mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-06-14 00:58:51 +02:00
using of vao, warning: ARB_vertex_array_object is needed
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
This commit is contained in:
@ -108,7 +108,9 @@ namespace OGL
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// ----------------------------
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static int s_fps = 0;
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static GLuint s_ShowEFBCopyRegions_VBO = 0;
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static GLuint s_ShowEFBCopyRegions_VAO = 0;
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static GLuint s_Swap_VBO = 0;
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static GLuint s_Swap_VAO[2];
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static TargetRectangle s_cached_targetRc;
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static RasterFont* s_pfont = NULL;
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@ -322,6 +324,13 @@ Renderer::Renderer()
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bSuccess = false;
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}
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if (!GLEW_ARB_vertex_array_object)
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{
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ERROR_LOG(VIDEO, "GPU: OGL ERROR: Need GL_ARB_vertex_array_object.\n"
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"GPU: Does your video card support OpenGL 3.0?");
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bSuccess = false;
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}
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s_bHaveFramebufferBlit = strstr(ptoken, "GL_EXT_framebuffer_blit") != NULL;
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s_bHaveCoverageMSAA = strstr(ptoken, "GL_NV_framebuffer_multisample_coverage") != NULL;
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@ -466,7 +475,33 @@ Renderer::Renderer()
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// creating buffers
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glGenBuffers(1, &s_ShowEFBCopyRegions_VBO);
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glGenVertexArrays(1, &s_ShowEFBCopyRegions_VAO);
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glBindBuffer(GL_ARRAY_BUFFER, s_ShowEFBCopyRegions_VBO);
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glBindVertexArray( s_ShowEFBCopyRegions_VAO );
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glEnableClientState(GL_COLOR_ARRAY);
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glColorPointer (3, GL_FLOAT, sizeof(GLfloat)*5, (GLfloat*)NULL+2);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(2, GL_FLOAT, sizeof(GLfloat)*5, NULL);
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glGenBuffers(1, &s_Swap_VBO);
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glGenVertexArrays(2, s_Swap_VAO);
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glBindBuffer(GL_ARRAY_BUFFER, s_Swap_VBO);
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glBindVertexArray(s_Swap_VAO[0]);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, 7*sizeof(GLfloat), NULL);
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glClientActiveTexture(GL_TEXTURE0);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, 7*sizeof(GLfloat), (GLfloat*)NULL+3);
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glBindVertexArray(s_Swap_VAO[1]);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, 7*sizeof(GLfloat), NULL);
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glClientActiveTexture(GL_TEXTURE0);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, 7*sizeof(GLfloat), (GLfloat*)NULL+3);
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glClientActiveTexture(GL_TEXTURE1);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, 7*sizeof(GLfloat), (GLfloat*)NULL+5);
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glStencilFunc(GL_ALWAYS, 0, 0);
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glBlendFunc(GL_ONE, GL_ONE);
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@ -506,7 +541,9 @@ Renderer::~Renderer()
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UpdateActiveConfig();
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glDeleteBuffers(1, &s_ShowEFBCopyRegions_VBO);
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glDeleteVertexArrays(1, &s_ShowEFBCopyRegions_VAO);
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glDeleteBuffers(1, &s_Swap_VBO);
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glDeleteVertexArrays(2, s_Swap_VAO);
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s_ShowEFBCopyRegions_VBO = 0;
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delete s_pfont;
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@ -657,28 +694,11 @@ void Renderer::DrawDebugInfo()
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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// disable all pointer, TODO: use VAO
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glEnableClientState(GL_VERTEX_ARRAY);
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glDisableVertexAttribArray(SHADER_POSMTX_ATTRIB);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableVertexAttribArray(SHADER_NORM1_ATTRIB);
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glDisableVertexAttribArray(SHADER_NORM2_ATTRIB);
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glEnableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_SECONDARY_COLOR_ARRAY);
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for(int i=0; i<8; i++) {
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glClientActiveTexture(GL_TEXTURE0 + i);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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glColorPointer (3, GL_FLOAT, sizeof(GLfloat)*5, (GLfloat*)NULL+2);
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glVertexPointer(2, GL_FLOAT, sizeof(GLfloat)*5, NULL);
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glBindVertexArray( s_ShowEFBCopyRegions_VAO );
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glDrawArrays(GL_LINES, 0, stats.efb_regions.size() * 2*6);
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// Restore Line Size
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glLineWidth(lSize);
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// disable buffer TODO: remove this, after everting is in vbo
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// Clear stored regions
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stats.efb_regions.clear();
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@ -1252,41 +1272,10 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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glBufferData(GL_ARRAY_BUFFER, 4*7*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
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s_cached_targetRc = targetRc;
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} else {
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// TODO: remove this after switch to VAO
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glBindBuffer(GL_ARRAY_BUFFER, s_Swap_VBO);
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}
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// disable all pointer, TODO: use VAO
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glEnableClientState(GL_VERTEX_ARRAY);
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glDisableVertexAttribArray(SHADER_POSMTX_ATTRIB);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableVertexAttribArray(SHADER_NORM1_ATTRIB);
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glDisableVertexAttribArray(SHADER_NORM2_ATTRIB);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_SECONDARY_COLOR_ARRAY);
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glClientActiveTexture(GL_TEXTURE0);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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for(int i=1; i<8; i++) {
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glClientActiveTexture(GL_TEXTURE0 + i);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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if (applyShader)
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{
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glClientActiveTexture(GL_TEXTURE1);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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glVertexPointer(3, GL_FLOAT, 7*sizeof(GLfloat), NULL);
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glClientActiveTexture(GL_TEXTURE0);
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glTexCoordPointer(2, GL_FLOAT, 7*sizeof(GLfloat), (GLfloat*)NULL+3);
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glClientActiveTexture(GL_TEXTURE1);
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glTexCoordPointer(2, GL_FLOAT, 7*sizeof(GLfloat), (GLfloat*)NULL+5);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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// TODO: also remove this
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(s_Swap_VAO[applyShader]);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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if(applyShader)
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PixelShaderCache::DisableShader();
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