Switch to the ARB apis and add capability and compile/link status checking.

This commit is contained in:
Paul Chote
2010-11-12 18:50:56 +13:00
parent 9a1ce6945b
commit 493631cd90
3 changed files with 52 additions and 30 deletions

View File

@@ -86,10 +86,12 @@ namespace OpenRA.Renderer.Glsl
Gl.glEnableClientState( Gl.GL_TEXTURE_COORD_ARRAY );
CheckGlError();
Gl.glEnable(Gl.GL_BLEND);
Gl.glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE_MINUS_SRC_ALPHA);
Sdl.SDL_SetModState( 0 ); // i have had enough.
var extensions = Gl.glGetString(Gl.GL_EXTENSIONS);
if (!extensions.Contains("GL_ARB_vertex_shader") || !extensions.Contains("GL_ARB_fragment_shader"))
throw new InvalidProgramException("Unsupported GPU. OpenRA requires the GL_ARB_vertex_shader and GL_ARB_fragment_shader extensions.");
}
public void EnableScissor( int left, int top, int width, int height )

View File

@@ -30,41 +30,58 @@ namespace OpenRA.Renderer.Glsl
using (var file = new StreamReader(FileSystem.Open("glsl{0}{1}.vert".F(Path.DirectorySeparatorChar, type))))
vertexCode = file.ReadToEnd();
int v = Gl.glCreateShader(Gl.GL_VERTEX_SHADER);
int v = Gl.glCreateShaderObjectARB(Gl.GL_VERTEX_SHADER_ARB);
GraphicsDevice.CheckGlError();
Gl.glShaderSourceARB(v,1,new string[]{vertexCode},null);
GraphicsDevice.CheckGlError();
Gl.glCompileShaderARB(v);
GraphicsDevice.CheckGlError();
Gl.glShaderSource(v,1,new string[]{vertexCode},null);
GraphicsDevice.CheckGlError();
Gl.glCompileShader(v);
int success;
Gl.glGetObjectParameterivARB(v, Gl.GL_OBJECT_COMPILE_STATUS_ARB, out success);
GraphicsDevice.CheckGlError();
if (success == 0)
throw new InvalidProgramException("Compile error in {0}{1}.vert".F(Path.DirectorySeparatorChar, type));
// Fragment shader
string fragmentCode;
using (var file = new StreamReader(FileSystem.Open("glsl{0}{1}.frag".F(Path.DirectorySeparatorChar, type))))
fragmentCode = file.ReadToEnd();
int f = Gl.glCreateShader(Gl.GL_FRAGMENT_SHADER);
int f = Gl.glCreateShaderObjectARB(Gl.GL_FRAGMENT_SHADER_ARB);
GraphicsDevice.CheckGlError();
Gl.glShaderSource(f,1,new string[]{fragmentCode},null);
Gl.glShaderSourceARB(f,1,new string[]{fragmentCode},null);
GraphicsDevice.CheckGlError();
Gl.glCompileShader(f);
Gl.glCompileShaderARB(f);
GraphicsDevice.CheckGlError();
Gl.glGetObjectParameterivARB(f, Gl.GL_OBJECT_COMPILE_STATUS_ARB, out success);
GraphicsDevice.CheckGlError();
if (success == 0)
throw new InvalidProgramException("Compile error in glsl{0}{1}.frag".F(Path.DirectorySeparatorChar, type));
// Assemble program
program = Gl.glCreateProgram();
program = Gl.glCreateProgramObjectARB();
GraphicsDevice.CheckGlError();
Gl.glAttachShader(program,v);
Gl.glAttachObjectARB(program,v);
GraphicsDevice.CheckGlError();
Gl.glAttachShader(program,f);
Gl.glAttachObjectARB(program,f);
GraphicsDevice.CheckGlError();
Gl.glLinkProgram(program);
Gl.glLinkProgramARB(program);
GraphicsDevice.CheckGlError();
Gl.glUseProgram(program);
Gl.glGetObjectParameterivARB(program, Gl.GL_OBJECT_LINK_STATUS_ARB, out success);
GraphicsDevice.CheckGlError();
if (success == 0)
throw new InvalidProgramException("Linking error in {0} shader".F(type));
Gl.glUseProgramObjectARB(program);
GraphicsDevice.CheckGlError();
int numUniforms;
Gl.glGetProgramiv( program, Gl.GL_ACTIVE_UNIFORMS, out numUniforms );
Gl.glGetObjectParameterivARB( program, Gl.GL_ACTIVE_UNIFORMS, out numUniforms );
GraphicsDevice.CheckGlError();
int nextTexUnit = 1;
@@ -72,12 +89,12 @@ namespace OpenRA.Renderer.Glsl
{
int uLen, uSize, uType;
var sb = new StringBuilder(128);
Gl.glGetActiveUniform( program, i, 128, out uLen, out uSize, out uType, sb );
Gl.glGetActiveUniformARB( program, i, 128, out uLen, out uSize, out uType, sb );
GraphicsDevice.CheckGlError();
if( uType == Gl.GL_SAMPLER_2D )
if( uType == Gl.GL_SAMPLER_2D_ARB )
{
samplers.Add( sb.ToString(), nextTexUnit );
Gl.glUniform1i( i, nextTexUnit );
Gl.glUniform1iARB( i, nextTexUnit );
++nextTexUnit;
}
}
@@ -85,36 +102,43 @@ namespace OpenRA.Renderer.Glsl
public void Render(Action a)
{
Gl.glUseProgram(program);
Gl.glUseProgramObjectARB(program);
GraphicsDevice.CheckGlError();
// Todo: Only enable alpha blending if we need it
Gl.glEnable(Gl.GL_BLEND);
GraphicsDevice.CheckGlError();
Gl.glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE_MINUS_SRC_ALPHA);
GraphicsDevice.CheckGlError();
a();
GraphicsDevice.CheckGlError();
Gl.glDisable(Gl.GL_BLEND);
GraphicsDevice.CheckGlError();
}
public void SetValue(string name, ITexture t)
{
if( t == null ) return;
Gl.glUseProgram(program);
Gl.glUseProgramObjectARB(program);
GraphicsDevice.CheckGlError();
var texture = (Texture)t;
int texUnit;
if( samplers.TryGetValue( name, out texUnit ) )
{
Gl.glActiveTexture( Gl.GL_TEXTURE0 + texUnit );
Gl.glActiveTextureARB( Gl.GL_TEXTURE0_ARB + texUnit );
GraphicsDevice.CheckGlError();
Gl.glBindTexture( Gl.GL_TEXTURE_2D, texture.texture );
GraphicsDevice.CheckGlError();
Gl.glActiveTexture( Gl.GL_TEXTURE0 );
Gl.glActiveTextureARB( Gl.GL_TEXTURE0_ARB );
}
}
public void SetValue(string name, float x, float y)
{
Gl.glUseProgram(program);
Gl.glUseProgramObjectARB(program);
GraphicsDevice.CheckGlError();
int param = Gl.glGetUniformLocation(program, name);
int param = Gl.glGetUniformLocationARB(program, name);
GraphicsDevice.CheckGlError();
Gl.glUniform2f(param,x,y);
Gl.glUniform2fARB(param,x,y);
GraphicsDevice.CheckGlError();
}

View File

@@ -1,4 +0,0 @@
void main()
{
gl_FragColor = vec4(0.4,0.4,0.8,1.0);
}