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https://bitbucket.org/CPMADevs/cnq3
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fixed and improved GL3 shader uniforms caching
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6fcabd83b7
commit
70ba2e7939
3 changed files with 20 additions and 4 deletions
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@ -4,6 +4,8 @@ See the end of this file for known issues.
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DD Mmm 20 - 1.53
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fix: with r_backend GL3, shader uniforms caching could break with fog-only shaders
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fix: with r_backend D3D11, partial clears incorrectly affected entire render targets
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this was creating black views in CPMA multi-view with r_fastsky 1
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@ -2145,14 +2145,17 @@ static void DrawGeneric()
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if(pipeline->uniformsDirty[GU_MODELVIEW])
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{
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glUniformMatrix4fv(pipeline->uniformLocations[GU_MODELVIEW], 1, GL_FALSE, gl.modelViewMatrix);
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pipeline->uniformsDirty[GU_MODELVIEW] = qfalse;
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}
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if(pipeline->uniformsDirty[GU_PROJECTION])
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{
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glUniformMatrix4fv(pipeline->uniformLocations[GU_PROJECTION], 1, GL_FALSE, gl.projectionMatrix);
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pipeline->uniformsDirty[GU_PROJECTION] = qfalse;
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}
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if(pipeline->uniformsDirty[GU_CLIP_PLANE])
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{
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glUniform4fv(pipeline->uniformLocations[GU_CLIP_PLANE], 1, gl.clipPlane);
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pipeline->uniformsDirty[GU_CLIP_PLANE] = qfalse;
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}
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if(pipeline->uniformsDirty[GU_GAMMA_BRIGHT_NOISE_SEED] &&
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pipeline->uniformLocations[GU_GAMMA_BRIGHT_NOISE_SEED] != -1)
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@ -2163,6 +2166,7 @@ static void DrawGeneric()
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1.0f / r_brightness->value,
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backEnd.projection2D ? 0.0f : r_ditherStrength->value,
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(float)rand() / (float)RAND_MAX);
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pipeline->uniformsDirty[GU_GAMMA_BRIGHT_NOISE_SEED] = qfalse;
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}
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UploadVertexArray(VB_POSITION, tess.xyz);
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@ -2199,6 +2203,7 @@ static void DrawGeneric()
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if(pipeline->uniformsDirty[GU_ALPHA_TEX])
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{
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glUniform2ui(pipeline->uniformLocations[GU_ALPHA_TEX], gl.alphaTest, gl.texEnv);
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pipeline->uniformsDirty[GU_ALPHA_TEX] = qfalse;
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}
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DrawElements(tess.numIndexes);
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@ -2221,12 +2226,11 @@ static void DrawGeneric()
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if(pipeline->uniformsDirty[GU_ALPHA_TEX])
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{
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glUniform2ui(pipeline->uniformLocations[GU_ALPHA_TEX], gl.alphaTest, gl.texEnv);
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pipeline->uniformsDirty[GU_ALPHA_TEX] = qfalse;
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}
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DrawElements(tess.numIndexes);
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}
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memset(pipeline->uniformsDirty, 0, sizeof(pipeline->uniformsDirty));
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}
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static void DrawDynamicLight()
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@ -2289,26 +2293,31 @@ static void DrawDepthFade()
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if(pipeline->uniformsDirty[SU_PROJECTION])
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{
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glUniformMatrix4fv(pipeline->uniformLocations[SU_PROJECTION], 1, GL_FALSE, gl.projectionMatrix);
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pipeline->uniformsDirty[SU_PROJECTION] = qfalse;
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}
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if(pipeline->uniformsDirty[SU_MODELVIEW])
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{
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glUniformMatrix4fv(pipeline->uniformLocations[SU_MODELVIEW], 1, GL_FALSE, gl.modelViewMatrix);
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pipeline->uniformsDirty[SU_MODELVIEW] = qfalse;
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}
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if(pipeline->uniformsDirty[SU_CLIP_PLANE])
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{
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glUniform4fv(pipeline->uniformLocations[SU_CLIP_PLANE], 1, gl.clipPlane);
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pipeline->uniformsDirty[SU_CLIP_PLANE] = qfalse;
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}
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if(pipeline->uniformsDirty[SU_COLOR_SCALE] ||
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memcmp(gl.depthFadeScale, r_depthFadeScale[tess.shader->dfType], sizeof(gl.depthFadeScale)) != 0)
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{
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glUniform4fv(pipeline->uniformLocations[SU_COLOR_SCALE], 1, r_depthFadeScale[tess.shader->dfType]);
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memcpy(gl.depthFadeScale, r_depthFadeScale[tess.shader->dfType], sizeof(gl.depthFadeScale));
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pipeline->uniformsDirty[SU_COLOR_SCALE] = qfalse;
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}
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if(pipeline->uniformsDirty[SU_COLOR_BIAS] ||
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memcmp(gl.depthFadeBias, r_depthFadeBias[tess.shader->dfType], sizeof(gl.depthFadeBias)) != 0)
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{
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glUniform4fv(pipeline->uniformLocations[SU_COLOR_BIAS], 1, r_depthFadeBias[tess.shader->dfType]);
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memcpy(gl.depthFadeBias, r_depthFadeBias[tess.shader->dfType], sizeof(gl.depthFadeBias));
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pipeline->uniformsDirty[SU_COLOR_BIAS] = qfalse;
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}
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if(pipeline->uniformsDirty[SU_DIST_OFFSET] ||
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tess.shader->dfInvDist != gl.depthFadeDist ||
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@ -2317,6 +2326,7 @@ static void DrawDepthFade()
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glUniform2f(pipeline->uniformLocations[SU_DIST_OFFSET], tess.shader->dfInvDist, tess.shader->dfBias);
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gl.depthFadeDist = tess.shader->dfInvDist;
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gl.depthFadeOffset = tess.shader->dfBias;
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pipeline->uniformsDirty[SU_DIST_OFFSET] = qfalse;
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}
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UploadVertexArray(VB_POSITION, tess.xyz);
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@ -2334,6 +2344,7 @@ static void DrawDepthFade()
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if(pipeline->uniformsDirty[SU_ALPHA_TEST])
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{
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glUniform1ui(pipeline->uniformLocations[SU_ALPHA_TEST], gl.alphaTest);
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pipeline->uniformsDirty[SU_ALPHA_TEST] = qfalse;
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}
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BindBundle(0, &stage->bundle);
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@ -2343,8 +2354,6 @@ static void DrawDepthFade()
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DrawElements(tess.numIndexes);
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}
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memset(pipeline->uniformsDirty, 0, sizeof(pipeline->uniformsDirty));
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}
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static void GAL_Draw(drawType_t type)
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@ -190,6 +190,11 @@ static void R_AddWorldSurface( msurface_t* surf )
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surf->vcBSP = tr.viewCount;
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// surfaces that don't ever draw anything are not considered visible
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if ( surf->shader->numStages == 0 &&
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( surf->shader->fogPass == FP_NONE || surf->fogIndex == 0 ) )
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return;
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if ( R_CullSurface( surf->data, surf->shader ) )
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return;
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