Files @ r26254:4dd185cf8a2d
Branch filter:

Location: cpp/openttd-patchpack/source/src/video/opengl.cpp

Theleruby
Merge with master
   1
   2
   3
   4
   5
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  59
  60
  61
  62
  63
  64
  65
  66
  67
  68
  69
  70
  71
  72
  73
  74
  75
  76
  77
  78
  79
  80
  81
  82
  83
  84
  85
  86
  87
  88
  89
  90
  91
  92
  93
  94
  95
  96
  97
  98
  99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 215
 216
 217
 218
 219
 220
 221
 222
 223
 224
 225
 226
 227
 228
 229
 230
 231
 232
 233
 234
 235
 236
 237
 238
 239
 240
 241
 242
 243
 244
 245
 246
 247
 248
 249
 250
 251
 252
 253
 254
 255
 256
 257
 258
 259
 260
 261
 262
 263
 264
 265
 266
 267
 268
 269
 270
 271
 272
 273
 274
 275
 276
 277
 278
 279
 280
 281
 282
 283
 284
 285
 286
 287
 288
 289
 290
 291
 292
 293
 294
 295
 296
 297
 298
 299
 300
 301
 302
 303
 304
 305
 306
 307
 308
 309
 310
 311
 312
 313
 314
 315
 316
 317
 318
 319
 320
 321
 322
 323
 324
 325
 326
 327
 328
 329
 330
 331
 332
 333
 334
 335
 336
 337
 338
 339
 340
 341
 342
 343
 344
 345
 346
 347
 348
 349
 350
 351
 352
 353
 354
 355
 356
 357
 358
 359
 360
 361
 362
 363
 364
 365
 366
 367
 368
 369
 370
 371
 372
 373
 374
 375
 376
 377
 378
 379
 380
 381
 382
 383
 384
 385
 386
 387
 388
 389
 390
 391
 392
 393
 394
 395
 396
 397
 398
 399
 400
 401
 402
 403
 404
 405
 406
 407
 408
 409
 410
 411
 412
 413
 414
 415
 416
 417
 418
 419
 420
 421
 422
 423
 424
 425
 426
 427
 428
 429
 430
 431
 432
 433
 434
 435
 436
 437
 438
 439
 440
 441
 442
 443
 444
 445
 446
 447
 448
 449
 450
 451
 452
 453
 454
 455
 456
 457
 458
 459
 460
 461
 462
 463
 464
 465
 466
 467
 468
 469
 470
 471
 472
 473
 474
 475
 476
 477
 478
 479
 480
 481
 482
 483
 484
 485
 486
 487
 488
 489
 490
 491
 492
 493
 494
 495
 496
 497
 498
 499
 500
 501
 502
 503
 504
 505
 506
 507
 508
 509
 510
 511
 512
 513
 514
 515
 516
 517
 518
 519
 520
 521
 522
 523
 524
 525
 526
 527
 528
 529
 530
 531
 532
 533
 534
 535
 536
 537
 538
 539
 540
 541
 542
 543
 544
 545
 546
 547
 548
 549
 550
 551
 552
 553
 554
 555
 556
 557
 558
 559
 560
 561
 562
 563
 564
 565
 566
 567
 568
 569
 570
 571
 572
 573
 574
 575
 576
 577
 578
 579
 580
 581
 582
 583
 584
 585
 586
 587
 588
 589
 590
 591
 592
 593
 594
 595
 596
 597
 598
 599
 600
 601
 602
 603
 604
 605
 606
 607
 608
 609
 610
 611
 612
 613
 614
 615
 616
 617
 618
 619
 620
 621
 622
 623
 624
 625
 626
 627
 628
 629
 630
 631
 632
 633
 634
 635
 636
 637
 638
 639
 640
 641
 642
 643
 644
 645
 646
 647
 648
 649
 650
 651
 652
 653
 654
 655
 656
 657
 658
 659
 660
 661
 662
 663
 664
 665
 666
 667
 668
 669
 670
 671
 672
 673
 674
 675
 676
 677
 678
 679
 680
 681
 682
 683
 684
 685
 686
 687
 688
 689
 690
 691
 692
 693
 694
 695
 696
 697
 698
 699
 700
 701
 702
 703
 704
 705
 706
 707
 708
 709
 710
 711
 712
 713
 714
 715
 716
 717
 718
 719
 720
 721
 722
 723
 724
 725
 726
 727
 728
 729
 730
 731
 732
 733
 734
 735
 736
 737
 738
 739
 740
 741
 742
 743
 744
 745
 746
 747
 748
 749
 750
 751
 752
 753
 754
 755
 756
 757
 758
 759
 760
 761
 762
 763
 764
 765
 766
 767
 768
 769
 770
 771
 772
 773
 774
 775
 776
 777
 778
 779
 780
 781
 782
 783
 784
 785
 786
 787
 788
 789
 790
 791
 792
 793
 794
 795
 796
 797
 798
 799
 800
 801
 802
 803
 804
 805
 806
 807
 808
 809
 810
 811
 812
 813
 814
 815
 816
 817
 818
 819
 820
 821
 822
 823
 824
 825
 826
 827
 828
 829
 830
 831
 832
 833
 834
 835
 836
 837
 838
 839
 840
 841
 842
 843
 844
 845
 846
 847
 848
 849
 850
 851
 852
 853
 854
 855
 856
 857
 858
 859
 860
 861
 862
 863
 864
 865
 866
 867
 868
 869
 870
 871
 872
 873
 874
 875
 876
 877
 878
 879
 880
 881
 882
 883
 884
 885
 886
 887
 888
 889
 890
 891
 892
 893
 894
 895
 896
 897
 898
 899
 900
 901
 902
 903
 904
 905
 906
 907
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
/* $Id$ */

/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file opengl_v.cpp OpenGL video driver support. */

#include "../stdafx.h"

/* Define to disable buffer syncing. Will increase max fast forward FPS but produces artifacts. Mainly useful for performance testing. */
// #define NO_GL_BUFFER_SYNC
/* Define to allow software rendering backends. */
// #define GL_ALLOW_SOFTWARE_RENDERER

#if defined(_WIN32)
#	include <windows.h>
#endif

#define GL_GLEXT_PROTOTYPES
#if defined(__APPLE__)
#	define GL_SILENCE_DEPRECATION
#	include <OpenGL/gl3.h>
#else
#	include <GL/gl.h>
#endif
#include "../3rdparty/opengl/glext.h"

#include "opengl.h"
#include "../core/geometry_func.hpp"
#include "../core/mem_func.hpp"
#include "../core/math_func.hpp"
#include "../core/mem_func.hpp"
#include "../gfx_func.h"
#include "../debug.h"
#include "../blitter/factory.hpp"
#include "../zoom_func.h"
#include <array>
#include <numeric>

#include "../table/opengl_shader.h"
#include "../table/sprites.h"


#include "../safeguards.h"


/* Define function pointers of all OpenGL functions that we load dynamically. */

#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);
GL(glDeleteBuffers);
GL(glBindBuffer);
GL(glBufferData);
GL(glBufferSubData);
GL(glMapBuffer);
GL(glUnmapBuffer);
GL(glClearBufferSubData);

GL(glBufferStorage);
GL(glMapBufferRange);
GL(glClientWaitSync);
GL(glFenceSync);
GL(glDeleteSync);

GL(glGenVertexArrays);
GL(glDeleteVertexArrays);
GL(glBindVertexArray);

GL(glCreateProgram);
GL(glDeleteProgram);
GL(glLinkProgram);
GL(glUseProgram);
GL(glGetProgramiv);
GL(glGetProgramInfoLog);
GL(glCreateShader);
GL(glDeleteShader);
GL(glShaderSource);
GL(glCompileShader);
GL(glAttachShader);
GL(glGetShaderiv);
GL(glGetShaderInfoLog);
GL(glGetUniformLocation);
GL(glUniform1i);
GL(glUniform1f);
GL(glUniform2f);
GL(glUniform4f);

GL(glGetAttribLocation);
GL(glEnableVertexAttribArray);
GL(glDisableVertexAttribArray);
GL(glVertexAttribPointer);
GL(glBindFragDataLocation);

#undef GL


/** A simple 2D vertex with just position and texture. */
struct Simple2DVertex {
	float x, y;
	float u, v;
};

/** Maximum number of cursor sprites to cache. */
static const int MAX_CACHED_CURSORS = 48;

/* static */ OpenGLBackend *OpenGLBackend::instance = nullptr;

GetOGLProcAddressProc GetOGLProcAddress;

/**
 * Find a substring in a string made of space delimited elements. The substring
 * has to match the complete element, partial matches don't count.
 * @param string List of space delimited elements.
 * @param substring Substring to find.
 * @return Pointer to the start of the match or nullptr if the substring is not present.
 */
const char *FindStringInExtensionList(const char *string, const char *substring)
{
	while (true) {
		/* Is the extension string present at all? */
		const char *pos = strstr(string, substring);
		if (pos == nullptr) break;

		/* Is this a real match, i.e. are the chars before and after the matched string
		 * indeed spaces (or the start or end of the string, respectively)? */
		const char *end = pos + strlen(substring);
		if ((pos == string || pos[-1] == ' ') && (*end == ' ' || *end == '\0')) return pos;

		/* False hit, try again for the remaining string. */
		string = end;
	}

	return nullptr;
}

/**
 * Check if an OpenGL extension is supported by the current context.
 * @param extension The extension string to test.
 * @return True if the extension is supported, false if not.
 */
static bool IsOpenGLExtensionSupported(const char *extension)
{
	static PFNGLGETSTRINGIPROC glGetStringi = nullptr;
	static bool glGetStringi_loaded = false;

	/* Starting with OpenGL 3.0 the preferred API to get the extensions
	 * has changed. Try to load the required function once. */
	if (!glGetStringi_loaded) {
		if (IsOpenGLVersionAtLeast(3, 0)) glGetStringi = (PFNGLGETSTRINGIPROC)GetOGLProcAddress("glGetStringi");
		glGetStringi_loaded = true;
	}

	if (glGetStringi != nullptr) {
		/* New style: Each supported extension can be queried and compared independently. */
		GLint 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);
			if (strcmp(entry, extension) == 0) return true;
		}
	} else {
		/* Old style: A single, space-delimited string for all extensions. */
		return FindStringInExtensionList((const char *)_glGetString(GL_EXTENSIONS), extension) != nullptr;
	}

	return false;
}

static byte _gl_major_ver = 0; ///< Major OpenGL version.
static byte _gl_minor_ver = 0; ///< Minor OpenGL version.

/**
 * Check if the current OpenGL version is equal or higher than a given one.
 * @param major Minimal major version.
 * @param minor Minimal minor version.
 * @pre OpenGL was initialized.
 * @return True if the OpenGL version is equal or higher than the requested one.
 */
bool IsOpenGLVersionAtLeast(byte major, byte minor)
{
	return (_gl_major_ver > major) || (_gl_major_ver == major && _gl_minor_ver >= minor);
}

/**
 * Try loading an OpenGL function.
 * @tparam F Type of the function pointer.
 * @param f Reference where to store the function pointer in.
 * @param name Name of the function.
 * @return True if the function could be bound.
 */
template <typename F>
static bool BindGLProc(F &f, const char *name)
{
	f = reinterpret_cast<F>(GetOGLProcAddress(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()
{
	if (IsOpenGLVersionAtLeast(1, 3)) {
		if (!BindGLProc(_glActiveTexture, "glActiveTexture")) return false;
	} else {
		if (!BindGLProc(_glActiveTexture, "glActiveTextureARB")) return false;
	}

	return true;
}

/** Bind vertex buffer object extension functions. */
static bool BindVBOExtension()
{
	if (IsOpenGLVersionAtLeast(1, 5)) {
		if (!BindGLProc(_glGenBuffers, "glGenBuffers")) return false;
		if (!BindGLProc(_glDeleteBuffers, "glDeleteBuffers")) return false;
		if (!BindGLProc(_glBindBuffer, "glBindBuffer")) return false;
		if (!BindGLProc(_glBufferData, "glBufferData")) return false;
		if (!BindGLProc(_glBufferSubData, "glBufferSubData")) return false;
		if (!BindGLProc(_glMapBuffer, "glMapBuffer")) return false;
		if (!BindGLProc(_glUnmapBuffer, "glUnmapBuffer")) return false;
	} else {
		if (!BindGLProc(_glGenBuffers, "glGenBuffersARB")) return false;
		if (!BindGLProc(_glDeleteBuffers, "glDeleteBuffersARB")) return false;
		if (!BindGLProc(_glBindBuffer, "glBindBufferARB")) return false;
		if (!BindGLProc(_glBufferData, "glBufferDataARB")) return false;
		if (!BindGLProc(_glBufferSubData, "glBufferSubDataARB")) return false;
		if (!BindGLProc(_glMapBuffer, "glMapBufferARB")) return false;
		if (!BindGLProc(_glUnmapBuffer, "glUnmapBufferARB")) return false;
	}

	if (IsOpenGLVersionAtLeast(4, 3) || IsOpenGLExtensionSupported("GL_ARB_clear_buffer_object")) {
		BindGLProc(_glClearBufferSubData, "glClearBufferSubData");
	} else {
		_glClearBufferSubData = nullptr;
	}

	return true;
}

/** Bind vertex array object extension functions. */
static bool BindVBAExtension()
{
	/* The APPLE and ARB variants have different semantics (that don't matter for us).
	 *  Successfully getting pointers to one variant doesn't mean it is supported for
	 *  the current context. Always check the extension strings as well. */
	if (IsOpenGLVersionAtLeast(3, 0) || IsOpenGLExtensionSupported("GL_ARB_vertex_array_object")) {
		if (!BindGLProc(_glGenVertexArrays, "glGenVertexArrays")) return false;
		if (!BindGLProc(_glDeleteVertexArrays, "glDeleteVertexArrays")) return false;
		if (!BindGLProc(_glBindVertexArray, "glBindVertexArray")) return false;
	} else if (IsOpenGLExtensionSupported("GL_APPLE_vertex_array_object")) {
		if (!BindGLProc(_glGenVertexArrays, "glGenVertexArraysAPPLE")) return false;
		if (!BindGLProc(_glDeleteVertexArrays, "glDeleteVertexArraysAPPLE")) return false;
		if (!BindGLProc(_glBindVertexArray, "glBindVertexArrayAPPLE")) return false;
	}

	return true;
}

/** Bind extension functions for shader support. */
static bool BindShaderExtensions()
{
	if (IsOpenGLVersionAtLeast(2, 0)) {
		if (!BindGLProc(_glCreateProgram, "glCreateProgram")) return false;
		if (!BindGLProc(_glDeleteProgram, "glDeleteProgram")) return false;
		if (!BindGLProc(_glLinkProgram, "glLinkProgram")) return false;
		if (!BindGLProc(_glUseProgram, "glUseProgram")) return false;
		if (!BindGLProc(_glGetProgramiv, "glGetProgramiv")) return false;
		if (!BindGLProc(_glGetProgramInfoLog, "glGetProgramInfoLog")) return false;
		if (!BindGLProc(_glCreateShader, "glCreateShader")) return false;
		if (!BindGLProc(_glDeleteShader, "glDeleteShader")) return false;
		if (!BindGLProc(_glShaderSource, "glShaderSource")) return false;
		if (!BindGLProc(_glCompileShader, "glCompileShader")) return false;
		if (!BindGLProc(_glAttachShader, "glAttachShader")) return false;
		if (!BindGLProc(_glGetShaderiv, "glGetShaderiv")) return false;
		if (!BindGLProc(_glGetShaderInfoLog, "glGetShaderInfoLog")) return false;
		if (!BindGLProc(_glGetUniformLocation, "glGetUniformLocation")) return false;
		if (!BindGLProc(_glUniform1i, "glUniform1i")) return false;
		if (!BindGLProc(_glUniform1f, "glUniform1f")) return false;
		if (!BindGLProc(_glUniform2f, "glUniform2f")) return false;
		if (!BindGLProc(_glUniform4f, "glUniform4f")) return false;

		if (!BindGLProc(_glGetAttribLocation, "glGetAttribLocation")) return false;
		if (!BindGLProc(_glEnableVertexAttribArray, "glEnableVertexAttribArray")) return false;
		if (!BindGLProc(_glDisableVertexAttribArray, "glDisableVertexAttribArray")) return false;
		if (!BindGLProc(_glVertexAttribPointer, "glVertexAttribPointer")) return false;
	} else {
		/* In the ARB extension programs and shaders are in the same object space. */
		if (!BindGLProc(_glCreateProgram, "glCreateProgramObjectARB")) return false;
		if (!BindGLProc(_glDeleteProgram, "glDeleteObjectARB")) return false;
		if (!BindGLProc(_glLinkProgram, "glLinkProgramARB")) return false;
		if (!BindGLProc(_glUseProgram, "glUseProgramObjectARB")) return false;
		if (!BindGLProc(_glGetProgramiv, "glGetObjectParameterivARB")) return false;
		if (!BindGLProc(_glGetProgramInfoLog, "glGetInfoLogARB")) return false;
		if (!BindGLProc(_glCreateShader, "glCreateShaderObjectARB")) return false;
		if (!BindGLProc(_glDeleteShader, "glDeleteObjectARB")) return false;
		if (!BindGLProc(_glShaderSource, "glShaderSourceARB")) return false;
		if (!BindGLProc(_glCompileShader, "glCompileShaderARB")) return false;
		if (!BindGLProc(_glAttachShader, "glAttachObjectARB")) return false;
		if (!BindGLProc(_glGetShaderiv, "glGetObjectParameterivARB")) return false;
		if (!BindGLProc(_glGetShaderInfoLog, "glGetInfoLogARB")) return false;
		if (!BindGLProc(_glGetUniformLocation, "glGetUniformLocationARB")) return false;
		if (!BindGLProc(_glUniform1i, "glUniform1iARB")) return false;
		if (!BindGLProc(_glUniform1f, "glUniform1fARB")) return false;
		if (!BindGLProc(_glUniform2f, "glUniform2fARB")) return false;
		if (!BindGLProc(_glUniform4f, "glUniform4fARB")) return false;

		if (!BindGLProc(_glGetAttribLocation, "glGetAttribLocationARB")) return false;
		if (!BindGLProc(_glEnableVertexAttribArray, "glEnableVertexAttribArrayARB")) return false;
		if (!BindGLProc(_glDisableVertexAttribArray, "glDisableVertexAttribArrayARB")) return false;
		if (!BindGLProc(_glVertexAttribPointer, "glVertexAttribPointerARB")) return false;
	}

	/* Bind functions only needed when using GLSL 1.50 shaders. */
	if (IsOpenGLVersionAtLeast(3, 0)) {
		BindGLProc(_glBindFragDataLocation, "glBindFragDataLocation");
	} else if (IsOpenGLExtensionSupported("GL_EXT_gpu_shader4")) {
		BindGLProc(_glBindFragDataLocation, "glBindFragDataLocationEXT");
	} else {
		_glBindFragDataLocation = nullptr;
	}

	return true;
}

/** Bind extension functions for persistent buffer mapping. */
static bool BindPersistentBufferExtensions()
{
	/* Optional functions for persistent buffer mapping. */
	if (IsOpenGLVersionAtLeast(3, 0)) {
		if (!BindGLProc(_glMapBufferRange, "glMapBufferRange")) return false;
	}
	if (IsOpenGLVersionAtLeast(4, 4) || IsOpenGLExtensionSupported("GL_ARB_buffer_storage")) {
		if (!BindGLProc(_glBufferStorage, "glBufferStorage")) return false;
	}
#ifndef NO_GL_BUFFER_SYNC
	if (IsOpenGLVersionAtLeast(3, 2) || IsOpenGLExtensionSupported("GL_ARB_sync")) {
		if (!BindGLProc(_glClientWaitSync, "glClientWaitSync")) return false;
		if (!BindGLProc(_glFenceSync, "glFenceSync")) return false;
		if (!BindGLProc(_glDeleteSync, "glDeleteSync")) return false;
	}
#endif

	return true;
}

/** Callback to receive OpenGL debug messages. */
void APIENTRY DebugOutputCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
{
	/* Make severity human readable. */
	const char *severity_str = "";
	switch (severity) {
		case GL_DEBUG_SEVERITY_HIGH:   severity_str = "high"; break;
		case GL_DEBUG_SEVERITY_MEDIUM: severity_str = "medium"; break;
		case GL_DEBUG_SEVERITY_LOW:    severity_str = "low"; break;
	}

	/* Make type human readable.*/
	const char *type_str = "Other";
	switch (type) {
		case GL_DEBUG_TYPE_ERROR:               type_str = "Error"; break;
		case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: type_str = "Deprecated"; break;
		case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:  type_str = "Undefined behaviour"; break;
		case GL_DEBUG_TYPE_PERFORMANCE:         type_str = "Performance"; break;
		case GL_DEBUG_TYPE_PORTABILITY:         type_str = "Portability"; break;
	}

	Debug(driver, 6, "OpenGL: {} ({}) - {}", type_str, severity_str, message);
}

/** Enable OpenGL debug messages if supported. */
void SetupDebugOutput()
{
#ifndef NO_DEBUG_MESSAGES
	if (_debug_driver_level < 6) return;

	if (IsOpenGLVersionAtLeast(4, 3)) {
		BindGLProc(_glDebugMessageControl, "glDebugMessageControl");
		BindGLProc(_glDebugMessageCallback, "glDebugMessageCallback");
	} else if (IsOpenGLExtensionSupported("GL_ARB_debug_output")) {
		BindGLProc(_glDebugMessageControl, "glDebugMessageControlARB");
		BindGLProc(_glDebugMessageCallback, "glDebugMessageCallbackARB");
	}

	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);

		_glDebugMessageCallback(&DebugOutputCallback, nullptr);
		/* Enable all messages on highest debug level.*/
		_glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, _debug_driver_level >= 9 ? GL_TRUE : GL_FALSE);
		/* Get debug messages for errors and undefined/deprecated behaviour. */
		_glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR, GL_DONT_CARE, 0, nullptr, GL_TRUE);
		_glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR, GL_DONT_CARE, 0, nullptr, GL_TRUE);
		_glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, GL_DONT_CARE, 0, nullptr, GL_TRUE);
	}
#endif
}

/**
 * Create and initialize the singleton back-end class.
 * @param get_proc Callback to get an OpenGL function from the OS driver.
 * @param screen_res Current display resolution.
 * @return nullptr on success, error message otherwise.
 */
/* static */ const char *OpenGLBackend::Create(GetOGLProcAddressProc get_proc, const Dimension &screen_res)
{
	if (OpenGLBackend::instance != nullptr) OpenGLBackend::Destroy();

	GetOGLProcAddress = get_proc;

	OpenGLBackend::instance = new OpenGLBackend();
	return OpenGLBackend::instance->Init(screen_res);
}

/**
 * Free resources and destroy singleton back-end class.
 */
/* static */ void OpenGLBackend::Destroy()
{
	delete OpenGLBackend::instance;
	OpenGLBackend::instance = nullptr;
}

/**
 * Construct OpenGL back-end class.
 */
OpenGLBackend::OpenGLBackend() : cursor_cache(MAX_CACHED_CURSORS)
{
}

/**
 * Free allocated resources.
 */
OpenGLBackend::~OpenGLBackend()
{
	if (_glDeleteProgram != nullptr) {
		_glDeleteProgram(this->remap_program);
		_glDeleteProgram(this->vid_program);
		_glDeleteProgram(this->pal_program);
		_glDeleteProgram(this->sprite_program);
	}
	if (_glDeleteVertexArrays != nullptr) _glDeleteVertexArrays(1, &this->vao_quad);
	if (_glDeleteBuffers != nullptr) {
		_glDeleteBuffers(1, &this->vbo_quad);
		_glDeleteBuffers(1, &this->vid_pbo);
		_glDeleteBuffers(1, &this->anim_pbo);
	}
	if (_glDeleteTextures != nullptr) {
		this->InternalClearCursorCache();
		OpenGLSprite::Destroy();

		_glDeleteTextures(1, &this->vid_texture);
		_glDeleteTextures(1, &this->anim_texture);
		_glDeleteTextures(1, &this->pal_texture);
	}
}

/**
 * Check for the needed OpenGL functionality and allocate all resources.
 * @param screen_res Current display resolution.
 * @return Error string or nullptr if successful.
 */
const char *OpenGLBackend::Init(const Dimension &screen_res)
{
	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);

	if (ver == nullptr || vend == nullptr || renderer == nullptr) return "OpenGL not supported";

	Debug(driver, 1, "OpenGL driver: {} - {} ({})", vend, renderer, ver);

#ifndef GL_ALLOW_SOFTWARE_RENDERER
	/* Don't use MESA software rendering backends as they are slower than
	 * just using a non-OpenGL video driver. */
	if (strncmp(renderer, "llvmpipe", 8) == 0 || strncmp(renderer, "softpipe", 8) == 0) return "Software renderer detected, not using OpenGL";
#endif

	const char *minor = strchr(ver, '.');
	_gl_major_ver = atoi(ver);
	_gl_minor_ver = minor != nullptr ? atoi(minor + 1) : 0;

#ifdef _WIN32
	/* Old drivers on Windows (especially if made by Intel) seem to be
	 * unstable, so cull the oldest stuff here.  */
	if (!IsOpenGLVersionAtLeast(3, 2)) return "Need at least OpenGL version 3.2 on Windows";
#endif

	if (!BindBasicOpenGLProcs()) return "Failed to bind basic OpenGL functions.";

	SetupDebugOutput();

	/* OpenGL 1.3 is the absolute minimum. */
	if (!IsOpenGLVersionAtLeast(1, 3)) return "OpenGL version >= 1.3 required";
	/* Check for non-power-of-two texture support. */
	if (!IsOpenGLVersionAtLeast(2, 0) && !IsOpenGLExtensionSupported("GL_ARB_texture_non_power_of_two")) return "Non-power-of-two textures not supported";
	/* Check for single element texture formats. */
	if (!IsOpenGLVersionAtLeast(3, 0) && !IsOpenGLExtensionSupported("GL_ARB_texture_rg")) return "Single element texture formats not supported";
	if (!BindTextureExtensions()) return "Failed to bind texture extension functions";
	/* Check for vertex buffer objects. */
	if (!IsOpenGLVersionAtLeast(1, 5) && !IsOpenGLExtensionSupported("ARB_vertex_buffer_object")) return "Vertex buffer objects not supported";
	if (!BindVBOExtension()) return "Failed to bind VBO extension functions";
	/* Check for pixel buffer objects. */
	if (!IsOpenGLVersionAtLeast(2, 1) && !IsOpenGLExtensionSupported("GL_ARB_pixel_buffer_object")) return "Pixel buffer objects not supported";
	/* Check for vertex array objects. */
	if (!IsOpenGLVersionAtLeast(3, 0) && (!IsOpenGLExtensionSupported("GL_ARB_vertex_array_object") || !IsOpenGLExtensionSupported("GL_APPLE_vertex_array_object"))) return "Vertex array objects not supported";
	if (!BindVBAExtension()) return "Failed to bind VBA extension functions";
	/* Check for shader objects. */
	if (!IsOpenGLVersionAtLeast(2, 0) && (!IsOpenGLExtensionSupported("GL_ARB_shader_objects") || !IsOpenGLExtensionSupported("GL_ARB_fragment_shader") || !IsOpenGLExtensionSupported("GL_ARB_vertex_shader"))) return "No shader support";
	if (!BindShaderExtensions()) return "Failed to bind shader extension functions";
	if (IsOpenGLVersionAtLeast(3, 2) && _glBindFragDataLocation == nullptr) return "OpenGL claims to support version 3.2 but doesn't have glBindFragDataLocation";

	this->persistent_mapping_supported = IsOpenGLVersionAtLeast(3, 0) && (IsOpenGLVersionAtLeast(4, 4) || IsOpenGLExtensionSupported("GL_ARB_buffer_storage"));
#ifndef NO_GL_BUFFER_SYNC
	this->persistent_mapping_supported = this->persistent_mapping_supported && (IsOpenGLVersionAtLeast(3, 2) || IsOpenGLExtensionSupported("GL_ARB_sync"));
#endif

	if (this->persistent_mapping_supported && !BindPersistentBufferExtensions()) {
		Debug(driver, 1, "OpenGL claims to support persistent buffer mapping but doesn't export all functions, not using persistent mapping.");
		this->persistent_mapping_supported = false;
	}
	if (this->persistent_mapping_supported) Debug(driver, 3, "OpenGL: Using persistent buffer mapping");

	/* Check maximum texture size against screen resolution. */
	GLint max_tex_size = 0;
	_glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_tex_size);
	if (std::max(screen_res.width, screen_res.height) > (uint)max_tex_size) return "Max supported texture size is too small";

	/* Check available texture units. */
	GLint max_tex_units = 0;
	_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: {}, texture units = {}", (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";

	/* 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";

	/* 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";

	/* Bind uniforms in rendering shader program. */
	GLint tex_location = _glGetUniformLocation(this->vid_program, "colour_tex");
	GLint palette_location = _glGetUniformLocation(this->vid_program, "palette");
	GLint sprite_location = _glGetUniformLocation(this->vid_program, "sprite");
	GLint screen_location = _glGetUniformLocation(this->vid_program, "screen");
	_glUseProgram(this->vid_program);
	_glUniform1i(tex_location, 0);     // Texture unit 0.
	_glUniform1i(palette_location, 1); // Texture unit 1.
	/* Values that result in no transform. */
	_glUniform4f(sprite_location, 0.0f, 0.0f, 1.0f, 1.0f);
	_glUniform2f(screen_location, 1.0f, 1.0f);

	/* Bind uniforms in palette rendering shader program. */
	tex_location = _glGetUniformLocation(this->pal_program, "colour_tex");
	palette_location = _glGetUniformLocation(this->pal_program, "palette");
	sprite_location = _glGetUniformLocation(this->pal_program, "sprite");
	screen_location = _glGetUniformLocation(this->pal_program, "screen");
	_glUseProgram(this->pal_program);
	_glUniform1i(tex_location, 0);     // Texture unit 0.
	_glUniform1i(palette_location, 1); // Texture unit 1.
	_glUniform4f(sprite_location, 0.0f, 0.0f, 1.0f, 1.0f);
	_glUniform2f(screen_location, 1.0f, 1.0f);

	/* Bind uniforms in remap shader program. */
	tex_location = _glGetUniformLocation(this->remap_program, "colour_tex");
	palette_location = _glGetUniformLocation(this->remap_program, "palette");
	GLint remap_location = _glGetUniformLocation(this->remap_program, "remap_tex");
	this->remap_sprite_loc = _glGetUniformLocation(this->remap_program, "sprite");
	this->remap_screen_loc = _glGetUniformLocation(this->remap_program, "screen");
	this->remap_zoom_loc = _glGetUniformLocation(this->remap_program, "zoom");
	this->remap_rgb_loc = _glGetUniformLocation(this->remap_program, "rgb");
	_glUseProgram(this->remap_program);
	_glUniform1i(tex_location, 0);     // Texture unit 0.
	_glUniform1i(palette_location, 1); // Texture unit 1.
	_glUniform1i(remap_location, 2);   // Texture unit 2.

	/* Bind uniforms in sprite shader program. */
	tex_location = _glGetUniformLocation(this->sprite_program, "colour_tex");
	palette_location = _glGetUniformLocation(this->sprite_program, "palette");
	remap_location = _glGetUniformLocation(this->sprite_program, "remap_tex");
	GLint pal_location = _glGetUniformLocation(this->sprite_program, "pal");
	this->sprite_sprite_loc = _glGetUniformLocation(this->sprite_program, "sprite");
	this->sprite_screen_loc = _glGetUniformLocation(this->sprite_program, "screen");
	this->sprite_zoom_loc = _glGetUniformLocation(this->sprite_program, "zoom");
	this->sprite_rgb_loc = _glGetUniformLocation(this->sprite_program, "rgb");
	this->sprite_crash_loc = _glGetUniformLocation(this->sprite_program, "crash");
	_glUseProgram(this->sprite_program);
	_glUniform1i(tex_location, 0);     // Texture unit 0.
	_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.

	/* 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";

	/* Prime vertex buffer with a full-screen quad and store
	 * the corresponding state in a vertex array object. */
	static const Simple2DVertex vert_array[] = {
		//  x     y    u    v
		{  1.f, -1.f, 1.f, 1.f },
		{  1.f,  1.f, 1.f, 0.f },
		{ -1.f, -1.f, 0.f, 1.f },
		{ -1.f,  1.f, 0.f, 0.f },
	};

	/* Create VAO. */
	_glGenVertexArrays(1, &this->vao_quad);
	_glBindVertexArray(this->vao_quad);

	/* Create and fill VBO. */
	_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";

	/* Set vertex state. */
	GLint loc_position = _glGetAttribLocation(this->vid_program, "position");
	GLint colour_position = _glGetAttribLocation(this->vid_program, "colour_uv");
	_glEnableVertexAttribArray(loc_position);
	_glEnableVertexAttribArray(colour_position);
	_glVertexAttribPointer(loc_position, 2, GL_FLOAT, GL_FALSE, sizeof(Simple2DVertex), (GLvoid *)offsetof(Simple2DVertex, x));
	_glVertexAttribPointer(colour_position, 2, GL_FLOAT, GL_FALSE, sizeof(Simple2DVertex), (GLvoid *)offsetof(Simple2DVertex, u));
	_glBindVertexArray(0);

	/* Create resources for sprite rendering. */
	if (!OpenGLSprite::Create()) return "Failed to create sprite rendering resources";

	this->PrepareContext();
	(void)_glGetError(); // Clear errors.

	return nullptr;
}

void OpenGLBackend::PrepareContext()
{
	_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);
}

std::string OpenGLBackend::GetDriverName()
{
	std::string res{};
	/* Skipping GL_VENDOR as it tends to be "obvious" from the renderer and version data, and just makes the string pointlessly longer */
	res += reinterpret_cast<const char *>(_glGetString(GL_RENDERER));
	res += ", ";
	res += reinterpret_cast<const char *>(_glGetString(GL_VERSION));
	return res;
}

/**
 * Check a shader for compilation errors and log them if necessary.
 * @param shader Shader to check.
 * @return True if the shader is valid.
 */
static bool VerifyShader(GLuint shader)
{
	static ReusableBuffer<char> log_buf;

	GLint result = GL_FALSE;
	_glGetShaderiv(shader, GL_COMPILE_STATUS, &result);

	/* Output log if there is one. */
	GLint log_len = 0;
	_glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len);
	if (log_len > 0) {
		_glGetShaderInfoLog(shader, log_len, nullptr, log_buf.Allocate(log_len));
		Debug(driver, result != GL_TRUE ? 0 : 2, "{}", log_buf.GetBuffer()); // Always print on failure.
	}

	return result == GL_TRUE;
}

/**
 * Check a program for link errors and log them if necessary.
 * @param program Program to check.
 * @return True if the program is valid.
 */
static bool VerifyProgram(GLuint program)
{
	static ReusableBuffer<char> log_buf;

	GLint result = GL_FALSE;
	_glGetProgramiv(program, GL_LINK_STATUS, &result);

	/* Output log if there is one. */
	GLint log_len = 0;
	_glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_len);
	if (log_len > 0) {
		_glGetProgramInfoLog(program, log_len, nullptr, log_buf.Allocate(log_len));
		Debug(driver, result != GL_TRUE ? 0 : 2, "{}", log_buf.GetBuffer()); // Always print on failure.
	}

	return result == GL_TRUE;
}

/**
 * Create all needed shader programs.
 * @return True if successful, false otherwise.
 */
bool OpenGLBackend::InitShaders()
{
	const char *ver = (const char *)_glGetString(GL_SHADING_LANGUAGE_VERSION);
	if (ver == nullptr) return false;

	int glsl_major  = ver[0] - '0';
	int glsl_minor = ver[2] - '0';

	bool glsl_150 = (IsOpenGLVersionAtLeast(3, 2) || glsl_major > 1 || (glsl_major == 1 && glsl_minor >= 5)) && _glBindFragDataLocation != nullptr;

	/* Create vertex shader. */
	GLuint vert_shader = _glCreateShader(GL_VERTEX_SHADER);
	_glShaderSource(vert_shader, glsl_150 ? lengthof(_vertex_shader_sprite_150) : lengthof(_vertex_shader_sprite), glsl_150 ? _vertex_shader_sprite_150 : _vertex_shader_sprite, nullptr);
	_glCompileShader(vert_shader);
	if (!VerifyShader(vert_shader)) return false;

	/* Create fragment shader for plain RGBA. */
	GLuint frag_shader_rgb = _glCreateShader(GL_FRAGMENT_SHADER);
	_glShaderSource(frag_shader_rgb, glsl_150 ? lengthof(_frag_shader_direct_150) : lengthof(_frag_shader_direct), glsl_150 ? _frag_shader_direct_150 : _frag_shader_direct, nullptr);
	_glCompileShader(frag_shader_rgb);
	if (!VerifyShader(frag_shader_rgb)) return false;

	/* Create fragment shader for paletted only. */
	GLuint frag_shader_pal = _glCreateShader(GL_FRAGMENT_SHADER);
	_glShaderSource(frag_shader_pal, glsl_150 ? lengthof(_frag_shader_palette_150) : lengthof(_frag_shader_palette), glsl_150 ? _frag_shader_palette_150 : _frag_shader_palette, nullptr);
	_glCompileShader(frag_shader_pal);
	if (!VerifyShader(frag_shader_pal)) return false;

	/* Sprite remap fragment shader. */
	GLuint remap_shader = _glCreateShader(GL_FRAGMENT_SHADER);
	_glShaderSource(remap_shader, glsl_150 ? lengthof(_frag_shader_rgb_mask_blend_150) : lengthof(_frag_shader_rgb_mask_blend), glsl_150 ? _frag_shader_rgb_mask_blend_150 : _frag_shader_rgb_mask_blend, nullptr);
	_glCompileShader(remap_shader);
	if (!VerifyShader(remap_shader)) return false;

	/* Sprite fragment shader. */
	GLuint sprite_shader = _glCreateShader(GL_FRAGMENT_SHADER);
	_glShaderSource(sprite_shader, glsl_150 ? lengthof(_frag_shader_sprite_blend_150) : lengthof(_frag_shader_sprite_blend), glsl_150 ? _frag_shader_sprite_blend_150 : _frag_shader_sprite_blend, nullptr);
	_glCompileShader(sprite_shader);
	if (!VerifyShader(sprite_shader)) return false;

	/* Link shaders to program. */
	this->vid_program = _glCreateProgram();
	_glAttachShader(this->vid_program, vert_shader);
	_glAttachShader(this->vid_program, frag_shader_rgb);

	this->pal_program = _glCreateProgram();
	_glAttachShader(this->pal_program, vert_shader);
	_glAttachShader(this->pal_program, frag_shader_pal);

	this->remap_program = _glCreateProgram();
	_glAttachShader(this->remap_program, vert_shader);
	_glAttachShader(this->remap_program, remap_shader);

	this->sprite_program = _glCreateProgram();
	_glAttachShader(this->sprite_program, vert_shader);
	_glAttachShader(this->sprite_program, sprite_shader);

	if (glsl_150) {
		/* Bind fragment shader outputs. */
		_glBindFragDataLocation(this->vid_program, 0, "colour");
		_glBindFragDataLocation(this->pal_program, 0, "colour");
		_glBindFragDataLocation(this->remap_program, 0, "colour");
		_glBindFragDataLocation(this->sprite_program, 0, "colour");
	}

	_glLinkProgram(this->vid_program);
	if (!VerifyProgram(this->vid_program)) return false;

	_glLinkProgram(this->pal_program);
	if (!VerifyProgram(this->pal_program)) return false;

	_glLinkProgram(this->remap_program);
	if (!VerifyProgram(this->remap_program)) return false;

	_glLinkProgram(this->sprite_program);
	if (!VerifyProgram(this->sprite_program)) return false;

	_glDeleteShader(vert_shader);
	_glDeleteShader(frag_shader_rgb);
	_glDeleteShader(frag_shader_pal);
	_glDeleteShader(remap_shader);
	_glDeleteShader(sprite_shader);

	return true;
}

/**
 * Clear the bound pixel buffer to a specific value.
 * @param len Length of the buffer.
 * @param data Value to set.
 * @tparam T Pixel type.
 */
template <class T>
static void ClearPixelBuffer(size_t len, T data)
{
	T *buf = reinterpret_cast<T *>(_glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE));
	for (size_t i = 0; i < len; i++) {
		*buf++ = data;
	}
	_glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
}

/**
 * Change the size of the drawing window and allocate matching resources.
 * @param w New width of the window.
 * @param h New height of the window.
 * @param force Recreate resources even if size didn't change.
 * @param False if nothing had to be done, true otherwise.
 */
bool OpenGLBackend::Resize(int w, int h, bool force)
{
	if (!force && _screen.width == w && _screen.height == h) return false;

	int bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
	int pitch = Align(w, 4);

	_glViewport(0, 0, w, h);

	_glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch);

	this->vid_buffer = nullptr;
	if (this->persistent_mapping_supported) {
		_glDeleteBuffers(1, &this->vid_pbo);
		_glGenBuffers(1, &this->vid_pbo);
		_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
		_glBufferStorage(GL_PIXEL_UNPACK_BUFFER, pitch * h * bpp / 8, nullptr, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_CLIENT_STORAGE_BIT);
	} else {
		/* Re-allocate video buffer texture and backing store. */
		_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
		_glBufferData(GL_PIXEL_UNPACK_BUFFER, pitch * h * bpp / 8, nullptr, GL_DYNAMIC_DRAW);
	}

	if (bpp == 32) {
		/* Initialize backing store alpha to opaque for 32bpp modes. */
		Colour black(0, 0, 0);
		if (_glClearBufferSubData != nullptr) {
			_glClearBufferSubData(GL_PIXEL_UNPACK_BUFFER, GL_RGBA8, 0, pitch * h * bpp / 8, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &black.data);
		} else {
			ClearPixelBuffer<uint32>(pitch * h, black.data);
		}
	} else if (bpp == 8) {
		if (_glClearBufferSubData != nullptr) {
			byte b = 0;
			_glClearBufferSubData(GL_PIXEL_UNPACK_BUFFER, GL_R8, 0, pitch * h, GL_RED, GL_UNSIGNED_BYTE, &b);
		} else {
			ClearPixelBuffer<byte>(pitch * h, 0);
		}
	}

	_glActiveTexture(GL_TEXTURE0);
	_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);
			break;

		default:
			_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
			break;
	}
	_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);

	/* Does this blitter need a separate animation buffer? */
	if (BlitterFactory::GetCurrentBlitter()->NeedsAnimationBuffer()) {
		this->anim_buffer = nullptr;
		if (this->persistent_mapping_supported) {
			_glDeleteBuffers(1, &this->anim_pbo);
			_glGenBuffers(1, &this->anim_pbo);
			_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
			_glBufferStorage(GL_PIXEL_UNPACK_BUFFER, pitch * h, nullptr, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_CLIENT_STORAGE_BIT);
		} else {
			_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
			_glBufferData(GL_PIXEL_UNPACK_BUFFER, pitch * h, nullptr, GL_DYNAMIC_DRAW);
		}

		/* Initialize buffer as 0 == no remap. */
		if (_glClearBufferSubData != nullptr) {
			byte b = 0;
			_glClearBufferSubData(GL_PIXEL_UNPACK_BUFFER, GL_R8, 0, pitch * h, GL_RED, GL_UNSIGNED_BYTE, &b);
		} else {
			ClearPixelBuffer<byte>(pitch * h, 0);
		}

		_glBindTexture(GL_TEXTURE_2D, this->anim_texture);
		_glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
		_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
	} else {
		if (this->anim_buffer != nullptr) {
			_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
			_glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
			_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
			this->anim_buffer = nullptr;
		}

		/* 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);
	}

	_glBindTexture(GL_TEXTURE_2D, 0);

	/* Set new viewport. */
	_screen.height = h;
	_screen.width = w;
	_screen.pitch = pitch;
	_screen.dst_ptr = nullptr;

	/* Update screen size in remap shader program. */
	_glUseProgram(this->remap_program);
	_glUniform2f(this->remap_screen_loc, (float)_screen.width, (float)_screen.height);

	_glClear(GL_COLOR_BUFFER_BIT);

	return true;
}

/**
 * Update the stored palette.
 * @param pal Palette array with at least 256 elements.
 * @param first First entry to update.
 * @param length Number of entries to update.
 */
void OpenGLBackend::UpdatePalette(const Colour *pal, uint first, uint length)
{
	assert(first + length <= 256);

	_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);
}

/**
 * Render video buffer to the screen.
 */
void OpenGLBackend::Paint()
{
	_glClear(GL_COLOR_BUFFER_BIT);

	_glDisable(GL_BLEND);

	/* Blit video buffer to screen. */
	_glActiveTexture(GL_TEXTURE0);
	_glBindTexture(GL_TEXTURE_2D, this->vid_texture);
	_glActiveTexture(GL_TEXTURE1);
	_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);
		_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);
		_glUniform1f(this->remap_zoom_loc, 0);
		_glUniform1i(this->remap_rgb_loc, 1);
	} else {
		_glUseProgram(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 8 ? this->pal_program : this->vid_program);
	}
	_glBindVertexArray(this->vao_quad);
	_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

	_glEnable(GL_BLEND);
}

/**
 * Draw mouse cursor on screen.
 */
void OpenGLBackend::DrawMouseCursor()
{
	if (!this->cursor_in_window) return;

	/* Draw cursor on screen */
	_cur_dpi = &_screen;
	for (uint i = 0; i < this->cursor_sprite_count; ++i) {
		SpriteID sprite = this->cursor_sprite_seq[i].sprite;

		/* Sprites are cached by PopulateCursorCache(). */
		if (this->cursor_cache.Contains(sprite)) {
			Sprite *spr = this->cursor_cache.Get(sprite);

			this->RenderOglSprite((OpenGLSprite *)spr->data, this->cursor_sprite_seq[i].pal,
					this->cursor_pos.x + this->cursor_sprite_pos[i].x + UnScaleByZoom(spr->x_offs, ZOOM_LVL_GUI),
					this->cursor_pos.y + this->cursor_sprite_pos[i].y + UnScaleByZoom(spr->y_offs, ZOOM_LVL_GUI),
					ZOOM_LVL_GUI);
		}
	}
}

void OpenGLBackend::PopulateCursorCache()
{
	static_assert(lengthof(_cursor.sprite_seq) == lengthof(this->cursor_sprite_seq));
	static_assert(lengthof(_cursor.sprite_pos) == lengthof(this->cursor_sprite_pos));

	if (this->clear_cursor_cache) {
		/* We have a pending cursor cache clear to do first. */
		this->clear_cursor_cache = false;
		this->last_sprite_pal = (PaletteID)-1;

		this->InternalClearCursorCache();
	}

	this->cursor_pos = _cursor.pos;
	this->cursor_sprite_count = _cursor.sprite_count;
	this->cursor_in_window = _cursor.in_window;

	for (uint i = 0; i < _cursor.sprite_count; ++i) {
		this->cursor_sprite_seq[i] = _cursor.sprite_seq[i];
		this->cursor_sprite_pos[i] = _cursor.sprite_pos[i];
		SpriteID sprite = _cursor.sprite_seq[i].sprite;

		if (!this->cursor_cache.Contains(sprite)) {
			Sprite *old = this->cursor_cache.Insert(sprite, (Sprite *)GetRawSprite(sprite, ST_NORMAL, &SimpleSpriteAlloc, this));
			if (old != nullptr) {
				OpenGLSprite *sprite = (OpenGLSprite *)old->data;
				sprite->~OpenGLSprite();
				free(old);
			}
		}
	}
}

/**
 * Clear all cached cursor sprites.
 */
void OpenGLBackend::InternalClearCursorCache()
{
	Sprite *sp;
	while ((sp = this->cursor_cache.Pop()) != nullptr) {
		OpenGLSprite *sprite = (OpenGLSprite *)sp->data;
		sprite->~OpenGLSprite();
		free(sp);
	}
}

/**
 * Queue a request for cursor cache clear.
 */
void OpenGLBackend::ClearCursorCache()
{
	/* If the game loop is threaded, this function might be called
	 * from the game thread. As we can call OpenGL functions only
	 * on the main thread, just set a flag that is handled the next
	 * time we prepare the cursor cache for drawing. */
	this->clear_cursor_cache = true;
}

/**
 * Get a pointer to the memory for the video driver to draw to.
 * @return Pointer to draw on.
 */
void *OpenGLBackend::GetVideoBuffer()
{
#ifndef NO_GL_BUFFER_SYNC
	if (this->sync_vid_mapping != nullptr) _glClientWaitSync(this->sync_vid_mapping, GL_SYNC_FLUSH_COMMANDS_BIT, 100000000); // 100ms timeout.
#endif

	if (!this->persistent_mapping_supported) {
		assert(this->vid_buffer == nullptr);
		_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
		this->vid_buffer = _glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE);
	} else if (this->vid_buffer == nullptr) {
		_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
		this->vid_buffer = _glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, _screen.pitch * _screen.height * BlitterFactory::GetCurrentBlitter()->GetScreenDepth() / 8, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
	}

	return this->vid_buffer;
}

/**
 * Get a pointer to the memory for the separate animation buffer.
 * @return Pointer to draw on.
 */
uint8 *OpenGLBackend::GetAnimBuffer()
{
	if (this->anim_pbo == 0) return nullptr;

#ifndef NO_GL_BUFFER_SYNC
	if (this->sync_anim_mapping != nullptr) _glClientWaitSync(this->sync_anim_mapping, GL_SYNC_FLUSH_COMMANDS_BIT, 100000000); // 100ms timeout.
#endif

	if (!this->persistent_mapping_supported) {
		_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
		this->anim_buffer = _glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_READ_WRITE);
	} else if (this->anim_buffer == nullptr) {
		_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
		this->anim_buffer = _glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, _screen.pitch * _screen.height, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
	}

	return (uint8 *)this->anim_buffer;
}

/**
 * Update video buffer texture after the video buffer was filled.
 * @param update_rect Rectangle encompassing the dirty region of the video buffer.
 */
void OpenGLBackend::ReleaseVideoBuffer(const Rect &update_rect)
{
	assert(this->vid_pbo != 0);

	_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vid_pbo);
	if (!this->persistent_mapping_supported) {
		_glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
		this->vid_buffer = nullptr;
	}

#ifndef NO_GL_BUFFER_SYNC
	if (this->persistent_mapping_supported) {
		_glDeleteSync(this->sync_vid_mapping);
		this->sync_vid_mapping = nullptr;
	}
#endif

	/* 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);
		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));
				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));
				break;
		}

#ifndef NO_GL_BUFFER_SYNC
		if (this->persistent_mapping_supported) this->sync_vid_mapping = _glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
#endif
	}
}

/**
 * Update animation buffer texture after the animation buffer was filled.
 * @param update_rect Rectangle encompassing the dirty region of the animation buffer.
 */
void OpenGLBackend::ReleaseAnimBuffer(const Rect &update_rect)
{
	if (this->anim_pbo == 0) return;

	_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->anim_pbo);
	if (!this->persistent_mapping_supported) {
		_glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
		this->anim_buffer = nullptr;
	}

#ifndef NO_GL_BUFFER_SYNC
	if (this->persistent_mapping_supported) {
		_glDeleteSync(this->sync_anim_mapping);
		this->sync_anim_mapping = nullptr;
	}
#endif

	/* 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));

#ifndef NO_GL_BUFFER_SYNC
		if (this->persistent_mapping_supported) this->sync_anim_mapping = _glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
#endif
	}
}

/* virtual */ Sprite *OpenGLBackend::Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator)
{
	/* Allocate and construct sprite data. */
	Sprite *dest_sprite = (Sprite *)allocator(sizeof(*dest_sprite) + sizeof(OpenGLSprite));

	OpenGLSprite *gl_sprite = (OpenGLSprite *)dest_sprite->data;
	new (gl_sprite) OpenGLSprite(sprite->width, sprite->height, sprite->type == ST_FONT ? 1 : ZOOM_LVL_COUNT, sprite->colours);

	/* Upload texture data. */
	for (int i = 0; i < (sprite->type == ST_FONT ? 1 : ZOOM_LVL_COUNT); i++) {
		gl_sprite->Update(sprite[i].width, sprite[i].height, i, sprite[i].data);
	}

	dest_sprite->height = sprite->height;
	dest_sprite->width  = sprite->width;
	dest_sprite->x_offs = sprite->x_offs;
	dest_sprite->y_offs = sprite->y_offs;

	return dest_sprite;
}

/**
 * Render a sprite to the back buffer.
 * @param gl_sprite Sprite to render.
 * @param x X position of the sprite.
 * @param y Y position of the sprite.
 * @param zoom Zoom level to use.
 */
void OpenGLBackend::RenderOglSprite(OpenGLSprite *gl_sprite, PaletteID pal, int x, int y, ZoomLevel zoom)
{
	/* Set textures. */
	bool rgb = gl_sprite->BindTextures();
	_glActiveTexture(GL_TEXTURE0 + 1);
	_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);
		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);

			_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, nullptr);

			_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);

			this->last_sprite_pal = pal;
		}
	} else {
		_glBindTexture(GL_TEXTURE_1D, OpenGLSprite::pal_identity);
	}

	/* Set up shader program. */
	Dimension dim = gl_sprite->GetSize(zoom);
	_glUseProgram(this->sprite_program);
	_glUniform4f(this->sprite_sprite_loc, (float)x, (float)y, (float)dim.width, (float)dim.height);
	_glUniform1f(this->sprite_zoom_loc, (float)(zoom - ZOOM_LVL_BEGIN));
	_glUniform2f(this->sprite_screen_loc, (float)_screen.width, (float)_screen.height);
	_glUniform1i(this->sprite_rgb_loc, rgb ? 1 : 0);
	_glUniform1i(this->sprite_crash_loc, pal == PALETTE_CRASH ? 1 : 0);

	_glBindVertexArray(this->vao_quad);
	_glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}


/* static */ GLuint OpenGLSprite::dummy_tex[] = { 0, 0 };
/* static */ GLuint OpenGLSprite::pal_identity = 0;
/* static */ GLuint OpenGLSprite::pal_tex = 0;
/* static */ GLuint OpenGLSprite::pal_pbo = 0;

/**
 * Create all common resources for sprite rendering.
 * @return True if no error occurred.
 */
/* static */ bool OpenGLSprite::Create()
{
	_glGenTextures(NUM_TEX, OpenGLSprite::dummy_tex);

	for (int t = TEX_RGBA; t < NUM_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);
	}

	_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 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);

	/* 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);

	/* Create palette remap textures. */
	std::array<uint8, 256> 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());

	/* 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());

	/* Pixel buffer for remap updates. */
	_glGenBuffers(1, &OpenGLSprite::pal_pbo);
	_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, OpenGLSprite::pal_pbo);
	_glBufferData(GL_PIXEL_UNPACK_BUFFER, 256, identity_pal.data(), GL_DYNAMIC_DRAW);
	_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);

	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);
	if (_glDeleteBuffers != nullptr) _glDeleteBuffers(1, &OpenGLSprite::pal_pbo);
}

/**
 * Create an OpenGL sprite with a palette remap part.
 * @param width Width of the top-level texture.
 * @param height Height of the top-level texture.
 * @param levels Number of mip-map levels.
 * @param components Indicates which sprite components are used.
 */
OpenGLSprite::OpenGLSprite(uint width, uint height, uint levels, SpriteColourComponent components)
{
	assert(levels > 0);
	(void)_glGetError();

	this->dim.width = width;
	this->dim.height = height;

	MemSetT(this->tex, 0, NUM_TEX);
	_glActiveTexture(GL_TEXTURE0);
	_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);

	for (int t = TEX_RGBA; t < NUM_TEX; t++) {
		/* Sprite component present? */
		if (t == TEX_RGBA && components == SCC_PAL) continue;
		if (t == TEX_REMAP && (components & SCC_PAL) != SCC_PAL) continue;

		/* Allocate texture. */
		_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);

		/* 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);
			} else {
				_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);
}

OpenGLSprite::~OpenGLSprite()
{
	_glDeleteTextures(NUM_TEX, this->tex);
}

/**
 * Update a single mip-map level with new pixel data.
 * @param width Width of the level.
 * @param height Height of the level.
 * @param level Mip-map level.
 * @param data New pixel data.
 */
void OpenGLSprite::Update(uint width, uint height, uint level, const SpriteLoader::CommonPixel * data)
{
	static ReusableBuffer<Colour> buf_rgba;
	static ReusableBuffer<uint8> buf_pal;

	_glActiveTexture(GL_TEXTURE0);
	_glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
	_glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);

	if (this->tex[TEX_RGBA] != 0) {
		/* Unpack pixel data */
		Colour *rgba = buf_rgba.Allocate(width * height);
		for (size_t i = 0; i < width * height; i++) {
			rgba[i].r = data[i].r;
			rgba[i].g = data[i].g;
			rgba[i].b = data[i].b;
			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);
	}

	if (this->tex[TEX_REMAP] != 0) {
		/* Unpack and align pixel data. */
		int pitch = Align(width, 4);

		uint8 *pal = buf_pal.Allocate(pitch * height);
		const SpriteLoader::CommonPixel *row = data;
		for (uint y = 0; y < height; y++, pal += pitch, row += width) {
			for (uint x = 0; x < width; x++) {
				pal[x] = row[x].m;
			}
		}

		_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);
}

/**
 * Query the sprite size at a certain zoom level.
 * @param level The zoom level to query.
 * @return Sprite size at the given zoom level.
 */
inline Dimension OpenGLSprite::GetSize(ZoomLevel level) const
{
	Dimension sd = { (uint)UnScaleByZoomLower(this->dim.width, level), (uint)UnScaleByZoomLower(this->dim.height, level) };
	return sd;
}

/**
 * Bind textures for rendering this sprite.
 * @return True if the sprite has RGBA data.
 */
bool OpenGLSprite::BindTextures()
{
	_glActiveTexture(GL_TEXTURE0);
	_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]);

	return this->tex[TEX_RGBA] != 0;
}