lxdream-cocoa_cfg.$(OBJEXT) \2.214 +@GUI_COCOA_TRUE@ lxdream-cocoa_win.$(OBJEXT) \2.215 +@GUI_COCOA_TRUE@ lxdream-cocoa_gd.$(OBJEXT) \2.216 +@GUI_COCOA_TRUE@ lxdream-cocoa_prefs.$(OBJEXT) \2.217 +@GUI_COCOA_TRUE@ lxdream-cocoa_ctrl.$(OBJEXT) \2.218 +@GUI_COCOA_TRUE@ lxdream-video_osx.$(OBJEXT)2.219 +@VIDEO_OSMESA_TRUE@am__objects_8 = lxdream-video_gdk.$(OBJEXT)2.220 +@VIDEO_GLX_TRUE@am__objects_9 = 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\2.234 + $(am__objects_5) $(am__objects_6) $(am__objects_7) \2.235 + $(am__objects_8) $(am__objects_9) $(am__objects_10) \2.236 + $(am__objects_11) $(am__objects_12) $(am__objects_13) \2.237 + $(am__objects_14) $(am__objects_15) $(am__objects_16) \2.238 + $(am__objects_17) $(am__objects_18) $(am__objects_19) \2.239 + $(am__objects_20)2.240 lxdream_OBJECTS = $(am_lxdream_OBJECTS)2.241 lxdream_DEPENDENCIES = liblxdream-core.a $(am__DEPENDENCIES_1) \2.242 $(am__DEPENDENCIES_1) $(am__DEPENDENCIES_1) \2.243 @@ -568,7 +631,6 @@2.244 audio_alsa.lo audio_sdl.lo audio_esd.lo audio_pulse.lo input_lirc.lo \2.245 lxdream_dummy.lo2.247 -AM_CPPFLAGS = @LXDREAMCPPFLAGS@2.248 lxdream_LINK = $(LINK) @LXDREAMLDFLAGS@2.249 lxdream_LDADD = liblxdream-core.a @GLIB_LIBS@ @GTK_LIBS@ @LIBPNG_LIBS@ \2.250 @LIBISOFS_LIBS@ $(INTLLIBS) @LXDREAM_LIBS@ $(am__append_20) \2.251 @@ -581,7 +643,9 @@2.252 $(am__append_25) $(am__append_27) $(am__append_29) \2.253 $(am__append_30) $(am__append_31) $(am__append_32)2.254 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libtool=no @AMDEPBACKSLASH@2.3460 @AMDEP_TRUE@@am__fastdepOBJC_FALSE@ DEPDIR=$(DEPDIR) $(OBJCDEPMODE) $(depcomp) @AMDEPBACKSLASH@2.3461 -@am__fastdepOBJC_FALSE@ $(OBJC) $(DEFS) $(DEFAULT_INCLUDES) $(INCLUDES) $(AM_CPPFLAGS) $(CPPFLAGS) $(AM_OBJCFLAGS) $(OBJCFLAGS) -c -o osx_iokit.obj `if test -f 'drivers/osx_iokit.m'; then $(CYGPATH_W) 'drivers/osx_iokit.m'; else $(CYGPATH_W) '$(srcdir)/drivers/osx_iokit.m'; fi`2.3462 +@am__fastdepOBJC_FALSE@ $(OBJC) $(DEFS) $(DEFAULT_INCLUDES) $(INCLUDES) $(lxdream_CPPFLAGS) $(CPPFLAGS) $(AM_OBJCFLAGS) $(OBJCFLAGS) -c -o lxdream-osx_iokit.obj `if test -f 'drivers/osx_iokit.m'; then $(CYGPATH_W) 'drivers/osx_iokit.m'; else $(CYGPATH_W) '$(srcdir)/drivers/osx_iokit.m'; fi`2.3463 uninstall-info-am:2.3465 # This directory's subdirectories are mostly independent; you can cd
3.1 --- /dev/null Thu Jan 01 00:00:00 1970 +00003.2 +++ b/src/drivers/gl_sl.c Mon Mar 05 11:41:03 2012 +10003.3 @@ -0,0 +1,474 @@3.4 +/**3.5 + * $Id$3.6 + *3.7 + * GLSL wrapper code to hide the differences between the different gl/sl APIs.3.8 + *3.9 + * Copyright (c) 2007-2010 Nathan Keynes.3.10 + *3.11 + * This program is free software; you can redistribute it and/or modify3.12 + * it under the terms of the GNU General Public License as published by3.13 + * the Free Software Foundation; either version 2 of the License, or3.14 + * (at your option) any later version.3.15 + *3.16 + * This program is distributed in the hope that it will be useful,3.17 + * but WITHOUT ANY WARRANTY; without even the implied warranty of3.18 + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the3.19 + * GNU General Public License for more details.3.20 + */3.21 +3.22 +#include <assert.h>3.23 +3.24 +#include "lxdream.h"3.25 +#include "display.h"3.26 +#include "pvr2/glutil.h"3.27 +#include "pvr2/shaders.h"3.28 +3.29 +#define MAX_ERROR_BUF 40963.30 +#define INVALID_SHADER 03.31 +#define INVALID_PROGRAM 03.32 +3.33 +#ifdef HAVE_OPENGL_SHADER_ARB3.34 +typedef GLhandleARB gl_program_t;3.35 +typedef GLhandleARB gl_shader_t;3.36 +#else3.37 +typedef GLuint gl_program_t;3.38 +typedef GLuint gl_shader_t;3.39 +#endif3.40 +3.41 +static gl_shader_t glsl_create_vertex_shader( const char *source );3.42 +static gl_shader_t glsl_create_fragment_shader( const char *source );3.43 +static gl_program_t glsl_create_program( gl_shader_t *shaderv );3.44 +static void glsl_use_program(gl_program_t program);3.45 +static void glsl_destroy_shader(gl_shader_t shader);3.46 +static void glsl_destroy_program(gl_program_t program);3.47 +static gboolean glsl_load_shaders( );3.48 +static void glsl_unload_shaders(void);3.49 +3.50 +typedef void (*program_cleanup_fn_t)();3.51 +static void glsl_set_cleanup_fn( program_cleanup_fn_t );3.52 +static void glsl_run_cleanup_fn( );3.53 +3.54 +#ifdef HAVE_OPENGL_SHADER_ARB3.55 +3.56 +static void glsl_print_error( char *msg, GLhandleARB obj )3.57 +{3.58 + char buf[MAX_ERROR_BUF];3.59 + GLsizei length;3.60 + glGetInfoLogARB( obj, sizeof(buf), &length, buf );3.61 + ERROR( "%s: %s", msg, buf );3.62 +}3.63 +3.64 +static gboolean glsl_check_shader_error( char *msg, GLhandleARB obj )3.65 +{3.66 + GLint value;3.67 +3.68 + glGetObjectParameterivARB(obj, GL_OBJECT_COMPILE_STATUS_ARB, &value);3.69 + if( value == 0 ) {3.70 + glsl_print_error(msg, obj);3.71 + return FALSE;3.72 + }3.73 + return TRUE;3.74 +}3.75 +3.76 +static gboolean glsl_check_program_error( char *msg, GLhandleARB obj )3.77 +{3.78 + if( glGetError() != GL_NO_ERROR ) {3.79 + glsl_print_error(msg, obj);3.80 + }3.81 + return TRUE;3.82 +}3.83 +3.84 +static gl_shader_t glsl_create_vertex_shader( const char *source )3.85 +{3.86 + gboolean ok;3.87 + gl_shader_t shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);3.88 +3.89 + glShaderSourceARB( shader, 1, &source, NULL );3.90 + glCompileShaderARB(shader);3.91 + ok = glsl_check_shader_error("Failed to compile vertex shader", shader);3.92 + if( !ok ) {3.93 + glDeleteObjectARB(shader);3.94 + return INVALID_SHADER;3.95 + } else {3.96 + return shader;3.97 + }3.98 +}3.99 +3.100 +static gl_shader_t glsl_create_fragment_shader( const char *source )3.101 +{3.102 + gboolean ok;3.103 + gl_shader_t shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);3.104 +3.105 + glShaderSourceARB( shader, 1, &source, NULL );3.106 + glCompileShaderARB(shader);3.107 + ok = glsl_check_shader_error("Failed to compile fragment shader", shader);3.108 + if( !ok ) {3.109 + glDeleteObjectARB(shader);3.110 + return INVALID_SHADER;3.111 + } else {3.112 + return shader;3.113 + }3.114 +}3.115 +3.116 +static gl_program_t glsl_create_program( gl_shader_t *shaderv )3.117 +{3.118 + gboolean ok;3.119 + unsigned i;3.120 + gl_program_t program = glCreateProgramObjectARB();3.121 +3.122 + for( i=0; shaderv[i] != INVALID_SHADER; i++ ) {3.123 + glAttachObjectARB(program, shaderv[i]);3.124 + }3.125 +3.126 + glLinkProgramARB(program);3.127 + ok = glsl_check_program_error( "Failed to link shader program", program );3.128 + if( !ok ) {3.129 + glDeleteObjectARB(program);3.130 + return INVALID_PROGRAM;3.131 + } else {3.132 + return program;3.133 + }3.134 +}3.135 +3.136 +static void glsl_use_program(gl_program_t program)3.137 +{3.138 + glUseProgramObjectARB(program);3.139 +}3.140 +3.141 +static void glsl_destroy_shader(gl_shader_t shader)3.142 +{3.143 + glDeleteObjectARB(shader);3.144 +}3.145 +3.146 +static void glsl_destroy_program(gl_program_t program)3.147 +{3.148 + glDeleteObjectARB(program);3.149 +}3.150 +3.151 +static inline GLint glsl_get_uniform_location(gl_program_t program, const char *name)3.152 +{3.153 + return glGetUniformLocationARB(program, name);3.154 +}3.155 +3.156 +static inline GLint glsl_get_attrib_location(gl_program_t program, const char *name)3.157 +{3.158 + return glGetAttribLocationARB(program, name);3.159 +}3.160 +3.161 +#define glsl_set_uniform_sampler1D(id,v) glUniform1iARB(id,v)3.162 +#define glsl_set_uniform_sampler2D(id,v) glUniform1iARB(id,v)3.163 +#define glsl_set_uniform_float(id,v) glUniform1fARB(id,v)3.164 +#define glsl_set_uniform_vec2(id,v) glUniform2fvARB(id,1,v)3.165 +#define glsl_set_uniform_vec3(id,v) glUniform3fvARB(id,1,v)3.166 +#define glsl_set_uniform_vec4(id,v) glUniform4fvARB(id,1,v)3.167 +#define glsl_set_uniform_mat4(id,v) glUniformMatrix4fvARB(id,1,GL_FALSE,v)3.168 +#define glsl_set_attrib_vec2(id,stride,v) glVertexAttribPointerARB(id, 2, GL_FLOAT, GL_FALSE, stride, v)3.169 +#define glsl_set_attrib_vec3(id,stride,v) glVertexAttribPointerARB(id, 3, GL_FLOAT, GL_FALSE, stride, v)3.170 +#define glsl_set_attrib_vec4(id,stride,v) glVertexAttribPointerARB(id, 4, GL_FLOAT, GL_FALSE, stride, v)3.171 +#define glsl_enable_attrib(id) glEnableVertexAttribArrayARB(id)3.172 +#define glsl_disable_attrib(id) glDisableVertexAttribArrayARB(id)3.173 +3.174 +#elif HAVE_OPENGL_SHADER3.175 +3.176 +static gboolean glsl_check_shader_error( char *msg, GLuint shader )3.177 +{3.178 + GLint value;3.179 +3.180 + glGetShaderiv( shader, GL_COMPILE_STATUS, &value );3.181 + if( value == 0 ) {3.182 + char buf[MAX_ERROR_BUF];3.183 + GLsizei length;3.184 + glGetShaderInfoLog( shader, sizeof(buf), &length, buf );3.185 + ERROR( "%s: %s", msg, buf );3.186 + return FALSE;3.187 + }3.188 + return TRUE;3.189 +}3.190 +3.191 +static gboolean glsl_check_program_error( char *msg, GLuint program )3.192 +{3.193 + if( glGetError() != GL_NO_ERROR ) {3.194 + char buf[MAX_ERROR_BUF];3.195 + GLsizei length;3.196 + glGetProgramInfoLog( program, sizeof(buf), &length, buf );3.197 + ERROR( "%s: %s", msg, buf );3.198 + return FALSE;3.199 + }3.200 + return TRUE;3.201 +}3.202 +3.203 +static gl_shader_t glsl_create_vertex_shader( const char *source )3.204 +{3.205 + gboolean ok;3.206 + gl_shader_t shader = glCreateShader(GL_VERTEX_SHADER);3.207 +3.208 + glShaderSource( shader, 1, &source, NULL );3.209 + glCompileShader(shader);3.210 + ok = glsl_check_shader_error( "Failed to compile vertex shader", shader );3.211 + if( !ok ) {3.212 + glDeleteShader(shader);3.213 + return INVALID_SHADER;3.214 + } else {3.215 + return shader;3.216 + }3.217 +3.218 +}3.219 +3.220 +static gl_shader_t glsl_create_fragment_shader( const char *source )3.221 +{3.222 + gboolean ok;3.223 + gl_shader_t shader = glCreateShader(GL_FRAGMENT_SHADER);3.224 +3.225 + glShaderSource( shader, 1, &source, NULL );3.226 + glCompileShader(shader);3.227 + ok = glsl_check_shader_error( "Failed to compile fragment shader", shader );3.228 + if( !ok ) {3.229 + glDeleteShader(shader);3.230 + return INVALID_SHADER;3.231 + } else {3.232 + return shader;3.233 + }3.234 +}3.235 +3.236 +static gl_program_t glsl_create_program( gl_shader_t *shaderv )3.237 +{3.238 + gboolean ok;3.239 + unsigned i;3.240 + gl_program_t program = glCreateProgram();3.241 +3.242 + for( i=0; shaderv[i] != INVALID_SHADER; i++ ) {3.243 + glAttachShader(program, shaderv[i]);3.244 + }3.245 + glLinkProgram(program);3.246 + ok = glsl_check_program_error( "Failed to link shader program", program );3.247 + if( !ok ) {3.248 + glDeleteProgram(program);3.249 + return INVALID_PROGRAM;3.250 + } else {3.251 + return program;3.252 + }3.253 +}3.254 +3.255 +static void glsl_use_program(gl_program_t program)3.256 +{3.257 + glUseProgram(program);3.258 +}3.259 +3.260 +static void glsl_destroy_shader(gl_shader_t shader)3.261 +{3.262 + glDeleteShader(shader);3.263 +}3.264 +3.265 +static void glsl_destroy_program(gl_program_t program)3.266 +{3.267 + glDeleteProgram(program);3.268 +}3.269 +3.270 +static inline GLint glsl_get_uniform_location(gl_program_t program, const char *name)3.271 +{3.272 + return glGetUniformLocation(program, name);3.273 +}3.274 +static inline GLint glsl_get_attrib_location(gl_program_t program, const char *name)3.275 +{3.276 + return glGetAttribLocation(program, name);3.277 +}3.278 +3.279 +#define glsl_set_uniform_sampler1D(id,v) glUniform1i(id,v)3.280 +#define glsl_set_uniform_sampler2D(id,v) glUniform1i(id,v)3.281 +#define glsl_set_uniform_float(id,v) glUniform1f(id,v)3.282 +#define glsl_set_uniform_vec2(id,v) glUniform2fv(id,1,v)3.283 +#define glsl_set_uniform_vec3(id,v) glUniform3fv(id,1,v)3.284 +#define glsl_set_uniform_vec4(id,v) glUniform4fv(id,1,v)3.285 +#define glsl_set_uniform_mat4(id,v) glUniformMatrix4fv(id,1,GL_FALSE,v)3.286 +#define glsl_set_attrib_vec2(id,stride,v) glVertexAttribPointer(id, 2, GL_FLOAT, GL_FALSE, stride, v)3.287 +#define glsl_set_attrib_vec3(id,stride,v) glVertexAttribPointer(id, 3, GL_FLOAT, GL_FALSE, stride, v)3.288 +#define glsl_set_attrib_vec4(id,stride,v) glVertexAttribPointer(id, 4, GL_FLOAT, GL_FALSE, stride, v)3.289 +#define glsl_enable_attrib(id) glEnableVertexAttribArray(id)3.290 +#define glsl_disable_attrib(id) glDisableVertexAttribArray(id)3.291 +3.292 +3.293 +#else3.294 +3.295 +static gl_shader_t glsl_create_vertex_shader( const char *source )3.296 +{3.297 + return 0;3.298 +}3.299 +3.300 +static gl_shader_t glsl_create_fragment_shader( const char *source )3.301 +{3.302 + return 0;3.303 +}3.304 +3.305 +static gl_program_t glsl_create_program( gl_shader_t *shaderv )3.306 +{3.307 + return 0;3.308 +}3.309 +3.310 +static void glsl_use_program(gl_program_t program)3.311 +{3.312 +}3.313 +3.314 +static void glsl_destroy_shader(gl_shader_t shader)3.315 +{3.316 +}3.317 +3.318 +static void glsl_destroy_program(gl_program_t program)3.319 +{3.320 +}3.321 +3.322 +static static inline GLint glsl_get_uniform_location(gl_program_t program, const char *name)3.323 +{3.324 + return 0;3.325 +}3.326 +3.327 +static static inline GLint glsl_get_attrib_location(gl_program_t program, const char *name)3.328 +{3.329 + return 0;3.330 +}3.331 +3.332 +#define glsl_set_uniform_sampler1D(id,v)3.333 +#define glsl_set_uniform_sampler2D(id,v)3.334 +#define glsl_set_uniform_float(id,v)3.335 +#define glsl_set_uniform_vec2(id,v)3.336 +#define glsl_set_uniform_vec3(id,v)3.337 +#define glsl_set_uniform_vec4(id,v)3.338 +#define glsl_set_uniform_mat4(id,v)3.339 +#define glsl_set_attrib_vec2(id,stride,v)3.340 +#define glsl_set_attrib_vec3(id,stride,v)3.341 +#define glsl_set_attrib_vec4(id,stride,v)3.342 +#define glsl_enable_attrib(id)3.343 +#define glsl_disable_attrib(id)3.344 +3.345 +3.346 +#endif3.347 +3.348 +/****************************************************************************/3.349 +3.350 +program_cleanup_fn_t current_cleanup_fn = NULL;3.351 +3.352 +/* Pull in the auto-generated shader definitions */3.353 +3.354 +#include "pvr2/shaders.def"3.355 +3.356 +static gl_program_t program_array[GLSL_NUM_PROGRAMS];3.357 +3.358 +static gboolean glsl_load_shaders()3.359 +{3.360 + gl_shader_t shader_array[GLSL_NUM_SHADERS];3.361 + gboolean ok = TRUE;3.362 + unsigned i, j;3.363 + for( i=0; i<GLSL_NUM_SHADERS; i++ )3.364 + shader_array[i] = INVALID_SHADER;3.365 + for( i=0; i<GLSL_NUM_PROGRAMS; i++ )3.366 + program_array[i] = INVALID_PROGRAM;3.367 +3.368 + /* Compile the shader fragments */3.369 + for( i=0; shader_source[i].type != GLSL_NO_SHADER; i++ ) {3.370 + gl_shader_t shader = INVALID_SHADER;3.371 + switch(shader_source[i].type) {3.372 + case GLSL_VERTEX_SHADER:3.373 + shader = glsl_create_vertex_shader(shader_source[i].source);3.374 + break;3.375 + case GLSL_FRAGMENT_SHADER:3.376 + shader = glsl_create_fragment_shader(shader_source[i].source);3.377 + break;3.378 + }3.379 + if( shader == INVALID_SHADER ) {3.380 + ok = FALSE;3.381 + break;3.382 + } else {3.383 + shader_array[i] = shader;3.384 + }3.385 + }3.386 +3.387 + /* Link the programs */3.388 + if(ok) for( i=0; program_list[i][0] != GLSL_NO_SHADER; i++ ) {3.389 + gl_shader_t shaderv[GLSL_NUM_SHADERS+1];3.390 + for( j=0; program_list[i][j] != GLSL_NO_SHADER; j++ ) {3.391 + shaderv[j] = shader_array[program_list[i][j]];3.392 + }3.393 + shaderv[j] = INVALID_SHADER;3.394 + gl_program_t program = glsl_create_program(shaderv);3.395 + if( program == INVALID_PROGRAM ) {3.396 + ok = FALSE;3.397 + break;3.398 + } else {3.399 + /* Check that we can actually use the program (can this really fail?) */3.400 + glsl_use_program(program);3.401 + if( !glsl_check_program_error( "Failed to activate shader program", program ) ) {3.402 + ok = FALSE;3.403 + }3.404 + program_array[i] = program;3.405 + }3.406 + }3.407 +3.408 + /**3.409 + * Destroy the compiled fragments (the linked programs don't need them3.410 + * anymore)3.411 + */3.412 + for( i=0; i<GLSL_NUM_SHADERS; i++ ) {3.413 + if( shader_array[i] != INVALID_SHADER )3.414 + glsl_destroy_shader(shader_array[i]);3.415 + }3.416 +3.417 + /**3.418 + * If we errored, delete the programs. It's all or nothing.3.419 + */3.420 + if( !ok ) {3.421 + glsl_unload_shaders();3.422 + return FALSE;3.423 + }3.424 +3.425 + glsl_init_programs(program_array);3.426 + glsl_use_program(0);3.427 + return TRUE;3.428 +}3.429 +3.430 +static void glsl_set_cleanup_fn( program_cleanup_fn_t fn )3.431 +{3.432 + if( fn != current_cleanup_fn ) {3.433 + if( current_cleanup_fn != NULL ) {3.434 + current_cleanup_fn();3.435 + }3.436 + current_cleanup_fn = fn;3.437 + }3.438 +}3.439 +3.440 +static void glsl_run_cleanup_fn()3.441 +{3.442 + if( current_cleanup_fn ) {3.443 + current_cleanup_fn();3.444 + }3.445 + current_cleanup_fn = NULL;3.446 +}3.447 +3.448 +static void glsl_unload_shaders()3.449 +{3.450 + unsigned i;3.451 + glsl_run_cleanup_fn();3.452 + for( i=0; i<GLSL_NUM_PROGRAMS; i++ ) {3.453 + if( program_array[i] != INVALID_PROGRAM ) {3.454 + glsl_destroy_program(program_array[i]);3.455 + program_array[i] = INVALID_PROGRAM;3.456 + }3.457 + }3.458 +}3.459 +3.460 +gboolean glsl_init( display_driver_t driver )3.461 +{3.462 + gboolean result;3.463 + if( isGLShaderSupported() && isGLMultitextureSupported() ) {3.464 + if( !glsl_load_shaders( ) ) {3.465 + WARN( "Unable to load GL shaders" );3.466 + result = FALSE;3.467 + } else {3.468 + INFO( "Shaders loaded successfully" );3.469 + result = TRUE;3.470 + }3.471 + } else {3.472 + INFO( "Shaders not supported" );3.473 + result = FALSE;3.474 + }3.475 + driver->capabilities.has_sl = result;3.476 + return result;3.477 +}
4.1 --- a/src/drivers/video_egl.c Sun Mar 04 21:28:48 2012 +10004.2 +++ b/src/drivers/video_egl.c Mon Mar 05 11:41:03 2012 +10004.3 @@ -121,18 +121,12 @@4.4 return FALSE;4.5 }4.7 - if( gl_fbo_is_supported() ) {4.8 - display_egl_driver.capabilities.has_gl = TRUE;4.9 - display_egl_driver.capabilities.depth_bits = 16; /* TODO: get from config info */4.10 - gl_fbo_init(&display_egl_driver);4.11 - gl_vbo_init(&display_egl_driver);4.12 - glsl_init(&display_egl_driver);4.13 - fbo_created = TRUE;4.14 - } else {4.15 - ERROR( "Display does not support FBO" );4.16 + display_egl_driver.capabilities.depth_bits = 16; /* TODO: get from config info */4.17 + if( !gl_init_driver(&display_egl_driver, TRUE) ) {4.18 video_egl_clear_window();4.19 return FALSE;4.20 }4.21 + fbo_created = TRUE;4.22 gl_set_video_size(width, height, 0);4.23 pvr2_setup_gl_context();4.24 INFO( "Initialised EGL %d.%d\n", major, minor );
5.1 --- a/src/drivers/video_gl.c Sun Mar 04 21:28:48 2012 +10005.2 +++ b/src/drivers/video_gl.c Mon Mar 05 11:41:03 2012 +10005.3 @@ -252,6 +252,32 @@5.4 return TRUE;5.5 }5.7 +gboolean gl_init_driver( display_driver_t driver, gboolean need_fbo )5.8 +{5.9 + /* Use framebuffer objects if available */5.10 + if( gl_fbo_is_supported() ) {5.11 + gl_fbo_init(driver);5.12 + } else if( need_fbo ) {5.13 + ERROR( "Framebuffer objects not supported - unable to construct an off-screen buffer" );5.14 + return FALSE;5.15 + }5.16 +5.17 + /* Use SL shaders if available */5.18 + gboolean have_shaders = glsl_init(driver);5.19 +#ifndef HAVE_OPENGL_FIXEDFUNC5.20 + if( !have_shaders ) { /* Shaders are required if we don't have fixed-functionality */5.21 + gl_fbo_shutdown();5.22 + return FALSE;5.23 + }5.24 +#endif5.25 +5.26 + /* Use vertex arrays, VBOs, etc, if we have them */5.27 + gl_vbo_init(driver);5.28 +5.29 + driver->capabilities.has_gl = TRUE;5.30 + return TRUE;5.31 +}5.32 +5.33 static gboolean video_gl_init();5.35 /**5.36 @@ -268,13 +294,5 @@5.38 static gboolean video_gl_init()5.39 {5.40 - if( gl_fbo_is_supported() ) {5.41 - display_gl_driver.capabilities.has_gl = TRUE;5.42 - gl_fbo_init(&display_gl_driver);5.43 - gl_vbo_init(&display_gl_driver);5.44 - glsl_init(&display_gl_driver);5.45 - return TRUE;5.46 - } else {5.47 - return FALSE;5.48 - }5.49 + return gl_init_driver(&display_gl_driver, TRUE);5.50 }
6.1 --- a/src/drivers/video_gl.h Sun Mar 04 21:28:48 2012 +10006.2 +++ b/src/drivers/video_gl.h Mon Mar 05 11:41:03 2012 +10006.3 @@ -85,6 +85,17 @@6.4 /* Set the fallback vertex buffer handling, for drivers with no GL */6.5 void gl_vbo_fallback_init( display_driver_t driver );6.7 +/** Initialize and load SL shaders */6.8 +gboolean glsl_init( display_driver_t driver );6.9 +6.10 +/** Initialise common GL functionality (FBO, SL, VBO)6.11 + * @param driver driver to be updated with appropriate calls6.12 + * @param need_fbo if TRUE, FBOs are required (ie main driver has no other way6.13 + * to construct an off-screen buffer)6.14 + * @return TRUE on success, FALSE if we couldn't setup a working context6.15 + */6.16 +gboolean gl_init_driver( display_driver_t driver, gboolean need_fbo );6.17 +6.18 #ifdef __cplusplus6.19 }6.20 #endif
7.1 --- a/src/drivers/video_glx.c Sun Mar 04 21:28:48 2012 +10007.2 +++ b/src/drivers/video_glx.c Mon Mar 05 11:41:03 2012 +10007.3 @@ -240,17 +240,14 @@7.4 driver->print_info = video_glx_print_info;7.5 driver->capabilities.has_gl = TRUE;7.6 driver->capabilities.depth_bits = glx_depth_bits;7.7 - if( gl_fbo_is_supported() ) { // First preference7.8 - gl_fbo_init(driver);7.9 - } else if( glx_pbuffer_supported ) {7.10 - glx_pbuffer_init(driver);7.11 - } else {7.12 - ERROR( "Unable to create render buffers (requires either EXT_framebuffer_object or GLX 1.3+)" );7.13 + if( !gl_init_driver(driver, !glx_pbuffer_supported) ) {7.14 video_glx_shutdown();7.15 return FALSE;7.16 }7.17 - gl_vbo_init(driver);7.18 - glsl_init(driver);7.19 + if( driver->create_render_buffer == NULL ) {7.20 + /* If we get here, pbuffers are supported and FBO didn't work */7.21 + glx_pbuffer_init(driver);7.22 + }7.23 return TRUE;7.24 }
8.1 --- a/src/drivers/video_nsgl.m Sun Mar 04 21:28:48 2012 +10008.2 +++ b/src/drivers/video_nsgl.m Mon Mar 05 11:41:03 2012 +10008.3 @@ -43,19 +43,7 @@8.4 driver->swap_buffers = video_nsgl_swap_buffers;8.5 driver->capabilities.has_gl = TRUE;8.6 driver->capabilities.depth_bits = 24;8.7 - if( gl_fbo_is_supported() ) {8.8 - gl_fbo_init(driver);8.9 - } else {8.10 - /* Note there is a 'native' buffer framework, but since all current8.11 - * Apple drivers appear to support FBO, there's not much point in8.12 - * doing the work to support them.8.13 - */8.14 - ERROR( "FBO not supported" );8.15 - return FALSE;8.16 - }8.17 - gl_vbo_init(driver);8.18 - glsl_init(driver);8.19 -8.20 + gl_init_driver(driver, TRUE);8.21 return TRUE;8.22 }
9.1 --- a/src/pvr2/gl_sl.c Sun Mar 04 21:28:48 2012 +10009.2 +++ /dev/null Thu Jan 01 00:00:00 1970 +00009.3 @@ -1,512 +0,0 @@9.4 -/**9.5 - * $Id$9.6 - *9.7 - * GLSL wrapper code to hide the differences between the different gl/sl APIs.9.8 - *9.9 - * Copyright (c) 2007-2010 Nathan Keynes.9.10 - *9.11 - * This program is free software; you can redistribute it and/or modify9.12 - * it under the terms of the GNU General Public License as published by9.13 - * the Free Software Foundation; either version 2 of the License, or9.14 - * (at your option) any later version.9.15 - *9.16 - * This program is distributed in the hope that it will be useful,9.17 - * but WITHOUT ANY WARRANTY; without even the implied warranty of9.18 - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the9.19 - * GNU General Public License for more details.9.20 - */9.21 -9.22 -#include <assert.h>9.23 -9.24 -#include "lxdream.h"9.25 -#include "display.h"9.26 -#include "pvr2/glutil.h"9.27 -#include "pvr2/shaders.h"9.28 -9.29 -#define MAX_ERROR_BUF 40969.30 -#define INVALID_SHADER 09.31 -#define INVALID_PROGRAM 09.32 -9.33 -#ifdef HAVE_OPENGL_SHADER_ARB9.34 -typedef GLhandleARB gl_program_t;9.35 -typedef GLhandleARB gl_shader_t;9.36 -#else9.37 -typedef GLuint gl_program_t;9.38 -typedef GLuint gl_shader_t;9.39 -#endif9.40 -9.41 -gboolean glsl_is_supported();9.42 -gl_shader_t glsl_create_vertex_shader( const char *source );9.43 -gl_shader_t glsl_create_fragment_shader( const char *source );9.44 -gl_program_t glsl_create_program( gl_shader_t *shaderv );9.45 -void glsl_use_program(gl_program_t program);9.46 -void glsl_destroy_shader(gl_shader_t shader);9.47 -void glsl_destroy_program(gl_program_t program);9.48 -9.49 -typedef void (*program_cleanup_fn_t)();9.50 -static void glsl_set_cleanup_fn( program_cleanup_fn_t );9.51 -9.52 -#ifdef HAVE_OPENGL_SHADER_ARB9.53 -9.54 -gboolean glsl_is_supported()9.55 -{9.56 - return isOpenGLES2() || (isGLExtensionSupported("GL_ARB_fragment_shader") &&9.57 - isGLExtensionSupported("GL_ARB_vertex_shader") &&9.58 - isGLExtensionSupported("GL_ARB_shading_language_100"));9.59 -}9.60 -9.61 -const char *glsl_get_version()9.62 -{9.63 - return glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);9.64 -}9.65 -9.66 -void glsl_print_error( char *msg, GLhandleARB obj )9.67 -{9.68 - char buf[MAX_ERROR_BUF];9.69 - GLsizei length;9.70 - glGetInfoLogARB( obj, sizeof(buf), &length, buf );9.71 - ERROR( "%s: %s", msg, buf );9.72 -}9.73 -9.74 -gboolean glsl_check_shader_error( char *msg, GLhandleARB obj )9.75 -{9.76 - GLint value;9.77 -9.78 - glGetObjectParameterivARB(obj, GL_OBJECT_COMPILE_STATUS_ARB, &value);9.79 - if( value == 0 ) {9.80 - glsl_print_error(msg, obj);9.81 - return FALSE;9.82 - }9.83 - return TRUE;9.84 -}9.85 -9.86 -gboolean glsl_check_program_error( char *msg, GLhandleARB obj )9.87 -{9.88 - if( glGetError() != GL_NO_ERROR ) {9.89 - glsl_print_error(msg, obj);9.90 - }9.91 - return TRUE;9.92 -}9.93 -9.94 -gl_shader_t glsl_create_vertex_shader( const char *source )9.95 -{9.96 - gboolean ok;9.97 - gl_shader_t shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);9.98 -9.99 - glShaderSourceARB( shader, 1, &source, NULL );9.100 - glCompileShaderARB(shader);9.101 - ok = glsl_check_shader_error("Failed to compile vertex shader", shader);9.102 - if( !ok ) {9.103 - glDeleteObjectARB(shader);9.104 - return INVALID_SHADER;9.105 - } else {9.106 - return shader;9.107 - }9.108 -}9.109 -9.110 -gl_shader_t glsl_create_fragment_shader( const char *source )9.111 -{9.112 - gboolean ok;9.113 - gl_shader_t shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);9.114 -9.115 - glShaderSourceARB( shader, 1, &source, NULL );9.116 - glCompileShaderARB(shader);9.117 - ok = glsl_check_shader_error("Failed to compile fragment shader", shader);9.118 - if( !ok ) {9.119 - glDeleteObjectARB(shader);9.120 - return INVALID_SHADER;9.121 - } else {9.122 - return shader;9.123 - }9.124 -}9.125 -9.126 -gl_program_t glsl_create_program( gl_shader_t *shaderv )9.127 -{9.128 - gboolean ok;9.129 - unsigned i;9.130 - gl_program_t program = glCreateProgramObjectARB();9.131 -9.132 - for( i=0; shaderv[i] != INVALID_SHADER; i++ ) {9.133 - glAttachObjectARB(program, shaderv[i]);9.134 - }9.135 -9.136 - glLinkProgramARB(program);9.137 - ok = glsl_check_program_error( "Failed to link shader program", program );9.138 - if( !ok ) {9.139 - glDeleteObjectARB(program);9.140 - return INVALID_PROGRAM;9.141 - } else {9.142 - return program;9.143 - }9.144 -}9.145 -9.146 -void glsl_use_program(gl_program_t program)9.147 -{9.148 - glUseProgramObjectARB(program);9.149 -}9.150 -9.151 -void glsl_destroy_shader(gl_shader_t shader)9.152 -{9.153 - glDeleteObjectARB(shader);9.154 -}9.155 -9.156 -void glsl_destroy_program(gl_program_t program)9.157 -{9.158 - glDeleteObjectARB(program);9.159 -}9.160 -9.161 -static inline GLint glsl_get_uniform_location(gl_program_t program, const char *name)9.162 -{9.163 - return glGetUniformLocationARB(program, name);9.164 -}9.165 -9.166 -static inline GLint glsl_get_attrib_location(gl_program_t program, const char *name)9.167 -{9.168 - return glGetAttribLocationARB(program, name);9.169 -}9.170 -9.171 -#define glsl_set_uniform_sampler1D(id,v) glUniform1iARB(id,v)9.172 -#define glsl_set_uniform_sampler2D(id,v) glUniform1iARB(id,v)9.173 -#define glsl_set_uniform_float(id,v) glUniform1fARB(id,v)9.174 -#define glsl_set_uniform_vec2(id,v) glUniform2fvARB(id,1,v)9.175 -#define glsl_set_uniform_vec3(id,v) glUniform3fvARB(id,1,v)9.176 -#define glsl_set_uniform_vec4(id,v) glUniform4fvARB(id,1,v)9.177 -#define glsl_set_uniform_mat4(id,v) glUniformMatrix4fvARB(id,1,GL_FALSE,v)9.178 -#define glsl_set_attrib_vec2(id,stride,v) glVertexAttribPointerARB(id, 2, GL_FLOAT, GL_FALSE, stride, v)9.179 -#define glsl_set_attrib_vec3(id,stride,v) glVertexAttribPointerARB(id, 3, GL_FLOAT, GL_FALSE, stride, v)9.180 -#define glsl_set_attrib_vec4(id,stride,v) glVertexAttribPointerARB(id, 4, GL_FLOAT, GL_FALSE, stride, v)9.181 -#define glsl_enable_attrib(id) glEnableVertexAttribArrayARB(id)9.182 -#define glsl_disable_attrib(id) glDisableVertexAttribArrayARB(id)9.183 -9.184 -#elif HAVE_OPENGL_SHADER9.185 -9.186 -gboolean glsl_is_supported()9.187 -{9.188 - return isOpenGLES2() || (isGLExtensionSupported("GL_ARB_fragment_shader") &&9.189 - isGLExtensionSupported("GL_ARB_vertex_shader") &&9.190 - isGLExtensionSupported("GL_ARB_shading_language_100"));9.191 -}9.192 -9.193 -const char *glsl_get_version()9.194 -{9.195 - return glGetString(GL_SHADING_LANGUAGE_VERSION);9.196 -}9.197 -9.198 -gboolean glsl_check_shader_error( char *msg, GLuint shader )9.199 -{9.200 - GLint value;9.201 -9.202 - glGetShaderiv( shader, GL_COMPILE_STATUS, &value );9.203 - if( value == 0 ) {9.204 - char buf[MAX_ERROR_BUF];9.205 - GLsizei length;9.206 - glGetShaderInfoLog( shader, sizeof(buf), &length, buf );9.207 - ERROR( "%s: %s", msg, buf );9.208 - return FALSE;9.209 - }9.210 - return TRUE;9.211 -}9.212 -9.213 -gboolean glsl_check_program_error( char *msg, GLuint program )9.214 -{9.215 - if( glGetError() != GL_NO_ERROR ) {9.216 - char buf[MAX_ERROR_BUF];9.217 - GLsizei length;9.218 - glGetProgramInfoLog( program, sizeof(buf), &length, buf );9.219 - ERROR( "%s: %s", msg, buf );9.220 - return FALSE;9.221 - }9.222 - return TRUE;9.223 -}9.224 -9.225 -gl_shader_t glsl_create_vertex_shader( const char *source )9.226 -{9.227 - gboolean ok;9.228 - gl_shader_t shader = glCreateShader(GL_VERTEX_SHADER);9.229 -9.230 - glShaderSource( shader, 1, &source, NULL );9.231 - glCompileShader(shader);9.232 - ok = glsl_check_shader_error( "Failed to compile vertex shader", shader );9.233 - if( !ok ) {9.234 - glDeleteShader(shader);9.235 - return INVALID_SHADER;9.236 - } else {9.237 - return shader;9.238 - }9.239 -9.240 -}9.241 -9.242 -gl_shader_t glsl_create_fragment_shader( const char *source )9.243 -{9.244 - gboolean ok;9.245 - gl_shader_t shader = glCreateShader(GL_FRAGMENT_SHADER);9.246 -9.247 - glShaderSource( shader, 1, &source, NULL );9.248 - glCompileShader(shader);9.249 - ok = glsl_check_shader_error( "Failed to compile fragment shader", shader );9.250 - if( !ok ) {9.251 - glDeleteShader(shader);9.252 - return INVALID_SHADER;9.253 - } else {9.254 - return shader;9.255 - }9.256 -}9.257 -9.258 -gl_program_t glsl_create_program( gl_shader_t *shaderv )9.259 -{9.260 - gboolean ok;9.261 - unsigned i;9.262 - gl_program_t program = glCreateProgram();9.263 -9.264 - for( i=0; shaderv[i] != INVALID_SHADER; i++ ) {9.265 - glAttachShader(program, shaderv[i]);9.266 - }9.267 - glLinkProgram(program);9.268 - ok = glsl_check_program_error( "Failed to link shader program", program );9.269 - if( !ok ) {9.270 - glDeleteProgram(program);9.271 - return INVALID_PROGRAM;9.272 - } else {9.273 - return program;9.274 - }9.275 -}9.276 -9.277 -void glsl_use_program(gl_program_t program)9.278 -{9.279 - glUseProgram(program);9.280 -}9.281 -9.282 -void glsl_destroy_shader(gl_shader_t shader)9.283 -{9.284 - glDeleteShader(shader);9.285 -}9.286 -9.287 -void glsl_destroy_program(gl_program_t program)9.288 -{9.289 - glDeleteProgram(program);9.290 -}9.291 -9.292 -static inline GLint glsl_get_uniform_location(gl_program_t program, const char *name)9.293 -{9.294 - return glGetUniformLocation(program, name);9.295 -}9.296 -static inline GLint glsl_get_attrib_location(gl_program_t program, const char *name)9.297 -{9.298 - return glGetAttribLocation(program, name);9.299 -}9.300 -9.301 -#define glsl_set_uniform_sampler1D(id,v) glUniform1i(id,v)9.302 -#define glsl_set_uniform_sampler2D(id,v) glUniform1i(id,v)9.303 -#define glsl_set_uniform_float(id,v) glUniform1f(id,v)9.304 -#define glsl_set_uniform_vec2(id,v) glUniform2fv(id,1,v)9.305 -#define glsl_set_uniform_vec3(id,v) glUniform3fv(id,1,v)9.306 -#define glsl_set_uniform_vec4(id,v) glUniform4fv(id,1,v)9.307 -#define glsl_set_uniform_mat4(id,v) glUniformMatrix4fv(id,1,GL_FALSE,v)9.308 -#define glsl_set_attrib_vec2(id,stride,v) glVertexAttribPointer(id, 2, GL_FLOAT, GL_FALSE, stride, v)9.309 -#define glsl_set_attrib_vec3(id,stride,v) glVertexAttribPointer(id, 3, GL_FLOAT, GL_FALSE, stride, v)9.310 -#define glsl_set_attrib_vec4(id,stride,v) glVertexAttribPointer(id, 4, GL_FLOAT, GL_FALSE, stride, v)9.311 -#define glsl_enable_attrib(id) glEnableVertexAttribArray(id)9.312 -#define glsl_disable_attrib(id) glDisableVertexAttribArray(id)9.313 -9.314 -9.315 -#else9.316 -gboolean glsl_is_supported()9.317 -{9.318 - return FALSE;9.319 -}9.320 -9.321 -const char *glsl_get_version()9.322 -{9.323 - return 0;9.324 -}9.325 -9.326 -gl_shader_t glsl_create_vertex_shader( const char *source )9.327 -{9.328 - return 0;9.329 -}9.330 -9.331 -gl_shader_t glsl_create_fragment_shader( const char *source )9.332 -{9.333 - return 0;9.334 -}9.335 -9.336 -gl_program_t glsl_create_program( gl_shader_t *shaderv )9.337 -{9.338 - return 0;9.339 -}9.340 -9.341 -void glsl_use_program(gl_program_t program)9.342 -{9.343 -}9.344 -9.345 -void glsl_destroy_shader(gl_shader_t shader)9.346 -{9.347 -}9.348 -9.349 -void glsl_destroy_program(gl_program_t program)9.350 -{9.351 -}9.352 -9.353 -static inline GLint glsl_get_uniform_location(gl_program_t program, const char *name)9.354 -{9.355 - return 0;9.356 -}9.357 -9.358 -static inline GLint glsl_get_attrib_location(gl_program_t program, const char *name)9.359 -{9.360 - return 0;9.361 -}9.362 -9.363 -#define glsl_set_uniform_sampler1D(id,v)9.364 -#define glsl_set_uniform_sampler2D(id,v)9.365 -#define glsl_set_uniform_float(id,v)9.366 -#define glsl_set_uniform_vec2(id,v)9.367 -#define glsl_set_uniform_vec3(id,v)9.368 -#define glsl_set_uniform_vec4(id,v)9.369 -#define glsl_set_uniform_mat4(id,v)9.370 -#define glsl_set_attrib_vec2(id,stride,v)9.371 -#define glsl_set_attrib_vec3(id,stride,v)9.372 -#define glsl_set_attrib_vec4(id,stride,v)9.373 -#define glsl_enable_attrib(id)9.374 -#define glsl_disable_attrib(id)9.375 -9.376 -9.377 -#endif9.378 -9.379 -/****************************************************************************/9.380 -9.381 -program_cleanup_fn_t current_cleanup_fn = NULL;9.382 -9.383 -/* Pull in the auto-generated shader definitions */9.384 -9.385 -#include "pvr2/shaders.def"9.386 -9.387 -static gl_program_t program_array[GLSL_NUM_PROGRAMS];9.388 -9.389 -9.390 -gboolean glsl_load_shaders()9.391 -{9.392 - gl_shader_t shader_array[GLSL_NUM_SHADERS];9.393 - gboolean ok = TRUE;9.394 - unsigned i, j;9.395 - for( i=0; i<GLSL_NUM_SHADERS; i++ )9.396 - shader_array[i] = INVALID_SHADER;9.397 - for( i=0; i<GLSL_NUM_PROGRAMS; i++ )9.398 - program_array[i] = INVALID_PROGRAM;9.399 -9.400 - /* Compile the shader fragments */9.401 - for( i=0; shader_source[i].type != GLSL_NO_SHADER; i++ ) {9.402 - gl_shader_t shader = INVALID_SHADER;9.403 - switch(shader_source[i].type) {9.404 - case GLSL_VERTEX_SHADER:9.405 - shader = glsl_create_vertex_shader(shader_source[i].source);9.406 - break;9.407 - case GLSL_FRAGMENT_SHADER:9.408 - shader = glsl_create_fragment_shader(shader_source[i].source);9.409 - break;9.410 - }9.411 - if( shader == INVALID_SHADER ) {9.412 - ok = FALSE;9.413 - break;9.414 - } else {9.415 - shader_array[i] = shader;9.416 - }9.417 - }9.418 -9.419 - /* Link the programs */9.420 - if(ok) for( i=0; program_list[i][0] != GLSL_NO_SHADER; i++ ) {9.421 - gl_shader_t shaderv[GLSL_NUM_SHADERS+1];9.422 - for( j=0; program_list[i][j] != GLSL_NO_SHADER; j++ ) {9.423 - shaderv[j] = shader_array[program_list[i][j]];9.424 - }9.425 - shaderv[j] = INVALID_SHADER;9.426 - gl_program_t program = glsl_create_program(shaderv);9.427 - if( program == INVALID_PROGRAM ) {9.428 - ok = FALSE;9.429 - break;9.430 - } else {9.431 - /* Check that we can actually use the program (can this really fail?) */9.432 - glsl_use_program(program);9.433 - if( !glsl_check_program_error( "Failed to activate shader program", program ) ) {9.434 - ok = FALSE;9.435 - }9.436 - program_array[i] = program;9.437 - }9.438 - }9.439 -9.440 - /**9.441 - * Destroy the compiled fragments (the linked programs don't need them9.442 - * anymore)9.443 - */9.444 - for( i=0; i<GLSL_NUM_SHADERS; i++ ) {9.445 - if( shader_array[i] != INVALID_SHADER )9.446 - glsl_destroy_shader(shader_array[i]);9.447 - }9.448 -9.449 - /**9.450 - * If we errored, delete the programs. It's all or nothing.9.451 - */9.452 - if( !ok ) {9.453 - glsl_unload_shaders();9.454 - return FALSE;9.455 - }9.456 -9.457 - glsl_init_programs(program_array);9.458 - glsl_use_program(0);9.459 - return TRUE;9.460 -}9.461 -9.462 -static void glsl_set_cleanup_fn( program_cleanup_fn_t fn )9.463 -{9.464 - if( fn != current_cleanup_fn ) {9.465 - if( current_cleanup_fn != NULL ) {9.466 - current_cleanup_fn();9.467 - }9.468 - current_cleanup_fn = fn;9.469 - }9.470 -}9.471 -9.472 -static void glsl_run_cleanup_fn()9.473 -{9.474 - if( current_cleanup_fn ) {9.475 - current_cleanup_fn();9.476 - }9.477 - current_cleanup_fn = NULL;9.478 -}9.479 -9.480 -void glsl_unload_shaders()9.481 -{9.482 - unsigned i;9.483 - glsl_run_cleanup_fn();9.484 - for( i=0; i<GLSL_NUM_PROGRAMS; i++ ) {9.485 - if( program_array[i] != INVALID_PROGRAM ) {9.486 - glsl_destroy_program(program_array[i]);9.487 - program_array[i] = INVALID_PROGRAM;9.488 - }9.489 - }9.490 -}9.491 -9.492 -void glsl_clear_shader()9.493 -{9.494 - glsl_run_cleanup_fn();9.495 - glsl_use_program(0);9.496 -}9.497 -9.498 -gboolean glsl_init( display_driver_t driver )9.499 -{9.500 - gboolean result;9.501 - if( glsl_is_supported() && isGLMultitextureSupported() ) {9.502 - if( !glsl_load_shaders( ) ) {9.503 - WARN( "Unable to load GL shaders" );9.504 - result = FALSE;9.505 - } else {9.506 - INFO( "Shaders loaded successfully" );9.507 - result = TRUE;9.508 - }9.509 - } else {9.510 - INFO( "Shaders not supported" );9.511 - result = FALSE;9.512 - }9.513 - driver->capabilities.has_sl = result;9.514 - return result;9.515 -}
10.1 --- a/src/pvr2/glutil.c Sun Mar 04 21:28:48 2012 +100010.2 +++ b/src/pvr2/glutil.c Mon Mar 05 11:41:03 2012 +100010.3 @@ -21,6 +21,14 @@10.4 #include <glib/gstrfuncs.h>10.5 #include "pvr2/glutil.h"10.7 +gboolean isOpenGLES2()10.8 +{10.9 + const char *str = glGetString(GL_VERSION);10.10 + if( strncmp(str, "OpenGL ES 2.", 12) == 0 ) {10.11 + return TRUE;10.12 + }10.13 +}10.14 +10.15 gboolean isGLSecondaryColorSupported()10.16 {10.17 return isGLExtensionSupported("GL_EXT_secondary_color");10.18 @@ -41,12 +49,12 @@10.19 return isGLExtensionSupported("GL_ARB_texture_mirrored_repeat");10.20 }10.22 -gboolean isOpenGLES2()10.23 +10.24 +gboolean isGLShaderSupported()10.25 {10.26 - const char *str = glGetString(GL_VERSION);10.27 - if( strncmp(str, "OpenGL ES 2.", 12) == 0 ) {10.28 - return TRUE;10.29 - }10.30 + return isOpenGLES2() || (isGLExtensionSupported("GL_ARB_fragment_shader") &&10.31 + isGLExtensionSupported("GL_ARB_vertex_shader") &&10.32 + isGLExtensionSupported("GL_ARB_shading_language_100"));10.33 }10.35 /**10.36 @@ -206,9 +214,8 @@10.37 fprintf( out, "GL Vendor: %s\n", glGetString(GL_VENDOR) );10.38 fprintf( out, "GL Renderer: %s\n", glGetString(GL_RENDERER) );10.39 fprintf( out, "GL Version: %s\n", glGetString(GL_VERSION) );10.40 - if( glsl_is_supported() ) {10.41 - const char * version = glsl_get_version();10.42 - fprintf( out, "SL Version: %s\n", version );10.43 + if( isGLShaderSupported() ) {10.44 + fprintf( out, "SL Version: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION) );10.45 }10.47 fprintf( out, "GL Extensions:\n" );
11.1 --- a/src/pvr2/glutil.h Sun Mar 04 21:28:48 2012 +100011.2 +++ b/src/pvr2/glutil.h Mon Mar 05 11:41:03 2012 +100011.3 @@ -56,6 +56,7 @@11.4 gboolean isGLPixelBufferSupported();11.5 gboolean isGLMultitextureSupported();11.6 gboolean isGLMirroredTextureSupported();11.7 +gboolean isGLShaderSupported();11.8 GLint glGetMaxColourAttachments();11.10 /****** Extension variant wrangling *****/11.11 @@ -120,6 +121,11 @@11.12 #define GL_BGRA GL_BGRA_EXT11.13 #endif11.15 +#if defined(GL_SHADING_LANGUAGE_VERSION_ARB) && !defined(GL_SHADING_LANGUAGE_VERSION)11.16 +#define GL_SHADING_LANGUAGE_VERSION GL_SHADING_LANGUAGE_VERSION_ARB11.17 +#endif11.18 +11.19 +11.20 #if defined(HAVE_OPENGL_FBO_EXT) && !defined(HAVE_OPENGL_FBO)11.21 #define glGenFramebuffers glGenFramebuffersEXT11.22 #define glGenRenderbuffers glGenRenderbuffersEXT11.23 @@ -136,11 +142,6 @@11.26 /****** Shader handling (gl_sl.c) *****/11.27 -gboolean glsl_init( display_driver_t driver );11.28 -gboolean glsl_is_supported(void);11.29 -const char *glsl_get_version(void);11.30 -gboolean glsl_load_shaders( );11.31 -void glsl_unload_shaders(void);11.32 void glsl_clear_shader();11.34 /* Define an orthographic transform matrix, given the bounding box (assuming origin at 0) */
12.1 --- a/src/tools/genglsl.c Sun Mar 04 21:28:48 2012 +100012.2 +++ b/src/tools/genglsl.c Mon Mar 05 11:41:03 2012 +100012.3 @@ -389,6 +389,8 @@12.4 }12.5 }12.7 + fprintf( f, "void glsl_clear_shader();\n" );12.8 +12.9 fprintf( f, "#endif /* !lxdream_glsl_H */\n" );12.11 fclose(f);12.12 @@ -480,6 +482,9 @@12.13 }12.14 }12.16 + fprintf( f, "\nvoid glsl_clear_shader() {\n" );12.17 + fprintf( f, " glsl_run_cleanup_fn();\n glsl_use_program(0);\n}\n" );12.18 +12.19 fprintf( f, "\nstatic void glsl_init_programs( gl_program_t *ids ) {\n" );12.20 for( program_ptr = data->programs, i=0; program_ptr != NULL; program_ptr = program_ptr->next, i++ ) {12.21 program_t program = program_ptr->data;12.22 @@ -494,6 +499,7 @@12.23 }12.24 }12.25 }12.26 +12.27 fprintf( f, "}\n" );12.29 fclose(f);
.