From 311df31fb1bd6805344d2d07c0b43a398efbc14b Mon Sep 17 00:00:00 2001 From: Michael Lutz Date: Wed, 24 Feb 2021 23:06:56 +0100 Subject: Codechange: [OpenGL] Load all OpenGL functions dynamically. --- src/video/opengl.cpp | 334 +++++++++++++++++++++++++++++--------------------- src/video/win32_v.cpp | 9 +- 2 files changed, 204 insertions(+), 139 deletions(-) (limited to 'src') diff --git a/src/video/opengl.cpp b/src/video/opengl.cpp index 9a181cf91..e466e506d 100644 --- a/src/video/opengl.cpp +++ b/src/video/opengl.cpp @@ -51,9 +51,30 @@ #define GL(function) static decltype(&function) _ ## function +GL(glGetString); +GL(glGetIntegerv); +GL(glGetError); GL(glDebugMessageControl); 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(glGenBuffers); @@ -162,7 +183,7 @@ static bool IsOpenGLExtensionSupported(const char *extension) if (glGetStringi != nullptr) { /* New style: Each supported extension can be queried and compared independently. */ GLint num_exts; - glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts); + _glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts); for (GLint i = 0; i < num_exts; i++) { const char *entry = (const char *)glGetStringi(GL_EXTENSIONS, i); @@ -170,7 +191,7 @@ static bool IsOpenGLExtensionSupported(const char *extension) } } else { /* 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; @@ -205,6 +226,39 @@ static bool BindGLProc(F &f, const char *name) 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. */ static bool BindTextureExtensions() { @@ -393,8 +447,8 @@ void SetupDebugOutput() if (_glDebugMessageControl != nullptr && _glDebugMessageCallback != nullptr) { /* Enable debug output. As synchronous debug output costs performance, we only enable it with a high debug level. */ - glEnable(GL_DEBUG_OUTPUT); - if (_debug_driver_level >= 8) glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); + _glEnable(GL_DEBUG_OUTPUT); + if (_debug_driver_level >= 8) _glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); _glDebugMessageCallback(&DebugOutputCallback, nullptr); /* Enable all messages on highest debug level.*/ @@ -443,9 +497,6 @@ OpenGLBackend::OpenGLBackend() : cursor_cache(MAX_CACHED_CURSORS) */ OpenGLBackend::~OpenGLBackend() { - ClearCursorCache(); - OpenGLSprite::Destroy(); - if (_glDeleteProgram != nullptr) { _glDeleteProgram(this->remap_program); _glDeleteProgram(this->vid_program); @@ -458,9 +509,14 @@ OpenGLBackend::~OpenGLBackend() _glDeleteBuffers(1, &this->vid_pbo); _glDeleteBuffers(1, &this->anim_pbo); } - glDeleteTextures(1, &this->vid_texture); - glDeleteTextures(1, &this->anim_texture); - glDeleteTextures(1, &this->pal_texture); + if (_glDeleteTextures != nullptr) { + ClearCursorCache(); + 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() { + if (!BindBasicInfoProcs()) return "OpenGL not supported"; + /* Always query the supported OpenGL version as the current context might have changed. */ - const char *ver = (const char *)glGetString(GL_VERSION); - const char *vend = (const char *)glGetString(GL_VENDOR); - const char *renderer = (const char *)glGetString(GL_RENDERER); + const char *ver = (const char *)_glGetString(GL_VERSION); + const char *vend = (const char *)_glGetString(GL_VENDOR); + const char *renderer = (const char *)_glGetString(GL_RENDERER); 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_minor_ver = minor != nullptr ? atoi(minor + 1) : 0; + if (!BindBasicOpenGLProcs()) return "Failed to bind basic OpenGL functions."; + SetupDebugOutput(); /* OpenGL 1.3 is the absolute minimum. */ @@ -525,46 +585,46 @@ const char *OpenGLBackend::Init() /* Check available texture units. */ 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"; - 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"; /* Setup video buffer texture. */ - glGenTextures(1, &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_MAG_FILTER, GL_NEAREST); - 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_T, GL_CLAMP_TO_EDGE); - glBindTexture(GL_TEXTURE_2D, 0); - if (glGetError() != GL_NO_ERROR) return "Can't generate video buffer texture"; + _glGenTextures(1, &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_MAG_FILTER, GL_NEAREST); + _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_T, GL_CLAMP_TO_EDGE); + _glBindTexture(GL_TEXTURE_2D, 0); + if (_glGetError() != GL_NO_ERROR) return "Can't generate video buffer texture"; /* Setup video buffer texture. */ - glGenTextures(1, &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_MAG_FILTER, GL_NEAREST); - 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_T, GL_CLAMP_TO_EDGE); - glBindTexture(GL_TEXTURE_2D, 0); - if (glGetError() != GL_NO_ERROR) return "Can't generate animation buffer texture"; + _glGenTextures(1, &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_MAG_FILTER, GL_NEAREST); + _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_T, GL_CLAMP_TO_EDGE); + _glBindTexture(GL_TEXTURE_2D, 0); + if (_glGetError() != GL_NO_ERROR) return "Can't generate animation buffer texture"; /* Setup palette texture. */ - glGenTextures(1, &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_MAG_FILTER, GL_NEAREST); - 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_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); - glBindTexture(GL_TEXTURE_1D, 0); - if (glGetError() != GL_NO_ERROR) return "Can't generate palette lookup texture"; + _glGenTextures(1, &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_MAG_FILTER, GL_NEAREST); + _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_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); + _glBindTexture(GL_TEXTURE_1D, 0); + if (_glGetError() != GL_NO_ERROR) return "Can't generate palette lookup texture"; /* Bind uniforms in rendering shader program. */ 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(remap_location, 2); // Texture unit 2. _glUniform1i(pal_location, 3); // Texture unit 3. - (void)glGetError(); // Clear errors. + (void)_glGetError(); // Clear errors. /* Create pixel buffer object as video buffer storage. */ _glGenBuffers(1, &this->vid_pbo); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo); _glGenBuffers(1, &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 * the corresponding state in a vertex array object. */ @@ -644,7 +704,7 @@ const char *OpenGLBackend::Init() _glGenBuffers(1, &this->vbo_quad); _glBindBuffer(GL_ARRAY_BUFFER, this->vbo_quad); _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. */ 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"; this->PrepareContext(); - (void)glGetError(); // Clear errors. + (void)_glGetError(); // Clear errors. return nullptr; } void OpenGLBackend::PrepareContext() { - glClearColor(0.0f, 0.0f, 0.0f, 1.0f); - glDisable(GL_DEPTH_TEST); + _glClearColor(0.0f, 0.0f, 0.0f, 1.0f); + _glDisable(GL_DEPTH_TEST); /* Enable alpha blending using the src alpha factor. */ - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + _glEnable(GL_BLEND); + _glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } /** @@ -725,7 +785,7 @@ static bool VerifyProgram(GLuint program) */ 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; 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 pitch = Align(w, 4); - glViewport(0, 0, w, h); + _glViewport(0, 0, w, h); this->vid_buffer = nullptr; if (this->persistent_mapping_supported) { @@ -853,14 +913,14 @@ bool OpenGLBackend::Resize(int w, int h, bool force) _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); _glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, this->vid_texture); + _glBindTexture(GL_TEXTURE_2D, this->vid_texture); switch (bpp) { 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; 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; } @@ -878,8 +938,8 @@ bool OpenGLBackend::Resize(int w, int h, bool force) } _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); - glBindTexture(GL_TEXTURE_2D, this->anim_texture); - glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr); + _glBindTexture(GL_TEXTURE_2D, this->anim_texture); + _glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr); } else { if (this->anim_buffer != nullptr) { _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. */ uint dummy = 0; - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - glBindTexture(GL_TEXTURE_2D, this->anim_texture); - glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, 1, 1, 0, GL_RED, GL_UNSIGNED_BYTE, &dummy); + _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + _glBindTexture(GL_TEXTURE_2D, this->anim_texture); + _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. */ _screen.height = h; @@ -920,11 +980,11 @@ void OpenGLBackend::UpdatePalette(const Colour *pal, uint first, uint length) { assert(first + length <= 256); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); _glActiveTexture(GL_TEXTURE1); - 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); + _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); } /** @@ -932,19 +992,19 @@ void OpenGLBackend::UpdatePalette(const Colour *pal, uint first, uint length) */ void OpenGLBackend::Paint() { - glClear(GL_COLOR_BUFFER_BIT); + _glClear(GL_COLOR_BUFFER_BIT); - glDisable(GL_BLEND); + _glDisable(GL_BLEND); /* Blit video buffer to screen. */ _glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, this->vid_texture); + _glBindTexture(GL_TEXTURE_2D, this->vid_texture); _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? */ if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) { _glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, this->anim_texture); + _glBindTexture(GL_TEXTURE_2D, this->anim_texture); _glUseProgram(this->remap_program); _glUniform4f(this->remap_sprite_loc, 0.0f, 0.0f, 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); } _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. */ if (!IsEmptyRect(update_rect)) { _glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, this->vid_texture); - glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch); + _glBindTexture(GL_TEXTURE_2D, this->vid_texture); + _glPixelStorei(GL_UNPACK_ROW_LENGTH, _screen.pitch); switch (BlitterFactory::GetCurrentBlitter()->GetScreenDepth()) { 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; 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; } @@ -1107,9 +1167,9 @@ void OpenGLBackend::ReleaseAnimBuffer(const Rect &update_rect) /* Update changed rect of the video buffer texture. */ if (update_rect.left != update_rect.right) { _glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, this->anim_texture); - 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)); + _glBindTexture(GL_TEXTURE_2D, this->anim_texture); + _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)); #ifndef NO_GL_BUFFER_SYNC 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. */ bool rgb = gl_sprite->BindTextures(); _glActiveTexture(GL_TEXTURE0 + 1); - glBindTexture(GL_TEXTURE_1D, this->pal_texture); + _glBindTexture(GL_TEXTURE_1D, this->pal_texture); /* Set palette remap. */ _glActiveTexture(GL_TEXTURE0 + 3); if (pal != PAL_NONE) { - glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_tex); + _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_tex); if (pal != this->last_sprite_pal) { /* Different remap palette in use, update texture. */ _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); - 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); this->last_sprite_pal = pal; } } else { - glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_identity); + _glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_identity); } /* 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); _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() { - glGenTextures(NUM_TEX, OpenGLSprite::dummy_tex); + _glGenTextures(NUM_TEX, OpenGLSprite::dummy_tex); 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_MAG_FILTER, GL_NEAREST); - 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_T, GL_CLAMP_TO_EDGE); + _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_MAX_LEVEL, 0); + _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); /* Load dummy RGBA texture. */ const Colour rgb_pixel(0, 0, 0); - 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); + _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); /* Load dummy remap texture. */ const uint pal = 0; - 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); + _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); /* Create palette remap textures. */ std::array identity_pal; std::iota(std::begin(identity_pal), std::end(identity_pal), 0); /* Permanent texture for identity remap. */ - glGenTextures(1, &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_MAG_FILTER, GL_NEAREST); - 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_T, GL_CLAMP_TO_EDGE); - glTexImage1D(GL_TEXTURE_1D, 0, GL_R8, 256, 0, GL_RED, GL_UNSIGNED_BYTE, identity_pal.data()); + _glGenTextures(1, &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_MAG_FILTER, GL_NEAREST); + _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_T, GL_CLAMP_TO_EDGE); + _glTexImage1D(GL_TEXTURE_1D, 0, GL_R8, 256, 0, GL_RED, GL_UNSIGNED_BYTE, identity_pal.data()); /* Dynamically updated texture for remaps. */ - glGenTextures(1, &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_MAG_FILTER, GL_NEAREST); - 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_T, GL_CLAMP_TO_EDGE); - glTexImage1D(GL_TEXTURE_1D, 0, GL_R8, 256, 0, GL_RED, GL_UNSIGNED_BYTE, identity_pal.data()); + _glGenTextures(1, &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_MAG_FILTER, GL_NEAREST); + _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_T, GL_CLAMP_TO_EDGE); + _glTexImage1D(GL_TEXTURE_1D, 0, GL_R8, 256, 0, GL_RED, GL_UNSIGNED_BYTE, identity_pal.data()); /* Pixel buffer for remap updates. */ _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); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); - return glGetError() == GL_NO_ERROR; + return _glGetError() == GL_NO_ERROR; } /** Free all common resources for sprite rendering. */ /* static */ void OpenGLSprite::Destroy() { - glDeleteTextures(NUM_TEX, OpenGLSprite::dummy_tex); - glDeleteTextures(1, &OpenGLSprite::pal_identity); - glDeleteTextures(1, &OpenGLSprite::pal_tex); + _glDeleteTextures(NUM_TEX, OpenGLSprite::dummy_tex); + _glDeleteTextures(1, &OpenGLSprite::pal_identity); + _glDeleteTextures(1, &OpenGLSprite::pal_tex); 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) { assert(levels > 0); - (void)glGetError(); + (void)_glGetError(); this->dim.width = width; 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; /* Allocate texture. */ - glGenTextures(1, &this->tex[t]); - glBindTexture(GL_TEXTURE_2D, this->tex[t]); + _glGenTextures(1, &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_MAG_FILTER, GL_NEAREST); - 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_T, GL_CLAMP_TO_EDGE); + _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_MAX_LEVEL, levels - 1); + _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + _glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); /* Set size. */ for (uint i = 0, w = width, h = height; i < levels; i++, w /= 2, h /= 2) { assert(w * h != 0); 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 { - 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() { - 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); _glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + _glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); if (this->tex[TEX_RGBA] != 0) { /* Unpack pixel data */ @@ -1343,8 +1403,8 @@ void OpenGLSprite::Update(uint width, uint height, uint level, const SpriteLoade rgba[i].a = data[i].a; } - 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); + _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); } 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]); - glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, buf_pal.GetBuffer()); + _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()); } - assert(glGetError() == GL_NO_ERROR); + assert(_glGetError() == GL_NO_ERROR); } /** @@ -1384,9 +1444,9 @@ inline Dimension OpenGLSprite::GetSize(ZoomLevel level) const bool OpenGLSprite::BindTextures() { _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); - 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; } diff --git a/src/video/win32_v.cpp b/src/video/win32_v.cpp index e6b5898ca..131a991f3 100644 --- a/src/video/win32_v.cpp +++ b/src/video/win32_v.cpp @@ -1285,10 +1285,15 @@ static PFNWGLCREATECONTEXTATTRIBSARBPROC _wglCreateContextAttribsARB = nullptr; static PFNWGLSWAPINTERVALEXTPROC _wglSwapIntervalEXT = nullptr; 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) { - return reinterpret_cast(wglGetProcAddress(proc)); + OGLProc ret = reinterpret_cast(wglGetProcAddress(proc)); + if (ret == nullptr) { + /* Non-extension GL function? Try normal loading. */ + ret = reinterpret_cast(GetProcAddress(GetModuleHandle(L"opengl32"), proc)); + } + return ret; } /** -- cgit v1.2.3-70-g09d2