Switch to the ARB apis and add capability and compile/link status checking.
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@@ -86,10 +86,12 @@ namespace OpenRA.Renderer.Glsl
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Gl.glEnableClientState( Gl.GL_TEXTURE_COORD_ARRAY );
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CheckGlError();
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Gl.glEnable(Gl.GL_BLEND);
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Gl.glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE_MINUS_SRC_ALPHA);
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Sdl.SDL_SetModState( 0 ); // i have had enough.
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var extensions = Gl.glGetString(Gl.GL_EXTENSIONS);
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if (!extensions.Contains("GL_ARB_vertex_shader") || !extensions.Contains("GL_ARB_fragment_shader"))
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throw new InvalidProgramException("Unsupported GPU. OpenRA requires the GL_ARB_vertex_shader and GL_ARB_fragment_shader extensions.");
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}
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public void EnableScissor( int left, int top, int width, int height )
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@@ -30,41 +30,58 @@ namespace OpenRA.Renderer.Glsl
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using (var file = new StreamReader(FileSystem.Open("glsl{0}{1}.vert".F(Path.DirectorySeparatorChar, type))))
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vertexCode = file.ReadToEnd();
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int v = Gl.glCreateShader(Gl.GL_VERTEX_SHADER);
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int v = Gl.glCreateShaderObjectARB(Gl.GL_VERTEX_SHADER_ARB);
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GraphicsDevice.CheckGlError();
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Gl.glShaderSourceARB(v,1,new string[]{vertexCode},null);
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GraphicsDevice.CheckGlError();
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Gl.glCompileShaderARB(v);
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GraphicsDevice.CheckGlError();
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Gl.glShaderSource(v,1,new string[]{vertexCode},null);
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GraphicsDevice.CheckGlError();
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Gl.glCompileShader(v);
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int success;
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Gl.glGetObjectParameterivARB(v, Gl.GL_OBJECT_COMPILE_STATUS_ARB, out success);
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GraphicsDevice.CheckGlError();
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if (success == 0)
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throw new InvalidProgramException("Compile error in {0}{1}.vert".F(Path.DirectorySeparatorChar, type));
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// Fragment shader
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string fragmentCode;
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using (var file = new StreamReader(FileSystem.Open("glsl{0}{1}.frag".F(Path.DirectorySeparatorChar, type))))
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fragmentCode = file.ReadToEnd();
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int f = Gl.glCreateShader(Gl.GL_FRAGMENT_SHADER);
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int f = Gl.glCreateShaderObjectARB(Gl.GL_FRAGMENT_SHADER_ARB);
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GraphicsDevice.CheckGlError();
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Gl.glShaderSource(f,1,new string[]{fragmentCode},null);
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Gl.glShaderSourceARB(f,1,new string[]{fragmentCode},null);
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GraphicsDevice.CheckGlError();
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Gl.glCompileShader(f);
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Gl.glCompileShaderARB(f);
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GraphicsDevice.CheckGlError();
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Gl.glGetObjectParameterivARB(f, Gl.GL_OBJECT_COMPILE_STATUS_ARB, out success);
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GraphicsDevice.CheckGlError();
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if (success == 0)
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throw new InvalidProgramException("Compile error in glsl{0}{1}.frag".F(Path.DirectorySeparatorChar, type));
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// Assemble program
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program = Gl.glCreateProgram();
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program = Gl.glCreateProgramObjectARB();
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GraphicsDevice.CheckGlError();
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Gl.glAttachShader(program,v);
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Gl.glAttachObjectARB(program,v);
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GraphicsDevice.CheckGlError();
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Gl.glAttachShader(program,f);
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Gl.glAttachObjectARB(program,f);
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GraphicsDevice.CheckGlError();
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Gl.glLinkProgram(program);
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Gl.glLinkProgramARB(program);
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GraphicsDevice.CheckGlError();
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Gl.glUseProgram(program);
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Gl.glGetObjectParameterivARB(program, Gl.GL_OBJECT_LINK_STATUS_ARB, out success);
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GraphicsDevice.CheckGlError();
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if (success == 0)
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throw new InvalidProgramException("Linking error in {0} shader".F(type));
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Gl.glUseProgramObjectARB(program);
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GraphicsDevice.CheckGlError();
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int numUniforms;
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Gl.glGetProgramiv( program, Gl.GL_ACTIVE_UNIFORMS, out numUniforms );
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Gl.glGetObjectParameterivARB( program, Gl.GL_ACTIVE_UNIFORMS, out numUniforms );
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GraphicsDevice.CheckGlError();
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int nextTexUnit = 1;
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@@ -72,12 +89,12 @@ namespace OpenRA.Renderer.Glsl
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{
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int uLen, uSize, uType;
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var sb = new StringBuilder(128);
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Gl.glGetActiveUniform( program, i, 128, out uLen, out uSize, out uType, sb );
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Gl.glGetActiveUniformARB( program, i, 128, out uLen, out uSize, out uType, sb );
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GraphicsDevice.CheckGlError();
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if( uType == Gl.GL_SAMPLER_2D )
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if( uType == Gl.GL_SAMPLER_2D_ARB )
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{
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samplers.Add( sb.ToString(), nextTexUnit );
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Gl.glUniform1i( i, nextTexUnit );
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Gl.glUniform1iARB( i, nextTexUnit );
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++nextTexUnit;
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}
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}
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@@ -85,36 +102,43 @@ namespace OpenRA.Renderer.Glsl
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public void Render(Action a)
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{
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Gl.glUseProgram(program);
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Gl.glUseProgramObjectARB(program);
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GraphicsDevice.CheckGlError();
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// Todo: Only enable alpha blending if we need it
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Gl.glEnable(Gl.GL_BLEND);
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GraphicsDevice.CheckGlError();
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Gl.glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE_MINUS_SRC_ALPHA);
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GraphicsDevice.CheckGlError();
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a();
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GraphicsDevice.CheckGlError();
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Gl.glDisable(Gl.GL_BLEND);
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GraphicsDevice.CheckGlError();
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}
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public void SetValue(string name, ITexture t)
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{
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if( t == null ) return;
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Gl.glUseProgram(program);
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Gl.glUseProgramObjectARB(program);
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GraphicsDevice.CheckGlError();
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var texture = (Texture)t;
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int texUnit;
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if( samplers.TryGetValue( name, out texUnit ) )
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{
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Gl.glActiveTexture( Gl.GL_TEXTURE0 + texUnit );
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Gl.glActiveTextureARB( Gl.GL_TEXTURE0_ARB + texUnit );
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GraphicsDevice.CheckGlError();
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Gl.glBindTexture( Gl.GL_TEXTURE_2D, texture.texture );
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GraphicsDevice.CheckGlError();
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Gl.glActiveTexture( Gl.GL_TEXTURE0 );
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Gl.glActiveTextureARB( Gl.GL_TEXTURE0_ARB );
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}
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}
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public void SetValue(string name, float x, float y)
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{
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Gl.glUseProgram(program);
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Gl.glUseProgramObjectARB(program);
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GraphicsDevice.CheckGlError();
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int param = Gl.glGetUniformLocation(program, name);
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int param = Gl.glGetUniformLocationARB(program, name);
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GraphicsDevice.CheckGlError();
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Gl.glUniform2f(param,x,y);
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Gl.glUniform2fARB(param,x,y);
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GraphicsDevice.CheckGlError();
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}
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@@ -1,4 +0,0 @@
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void main()
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{
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gl_FragColor = vec4(0.4,0.4,0.8,1.0);
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}
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