start moving common parts of the renderer into OpenRA.Renderer.SdlCommon
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@@ -15,6 +15,7 @@ using System.IO;
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using System.Linq;
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using System.Runtime.InteropServices;
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using OpenRA.FileFormats.Graphics;
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using OpenRA.Renderer.SdlCommon;
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using Tao.OpenGl;
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using Tao.Sdl;
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@@ -37,43 +38,6 @@ namespace OpenRA.Renderer.Glsl
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public Size WindowSize { get { return windowSize; } }
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public enum GlError
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{
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GL_NO_ERROR = Gl.GL_NO_ERROR,
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GL_INVALID_ENUM = Gl.GL_INVALID_ENUM,
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GL_INVALID_VALUE = Gl.GL_INVALID_VALUE,
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GL_STACK_OVERFLOW = Gl.GL_STACK_OVERFLOW,
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GL_STACK_UNDERFLOW = Gl.GL_STACK_UNDERFLOW,
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GL_OUT_OF_MEMORY = Gl.GL_OUT_OF_MEMORY,
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GL_TABLE_TOO_LARGE = Gl.GL_TABLE_TOO_LARGE,
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GL_INVALID_OPERATION = Gl.GL_INVALID_OPERATION,
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}
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internal static void CheckGlError()
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{
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var n = Gl.glGetError();
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if( n != Gl.GL_NO_ERROR )
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{
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var error = "GL Error: {0}\n{1}".F((GlError)n, new StackTrace());
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WriteGraphicsLog(error);
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throw new InvalidOperationException("OpenGL Error: See graphics.log for details.");
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}
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}
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static void WriteGraphicsLog(string message)
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{
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Log.AddChannel("graphics", "graphics.log");
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Log.Write("graphics", message);
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Log.Write("graphics", "");
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Log.Write("graphics", "OpenGL Information:");
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Log.Write("graphics", "Vendor: {0}", Gl.glGetString(Gl.GL_VENDOR));
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Log.Write("graphics", "Renderer: {0}", Gl.glGetString(Gl.GL_RENDERER));
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Log.Write("graphics", "GL Version: {0}", Gl.glGetString(Gl.GL_VERSION));
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Log.Write("graphics", "Shader Version: {0}", Gl.glGetString(Gl.GL_SHADING_LANGUAGE_VERSION));
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Log.Write("graphics", "Available extensions:");
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Log.Write("graphics", Gl.glGetString(Gl.GL_EXTENSIONS));
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}
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public GraphicsDevice( Size size, WindowMode window, bool vsync )
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{
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Console.WriteLine("Using Gl renderer");
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@@ -118,7 +82,7 @@ namespace OpenRA.Renderer.Glsl
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Sdl.SDL_EnableUNICODE( 1 );
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Sdl.SDL_EnableKeyRepeat( Sdl.SDL_DEFAULT_REPEAT_DELAY, Sdl.SDL_DEFAULT_REPEAT_INTERVAL );
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CheckGlError();
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ErrorHandler.CheckGlError();
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// Test for required extensions
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var required = new string[]
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@@ -136,20 +100,19 @@ namespace OpenRA.Renderer.Glsl
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if (missingExtensions.Any())
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{
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WriteGraphicsLog("Unsupported GPU: Missing extensions: {0}".F(string.Join(",", missingExtensions)));
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ErrorHandler.WriteGraphicsLog("Unsupported GPU: Missing extensions: {0}"
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.F(string.Join(",", missingExtensions)));
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throw new InvalidProgramException("Unsupported GPU. See graphics.log for details.");
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}
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windowSize = size;
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Gl.glEnableClientState( Gl.GL_VERTEX_ARRAY );
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CheckGlError();
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ErrorHandler.CheckGlError();
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Gl.glEnableClientState( Gl.GL_TEXTURE_COORD_ARRAY );
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CheckGlError();
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Sdl.SDL_SetModState( 0 );
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ErrorHandler.CheckGlError();
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Sdl.SDL_SetModState( 0 );
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}
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public void EnableScissor( int left, int top, int width, int height )
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@@ -157,23 +120,23 @@ namespace OpenRA.Renderer.Glsl
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if( width < 0 ) width = 0;
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if( height < 0 ) height = 0;
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Gl.glScissor( left, windowSize.Height - ( top + height ), width, height );
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CheckGlError();
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ErrorHandler.CheckGlError();
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Gl.glEnable( Gl.GL_SCISSOR_TEST );
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CheckGlError();
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ErrorHandler.CheckGlError();
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}
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public void DisableScissor()
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{
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Gl.glDisable( Gl.GL_SCISSOR_TEST );
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CheckGlError();
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ErrorHandler.CheckGlError();
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}
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public void Clear( Color c )
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{
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Gl.glClearColor( 0, 0, 0, 0 );
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CheckGlError();
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ErrorHandler.CheckGlError();
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Gl.glClear( Gl.GL_COLOR_BUFFER_BIT );
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CheckGlError();
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ErrorHandler.CheckGlError();
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}
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MouseButton lastButtonBits = (MouseButton)0;
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@@ -317,13 +280,13 @@ namespace OpenRA.Renderer.Glsl
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pendingMotion = null;
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}
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CheckGlError();
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ErrorHandler.CheckGlError();
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}
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public void DrawPrimitives( PrimitiveType pt, int firstVertex, int numVertices )
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{
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Gl.glDrawArrays( ModeFromPrimitiveType( pt ), firstVertex, numVertices );
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CheckGlError();
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ErrorHandler.CheckGlError();
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}
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static int ModeFromPrimitiveType( PrimitiveType pt )
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@@ -338,9 +301,9 @@ namespace OpenRA.Renderer.Glsl
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throw new NotImplementedException();
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}
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public IVertexBuffer<Vertex> CreateVertexBuffer( int size ) { return new VertexBuffer<Vertex>( this, size ); }
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public ITexture CreateTexture() { return new Texture( this ); }
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public ITexture CreateTexture( Bitmap bitmap ) { return new Texture( this, bitmap ); }
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public IVertexBuffer<Vertex> CreateVertexBuffer( int size ) { return new VertexBuffer<Vertex>( size ); }
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public ITexture CreateTexture() { return new Texture(); }
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public ITexture CreateTexture( Bitmap bitmap ) { return new Texture( bitmap ); }
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public IShader CreateShader( string name ) { return new Shader( this, name ); }
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public int GpuMemoryUsed { get; internal set; }
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