Add backends
- Renamed GfxOpenGL to GfxOPenGL2 - Added GfxOpenGL3 backend for OpenGL 3.3+ - Added WIP DirectX9 backend - Added structure for Citro3D - Added linear Allocator
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46
backends/source/gl-helper.cpp
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46
backends/source/gl-helper.cpp
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#include <glad/glad.h>
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#include <iostream>
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#include <pd_system/gl-helper.hpp>
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namespace PD {
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GLuint compileShader(const char* src, GLenum type) {
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &src, nullptr);
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glCompileShader(shader);
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GLint success;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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char infoLog[512];
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glGetShaderInfoLog(shader, 512, nullptr, infoLog);
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std::cerr << "Shader Compilation Error: " << infoLog << std::endl;
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}
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return shader;
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}
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u32 CreateShaderProgram(const char* vert, const char* frag) {
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GLuint vertexShader = compileShader(vert, GL_VERTEX_SHADER);
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GLuint fragmentShader = compileShader(frag, GL_FRAGMENT_SHADER);
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GLuint shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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GLint success;
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if (!success) {
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char infoLog[512];
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glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);
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std::cerr << "Shader Program Linking Error: " << infoLog << std::endl;
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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if (success) PDLOG("Shader [{}] compiled sucessfully", shaderProgram);
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return shaderProgram;
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}
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} // namespace PD
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