mirror of
https://bitbucket.org/CPMADevs/cnq3
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2732 lines
80 KiB
C++
2732 lines
80 KiB
C++
/*
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===========================================================================
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Copyright (C) 2019 Gian 'myT' Schellenbaum
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This file is part of Challenge Quake 3 (CNQ3).
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Challenge Quake 3 is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Challenge Quake 3 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// OpenGL 3.2+ rendering back-end
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#include "tr_local.h"
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#include "GL/glew.h"
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#if defined(_WIN32)
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#include <Windows.h>
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#else
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#include <sys/mman.h>
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#include <unistd.h>
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#endif
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/*
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Current info:
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- OpenGL 3.2 minimum
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- GLSL 1.40 minimum
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- fancy mip-map generations requires:
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- OpenGL 4.3 (or equivalent extensions)
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- GLSL 4.30
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Vertex and index data streaming notes:
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- everyone: persistent coherent buffer mapping is the best option whenever available
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- nVidia : unsynchronized mapping is very slow, even without threaded driver optimization
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- Intel : glBufferSubData is painfully slow, even with immutable storage guarantees and full-range updates
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- AMD : if persistent coherent buffer mapping isn't available, AMD_pinned_memory is the best option
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- AMD : if neither persistent coherent buffer mapping nor AMD_pinned_memory, then pick glBufferSubData to be safe
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- AMD : glBufferSubData is slower than unsynchronized mapping with modern drivers
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- AMD : unsynchronized mapping drops off the performance cliff with old drivers
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Known issues:
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- nVidia GeForce GTX 1070 - Windows 7 - drivers 430.64
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once the GL2 back-end is used, performance crashes when switching to the GL3 back-end
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- AMD Radeon HD 6950 - Windows 10 Pro version 10.0.16299 build 16299 - drivers 15.201.1151.1008
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with r_gpuMipGen 1, performance collapses big time (confirmed: whenever glTexStorage2D is called)
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- AMD Radeon R7 360 - Windows 7 - drivers 14.502.0.0
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with r_gpuMipGen 1, the GPU-generated mips are corrupted (not confirmed: broken barrier implementation?)
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*/
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// @NOTE: MAX_VERTEXES and MAX_INDEXES are *per frame*
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#define LARGEBUFFER_MAX_FRAMES 4
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#define LARGEBUFFER_MAX_VERTEXES 131072
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#define LARGEBUFFER_MAX_INDEXES (LARGEBUFFER_MAX_VERTEXES * 8)
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// this is the highest maximum we'll ever report
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#define MAX_GPU_TEXTURE_SIZE 2048
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enum PipelineId
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{
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PID_GENERIC,
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PID_DYNAMIC_LIGHT,
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PID_SOFT_SPRITE,
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PID_POST_PROCESS,
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PID_COUNT
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};
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enum ErrorMode
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{
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EM_FATAL,
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EM_PRINT,
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EM_SILENT
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};
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enum VertexBufferId
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{
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VB_POSITION,
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VB_NORMAL,
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VB_TEXCOORD,
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VB_TEXCOORD2,
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VB_COLOR,
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VB_COUNT
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};
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enum AlphaTest
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{
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AT_ALWAYS,
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AT_GREATER_THAN_0,
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AT_LESS_THAN_HALF,
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AT_GREATER_OR_EQUAL_TO_HALF
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};
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struct Program
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{
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GLuint vertexShader;
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GLuint fragmentShader;
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GLuint computeShader;
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GLuint program;
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};
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struct ArrayBuffer
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{
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GLuint buffer;
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GLint componentCount;
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GLenum dataType;
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GLboolean normalized;
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int capacity;
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int itemSize;
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int writeIndex;
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int readIndex;
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qbool indexBuffer;
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// persistent mapping:
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byte* mappedData;
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int pinnedByteCount; // when using AMD_pinned_memory
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GLsync fences[LARGEBUFFER_MAX_FRAMES]; // NULL means uninitialized / invalid
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int writeRangeIndex;
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};
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struct PipelineArrayBuffer
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{
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const char* attribName;
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qbool enabled;
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};
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struct FrameBuffer
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{
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GLuint fbo;
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GLuint color; // texture if MS, buffer if SS
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GLuint depthStencil; // texture if MS, buffer if SS
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qbool multiSampled;
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qbool hasDepthStencil;
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qbool hasColor;
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};
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enum GenericUniform
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{
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GU_MODELVIEW,
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GU_PROJECTION,
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GU_CLIP_PLANE,
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GU_ALPHA_TEX,
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GU_GAMMA_BRIGHT_NOISE_SEED, // @NOTE: not always defined
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GU_COUNT
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};
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enum DynamicLightUniform
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{
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DU_MODELVIEW,
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DU_PROJECTION,
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DU_CLIP_PLANE,
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DU_LIGHT_POS,
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DU_EYE_POS,
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DU_LIGHT_COLOR_RADIUS,
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DU_OPAQUE,
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DU_INTENSITY,
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DU_COUNT
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};
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enum SoftSpriteUniform
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{
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SU_MODELVIEW,
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SU_PROJECTION,
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SU_CLIP_PLANE,
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SU_ALPHA_TEST,
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SU_DIST_OFFSET,
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SU_COLOR_SCALE,
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SU_COLOR_BIAS,
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SU_COUNT
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};
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enum PostUniform
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{
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PU_BRIGHT_GAMMA_GREY,
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PU_COUNT
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};
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// yes, one could use some template meta-programming horror for this...
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#define MAX_UNIFORM_COUNT DU_COUNT
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static const char UniformCountLargeEnoughG[(int)MAX_UNIFORM_COUNT >= (int)GU_COUNT ? 1 : -1] = { '\0' };
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static const char UniformCountLargeEnoughD[(int)MAX_UNIFORM_COUNT >= (int)DU_COUNT ? 1 : -1] = { '\0' };
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static const char UniformCountLargeEnoughS[(int)MAX_UNIFORM_COUNT >= (int)SU_COUNT ? 1 : -1] = { '\0' };
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static const char UniformCountLargeEnoughU[(int)MAX_UNIFORM_COUNT >= (int)PU_COUNT ? 1 : -1] = { '\0' };
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struct Pipeline
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{
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Program program;
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const char* uniformNames[MAX_UNIFORM_COUNT];
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GLint uniformLocations[MAX_UNIFORM_COUNT];
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qbool uniformsDirty[MAX_UNIFORM_COUNT];
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GLint textureLocations[2];
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PipelineArrayBuffer arrayBuffers[VB_COUNT];
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};
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enum ComputePipelineId
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{
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CPID_GAMMA_TO_LINEAR,
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CPID_LINEAR_TO_GAMMA,
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CPID_DOWN_SAMPLE,
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CPID_COUNT
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};
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struct MipMapGenerator
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{
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Program programs[CPID_COUNT];
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GLuint textures[3]; // 0,1=float16 2=uint8
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};
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enum MappingType
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{
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MT_SUBDATA, // glBufferSubData
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MT_UNSYNC, // glMapBufferRange with GL_MAP_UNSYNCHRONIZED_BIT
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MT_PERSISTENT, // glMapBufferRange with GL_MAP_PERSISTENT_BIT and GL_MAP_COHERENT_BIT
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MT_AMDPIN // glBufferData with GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD
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};
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struct OpenGL3
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{
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char log[8192];
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int maxTextureSize;
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float modelViewMatrix[16];
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float projectionMatrix[16];
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float clipPlane[4];
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qbool enableClipPlane;
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qbool prevEnableClipPlane;
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AlphaTest alphaTest;
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qbool dlOpaque;
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float dlIntensity;
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float depthFadeScale[4];
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float depthFadeBias[4];
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float depthFadeDist;
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float depthFadeOffset;
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ArrayBuffer arrayBuffers[VB_COUNT];
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ArrayBuffer indexBuffer;
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GLuint boundTextures[2];
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cullType_t cullType;
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unsigned int srcBlendBits;
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unsigned int dstBlendBits;
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qbool enableDepthTest;
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GLenum depthFunc;
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GLboolean enableDepthWrite;
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GLenum polygonMode;
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qbool enablePolygonOffset;
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texEnv_t texEnv;
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qbool enableAlphaToCoverage;
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FrameBuffer fbMS;
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FrameBuffer fbSSDepth; // resolved depth/stencil from fbMS
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FrameBuffer fbSS[2];
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unsigned int fbReadIndex; // indexes fbSS
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qbool fbMSEnabled;
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Pipeline pipelines[PID_COUNT];
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PipelineId pipelineId;
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MappingType mappingType;
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ErrorMode errorMode;
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MipMapGenerator mipGen;
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GLuint timerQueries[8];
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qbool queryStarted[8];
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int queryWriteIndex;
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int queryReadIndex;
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};
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static OpenGL3 gl;
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static const char* generic_vs =
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// a good way to test warning reports with r_verbose 1
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//"#extension DOESNTEXISTLOL:warn\n"
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//----------------------------------
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"uniform mat4 modelView;\n"
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"uniform mat4 projection;\n"
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"uniform vec4 clipPlane;\n"
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"\n"
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"in vec4 position;\n"
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"in vec2 texCoords1;\n"
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"in vec2 texCoords2;\n"
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"in vec4 color;\n"
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"\n"
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"centroid out vec2 texCoords1FS;\n"
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"centroid out vec2 texCoords2FS;\n"
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"centroid out vec4 colorFS;\n"
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"\n"
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"void main()\n"
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"{\n"
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" vec4 positionVS = modelView * vec4(position.xyz, 1);\n"
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" gl_Position = projection * positionVS;\n"
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" gl_ClipDistance[0] = dot(positionVS, clipPlane);\n"
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" texCoords1FS = texCoords1;\n"
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" texCoords2FS = texCoords2;\n"
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" colorFS = color;\n"
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"}\n";
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static const char* generic_fs =
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"uniform sampler2D texture1;\n"
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"uniform sampler2D texture2;\n"
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"\n"
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"uniform uvec2 alphaTex;\n"
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"#define alphaTest alphaTex.x\n"
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"#define texEnv alphaTex.y\n"
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"#if CNQ3_DITHER\n"
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"uniform vec4 gammaBrightNoiseSeed;\n"
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"#define invGamma gammaBrightNoiseSeed.x\n"
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"#define invBrightness gammaBrightNoiseSeed.y\n"
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"#define noiseScale gammaBrightNoiseSeed.z\n"
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"#define seed gammaBrightNoiseSeed.w\n"
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"#endif\n"
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"\n"
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"centroid in vec2 texCoords1FS;\n"
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"centroid in vec2 texCoords2FS;\n"
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"centroid in vec4 colorFS;\n"
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"\n"
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"out vec4 fragColor;\n"
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"\n"
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"#if CNQ3_DITHER\n"
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"float Hash(vec2 v)\n"
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"{\n"
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" // this is from Morgan McGuire's 'Hashed Alpha Testing' paper\n"
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" return fract(1.0e4 * sin(17.0 * v.x + 0.1 * v.y) + (0.1 + abs(sin(13.0 * v.y + v.x))));\n"
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"}\n"
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"\n"
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"float Linearize(float color)\n"
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"{\n"
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" return pow(abs(color * invBrightness), invGamma) * sign(color);\n"
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"}\n"
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"\n"
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"vec4 Dither(vec4 color, vec3 position)\n"
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"{\n"
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" vec2 newSeed = position.xy + vec2(0.6849, 0.6849) * seed + vec2(position.z, position.z);\n"
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" float noise = (noiseScale / 255.0) * Linearize(Hash(newSeed) - 0.5);\n"
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"\n"
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" return color + vec4(noise, noise, noise, 0.0);\n"
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"}\n"
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"#endif\n"
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"\n"
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"#if CNQ3_A2C\n"
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"float CorrectAlpha(float threshold, float alpha, vec2 tc)\n"
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"{\n"
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" vec2 size = vec2(textureSize(texture1, 0));\n"
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" float dx = max(abs(dFdx(tc.x * size.x)), 0.001);\n"
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" float dy = max(abs(dFdy(tc.y * size.y)), 0.001);\n"
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" float dxy = max(dx, dy); // apply the smallest boost\n"
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" float scale = max(1.0 / dxy, 1.0);\n"
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" float ac = threshold + (alpha - threshold) * scale;\n"
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"\n"
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" return ac;\n"
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"}\n"
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"#endif\n"
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"\n"
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"void main()\n"
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"{\n"
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" vec4 p = texture(texture1, texCoords1FS);\n"
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" vec4 s = texture(texture2, texCoords2FS);\n"
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" vec4 r;\n"
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" if(texEnv == uint(1))\n"
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" r = colorFS * s * p;\n"
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" else if(texEnv == uint(2))\n"
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" r = s; // use input.color or not?\n"
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" else if(texEnv == uint(3))\n"
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" r = colorFS * vec4(p.rgb * (1 - s.a) + s.rgb * s.a, p.a);\n"
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" else if(texEnv == uint(4))\n"
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" r = colorFS * vec4(p.rgb + s.rgb, p.a * s.a);\n"
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" else // texEnv == 0\n"
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" r = colorFS * p;\n"
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"\n"
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"#if CNQ3_DITHER\n"
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" r = Dither(r, gl_FragCoord.xyz);\n"
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"#endif\n"
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"\n"
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"#if CNQ3_A2C\n"
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" if(alphaTest == uint(1))\n"
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" r.a = r.a > 0.0 ? 1.0 : 0.0;\n"
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" if(alphaTest == uint(2))\n"
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" r.a = CorrectAlpha(0.5, 1.0 - r.a, texCoords1FS);\n"
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" else if(alphaTest == uint(3))\n"
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" r.a = CorrectAlpha(0.5, r.a, texCoords1FS);\n"
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"#else\n"
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" if( (alphaTest == uint(1) && r.a == 0.0) ||\n"
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" (alphaTest == uint(2) && r.a >= 0.5) ||\n"
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" (alphaTest == uint(3) && r.a < 0.5))\n"
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" discard;\n"
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"#endif\n"
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"\n"
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" fragColor = r;\n"
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"}\n";
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static const char* dl_vs =
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"uniform mat4 modelView;\n"
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"uniform mat4 projection;\n"
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"uniform vec4 clipPlane;\n"
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"uniform vec3 osLightPos;\n"
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"uniform vec3 osEyePos;\n"
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"\n"
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"in vec4 position;\n"
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"in vec4 normal;\n"
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"in vec2 texCoords1;\n"
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"\n"
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"out vec3 normalFS;\n"
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"out vec2 texCoords1FS;\n"
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"out vec3 L;\n"
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"out vec3 V;\n"
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"\n"
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"void main()\n"
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"{\n"
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" vec4 positionVS = modelView * vec4(position.xyz, 1);\n"
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" gl_Position = projection * positionVS;\n"
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" gl_ClipDistance[0] = dot(positionVS, clipPlane);\n"
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" normalFS = normal.xyz;\n"
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" texCoords1FS = texCoords1;\n"
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" L = osLightPos - position.xyz;\n"
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" V = osEyePos - position.xyz;\n"
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"}\n";
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static const char* dl_fs =
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"uniform sampler2D texture1;\n"
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"\n"
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"uniform vec4 lightColorRadius;\n"
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"uniform float opaque;\n"
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"uniform float intensity;\n"
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"\n"
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"in vec3 normalFS;\n"
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"in vec2 texCoords1FS;\n"
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"in vec3 L;\n"
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"in vec3 V;\n"
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"\n"
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"out vec4 fragColor;\n"
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"\n"
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"float BezierEase(float t)\n"
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"{\n"
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" return t * t * (3.0 - 2.0 * t);\n"
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"}\n"
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"\n"
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"void main()\n"
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"{\n"
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" vec4 base = texture2D(texture1, texCoords1FS);\n"
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" vec3 nL = normalize(L);\n"
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" vec3 nV = normalize(V);\n"
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"\n"
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" // light intensity\n"
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" float intensFactor = min(dot(L, L) * lightColorRadius.w, 1.0);\n"
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" vec3 intens = lightColorRadius.rgb * BezierEase(1.0 - sqrt(intensFactor));\n"
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"\n"
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" // specular reflection term (N.H)\n"
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" float specFactor = min(abs(dot(normalFS, normalize(nL + nV))), 1.0);\n"
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" float spec = pow(specFactor, 16.0) * 0.25;\n"
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"\n"
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" // Lambertian diffuse reflection term (N.L)\n"
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" float diffuse = min(abs(dot(normalFS, nL)), 1.0);\n"
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" vec3 color = (base.rgb * vec3(diffuse) + vec3(spec)) * intens * intensity;\n"
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" float alpha = mix(opaque, 1.0, base.a);\n"
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"\n"
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" fragColor = vec4(color.rgb * alpha, alpha);\n"
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"}\n";
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static const char* sprite_vs =
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"uniform mat4 modelView;\n"
|
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"uniform mat4 projection;\n"
|
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"uniform vec4 clipPlane;\n"
|
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"\n"
|
|
"in vec4 position;\n"
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|
"in vec2 texCoords1;\n"
|
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"in vec4 color;\n"
|
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"\n"
|
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"out vec2 texCoords1FS;\n"
|
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"out vec4 colorFS;\n"
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"out float depthVS;\n"
|
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"out vec2 proj22_32;\n"
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"\n"
|
|
"void main()\n"
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|
"{\n"
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" vec4 positionVS = modelView * vec4(position.xyz, 1);\n"
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" gl_Position = projection * positionVS;\n"
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|
" gl_ClipDistance[0] = dot(positionVS, clipPlane);\n"
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" texCoords1FS = texCoords1;\n"
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" colorFS = color;\n"
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" depthVS = -positionVS.z;\n"
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" proj22_32 = vec2(-projection[2][2], projection[3][2]);\n"
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"}\n";
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|
|
static const char* sprite_fs =
|
|
"uniform sampler2D texture1; // diffuse texture\n"
|
|
"uniform sampler2D texture2; // depth texture\n"
|
|
"\n"
|
|
"uniform uint alphaTest;\n"
|
|
"uniform vec2 distOffset;\n"
|
|
"uniform vec4 colorScale;\n"
|
|
"uniform vec4 colorBias;\n"
|
|
"#define distance distOffset.x\n"
|
|
"#define offset distOffset.y\n"
|
|
"\n"
|
|
"in vec2 texCoords1FS;\n"
|
|
"in vec4 colorFS;\n"
|
|
"in float depthVS;\n"
|
|
"in vec2 proj22_32;\n"
|
|
"#define proj22 proj22_32.x\n"
|
|
"#define proj32 proj22_32.y\n"
|
|
"\n"
|
|
"out vec4 fragColor;\n"
|
|
"\n"
|
|
"float LinearDepth(float zwDepth)\n"
|
|
"{\n"
|
|
" return proj32 / (zwDepth - proj22);\n"
|
|
"}\n"
|
|
"\n"
|
|
"float Contrast(float d, float power)\n"
|
|
"{\n"
|
|
" bool aboveHalf = d > 0.5;\n"
|
|
" float base = clamp(2.0 * (aboveHalf ? (1.0 - d) : d), 0.0, 1.0);\n"
|
|
" float r = 0.5 * pow(base, power);\n"
|
|
"\n"
|
|
" return aboveHalf ? (1.0 - r) : r;\n"
|
|
"}\n"
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" vec4 r = colorFS * texture(texture1, texCoords1FS);\n"
|
|
" if( (alphaTest == uint(1) && r.a == 0.0) ||\n"
|
|
" (alphaTest == uint(2) && r.a >= 0.5) ||\n"
|
|
" (alphaTest == uint(3) && r.a < 0.5))\n"
|
|
" discard;\n"
|
|
"\n"
|
|
" float depthSRaw = texelFetch(texture2, ivec2(gl_FragCoord.xy), 0).r;\n"
|
|
" float depthS = LinearDepth(depthSRaw * 2.0 - 1.0);\n"
|
|
" float depthP = depthVS - offset;\n"
|
|
" float scale = Contrast((depthS - depthP) * distance, 2.0);\n"
|
|
" vec4 r2 = mix(r * colorScale + colorBias, r, scale);\n"
|
|
" fragColor = r2;\n"
|
|
"}\n";
|
|
|
|
static const char* post_vs =
|
|
"out vec2 texCoords1FS;\n"
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" gl_Position = vec4(\n"
|
|
" float(gl_VertexID / 2) * 4.0 - 1.0,\n"
|
|
" float(gl_VertexID % 2) * 4.0 - 1.0,\n"
|
|
" 0.0,\n"
|
|
" 1.0);\n"
|
|
" texCoords1FS = vec2(\n"
|
|
" float(gl_VertexID / 2) * 2.0,\n"
|
|
" float(gl_VertexID % 2) * 2.0);\n"
|
|
"}\n";
|
|
|
|
static const char* post_fs =
|
|
"uniform sampler2D texture1;\n"
|
|
"\n"
|
|
"uniform vec3 brightGammaGrey;\n"
|
|
"#define brightness brightGammaGrey.x\n"
|
|
"#define gamma brightGammaGrey.y\n"
|
|
"#define greyscale brightGammaGrey.z\n"
|
|
"\n"
|
|
"in vec2 texCoords1FS;\n"
|
|
"\n"
|
|
"out vec4 fragColor;\n"
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" vec3 base = texture(texture1, texCoords1FS).rgb;\n"
|
|
" vec3 gc = pow(base, vec3(gamma)) * brightness;\n"
|
|
" float grey = 0.299 * gc.r + 0.587 * gc.g + 0.114 * gc.b;\n"
|
|
" vec3 result = mix(gc, vec3(grey, grey, grey), greyscale);\n"
|
|
" fragColor = vec4(result.rgb, 1.0);\n"
|
|
"}\n";
|
|
|
|
static const char* gammaToLinear_cs =
|
|
"layout (binding = 0, rgba8) readonly uniform image2D srcTex;\n"
|
|
"layout (binding = 1, rgba16f) writeonly uniform image2D dstTex;\n"
|
|
"\n"
|
|
"layout (location = 0) uniform float gamma;\n"
|
|
"\n"
|
|
"layout (local_size_x = 8, local_size_y = 8) in;\n"
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" ivec2 coords = ivec2(gl_GlobalInvocationID);\n"
|
|
" vec4 inV = imageLoad(srcTex, coords);\n"
|
|
" vec4 outV = vec4(pow(inV.x, gamma), pow(inV.y, gamma), pow(inV.z, gamma), inV.a);\n"
|
|
" imageStore(dstTex, coords, outV);\n"
|
|
"}\n";
|
|
|
|
static const char* linearToGamma_cs =
|
|
// yes, intensity *should* be done in light-linear space
|
|
// but we keep the old behavior for consistency...
|
|
"layout (binding = 0, rgba16f) readonly uniform image2D srcTex;\n"
|
|
"layout (binding = 1, rgba8) writeonly uniform image2D dstTex;\n"
|
|
"\n"
|
|
"layout (location = 0) uniform float intensity;\n"
|
|
"layout (location = 1) uniform vec4 blendColor;\n"
|
|
"layout (location = 2) uniform float invGamma;\n"
|
|
"\n"
|
|
"layout (local_size_x = 8, local_size_y = 8) in;\n"
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" ivec2 coords = ivec2(gl_GlobalInvocationID);\n"
|
|
" vec4 in0 = imageLoad(srcTex, coords);\n"
|
|
" vec3 in1 = 0.5 * (in0.rgb + blendColor.rgb);\n"
|
|
" vec3 inV = mix(in0.rgb, in1.rgb, blendColor.a);\n"
|
|
" vec3 out0 = vec3(pow(inV.r, invGamma), pow(inV.g, invGamma), pow(inV.b, invGamma));\n"
|
|
" vec3 out1 = out0 * intensity;\n"
|
|
" vec4 outV = vec4(out1, in0.a);\n"
|
|
" imageStore(dstTex, coords, outV);\n"
|
|
"}\n";
|
|
|
|
static const char* downSample_cs =
|
|
"layout (binding = 0, rgba16f) readonly uniform image2D srcTex;\n"
|
|
"layout (binding = 1, rgba16f) writeonly uniform image2D dstTex;\n"
|
|
"\n"
|
|
"layout (location = 0) uniform vec4 weights;\n"
|
|
"layout (location = 1) uniform ivec2 maxSize;\n"
|
|
"layout (location = 2) uniform ivec2 scale;\n"
|
|
"layout (location = 3) uniform ivec2 offset;\n"
|
|
"layout (location = 4) uniform uint clampMode; // 0 = repeat\n"
|
|
"\n"
|
|
"layout (local_size_x = 8, local_size_y = 8) in;\n"
|
|
"\n"
|
|
"ivec2 FixCoords(ivec2 c)\n"
|
|
"{\n"
|
|
"if(clampMode > 0)\n"
|
|
" {\n"
|
|
" // clamp\n"
|
|
" return clamp(c, ivec2(0, 0), maxSize);\n"
|
|
" }\n"
|
|
"\n"
|
|
" // repeat\n"
|
|
" return c & maxSize;\n"
|
|
"}\n"
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
"ivec2 dstTC = ivec2(gl_GlobalInvocationID);\n"
|
|
" ivec2 base = ivec2(gl_GlobalInvocationID) * scale;\n"
|
|
" vec4 r = vec4(0, 0, 0, 0);\n"
|
|
" r += imageLoad(srcTex, FixCoords(base - offset * 3)) * weights.x;\n"
|
|
" r += imageLoad(srcTex, FixCoords(base - offset * 2)) * weights.y;\n"
|
|
" r += imageLoad(srcTex, FixCoords(base - offset )) * weights.z;\n"
|
|
" r += imageLoad(srcTex, base ) * weights.w;\n"
|
|
" r += imageLoad(srcTex, base + offset ) * weights.w;\n"
|
|
" r += imageLoad(srcTex, FixCoords(base + offset * 2)) * weights.z;\n"
|
|
" r += imageLoad(srcTex, FixCoords(base + offset * 3)) * weights.y;\n"
|
|
" r += imageLoad(srcTex, FixCoords(base + offset * 4)) * weights.x;\n"
|
|
" imageStore(dstTex, dstTC, r);\n"
|
|
"}\n";
|
|
|
|
|
|
void GL_GetRenderTargetFormat(GLenum* internalFormat, GLenum* format, GLenum* type, int cnq3Format)
|
|
{
|
|
switch(cnq3Format)
|
|
{
|
|
case RTCF_R10G10B10A2:
|
|
*internalFormat = GL_RGB10_A2;
|
|
*format = GL_BGRA;
|
|
*type = GL_UNSIGNED_INT_2_10_10_10_REV;
|
|
break;
|
|
|
|
case RTCF_R16G16B16A16:
|
|
*internalFormat = GL_RGBA16;
|
|
*format = GL_BGRA;
|
|
*type = GL_UNSIGNED_SHORT;
|
|
break;
|
|
|
|
case RTCF_R8G8B8A8:
|
|
default:
|
|
*internalFormat = GL_RGBA8;
|
|
*format = GL_BGRA;
|
|
*type = GL_UNSIGNED_BYTE;
|
|
break;
|
|
}
|
|
}
|
|
|
|
void GL_CreateColorRenderBufferStorageMS(int* samples)
|
|
{
|
|
GLenum internalFormat, format, type;
|
|
GL_GetRenderTargetFormat(&internalFormat, &format, &type, r_rtColorFormat->integer);
|
|
|
|
int sampleCount = r_msaa->integer;
|
|
while(glGetError() != GL_NO_ERROR) {} // clear the error queue
|
|
|
|
if(GLEW_VERSION_4_2 || GLEW_ARB_internalformat_query)
|
|
{
|
|
GLint maxSampleCount = 0;
|
|
glGetInternalformativ(GL_RENDERBUFFER, internalFormat, GL_SAMPLES, 1, &maxSampleCount);
|
|
if(glGetError() == GL_NO_ERROR)
|
|
{
|
|
sampleCount = min(sampleCount, (int)maxSampleCount);
|
|
}
|
|
}
|
|
|
|
GLenum errorCode = GL_NO_ERROR;
|
|
for(;;)
|
|
{
|
|
// @NOTE: when the sample count is invalid, the error code is GL_INVALID_OPERATION
|
|
glRenderbufferStorageMultisample(GL_RENDERBUFFER, sampleCount, internalFormat, glConfig.vidWidth, glConfig.vidHeight);
|
|
errorCode = glGetError();
|
|
if(errorCode == GL_NO_ERROR || sampleCount == 0)
|
|
{
|
|
break;
|
|
}
|
|
|
|
--sampleCount;
|
|
}
|
|
|
|
if(errorCode != GL_NO_ERROR)
|
|
{
|
|
ri.Error(ERR_FATAL, "Failed to create multi-sampled render buffer storage (error 0x%X)\n", (unsigned int)errorCode);
|
|
}
|
|
|
|
*samples = sampleCount;
|
|
}
|
|
|
|
#if defined(_WIN32)
|
|
|
|
static void AllocatePinnedMemory(ArrayBuffer* buffer)
|
|
{
|
|
const int byteCount = PAD(buffer->capacity * buffer->itemSize, 4096);
|
|
buffer->mappedData = (byte*)VirtualAlloc(NULL, byteCount, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE);
|
|
buffer->pinnedByteCount = byteCount;
|
|
}
|
|
|
|
static void FreePinnedMemory(ArrayBuffer* buffer)
|
|
{
|
|
VirtualFree(buffer->mappedData, 0, MEM_RELEASE);
|
|
buffer->mappedData = NULL;
|
|
buffer->pinnedByteCount = 0;
|
|
}
|
|
|
|
#else
|
|
|
|
static void AllocatePinnedMemory(ArrayBuffer* buffer)
|
|
{
|
|
const int pageSizeSC = (int)sysconf(_SC_PAGE_SIZE);
|
|
const int pageSize = pageSizeSC > 0 ? pageSizeSC : 4096;
|
|
const int byteCount = PAD(buffer->capacity * buffer->itemSize, pageSize);
|
|
buffer->mappedData = (byte*)mmap(NULL, byteCount, PROT_READ | PROT_WRITE, MAP_PRIVATE | MAP_ANONYMOUS, -1, 0);
|
|
buffer->pinnedByteCount = byteCount;
|
|
}
|
|
|
|
static void FreePinnedMemory(ArrayBuffer* buffer)
|
|
{
|
|
munmap(buffer->mappedData, buffer->pinnedByteCount);
|
|
buffer->mappedData = NULL;
|
|
buffer->pinnedByteCount = 0;
|
|
}
|
|
|
|
#endif
|
|
|
|
static void HandleError(const char* message)
|
|
{
|
|
if(gl.errorMode == EM_FATAL)
|
|
{
|
|
ri.Error(ERR_FATAL, message);
|
|
}
|
|
else if(gl.errorMode == EM_PRINT)
|
|
{
|
|
ri.Printf(PRINT_ERROR, message);
|
|
}
|
|
}
|
|
|
|
// identifier must be one of:
|
|
// GL_BUFFER, GL_SHADER, GL_PROGRAM, GL_VERTEX_ARRAY, GL_QUERY, GL_SAMPLER, GL_TEXTURE,
|
|
// GL_RENDERBUFFER, GL_FRAMEBUFFER, GL_PROGRAM_PIPELINE, GL_TRANSFORM_FEEDBACK
|
|
static void SetDebugName(GLenum identifier, GLuint name, const char* string)
|
|
{
|
|
if(GLEW_VERSION_4_3 || GLEW_KHR_debug)
|
|
{
|
|
glObjectLabel(identifier, name, -1, string);
|
|
}
|
|
}
|
|
|
|
static const char* GetShaderTypeName(GLenum shaderType)
|
|
{
|
|
switch(shaderType)
|
|
{
|
|
case GL_VERTEX_SHADER: return "vertex";
|
|
case GL_FRAGMENT_SHADER: return "fragment";
|
|
case GL_COMPUTE_SHADER: return "compute";
|
|
default: return "???";
|
|
}
|
|
}
|
|
|
|
static qbool CreateShader(GLuint* shaderPtr, PipelineId pipelineId, GLenum shaderType, const char* shaderSource, const char* debugName)
|
|
{
|
|
const char* sourceArray[] =
|
|
{
|
|
shaderType == GL_COMPUTE_SHADER ? "#version 430\n" : "#version 140\n",
|
|
"\n",
|
|
pipelineId == PID_GENERIC && glInfo.alphaToCoverageSupport && shaderType == GL_FRAGMENT_SHADER ? "#define CNQ3_A2C 1\n" : "#define CNQ3_A2C 0\n",
|
|
pipelineId == PID_GENERIC && r_dither->integer && shaderType == GL_FRAGMENT_SHADER ? "#define CNQ3_DITHER 1\n" : "#define CNQ3_DITHER 0\n",
|
|
shaderSource
|
|
};
|
|
|
|
GLuint shader = glCreateShader(shaderType);
|
|
glShaderSource(shader, ARRAY_LEN(sourceArray), sourceArray, NULL);
|
|
glCompileShader(shader);
|
|
|
|
GLint result = GL_FALSE;
|
|
glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
|
|
const qbool success = result == GL_TRUE;
|
|
if(success)
|
|
{
|
|
*shaderPtr = shader;
|
|
SetDebugName(GL_SHADER, shader, va("%s %s shader", debugName, GetShaderTypeName(shaderType)));
|
|
}
|
|
|
|
if(!success || r_verbose->integer)
|
|
{
|
|
GLint logLength = 0;
|
|
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
|
|
if(logLength > 0)
|
|
{
|
|
glGetShaderInfoLog(shader, sizeof(gl.log), NULL, gl.log);
|
|
const ErrorMode em = gl.errorMode;
|
|
gl.errorMode = success ? EM_PRINT : EM_FATAL;
|
|
HandleError(va("'%s' %s shader compilation failed: %s\n", debugName, GetShaderTypeName(shaderType), gl.log));
|
|
gl.errorMode = em;
|
|
}
|
|
else if(!success)
|
|
{
|
|
HandleError(va("'%s' %s shader compilation failed\n", debugName, GetShaderTypeName(shaderType)));
|
|
}
|
|
}
|
|
|
|
return success;
|
|
}
|
|
|
|
static qbool FinalizeProgram(Program* prog, const char* debugName)
|
|
{
|
|
GLint result = GL_FALSE;
|
|
glGetProgramiv(prog->program, GL_LINK_STATUS, &result);
|
|
const qbool success = result == GL_TRUE;
|
|
if(success)
|
|
{
|
|
SetDebugName(GL_PROGRAM, prog->program, va("%s program", debugName));
|
|
}
|
|
|
|
if(!success || r_verbose->integer)
|
|
{
|
|
GLint logLength = 0;
|
|
glGetProgramiv(prog->program, GL_INFO_LOG_LENGTH, &logLength);
|
|
if(logLength > 0)
|
|
{
|
|
glGetProgramInfoLog(prog->program, sizeof(gl.log), NULL, gl.log);
|
|
const ErrorMode em = gl.errorMode;
|
|
gl.errorMode = success ? EM_PRINT : EM_FATAL;
|
|
HandleError(va("'%s' program link failed: %s\n", debugName, gl.log));
|
|
gl.errorMode = em;
|
|
}
|
|
else if(!success)
|
|
{
|
|
HandleError(va("'%s' program link failed\n", debugName));
|
|
}
|
|
}
|
|
|
|
return success;
|
|
}
|
|
|
|
static qbool CreateGraphicsProgram(PipelineId pipelineId, const char* vs, const char* fs, const char* debugName)
|
|
{
|
|
Pipeline* const pipeline = &gl.pipelines[pipelineId];
|
|
Program* const prog = &pipeline->program;
|
|
if(!CreateShader(&prog->vertexShader, pipelineId, GL_VERTEX_SHADER, vs, debugName) ||
|
|
!CreateShader(&prog->fragmentShader, pipelineId, GL_FRAGMENT_SHADER, fs, debugName))
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
prog->program = glCreateProgram();
|
|
glAttachShader(prog->program, prog->vertexShader);
|
|
glAttachShader(prog->program, prog->fragmentShader);
|
|
|
|
// glBindAttribLocation must be called before the program gets linked
|
|
for(int i = 0; i < VB_COUNT; ++i)
|
|
{
|
|
if(pipeline->arrayBuffers[i].enabled)
|
|
{
|
|
glBindAttribLocation(pipeline->program.program, i, pipeline->arrayBuffers[i].attribName);
|
|
}
|
|
}
|
|
|
|
glLinkProgram(prog->program);
|
|
|
|
return FinalizeProgram(prog, debugName);
|
|
}
|
|
|
|
static qbool CreateComputeProgram(Program* prog, const char* cs, const char* debugName)
|
|
{
|
|
if(!CreateShader(&prog->computeShader, PID_COUNT, GL_COMPUTE_SHADER, cs, debugName))
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
prog->program = glCreateProgram();
|
|
glAttachShader(prog->program, prog->computeShader);
|
|
glLinkProgram(prog->program);
|
|
|
|
return FinalizeProgram(prog, debugName);
|
|
}
|
|
|
|
extern void GL_GetRenderTargetFormat(GLenum* internalFormat, GLenum* format, GLenum* type, int cnq3Format);
|
|
|
|
static void FBO_CreateSS(FrameBuffer* fb, qbool color, qbool depthStencil, const char* name)
|
|
{
|
|
if(depthStencil)
|
|
{
|
|
glGenTextures(1, &fb->depthStencil);
|
|
glBindTexture(GL_TEXTURE_2D, fb->depthStencil);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, glConfig.vidWidth, glConfig.vidHeight, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
|
|
SetDebugName(GL_TEXTURE, fb->depthStencil, va("%s depth/stencil attachment", name));
|
|
}
|
|
|
|
if(color)
|
|
{
|
|
GLenum internalFormat, format, type;
|
|
GL_GetRenderTargetFormat(&internalFormat, &format, &type, r_rtColorFormat->integer);
|
|
glGenTextures(1, &fb->color);
|
|
glBindTexture(GL_TEXTURE_2D, fb->color);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, glConfig.vidWidth, glConfig.vidHeight, 0, format, type, NULL);
|
|
SetDebugName(GL_TEXTURE, fb->color, va("%s color attachment 0", name));
|
|
}
|
|
|
|
glGenFramebuffers(1, &fb->fbo);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fb->fbo);
|
|
if(color)
|
|
{
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb->color, 0);
|
|
}
|
|
if(depthStencil)
|
|
{
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, fb->depthStencil, 0);
|
|
}
|
|
|
|
const GLenum fboStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
if(fboStatus != GL_FRAMEBUFFER_COMPLETE)
|
|
{
|
|
ri.Error(ERR_FATAL, "Failed to create FBO (status 0x%X, error 0x%X)\n", (unsigned int)fboStatus, (unsigned int)glGetError());
|
|
}
|
|
|
|
SetDebugName(GL_FRAMEBUFFER, fb->fbo, va("%s frame buffer", name));
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
fb->multiSampled = qfalse;
|
|
fb->hasDepthStencil = depthStencil;
|
|
fb->hasColor = color;
|
|
}
|
|
|
|
static void FBO_CreateMS(int* sampleCount, FrameBuffer* fb, const char* name)
|
|
{
|
|
glGenFramebuffers(1, &fb->fbo);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fb->fbo);
|
|
|
|
glGenRenderbuffers(1, &fb->color);
|
|
glBindRenderbuffer(GL_RENDERBUFFER, fb->color);
|
|
GL_CreateColorRenderBufferStorageMS(sampleCount);
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, fb->color);
|
|
SetDebugName(GL_RENDERBUFFER, fb->color, va("%s color attachment 0", name));
|
|
|
|
glGenRenderbuffers(1, &fb->depthStencil);
|
|
glBindRenderbuffer(GL_RENDERBUFFER, fb->depthStencil);
|
|
glRenderbufferStorageMultisample(GL_RENDERBUFFER, *sampleCount, GL_DEPTH24_STENCIL8, glConfig.vidWidth, glConfig.vidHeight);
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, fb->depthStencil);
|
|
SetDebugName(GL_RENDERBUFFER, fb->depthStencil, va("%s depth/stencil attachment", name));
|
|
|
|
const GLenum fboStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
if(fboStatus != GL_FRAMEBUFFER_COMPLETE)
|
|
{
|
|
ri.Error(ERR_FATAL, "Failed to create FBO (status 0x%X, error 0x%X)\n", (unsigned int)fboStatus, (unsigned int)glGetError());
|
|
}
|
|
|
|
SetDebugName(GL_FRAMEBUFFER, fb->fbo, va("%s frame buffer", name));
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
fb->multiSampled = qtrue;
|
|
fb->hasDepthStencil = qtrue;
|
|
fb->hasColor = qtrue;
|
|
}
|
|
|
|
static void FBO_Init()
|
|
{
|
|
gl.fbMSEnabled = r_msaa->integer >= 2 && r_colorMipLevels->integer == 0;
|
|
int finalSampleCount = 1;
|
|
|
|
if(gl.fbMSEnabled)
|
|
{
|
|
FBO_CreateMS(&finalSampleCount, &gl.fbMS, "main");
|
|
FBO_CreateSS(&gl.fbSSDepth, qfalse, qtrue, "depth resolve");
|
|
FBO_CreateSS(&gl.fbSS[0], qtrue, qfalse, "post-process #1");
|
|
FBO_CreateSS(&gl.fbSS[1], qtrue, qfalse, "post-process #2");
|
|
}
|
|
else
|
|
{
|
|
FBO_CreateSS(&gl.fbSS[0], qtrue, qtrue, "post-process #1");
|
|
FBO_CreateSS(&gl.fbSS[1], qtrue, qtrue, "post-process #2");
|
|
}
|
|
|
|
ri.Printf(PRINT_ALL, "MSAA: %d samples requested, %d selected\n", r_msaa->integer, finalSampleCount);
|
|
}
|
|
|
|
static void FBO_Bind(const FrameBuffer* fb)
|
|
{
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fb->fbo);
|
|
glReadBuffer(GL_COLOR_ATTACHMENT0);
|
|
glDrawBuffer(GL_COLOR_ATTACHMENT0);
|
|
}
|
|
|
|
static void FBO_Bind()
|
|
{
|
|
if(gl.fbMSEnabled)
|
|
{
|
|
FBO_Bind(&gl.fbMS);
|
|
}
|
|
else
|
|
{
|
|
FBO_Bind(&gl.fbSS[gl.fbReadIndex]);
|
|
}
|
|
}
|
|
|
|
static void FBO_BlitToBackBuffer()
|
|
{
|
|
// fixing up the blit mode here to avoid unnecessary glClear calls
|
|
int blitMode = r_blitMode->integer;
|
|
if(r_mode->integer != VIDEOMODE_UPSCALE)
|
|
{
|
|
blitMode = BLITMODE_STRETCHED;
|
|
}
|
|
|
|
if(blitMode != BLITMODE_STRETCHED)
|
|
{
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
|
|
const FrameBuffer& fbo = gl.fbSS[gl.fbReadIndex];
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo.fbo);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
glReadBuffer(GL_COLOR_ATTACHMENT0);
|
|
glDrawBuffer(GL_BACK);
|
|
|
|
const int sw = glConfig.vidWidth;
|
|
const int sh = glConfig.vidHeight;
|
|
const int dw = glInfo.winWidth;
|
|
const int dh = glInfo.winHeight;
|
|
if(blitMode == BLITMODE_STRETCHED)
|
|
{
|
|
glBlitFramebuffer(0, 0, sw, sh, 0, 0, dw, dh, GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
|
}
|
|
else if(blitMode == BLITMODE_CENTERED)
|
|
{
|
|
const int dx = (dw - sw) / 2;
|
|
const int dy = (dh - sh) / 2;
|
|
glBlitFramebuffer(0, 0, sw, sh, dx, dy, dx + sw, dy + sh, GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
|
}
|
|
else // blitMode == BLITMODE_ASPECT
|
|
{
|
|
const float rx = (float)dw / (float)sw;
|
|
const float ry = (float)dh / (float)sh;
|
|
const float ar = min(rx, ry);
|
|
const int w = (int)(sw * ar);
|
|
const int h = (int)(sh * ar);
|
|
const int x = (dw - w) / 2;
|
|
const int y = (dh - h) / 2;
|
|
glBlitFramebuffer(0, 0, sw, sh, x, y, x + w, y + h, GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
|
}
|
|
}
|
|
|
|
static void FBO_ResolveColor()
|
|
{
|
|
const FrameBuffer& r = gl.fbMS;
|
|
const FrameBuffer& d = gl.fbSS[gl.fbReadIndex];
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, r.fbo);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, d.fbo);
|
|
glReadBuffer(GL_COLOR_ATTACHMENT0);
|
|
glDrawBuffer(GL_COLOR_ATTACHMENT0);
|
|
|
|
const int w = glConfig.vidWidth;
|
|
const int h = glConfig.vidHeight;
|
|
glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
|
}
|
|
|
|
static void FBO_ResolveDepth()
|
|
{
|
|
const FrameBuffer& r = gl.fbMS;
|
|
const FrameBuffer& d = gl.fbSSDepth;
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, r.fbo);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, d.fbo);
|
|
|
|
const int w = glConfig.vidWidth;
|
|
const int h = glConfig.vidHeight;
|
|
glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
|
|
}
|
|
|
|
static void ApplyPipeline(PipelineId pipelineId)
|
|
{
|
|
if(pipelineId == gl.pipelineId)
|
|
{
|
|
return;
|
|
}
|
|
|
|
gl.pipelineId = pipelineId;
|
|
|
|
Pipeline* const pipeline = &gl.pipelines[pipelineId];
|
|
glUseProgram(pipeline->program.program);
|
|
|
|
for(int i = 0; i < VB_COUNT; ++i)
|
|
{
|
|
if(pipeline->arrayBuffers[i].enabled)
|
|
{
|
|
ArrayBuffer* const buffer = &gl.arrayBuffers[i];
|
|
glEnableVertexAttribArray(i);
|
|
glBindBuffer(GL_ARRAY_BUFFER, buffer->buffer);
|
|
glVertexAttribPointer(i, buffer->componentCount, buffer->dataType, buffer->normalized, buffer->itemSize, (const void*)0);
|
|
}
|
|
else
|
|
{
|
|
glDisableVertexAttribArray(i);
|
|
}
|
|
}
|
|
|
|
if(pipelineId == PID_SOFT_SPRITE && gl.fbMSEnabled)
|
|
{
|
|
// This is not how it should be done and will counter the benefits of MSAA.
|
|
// To do this right, we need to bind the FBO's depth attachment to the shader and for that,
|
|
// we need multi-sampled textures as FBO attachments instead of multi-sampled render buffers.
|
|
// We also need the shader to use gl_SampleID, which changes our minimum requirements.
|
|
// Because of all these changes and lack of testing time,
|
|
// I'll do the necessary changes after the 1.52 release to avoid problems.
|
|
FBO_ResolveDepth();
|
|
FBO_Bind();
|
|
}
|
|
|
|
glUniform1i(pipeline->textureLocations[0], 0);
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glUniform1i(pipeline->textureLocations[1], 1);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
memset(pipeline->uniformsDirty, 0xFF, sizeof(pipeline->uniformsDirty));
|
|
}
|
|
|
|
static GLint GetTextureWrapMode(textureWrap_t w)
|
|
{
|
|
switch(w)
|
|
{
|
|
case TW_REPEAT: return GL_REPEAT;
|
|
case TW_CLAMP_TO_EDGE: return GL_CLAMP_TO_EDGE;
|
|
default: return GL_REPEAT;
|
|
}
|
|
}
|
|
|
|
static GLint GetTextureInternalFormat(textureFormat_t f)
|
|
{
|
|
switch(f)
|
|
{
|
|
case TF_RGBA8:
|
|
default: return GL_RGBA8;
|
|
}
|
|
}
|
|
|
|
static GLenum GetTextureFormat(textureFormat_t f)
|
|
{
|
|
switch(f)
|
|
{
|
|
case TF_RGBA8:
|
|
default: return GL_RGBA;
|
|
}
|
|
}
|
|
|
|
static void BindTexture(int slot, GLuint texture)
|
|
{
|
|
if(texture == gl.boundTextures[slot])
|
|
{
|
|
return;
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D, texture);
|
|
gl.boundTextures[slot] = texture;
|
|
}
|
|
|
|
static void BindImage(int slot, const image_t* image)
|
|
{
|
|
const GLuint texture = (GLuint)image->texnum;
|
|
BindTexture(slot, texture);
|
|
}
|
|
|
|
static void UpdateAnimatedImage(image_t* image, int w, int h, const byte* data, qbool dirty)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, (GLuint)image->texnum);
|
|
if(w != image->width || h != image->height)
|
|
{
|
|
// if the scratchImage isn't in the format we want, specify it as a new texture
|
|
image->width = w;
|
|
image->height = h;
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
|
}
|
|
else if(dirty)
|
|
{
|
|
// otherwise, just update it
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
|
}
|
|
}
|
|
|
|
static const image_t* GetBundleImage(const textureBundle_t* bundle)
|
|
{
|
|
return R_UpdateAndGetBundleImage(bundle, &UpdateAnimatedImage);
|
|
}
|
|
|
|
static void BindBundle(int slot, const textureBundle_t* bundle)
|
|
{
|
|
BindImage(slot, GetBundleImage(bundle));
|
|
}
|
|
|
|
static void ApplyViewportAndScissor(int x, int y, int w, int h)
|
|
{
|
|
glViewport(x, y, w, h);
|
|
glScissor(x, y, w, h);
|
|
}
|
|
|
|
static GLenum GetSourceBlend(unsigned int bits)
|
|
{
|
|
switch(bits)
|
|
{
|
|
case GLS_SRCBLEND_ZERO: return GL_ZERO;
|
|
case GLS_SRCBLEND_ONE: return GL_ONE;
|
|
case GLS_SRCBLEND_DST_COLOR: return GL_DST_COLOR;
|
|
case GLS_SRCBLEND_ONE_MINUS_DST_COLOR: return GL_ONE_MINUS_DST_COLOR;
|
|
case GLS_SRCBLEND_SRC_ALPHA: return GL_SRC_ALPHA;
|
|
case GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA: return GL_ONE_MINUS_SRC_ALPHA;
|
|
case GLS_SRCBLEND_DST_ALPHA: return GL_DST_ALPHA;
|
|
case GLS_SRCBLEND_ONE_MINUS_DST_ALPHA: return GL_ONE_MINUS_DST_ALPHA;
|
|
case GLS_SRCBLEND_ALPHA_SATURATE: return GL_SRC_ALPHA_SATURATE;
|
|
default: return GL_ONE;
|
|
}
|
|
}
|
|
|
|
static GLenum GetDestinationBlend(unsigned int bits)
|
|
{
|
|
switch(bits)
|
|
{
|
|
case GLS_DSTBLEND_ZERO: return GL_ZERO;
|
|
case GLS_DSTBLEND_ONE: return GL_ONE;
|
|
case GLS_DSTBLEND_SRC_COLOR: return GL_SRC_COLOR;
|
|
case GLS_DSTBLEND_ONE_MINUS_SRC_COLOR: return GL_ONE_MINUS_SRC_COLOR;
|
|
case GLS_DSTBLEND_SRC_ALPHA: return GL_SRC_ALPHA;
|
|
case GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA: return GL_ONE_MINUS_SRC_ALPHA;
|
|
case GLS_DSTBLEND_DST_ALPHA: return GL_DST_ALPHA;
|
|
case GLS_DSTBLEND_ONE_MINUS_DST_ALPHA: return GL_ONE_MINUS_DST_ALPHA;
|
|
default: return GL_ONE;
|
|
}
|
|
}
|
|
|
|
static AlphaTest GetAlphaTest(unsigned int bits)
|
|
{
|
|
switch(bits)
|
|
{
|
|
case 0: return AT_ALWAYS;
|
|
case GLS_ATEST_GT_0: return AT_GREATER_THAN_0;
|
|
case GLS_ATEST_LT_80: return AT_LESS_THAN_HALF;
|
|
case GLS_ATEST_GE_80: return AT_GREATER_OR_EQUAL_TO_HALF;
|
|
default: return AT_ALWAYS;
|
|
}
|
|
}
|
|
|
|
static void ApplyCullType(cullType_t cullType)
|
|
{
|
|
if(cullType == gl.cullType)
|
|
{
|
|
return;
|
|
}
|
|
|
|
gl.cullType = cullType;
|
|
if(cullType == CT_TWO_SIDED)
|
|
{
|
|
glDisable(GL_CULL_FACE);
|
|
}
|
|
else
|
|
{
|
|
glEnable(GL_CULL_FACE);
|
|
glCullFace(cullType == CT_FRONT_SIDED ? GL_FRONT : GL_BACK);
|
|
}
|
|
}
|
|
|
|
static void ApplyBlendFunc(unsigned int srcBlendBits, unsigned int dstBlendBits)
|
|
{
|
|
if(srcBlendBits == gl.srcBlendBits && dstBlendBits == gl.dstBlendBits)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if((srcBlendBits | dstBlendBits) == 0 &&
|
|
(gl.srcBlendBits | gl.dstBlendBits) == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
gl.srcBlendBits = srcBlendBits;
|
|
gl.dstBlendBits = dstBlendBits;
|
|
if((srcBlendBits | dstBlendBits) == 0)
|
|
{
|
|
glDisable(GL_BLEND);
|
|
}
|
|
else
|
|
{
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GetSourceBlend(srcBlendBits), GetDestinationBlend(dstBlendBits));
|
|
}
|
|
}
|
|
|
|
static void ApplyDepthTest(qbool enableDepthTest)
|
|
{
|
|
if(enableDepthTest == gl.enableDepthTest)
|
|
{
|
|
return;
|
|
}
|
|
|
|
gl.enableDepthTest = enableDepthTest;
|
|
if(enableDepthTest)
|
|
{
|
|
glEnable(GL_DEPTH_TEST);
|
|
}
|
|
else
|
|
{
|
|
glDisable(GL_DEPTH_TEST);
|
|
}
|
|
}
|
|
|
|
static void ApplyDepthFunc(GLenum depthFunc)
|
|
{
|
|
if(depthFunc == gl.depthFunc)
|
|
{
|
|
return;
|
|
}
|
|
|
|
gl.depthFunc = depthFunc;
|
|
glDepthFunc(depthFunc);
|
|
}
|
|
|
|
static void ApplyDepthMask(GLboolean enableDepthWrite)
|
|
{
|
|
if(enableDepthWrite == gl.enableDepthWrite)
|
|
{
|
|
return;
|
|
}
|
|
|
|
gl.enableDepthWrite = enableDepthWrite;
|
|
glDepthMask(enableDepthWrite ? GL_TRUE : GL_FALSE);
|
|
}
|
|
|
|
static void ApplyPolygonMode(GLenum polygonMode)
|
|
{
|
|
if(polygonMode == gl.polygonMode)
|
|
{
|
|
return;
|
|
}
|
|
|
|
gl.polygonMode = polygonMode;
|
|
glPolygonMode(GL_FRONT_AND_BACK, polygonMode);
|
|
}
|
|
|
|
static void ApplyPolygonOffset(qbool enablePolygonOffset)
|
|
{
|
|
if(enablePolygonOffset == gl.enablePolygonOffset)
|
|
{
|
|
return;
|
|
}
|
|
|
|
gl.enablePolygonOffset = enablePolygonOffset;
|
|
if(enablePolygonOffset)
|
|
{
|
|
glEnable(GL_POLYGON_OFFSET_FILL);
|
|
}
|
|
else
|
|
{
|
|
glDisable(GL_POLYGON_OFFSET_FILL);
|
|
}
|
|
}
|
|
|
|
static void ApplyClipPlane(qbool enableClipPlane)
|
|
{
|
|
if(enableClipPlane == gl.enableClipPlane)
|
|
{
|
|
return;
|
|
}
|
|
|
|
gl.enableClipPlane = enableClipPlane;
|
|
if(enableClipPlane)
|
|
{
|
|
glEnable(GL_CLIP_DISTANCE0);
|
|
}
|
|
else
|
|
{
|
|
glDisable(GL_CLIP_DISTANCE0);
|
|
}
|
|
}
|
|
|
|
static void ApplyAlphaTest(AlphaTest alphaTest)
|
|
{
|
|
const qbool enableA2C = glInfo.alphaToCoverageSupport && gl.pipelineId == PID_GENERIC && alphaTest != AT_ALWAYS;
|
|
if(enableA2C != gl.enableAlphaToCoverage)
|
|
{
|
|
gl.enableAlphaToCoverage = enableA2C;
|
|
if(enableA2C)
|
|
{
|
|
glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
|
|
}
|
|
else
|
|
{
|
|
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
|
|
}
|
|
}
|
|
|
|
if(alphaTest == gl.alphaTest)
|
|
{
|
|
return;
|
|
}
|
|
gl.alphaTest = alphaTest;
|
|
|
|
if(gl.pipelineId == PID_GENERIC)
|
|
{
|
|
gl.pipelines[PID_GENERIC].uniformsDirty[GU_ALPHA_TEX] = qtrue;
|
|
}
|
|
else if(gl.pipelineId == PID_SOFT_SPRITE)
|
|
{
|
|
gl.pipelines[PID_SOFT_SPRITE].uniformsDirty[SU_ALPHA_TEST] = qtrue;
|
|
}
|
|
}
|
|
|
|
static void ApplyState(unsigned int stateBits, cullType_t cullType, qbool polygonOffset)
|
|
{
|
|
// fix up the cull mode for mirrors
|
|
if(backEnd.viewParms.isMirror)
|
|
{
|
|
if(cullType == CT_BACK_SIDED)
|
|
{
|
|
cullType = CT_FRONT_SIDED;
|
|
}
|
|
else if(cullType == CT_FRONT_SIDED)
|
|
{
|
|
cullType = CT_BACK_SIDED;
|
|
}
|
|
}
|
|
ApplyCullType(cullType);
|
|
|
|
const unsigned int srcBlendBits = stateBits & GLS_SRCBLEND_BITS;
|
|
const unsigned int dstBlendBits = stateBits & GLS_DSTBLEND_BITS;
|
|
ApplyBlendFunc(srcBlendBits, dstBlendBits);
|
|
|
|
const qbool disableDepthTest = ((stateBits & GLS_DEPTHTEST_DISABLE) != 0) || backEnd.projection2D;
|
|
ApplyDepthTest(!disableDepthTest);
|
|
|
|
const qbool depthFuncEqual = (stateBits & GLS_DEPTHFUNC_EQUAL) != 0;
|
|
ApplyDepthFunc(depthFuncEqual ? GL_EQUAL : GL_LEQUAL);
|
|
|
|
const qbool enableDepthWrite = (stateBits & GLS_DEPTHMASK_TRUE) != 0 && gl.pipelineId != PID_SOFT_SPRITE;
|
|
ApplyDepthMask(enableDepthWrite ? GL_TRUE : GL_FALSE);
|
|
|
|
const qbool wireFrame = (stateBits & GLS_POLYMODE_LINE) ? 1 : 0;
|
|
ApplyPolygonMode(wireFrame ? GL_LINE : GL_FILL);
|
|
|
|
ApplyPolygonOffset(polygonOffset);
|
|
|
|
ApplyAlphaTest(GetAlphaTest(stateBits & GLS_ATEST_BITS));
|
|
}
|
|
|
|
static void ApplyTexEnv(texEnv_t texEnv)
|
|
{
|
|
if(gl.pipelineId == PID_GENERIC && texEnv != gl.texEnv)
|
|
{
|
|
gl.pipelines[PID_GENERIC].uniformsDirty[GU_ALPHA_TEX] = qtrue;
|
|
}
|
|
gl.texEnv = texEnv;
|
|
}
|
|
|
|
static void BindVertexArray(VertexBufferId)
|
|
{
|
|
}
|
|
|
|
static void Buffer_WaitForRange(ArrayBuffer* buffer)
|
|
{
|
|
buffer->writeIndex = buffer->writeRangeIndex * (buffer->capacity / LARGEBUFFER_MAX_FRAMES);
|
|
|
|
GLsync& fence = buffer->fences[buffer->writeRangeIndex];
|
|
if(fence == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
GLbitfield waitFlags = 0;
|
|
GLuint64 waitDurationNS = 0;
|
|
for(;;)
|
|
{
|
|
GLenum waitRet = glClientWaitSync(fence, waitFlags, waitDurationNS);
|
|
if(waitRet == GL_ALREADY_SIGNALED || waitRet == GL_CONDITION_SATISFIED)
|
|
{
|
|
glDeleteSync(fence);
|
|
fence = NULL;
|
|
return;
|
|
}
|
|
|
|
if(waitRet == GL_WAIT_FAILED)
|
|
{
|
|
ri.Error(ERR_FATAL, "glClientWaitSync failed with GL_WAIT_FAILED\n");
|
|
}
|
|
|
|
// after the first time, we need to start flushing and wait as long as necessary
|
|
waitFlags = GL_SYNC_FLUSH_COMMANDS_BIT;
|
|
waitDurationNS = 1e9;
|
|
}
|
|
}
|
|
|
|
static void Buffer_LockRange(ArrayBuffer* buffer)
|
|
{
|
|
GLsync& fence = buffer->fences[buffer->writeRangeIndex];
|
|
assert(fence == NULL);
|
|
if(fence == NULL)
|
|
{
|
|
fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
|
assert(fence != NULL);
|
|
}
|
|
|
|
buffer->writeRangeIndex = (buffer->writeRangeIndex + 1) % LARGEBUFFER_MAX_FRAMES;
|
|
buffer->writeIndex = buffer->writeRangeIndex * (buffer->capacity / LARGEBUFFER_MAX_FRAMES);
|
|
}
|
|
|
|
static void Buffers_Wait()
|
|
{
|
|
for(int i = 0; i < VB_COUNT; ++i)
|
|
{
|
|
Buffer_WaitForRange(&gl.arrayBuffers[i]);
|
|
}
|
|
|
|
Buffer_WaitForRange(&gl.indexBuffer);
|
|
}
|
|
|
|
static void Buffers_Lock()
|
|
{
|
|
for(int i = 0; i < VB_COUNT; ++i)
|
|
{
|
|
Buffer_LockRange(&gl.arrayBuffers[i]);
|
|
}
|
|
|
|
Buffer_LockRange(&gl.indexBuffer);
|
|
}
|
|
|
|
// if qtrue, we have a large buffer for multiple frames and use fences for synchronization
|
|
static qbool MappingType_UsesLargeBuffers()
|
|
{
|
|
return gl.mappingType == MT_PERSISTENT || gl.mappingType == MT_UNSYNC || gl.mappingType == MT_AMDPIN;
|
|
}
|
|
|
|
static void UploadGeometry(ArrayBuffer* buffer, const void* data, int itemCount)
|
|
{
|
|
const GLenum target = buffer->indexBuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
|
|
if(MappingType_UsesLargeBuffers())
|
|
{
|
|
const int rangeLength = buffer->capacity / LARGEBUFFER_MAX_FRAMES;
|
|
const int endRangeIndex = (buffer->writeIndex + itemCount - 1) / rangeLength;
|
|
#if defined(_DEBUG)
|
|
assert(endRangeIndex == buffer->writeRangeIndex ||
|
|
endRangeIndex == buffer->writeRangeIndex + 1 ||
|
|
(endRangeIndex == 0 && buffer->writeRangeIndex == LARGEBUFFER_MAX_FRAMES - 1));
|
|
const int startRangeIndex = buffer->writeIndex == 0 ? 0 : ((buffer->writeIndex - 1) / rangeLength);
|
|
assert(startRangeIndex == buffer->writeRangeIndex ||
|
|
startRangeIndex == (buffer->writeRangeIndex + LARGEBUFFER_MAX_FRAMES - 1) % LARGEBUFFER_MAX_FRAMES);
|
|
#endif
|
|
if(endRangeIndex == buffer->writeRangeIndex + 1)
|
|
{
|
|
Buffer_LockRange(buffer);
|
|
Buffer_WaitForRange(buffer);
|
|
}
|
|
|
|
void* mappedData = NULL;
|
|
if(gl.mappingType == MT_UNSYNC)
|
|
{
|
|
mappedData = glMapBufferRange(target, buffer->writeIndex * buffer->itemSize, itemCount * buffer->itemSize, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
|
|
if(mappedData == NULL)
|
|
{
|
|
ri.Error(ERR_FATAL, "Couldn't map buffer\n");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
mappedData = buffer->mappedData + buffer->writeIndex * buffer->itemSize;
|
|
}
|
|
memcpy(mappedData, data, itemCount * buffer->itemSize);
|
|
if(gl.mappingType == MT_UNSYNC)
|
|
{
|
|
glUnmapBuffer(target);
|
|
}
|
|
|
|
buffer->readIndex = buffer->writeIndex;
|
|
buffer->writeIndex += itemCount;
|
|
}
|
|
else
|
|
{
|
|
glBufferSubData(target, (GLintptr)0, itemCount * buffer->itemSize, data);
|
|
buffer->readIndex = 0;
|
|
}
|
|
}
|
|
|
|
static void UploadVertexArray(VertexBufferId vbid, const void* data)
|
|
{
|
|
ArrayBuffer* buffer = &gl.arrayBuffers[vbid];
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, buffer->buffer);
|
|
UploadGeometry(buffer, data, tess.numVertexes);
|
|
if(MappingType_UsesLargeBuffers())
|
|
{
|
|
glVertexAttribPointer(vbid, buffer->componentCount, buffer->dataType, buffer->normalized, buffer->itemSize, (const GLvoid*)(GLintptr)(buffer->readIndex * buffer->itemSize));
|
|
}
|
|
}
|
|
|
|
static void UploadIndices(const void* data, int indexCount)
|
|
{
|
|
ArrayBuffer* buffer = &gl.indexBuffer;
|
|
|
|
// @NOTE: we only have 1 index buffer and it's already bound
|
|
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer->buffer);
|
|
UploadGeometry(buffer, data, indexCount);
|
|
}
|
|
|
|
static void CreateGeometryBufferStorage(ArrayBuffer* buffer)
|
|
{
|
|
const GLenum target = buffer->indexBuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
|
|
if(gl.mappingType == MT_PERSISTENT)
|
|
{
|
|
glGenBuffers(1, &buffer->buffer);
|
|
glBindBuffer(target, buffer->buffer);
|
|
const GLbitfield flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;
|
|
glBufferStorage(target, buffer->capacity * buffer->itemSize, NULL, flags);
|
|
buffer->mappedData = (byte*)glMapBufferRange(target, 0, buffer->capacity * buffer->itemSize, flags);
|
|
if(buffer->mappedData == NULL)
|
|
{
|
|
ri.Error(ERR_FATAL, "Couldn't map buffer storage\n");
|
|
}
|
|
}
|
|
else if(gl.mappingType == MT_AMDPIN)
|
|
{
|
|
while(glGetError() != GL_NO_ERROR) {} // clear the error queue
|
|
GLenum errorCode = GL_NO_ERROR;
|
|
|
|
AllocatePinnedMemory(buffer);
|
|
if(buffer->mappedData == NULL)
|
|
{
|
|
ri.Error(ERR_FATAL, "Couldn't allocate buffer storage\n");
|
|
}
|
|
glGenBuffers(1, &buffer->buffer);
|
|
glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, buffer->buffer);
|
|
if((errorCode = glGetError()) != GL_NO_ERROR)
|
|
{
|
|
ri.Error(ERR_FATAL, "glBindBuffer GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD failed with error code: 0x%08X\n", (unsigned int)errorCode);
|
|
}
|
|
glBufferData(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, buffer->pinnedByteCount, buffer->mappedData, GL_DYNAMIC_DRAW);
|
|
if((errorCode = glGetError()) != GL_NO_ERROR)
|
|
{
|
|
ri.Error(ERR_FATAL, "glBufferData GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD failed with error code: 0x%08X\n", (unsigned int)errorCode);
|
|
}
|
|
glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, 0);
|
|
glBindBuffer(target, buffer->buffer);
|
|
}
|
|
else
|
|
{
|
|
glGenBuffers(1, &buffer->buffer);
|
|
glBindBuffer(target, buffer->buffer);
|
|
glBufferData(target, buffer->capacity * buffer->itemSize, NULL, GL_DYNAMIC_DRAW);
|
|
}
|
|
}
|
|
|
|
static void DrawElements(int indexCount)
|
|
{
|
|
glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, (const GLvoid*)(GLintptr)(gl.indexBuffer.readIndex * gl.indexBuffer.itemSize));
|
|
}
|
|
|
|
static void SetDefaultState()
|
|
{
|
|
glViewport(0, 0, glConfig.vidWidth, glConfig.vidHeight);
|
|
glScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
glEnable(GL_BLEND);
|
|
glDisable(GL_CULL_FACE);
|
|
glDisable(GL_POLYGON_OFFSET_FILL);
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
glDepthFunc(GL_LEQUAL);
|
|
glDepthMask(GL_FALSE);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
glCullFace(GL_FRONT);
|
|
glPolygonOffset(-1.0f, -1.0f);
|
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
|
glClearDepth(1.0f);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glDisable(GL_CLIP_DISTANCE0);
|
|
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
|
|
gl.boundTextures[0] = GLuint(-1);
|
|
gl.boundTextures[1] = GLuint(-1);
|
|
gl.cullType = CT_TWO_SIDED;
|
|
gl.srcBlendBits = GLS_SRCBLEND_SRC_ALPHA;
|
|
gl.dstBlendBits = GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
|
|
gl.enableDepthTest = qtrue;
|
|
gl.depthFunc = GL_LEQUAL;
|
|
gl.enableDepthWrite = GL_FALSE;
|
|
gl.polygonMode = GL_FILL;
|
|
gl.enablePolygonOffset = qfalse;
|
|
gl.enableClipPlane = qfalse;
|
|
gl.enableAlphaToCoverage = qfalse;
|
|
}
|
|
|
|
static qbool InitCompute()
|
|
{
|
|
while(glGetError() != GL_NO_ERROR) {} // clear the error queue
|
|
|
|
glGenTextures(ARRAY_LEN(gl.mipGen.textures), gl.mipGen.textures);
|
|
glBindTexture(GL_TEXTURE_2D, gl.mipGen.textures[0]);
|
|
SetDebugName(GL_TEXTURE, gl.mipGen.textures[0], "mip-gen float16 texture #1");
|
|
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA16F, gl.maxTextureSize, gl.maxTextureSize);
|
|
glBindTexture(GL_TEXTURE_2D, gl.mipGen.textures[1]);
|
|
SetDebugName(GL_TEXTURE, gl.mipGen.textures[1], "mip-gen float16 texture #2");
|
|
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA16F, gl.maxTextureSize, gl.maxTextureSize);
|
|
glBindTexture(GL_TEXTURE_2D, gl.mipGen.textures[2]);
|
|
SetDebugName(GL_TEXTURE, gl.mipGen.textures[2], "mip-gen uint8 texture");
|
|
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, gl.maxTextureSize, gl.maxTextureSize);
|
|
|
|
if(glGetError() != GL_NO_ERROR)
|
|
{
|
|
HandleError("Failed to allocate storage for the mip-map generation textures\n");
|
|
return qfalse;
|
|
}
|
|
|
|
if(!CreateComputeProgram(&gl.mipGen.programs[CPID_GAMMA_TO_LINEAR], gammaToLinear_cs, "gamma to linear") ||
|
|
!CreateComputeProgram(&gl.mipGen.programs[CPID_LINEAR_TO_GAMMA], linearToGamma_cs, "linear to gamma") ||
|
|
!CreateComputeProgram(&gl.mipGen.programs[CPID_DOWN_SAMPLE], downSample_cs, "down sample"))
|
|
{
|
|
HandleError("Failed to compile compute shaders for GPU-side mip-map generation\n");
|
|
return qfalse;
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
static MappingType GetMappingTypeFromCvar()
|
|
{
|
|
const int mode = r_gl3_geoStream->integer;
|
|
if(mode == GL3MAP_SUBDATA)
|
|
{
|
|
return MT_SUBDATA;
|
|
}
|
|
|
|
if(mode == GL3MAP_MAPUNSYNC)
|
|
{
|
|
return MT_UNSYNC;
|
|
}
|
|
|
|
if(mode == GL3MAP_AMDPIN && GLEW_AMD_pinned_memory)
|
|
{
|
|
return MT_AMDPIN;
|
|
}
|
|
|
|
if((mode == GL3MAP_AUTO || mode == GL3MAP_MAPPERS) && (GLEW_VERSION_4_4 || GLEW_ARB_buffer_storage))
|
|
{
|
|
return MT_PERSISTENT;
|
|
}
|
|
|
|
if(GLEW_AMD_pinned_memory)
|
|
{
|
|
return MT_AMDPIN;
|
|
}
|
|
|
|
if(strstr((const char*)glGetString(GL_RENDERER), "Intel") != NULL)
|
|
{
|
|
return MT_UNSYNC;
|
|
}
|
|
|
|
return MT_SUBDATA;
|
|
}
|
|
|
|
static void InitQueries()
|
|
{
|
|
glGenQueries(ARRAY_LEN(gl.timerQueries), &gl.timerQueries[0]);
|
|
}
|
|
|
|
static void BeginQueries()
|
|
{
|
|
glBeginQuery(GL_TIME_ELAPSED, gl.timerQueries[gl.queryWriteIndex]);
|
|
gl.queryStarted[gl.queryWriteIndex] = qtrue;
|
|
}
|
|
|
|
static void EndQueries()
|
|
{
|
|
// finish this frame
|
|
glEndQuery(GL_TIME_ELAPSED);
|
|
gl.queryWriteIndex = (gl.queryWriteIndex + 1) % ARRAY_LEN(gl.timerQueries);
|
|
|
|
// try to grab a previous frame's result
|
|
if(gl.queryStarted[gl.queryReadIndex])
|
|
{
|
|
const GLuint query = gl.timerQueries[gl.queryReadIndex];
|
|
backEnd.pc3D[RB_USEC_GPU] = 0;
|
|
GLint done = GL_FALSE;
|
|
glGetQueryObjectiv(query, GL_QUERY_RESULT_AVAILABLE, &done);
|
|
if(done != GL_FALSE)
|
|
{
|
|
GLint durationNS = 0;
|
|
glGetQueryObjectiv(query, GL_QUERY_RESULT, &durationNS);
|
|
if(durationNS > 0)
|
|
{
|
|
backEnd.pc3D[RB_USEC_GPU] = durationNS / 1000;
|
|
}
|
|
gl.queryReadIndex = (gl.queryReadIndex + 1) % ARRAY_LEN(gl.timerQueries);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void Init()
|
|
{
|
|
memset(&gl, 0, sizeof(gl));
|
|
|
|
GLint maxTextureSize = 0;
|
|
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
|
|
gl.maxTextureSize = maxTextureSize > 0 ? min((int)maxTextureSize, MAX_GPU_TEXTURE_SIZE) : MAX_GPU_TEXTURE_SIZE;
|
|
glConfig.unused_maxTextureSize = gl.maxTextureSize;
|
|
glInfo.maxTextureSize = gl.maxTextureSize;
|
|
|
|
FBO_Init();
|
|
if(gl.fbMSEnabled && r_alphaToCoverage->integer)
|
|
{
|
|
glInfo.alphaToCoverageSupport = qtrue;
|
|
}
|
|
|
|
int maxVertexCount = SHADER_MAX_VERTEXES;
|
|
int maxIndexCount = SHADER_MAX_INDEXES;
|
|
gl.mappingType = GetMappingTypeFromCvar();
|
|
if(MappingType_UsesLargeBuffers())
|
|
{
|
|
maxVertexCount = LARGEBUFFER_MAX_VERTEXES * LARGEBUFFER_MAX_FRAMES;
|
|
maxIndexCount = LARGEBUFFER_MAX_INDEXES * LARGEBUFFER_MAX_FRAMES;
|
|
}
|
|
|
|
gl.arrayBuffers[VB_POSITION].capacity = maxVertexCount;
|
|
gl.arrayBuffers[VB_POSITION].itemSize = sizeof(tess.xyz[0]);
|
|
gl.arrayBuffers[VB_POSITION].componentCount = 4;
|
|
gl.arrayBuffers[VB_POSITION].dataType = GL_FLOAT;
|
|
gl.arrayBuffers[VB_POSITION].normalized = GL_FALSE;
|
|
gl.arrayBuffers[VB_NORMAL].capacity = maxVertexCount;
|
|
gl.arrayBuffers[VB_NORMAL].itemSize = sizeof(tess.normal[0]);
|
|
gl.arrayBuffers[VB_NORMAL].componentCount = 4;
|
|
gl.arrayBuffers[VB_NORMAL].dataType = GL_FLOAT;
|
|
gl.arrayBuffers[VB_NORMAL].normalized = GL_FALSE;
|
|
gl.arrayBuffers[VB_TEXCOORD].capacity = maxVertexCount;
|
|
gl.arrayBuffers[VB_TEXCOORD].itemSize = sizeof(tess.svars[0].texcoords[0]);
|
|
gl.arrayBuffers[VB_TEXCOORD].componentCount = 2;
|
|
gl.arrayBuffers[VB_TEXCOORD].dataType = GL_FLOAT;
|
|
gl.arrayBuffers[VB_TEXCOORD].normalized = GL_FALSE;
|
|
gl.arrayBuffers[VB_TEXCOORD2].capacity = maxVertexCount;
|
|
gl.arrayBuffers[VB_TEXCOORD2].itemSize = sizeof(tess.svars[0].texcoords[0]);
|
|
gl.arrayBuffers[VB_TEXCOORD2].componentCount = 2;
|
|
gl.arrayBuffers[VB_TEXCOORD2].dataType = GL_FLOAT;
|
|
gl.arrayBuffers[VB_TEXCOORD2].normalized = GL_FALSE;
|
|
gl.arrayBuffers[VB_COLOR].capacity = maxVertexCount;
|
|
gl.arrayBuffers[VB_COLOR].itemSize = sizeof(tess.svars[0].colors[0]);
|
|
gl.arrayBuffers[VB_COLOR].componentCount = 4;
|
|
gl.arrayBuffers[VB_COLOR].dataType = GL_UNSIGNED_BYTE;
|
|
gl.arrayBuffers[VB_COLOR].normalized = GL_TRUE;
|
|
gl.indexBuffer.capacity = maxIndexCount;
|
|
gl.indexBuffer.itemSize = sizeof(tess.indexes[0]);
|
|
gl.indexBuffer.indexBuffer = qtrue;
|
|
|
|
gl.pipelines[PID_GENERIC].arrayBuffers[VB_POSITION].enabled = qtrue;
|
|
gl.pipelines[PID_GENERIC].arrayBuffers[VB_POSITION].attribName = "position";
|
|
gl.pipelines[PID_GENERIC].arrayBuffers[VB_TEXCOORD].enabled = qtrue;
|
|
gl.pipelines[PID_GENERIC].arrayBuffers[VB_TEXCOORD].attribName = "texCoords1";
|
|
gl.pipelines[PID_GENERIC].arrayBuffers[VB_TEXCOORD2].enabled = qtrue;
|
|
gl.pipelines[PID_GENERIC].arrayBuffers[VB_TEXCOORD2].attribName = "texCoords2";
|
|
gl.pipelines[PID_GENERIC].arrayBuffers[VB_COLOR].enabled = qtrue;
|
|
gl.pipelines[PID_GENERIC].arrayBuffers[VB_COLOR].attribName = "color";
|
|
gl.pipelines[PID_GENERIC].uniformNames[GU_MODELVIEW] = "modelView";
|
|
gl.pipelines[PID_GENERIC].uniformNames[GU_PROJECTION] = "projection";
|
|
gl.pipelines[PID_GENERIC].uniformNames[GU_CLIP_PLANE] = "clipPlane";
|
|
gl.pipelines[PID_GENERIC].uniformNames[GU_ALPHA_TEX] = "alphaTex";
|
|
gl.pipelines[PID_GENERIC].uniformNames[GU_GAMMA_BRIGHT_NOISE_SEED] = "gammaBrightNoiseSeed";
|
|
|
|
gl.pipelines[PID_DYNAMIC_LIGHT].arrayBuffers[VB_POSITION].enabled = qtrue;
|
|
gl.pipelines[PID_DYNAMIC_LIGHT].arrayBuffers[VB_POSITION].attribName = "position";
|
|
gl.pipelines[PID_DYNAMIC_LIGHT].arrayBuffers[VB_NORMAL].enabled = qtrue;
|
|
gl.pipelines[PID_DYNAMIC_LIGHT].arrayBuffers[VB_NORMAL].attribName = "normal";
|
|
gl.pipelines[PID_DYNAMIC_LIGHT].arrayBuffers[VB_TEXCOORD].enabled = qtrue;
|
|
gl.pipelines[PID_DYNAMIC_LIGHT].arrayBuffers[VB_TEXCOORD].attribName = "texCoords1";
|
|
gl.pipelines[PID_DYNAMIC_LIGHT].uniformNames[DU_MODELVIEW] = "modelView";
|
|
gl.pipelines[PID_DYNAMIC_LIGHT].uniformNames[DU_PROJECTION] = "projection";
|
|
gl.pipelines[PID_DYNAMIC_LIGHT].uniformNames[DU_CLIP_PLANE] = "clipPlane";
|
|
gl.pipelines[PID_DYNAMIC_LIGHT].uniformNames[DU_LIGHT_POS] = "osLightPos";
|
|
gl.pipelines[PID_DYNAMIC_LIGHT].uniformNames[DU_EYE_POS] = "osEyePos";
|
|
gl.pipelines[PID_DYNAMIC_LIGHT].uniformNames[DU_LIGHT_COLOR_RADIUS] = "lightColorRadius";
|
|
gl.pipelines[PID_DYNAMIC_LIGHT].uniformNames[DU_OPAQUE] = "opaque";
|
|
gl.pipelines[PID_DYNAMIC_LIGHT].uniformNames[DU_INTENSITY] = "intensity";
|
|
|
|
gl.pipelines[PID_SOFT_SPRITE].arrayBuffers[VB_POSITION].enabled = qtrue;
|
|
gl.pipelines[PID_SOFT_SPRITE].arrayBuffers[VB_POSITION].attribName = "position";
|
|
gl.pipelines[PID_SOFT_SPRITE].arrayBuffers[VB_TEXCOORD].enabled = qtrue;
|
|
gl.pipelines[PID_SOFT_SPRITE].arrayBuffers[VB_TEXCOORD].attribName = "texCoords1";
|
|
gl.pipelines[PID_SOFT_SPRITE].arrayBuffers[VB_COLOR].enabled = qtrue;
|
|
gl.pipelines[PID_SOFT_SPRITE].arrayBuffers[VB_COLOR].attribName = "color";
|
|
gl.pipelines[PID_SOFT_SPRITE].uniformNames[SU_MODELVIEW] = "modelView";
|
|
gl.pipelines[PID_SOFT_SPRITE].uniformNames[SU_PROJECTION] = "projection";
|
|
gl.pipelines[PID_SOFT_SPRITE].uniformNames[SU_CLIP_PLANE] = "clipPlane";
|
|
gl.pipelines[PID_SOFT_SPRITE].uniformNames[SU_ALPHA_TEST] = "alphaTest";
|
|
gl.pipelines[PID_SOFT_SPRITE].uniformNames[SU_DIST_OFFSET] = "distOffset";
|
|
gl.pipelines[PID_SOFT_SPRITE].uniformNames[SU_COLOR_SCALE] = "colorScale";
|
|
gl.pipelines[PID_SOFT_SPRITE].uniformNames[SU_COLOR_BIAS] = "colorBias";
|
|
|
|
gl.pipelines[PID_POST_PROCESS].uniformNames[PU_BRIGHT_GAMMA_GREY] = "brightGammaGrey";
|
|
|
|
CreateGraphicsProgram(PID_GENERIC, generic_vs, generic_fs, "generic");
|
|
CreateGraphicsProgram(PID_DYNAMIC_LIGHT, dl_vs, dl_fs, "dynamic light");
|
|
CreateGraphicsProgram(PID_SOFT_SPRITE, sprite_vs, sprite_fs, "soft sprite");
|
|
CreateGraphicsProgram(PID_POST_PROCESS, post_vs, post_fs, "post-process");
|
|
|
|
GLuint vertexArray;
|
|
glGenVertexArrays(1, &vertexArray);
|
|
glBindVertexArray(vertexArray);
|
|
|
|
CreateGeometryBufferStorage(&gl.indexBuffer);
|
|
for(int i = 0; i < VB_COUNT; ++i)
|
|
{
|
|
CreateGeometryBufferStorage(&gl.arrayBuffers[i]);
|
|
}
|
|
|
|
for(int p = 0; p < PID_COUNT; ++p)
|
|
{
|
|
Pipeline* pipeline = &gl.pipelines[p];
|
|
|
|
pipeline->textureLocations[0] = glGetUniformLocation(pipeline->program.program, "texture1");
|
|
pipeline->textureLocations[1] = glGetUniformLocation(pipeline->program.program, "texture2");
|
|
|
|
for(int i = 0; i < ARRAY_LEN(pipeline->uniformLocations); ++i)
|
|
{
|
|
if(pipeline->uniformNames[i] != NULL)
|
|
{
|
|
pipeline->uniformLocations[i] = glGetUniformLocation(pipeline->program.program, pipeline->uniformNames[i]);
|
|
#if defined(_DEBUG)
|
|
if(!(r_dither->integer == 0 && p == PID_GENERIC && i == GU_GAMMA_BRIGHT_NOISE_SEED))
|
|
{
|
|
assert(pipeline->uniformLocations[i] != -1);
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
if(r_gpuMipGen->integer && (GLEW_VERSION_4_3 || (GLEW_ARB_compute_shader && GLEW_ARB_texture_storage && GLEW_ARB_shader_image_load_store && GLEW_ARB_copy_image)))
|
|
{
|
|
gl.errorMode = EM_PRINT;
|
|
glInfo.mipGenSupport = InitCompute();
|
|
gl.errorMode = EM_FATAL;
|
|
}
|
|
|
|
glInfo.depthFadeSupport = r_depthFade->integer == 1;
|
|
|
|
gl.pipelineId = PID_COUNT;
|
|
ApplyPipeline(PID_GENERIC);
|
|
|
|
InitQueries();
|
|
}
|
|
|
|
static void InitGLConfig()
|
|
{
|
|
// @NOTE: could use glGetStringi in a loop to grab the extension list, but it's useless either way
|
|
Q_strncpyz(glConfig.vendor_string, (const char*)glGetString(GL_VENDOR), sizeof(glConfig.vendor_string));
|
|
Q_strncpyz(glConfig.renderer_string, (const char*)glGetString(GL_RENDERER), sizeof(glConfig.renderer_string));
|
|
Q_strncpyz(glConfig.version_string, (const char*)glGetString(GL_VERSION), sizeof(glConfig.version_string));
|
|
Q_strncpyz(glConfig.extensions_string, "", sizeof(glConfig.extensions_string));
|
|
glConfig.unused_maxTextureSize = MAX_GPU_TEXTURE_SIZE;
|
|
glConfig.unused_maxActiveTextures = 0;
|
|
glConfig.unused_driverType = 0; // ICD
|
|
glConfig.unused_hardwareType = 0; // generic
|
|
glConfig.unused_deviceSupportsGamma = qtrue;
|
|
glConfig.unused_textureCompression = 0; // no compression
|
|
glConfig.unused_textureEnvAddAvailable = qtrue;
|
|
glConfig.unused_displayFrequency = 0;
|
|
glConfig.unused_isFullscreen = !!r_fullscreen->integer;
|
|
glConfig.unused_stereoEnabled = qfalse;
|
|
glConfig.unused_smpActive = qfalse;
|
|
}
|
|
|
|
static void InitGLInfo()
|
|
{
|
|
glInfo.maxTextureSize = MAX_GPU_TEXTURE_SIZE;
|
|
|
|
if(GLEW_EXT_texture_filter_anisotropic)
|
|
{
|
|
glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glInfo.maxAnisotropy);
|
|
}
|
|
else
|
|
{
|
|
glInfo.maxAnisotropy = 0;
|
|
}
|
|
|
|
glInfo.depthFadeSupport = qfalse;
|
|
glInfo.mipGenSupport = qfalse;
|
|
glInfo.alphaToCoverageSupport = qfalse;
|
|
}
|
|
|
|
static qbool GAL_Init()
|
|
{
|
|
if(glConfig.vidWidth == 0)
|
|
{
|
|
// the order of these calls can not be changed
|
|
Sys_V_Init(GAL_GL3);
|
|
if(!GLEW_VERSION_3_2)
|
|
{
|
|
ri.Error(ERR_FATAL, "OpenGL 3.2 is required by the selected back-end!\n");
|
|
}
|
|
InitGLConfig();
|
|
InitGLInfo();
|
|
Init();
|
|
|
|
// apply the current V-Sync option after the first rendered frame
|
|
r_swapInterval->modified = qtrue;
|
|
}
|
|
|
|
SetDefaultState();
|
|
|
|
const int err = glGetError();
|
|
if(err != GL_NO_ERROR)
|
|
{
|
|
ri.Printf(PRINT_ALL, "glGetError() = 0x%x\n", err);
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
static void GAL_ShutDown(qbool fullShutDown)
|
|
{
|
|
for(int i = 0; i < tr.numImages; ++i)
|
|
{
|
|
const GLuint texture = (GLuint)tr.images[i]->texnum;
|
|
glDeleteTextures(1, &texture);
|
|
}
|
|
|
|
tr.numImages = 0;
|
|
memset(tr.images, 0, sizeof(tr.images));
|
|
|
|
gl.boundTextures[0] = GLuint(-1);
|
|
gl.boundTextures[1] = GLuint(-1);
|
|
|
|
if(fullShutDown && gl.mappingType == MT_AMDPIN)
|
|
{
|
|
// We flush the command queue and wait for all commands to be done executing
|
|
// to make sure the GPU is done accessing our own memory buffers.
|
|
// We could also have used a fence instead.
|
|
glFlush();
|
|
glFinish();
|
|
|
|
// Now that it's safe to do so, free our memory buffers.
|
|
for(int i = 0; i < ARRAY_LEN(gl.arrayBuffers); ++i)
|
|
{
|
|
FreePinnedMemory(&gl.arrayBuffers[i]);
|
|
}
|
|
FreePinnedMemory(&gl.indexBuffer);
|
|
}
|
|
}
|
|
|
|
static void GAL_BeginFrame()
|
|
{
|
|
BeginQueries();
|
|
|
|
FBO_Bind();
|
|
|
|
ApplyViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight);
|
|
|
|
if(r_clear->integer)
|
|
{
|
|
glClearColor(1.0f, 0.0f, 0.5f, 1.0f);
|
|
}
|
|
else
|
|
{
|
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
|
}
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
if(MappingType_UsesLargeBuffers())
|
|
{
|
|
Buffers_Wait();
|
|
}
|
|
}
|
|
|
|
static void GAL_EndFrame()
|
|
{
|
|
if(MappingType_UsesLargeBuffers())
|
|
{
|
|
Buffers_Lock();
|
|
}
|
|
|
|
if(gl.fbMSEnabled)
|
|
{
|
|
FBO_ResolveColor();
|
|
}
|
|
|
|
ApplyPipeline(PID_POST_PROCESS);
|
|
ApplyState(GLS_DEPTHTEST_DISABLE, CT_TWO_SIDED, qfalse);
|
|
ApplyViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight);
|
|
BindTexture(0, gl.fbSS[gl.fbReadIndex].color);
|
|
Pipeline* const pipeline = &gl.pipelines[PID_POST_PROCESS];
|
|
glUniform3f(pipeline->uniformLocations[PU_BRIGHT_GAMMA_GREY], r_brightness->value, 1.0f / r_gamma->value, r_greyscale->value);
|
|
gl.fbReadIndex ^= 1;
|
|
FBO_Bind(&gl.fbSS[gl.fbReadIndex]);
|
|
glDrawArrays(GL_TRIANGLES, 0, 3);
|
|
|
|
ApplyViewportAndScissor(0, 0, glInfo.winWidth, glInfo.winHeight);
|
|
FBO_BlitToBackBuffer();
|
|
|
|
EndQueries();
|
|
}
|
|
|
|
static void DrawGeneric()
|
|
{
|
|
Pipeline* const pipeline = &gl.pipelines[PID_GENERIC];
|
|
|
|
if(pipeline->uniformsDirty[GU_MODELVIEW])
|
|
{
|
|
glUniformMatrix4fv(pipeline->uniformLocations[GU_MODELVIEW], 1, GL_FALSE, gl.modelViewMatrix);
|
|
}
|
|
if(pipeline->uniformsDirty[GU_PROJECTION])
|
|
{
|
|
glUniformMatrix4fv(pipeline->uniformLocations[GU_PROJECTION], 1, GL_FALSE, gl.projectionMatrix);
|
|
}
|
|
if(pipeline->uniformsDirty[GU_CLIP_PLANE])
|
|
{
|
|
glUniform4fv(pipeline->uniformLocations[GU_CLIP_PLANE], 1, gl.clipPlane);
|
|
}
|
|
if(pipeline->uniformsDirty[GU_GAMMA_BRIGHT_NOISE_SEED] &&
|
|
pipeline->uniformLocations[GU_GAMMA_BRIGHT_NOISE_SEED] != -1)
|
|
{
|
|
glUniform4f(
|
|
pipeline->uniformLocations[GU_GAMMA_BRIGHT_NOISE_SEED],
|
|
1.0f / r_gamma->value,
|
|
1.0f / r_brightness->value,
|
|
backEnd.projection2D ? 0.0f : r_ditherStrength->value,
|
|
(float)rand() / (float)RAND_MAX);
|
|
}
|
|
|
|
UploadVertexArray(VB_POSITION, tess.xyz);
|
|
UploadIndices(tess.indexes, tess.numIndexes);
|
|
|
|
for(int i = 0; i < tess.shader->numStages; ++i)
|
|
{
|
|
const shaderStage_t* const stage = tess.xstages[i];
|
|
ApplyState(stage->stateBits, tess.shader->cullType, tess.shader->polygonOffset);
|
|
|
|
UploadVertexArray(VB_TEXCOORD, tess.svars[i].texcoordsptr);
|
|
UploadVertexArray(VB_COLOR, tess.svars[i].colors);
|
|
|
|
BindBundle(0, &stage->bundle);
|
|
glActiveTexture(GL_TEXTURE1);
|
|
|
|
if(stage->mtStages == 0)
|
|
{
|
|
BindImage(1, tr.whiteImage);
|
|
BindVertexArray(VB_TEXCOORD2);
|
|
ApplyTexEnv(TE_DISABLED);
|
|
}
|
|
else
|
|
{
|
|
const shaderStage_t* const stage2 = tess.xstages[i + 1];
|
|
BindBundle(1, &stage2->bundle);
|
|
UploadVertexArray(VB_TEXCOORD2, tess.svars[i + 1].texcoordsptr);
|
|
ApplyTexEnv(stage2->mtEnv);
|
|
++i;
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
if(pipeline->uniformsDirty[GU_ALPHA_TEX])
|
|
{
|
|
glUniform2ui(pipeline->uniformLocations[GU_ALPHA_TEX], gl.alphaTest, gl.texEnv);
|
|
}
|
|
|
|
DrawElements(tess.numIndexes);
|
|
}
|
|
|
|
if(tess.drawFog)
|
|
{
|
|
ApplyState(tess.fogStateBits, tess.shader->cullType, tess.shader->polygonOffset);
|
|
|
|
UploadVertexArray(VB_TEXCOORD, tess.svarsFog.texcoordsptr);
|
|
BindVertexArray(VB_TEXCOORD2);
|
|
UploadVertexArray(VB_COLOR, tess.svarsFog.colors);
|
|
|
|
BindImage(0, tr.fogImage);
|
|
glActiveTexture(GL_TEXTURE1);
|
|
BindImage(1, tr.whiteImage);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
ApplyTexEnv(TE_DISABLED);
|
|
if(pipeline->uniformsDirty[GU_ALPHA_TEX])
|
|
{
|
|
glUniform2ui(pipeline->uniformLocations[GU_ALPHA_TEX], gl.alphaTest, gl.texEnv);
|
|
}
|
|
|
|
DrawElements(tess.numIndexes);
|
|
}
|
|
|
|
memset(pipeline->uniformsDirty, 0, sizeof(pipeline->uniformsDirty));
|
|
}
|
|
|
|
static void DrawDynamicLight()
|
|
{
|
|
Pipeline* const pipeline = &gl.pipelines[PID_DYNAMIC_LIGHT];
|
|
|
|
const int stageIndex = tess.shader->lightingStages[ST_DIFFUSE];
|
|
const shaderStage_t* stage = tess.xstages[stageIndex];
|
|
|
|
UploadVertexArray(VB_POSITION, tess.xyz);
|
|
UploadVertexArray(VB_NORMAL, tess.normal);
|
|
UploadVertexArray(VB_TEXCOORD, tess.svars[stageIndex].texcoordsptr);
|
|
UploadIndices(tess.dlIndexes, tess.dlNumIndexes);
|
|
|
|
ApplyState(backEnd.dlStateBits, tess.shader->cullType, tess.shader->polygonOffset);
|
|
BindBundle(0, &stage->bundle);
|
|
|
|
if(backEnd.dlOpaque != gl.dlOpaque)
|
|
{
|
|
gl.dlOpaque = backEnd.dlOpaque;
|
|
pipeline->uniformsDirty[DU_OPAQUE] = qtrue;
|
|
}
|
|
|
|
if(backEnd.dlIntensity != gl.dlIntensity)
|
|
{
|
|
gl.dlIntensity = backEnd.dlIntensity;
|
|
pipeline->uniformsDirty[DU_INTENSITY] = qtrue;
|
|
}
|
|
|
|
if(pipeline->uniformsDirty[DU_MODELVIEW])
|
|
{
|
|
glUniformMatrix4fv(pipeline->uniformLocations[DU_MODELVIEW], 1, GL_FALSE, gl.modelViewMatrix);
|
|
}
|
|
if(pipeline->uniformsDirty[DU_PROJECTION])
|
|
{
|
|
glUniformMatrix4fv(pipeline->uniformLocations[DU_PROJECTION], 1, GL_FALSE, gl.projectionMatrix);
|
|
}
|
|
if(pipeline->uniformsDirty[DU_CLIP_PLANE])
|
|
{
|
|
glUniform4fv(pipeline->uniformLocations[DU_CLIP_PLANE], 1, gl.clipPlane);
|
|
}
|
|
if(pipeline->uniformsDirty[DU_OPAQUE])
|
|
{
|
|
glUniform1f(pipeline->uniformLocations[DU_OPAQUE], gl.dlOpaque ? 1.0f : 0.0f);
|
|
}
|
|
if(pipeline->uniformsDirty[DU_INTENSITY])
|
|
{
|
|
glUniform1f(pipeline->uniformLocations[DU_INTENSITY], gl.dlIntensity);
|
|
}
|
|
|
|
memset(pipeline->uniformsDirty, 0, sizeof(pipeline->uniformsDirty));
|
|
|
|
DrawElements(tess.dlNumIndexes);
|
|
}
|
|
|
|
static void DrawDepthFade()
|
|
{
|
|
Pipeline* const pipeline = &gl.pipelines[PID_SOFT_SPRITE];
|
|
|
|
if(pipeline->uniformsDirty[SU_PROJECTION])
|
|
{
|
|
glUniformMatrix4fv(pipeline->uniformLocations[SU_PROJECTION], 1, GL_FALSE, gl.projectionMatrix);
|
|
}
|
|
if(pipeline->uniformsDirty[SU_MODELVIEW])
|
|
{
|
|
glUniformMatrix4fv(pipeline->uniformLocations[SU_MODELVIEW], 1, GL_FALSE, gl.modelViewMatrix);
|
|
}
|
|
if(pipeline->uniformsDirty[SU_CLIP_PLANE])
|
|
{
|
|
glUniform4fv(pipeline->uniformLocations[SU_CLIP_PLANE], 1, gl.clipPlane);
|
|
}
|
|
if(pipeline->uniformsDirty[SU_COLOR_SCALE] ||
|
|
memcmp(gl.depthFadeScale, r_depthFadeScale[tess.shader->dfType], sizeof(gl.depthFadeScale)) != 0)
|
|
{
|
|
glUniform4fv(pipeline->uniformLocations[SU_COLOR_SCALE], 1, r_depthFadeScale[tess.shader->dfType]);
|
|
memcpy(gl.depthFadeScale, r_depthFadeScale[tess.shader->dfType], sizeof(gl.depthFadeScale));
|
|
}
|
|
if(pipeline->uniformsDirty[SU_COLOR_BIAS] ||
|
|
memcmp(gl.depthFadeBias, r_depthFadeBias[tess.shader->dfType], sizeof(gl.depthFadeBias)) != 0)
|
|
{
|
|
glUniform4fv(pipeline->uniformLocations[SU_COLOR_BIAS], 1, r_depthFadeBias[tess.shader->dfType]);
|
|
memcpy(gl.depthFadeBias, r_depthFadeBias[tess.shader->dfType], sizeof(gl.depthFadeBias));
|
|
}
|
|
if(pipeline->uniformsDirty[SU_DIST_OFFSET] ||
|
|
tess.shader->dfInvDist != gl.depthFadeDist ||
|
|
tess.shader->dfBias != gl.depthFadeOffset)
|
|
{
|
|
glUniform2f(pipeline->uniformLocations[SU_DIST_OFFSET], tess.shader->dfInvDist, tess.shader->dfBias);
|
|
gl.depthFadeDist = tess.shader->dfInvDist;
|
|
gl.depthFadeOffset = tess.shader->dfBias;
|
|
}
|
|
|
|
UploadVertexArray(VB_POSITION, tess.xyz);
|
|
|
|
for(int i = 0; i < tess.shader->numStages; ++i)
|
|
{
|
|
const shaderStage_t* stage = tess.xstages[i];
|
|
|
|
ApplyState(stage->stateBits, tess.shader->cullType, tess.shader->polygonOffset);
|
|
|
|
UploadVertexArray(VB_TEXCOORD, tess.svars[i].texcoordsptr);
|
|
UploadVertexArray(VB_COLOR, tess.svars[i].colors);
|
|
UploadIndices(tess.indexes, tess.numIndexes);
|
|
|
|
if(pipeline->uniformsDirty[SU_ALPHA_TEST])
|
|
{
|
|
glUniform1ui(pipeline->uniformLocations[SU_ALPHA_TEST], gl.alphaTest);
|
|
}
|
|
|
|
BindBundle(0, &stage->bundle);
|
|
glActiveTexture(GL_TEXTURE1);
|
|
BindTexture(1, gl.fbMSEnabled ? gl.fbSSDepth.depthStencil : gl.fbSS[gl.fbReadIndex].depthStencil);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
DrawElements(tess.numIndexes);
|
|
}
|
|
|
|
memset(pipeline->uniformsDirty, 0, sizeof(pipeline->uniformsDirty));
|
|
}
|
|
|
|
static void GAL_Draw(drawType_t type)
|
|
{
|
|
if(type == DT_GENERIC)
|
|
{
|
|
ApplyPipeline(PID_GENERIC);
|
|
DrawGeneric();
|
|
}
|
|
else if(type == DT_DYNAMIC_LIGHT)
|
|
{
|
|
ApplyPipeline(PID_DYNAMIC_LIGHT);
|
|
DrawDynamicLight();
|
|
}
|
|
else if(type == DT_SOFT_SPRITE)
|
|
{
|
|
ApplyPipeline(PID_SOFT_SPRITE);
|
|
DrawDepthFade();
|
|
}
|
|
}
|
|
|
|
static void GAL_Begin3D()
|
|
{
|
|
ApplyPipeline(PID_GENERIC);
|
|
R_MakeIdentityMatrix(gl.modelViewMatrix);
|
|
memcpy(gl.projectionMatrix, backEnd.viewParms.projectionMatrix, sizeof(gl.projectionMatrix));
|
|
ApplyViewportAndScissor(backEnd.viewParms.viewportX, backEnd.viewParms.viewportY, backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight);
|
|
|
|
if(backEnd.viewParms.isPortal)
|
|
{
|
|
float plane[4];
|
|
plane[0] = backEnd.viewParms.portalPlane.normal[0];
|
|
plane[1] = backEnd.viewParms.portalPlane.normal[1];
|
|
plane[2] = backEnd.viewParms.portalPlane.normal[2];
|
|
plane[3] = backEnd.viewParms.portalPlane.dist;
|
|
|
|
float plane2[4];
|
|
plane2[0] = DotProduct(backEnd.viewParms.orient.axis[0], plane);
|
|
plane2[1] = DotProduct(backEnd.viewParms.orient.axis[1], plane);
|
|
plane2[2] = DotProduct(backEnd.viewParms.orient.axis[2], plane);
|
|
plane2[3] = DotProduct(plane, backEnd.viewParms.orient.origin) - plane[3];
|
|
|
|
float* o = plane;
|
|
const float* m = s_flipMatrix;
|
|
const float* v = plane2;
|
|
o[0] = m[0] * v[0] + m[4] * v[1] + m[8] * v[2] + m[12] * v[3];
|
|
o[1] = m[1] * v[0] + m[5] * v[1] + m[9] * v[2] + m[13] * v[3];
|
|
o[2] = m[2] * v[0] + m[6] * v[1] + m[10] * v[2] + m[14] * v[3];
|
|
o[3] = m[3] * v[0] + m[7] * v[1] + m[11] * v[2] + m[15] * v[3];
|
|
|
|
memcpy(gl.clipPlane, plane, sizeof(gl.clipPlane));
|
|
ApplyClipPlane(qtrue);
|
|
}
|
|
else
|
|
{
|
|
memset(gl.clipPlane, 0, sizeof(gl.clipPlane));
|
|
ApplyClipPlane(qfalse);
|
|
}
|
|
|
|
ApplyState(GLS_DEFAULT, CT_TWO_SIDED, qfalse);
|
|
|
|
GLbitfield clearBits = GL_DEPTH_BUFFER_BIT;
|
|
if(backEnd.refdef.rdflags & RDF_HYPERSPACE)
|
|
{
|
|
clearBits |= GL_COLOR_BUFFER_BIT;
|
|
const float c = RB_HyperspaceColor();
|
|
glClearColor(c, c, c, 1.0f);
|
|
}
|
|
else if(r_fastsky->integer && !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL))
|
|
{
|
|
clearBits |= GL_COLOR_BUFFER_BIT;
|
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
|
}
|
|
glClear(clearBits);
|
|
|
|
// in case the generic pipeline was already active before calling this function
|
|
gl.pipelines[PID_GENERIC].uniformsDirty[GU_PROJECTION] = qtrue;
|
|
gl.pipelines[PID_GENERIC].uniformsDirty[GU_MODELVIEW] = qtrue;
|
|
gl.pipelines[PID_GENERIC].uniformsDirty[GU_CLIP_PLANE] = qtrue;
|
|
}
|
|
|
|
static void GAL_BeginSkyAndClouds(double depth)
|
|
{
|
|
gl.prevEnableClipPlane = gl.enableClipPlane;
|
|
ApplyClipPlane(qfalse);
|
|
glDepthRange(depth, depth);
|
|
}
|
|
|
|
static void GAL_EndSkyAndClouds()
|
|
{
|
|
glDepthRange(0.0, 1.0);
|
|
ApplyClipPlane(gl.prevEnableClipPlane);
|
|
}
|
|
|
|
static int GetMaxAnisotropy(image_t* image)
|
|
{
|
|
if((image->flags & IMG_NOAF) == 0 && glInfo.maxAnisotropy >= 2 && r_ext_max_anisotropy->integer >= 2)
|
|
{
|
|
return min(r_ext_max_anisotropy->integer, glInfo.maxAnisotropy);
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
static void GAL_CreateTexture(image_t* image, int mipCount, int w, int h)
|
|
{
|
|
GLuint id;
|
|
glGenTextures(1, &id);
|
|
image->texnum = (textureHandle_t)id;
|
|
|
|
BindImage(0, image);
|
|
SetDebugName(GL_TEXTURE, id, image->name);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GetMaxAnisotropy(image));
|
|
|
|
if(image->flags & IMG_LMATLAS)
|
|
{
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GetTextureInternalFormat(image->format), w, h, 0, GetTextureFormat(image->format), GL_UNSIGNED_BYTE, NULL);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
return;
|
|
}
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GetTextureWrapMode(image->wrapClampMode));
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GetTextureWrapMode(image->wrapClampMode));
|
|
|
|
if(Q_stricmp(r_textureMode->string, "GL_NEAREST") == 0 &&
|
|
(image->flags & (IMG_EXTLMATLAS | IMG_NOPICMIP)) == 0)
|
|
{
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
}
|
|
else if(image->flags & IMG_NOMIPMAP)
|
|
{
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
}
|
|
else
|
|
{
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
}
|
|
}
|
|
|
|
static void GAL_UpdateTexture(image_t* image, int mip, int x, int y, int w, int h, const void* data)
|
|
{
|
|
BindImage(0, image);
|
|
if(image->flags & IMG_LMATLAS)
|
|
{
|
|
glTexSubImage2D(GL_TEXTURE_2D, (GLint)mip, x, y, w, h, GetTextureFormat(image->format), GL_UNSIGNED_BYTE, data);
|
|
}
|
|
else
|
|
{
|
|
glTexImage2D(GL_TEXTURE_2D, (GLint)mip, GetTextureInternalFormat(image->format), w, h, 0, GetTextureFormat(image->format), GL_UNSIGNED_BYTE, data);
|
|
}
|
|
}
|
|
|
|
static void GAL_UpdateScratch(image_t* image, int w, int h, const void* data, qbool dirty)
|
|
{
|
|
BindImage(0, image);
|
|
|
|
// if the scratchImage isn't in the format we want, specify it as a new texture
|
|
if(w != image->width || h != image->height)
|
|
{
|
|
image->width = w;
|
|
image->height = h;
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
}
|
|
else if(dirty)
|
|
{
|
|
// otherwise, just subimage upload it so that drivers can tell we are going to be changing
|
|
// it and don't try and do a texture compression
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
|
}
|
|
}
|
|
|
|
static void GAL_CreateTextureEx(image_t* image, int mipCount, int mipOffset, int w, int h, const void* mip0)
|
|
{
|
|
enum { GroupSize = 8, GroupMask = GroupSize - 1 };
|
|
|
|
assert(image->format == TF_RGBA8);
|
|
assert(GetTextureInternalFormat(image->format) == GL_RGBA8);
|
|
|
|
// remember what program we had bound before...
|
|
GLint previousProgram = 0;
|
|
glGetIntegerv(GL_CURRENT_PROGRAM, &previousProgram);
|
|
|
|
// create the texture with all mip levels
|
|
GLuint id;
|
|
glGenTextures(1, &id);
|
|
image->texnum = (textureHandle_t)id;
|
|
BindTexture(0, id);
|
|
glTexStorage2D(GL_TEXTURE_2D, mipCount - mipOffset, GL_RGBA8, image->width, image->height);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GetTextureWrapMode(image->wrapClampMode));
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GetTextureWrapMode(image->wrapClampMode));
|
|
if(Q_stricmp(r_textureMode->string, "GL_NEAREST") == 0 &&
|
|
(image->flags & (IMG_LMATLAS | IMG_EXTLMATLAS | IMG_NOPICMIP)) == 0)
|
|
{
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
}
|
|
else
|
|
{
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
}
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GetMaxAnisotropy(image));
|
|
SetDebugName(GL_TEXTURE, id, image->name);
|
|
|
|
// upload source mip level 0
|
|
BindTexture(0, gl.mipGen.textures[2]);
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, mip0);
|
|
|
|
// create a linear color space copy of source mip 0
|
|
glUseProgram(gl.mipGen.programs[CPID_GAMMA_TO_LINEAR].program);
|
|
glUniform1f(0, r_mipGenGamma->value);
|
|
glBindImageTexture(0, gl.mipGen.textures[2], 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
|
|
glBindImageTexture(1, gl.mipGen.textures[0], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA16F);
|
|
glDispatchCompute((w + GroupMask) / GroupSize, (h + GroupMask) / GroupSize, 1);
|
|
|
|
// copy to destination mip 0 now if needed
|
|
if(mipOffset == 0)
|
|
{
|
|
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
|
|
glUseProgram(gl.mipGen.programs[CPID_LINEAR_TO_GAMMA].program);
|
|
glUniform1f(0, r_intensity->value);
|
|
glUniform4fv(1, 1, r_mipBlendColors[0]);
|
|
glUniform1f(2, 1.0f / r_mipGenGamma->value);
|
|
glBindImageTexture(0, gl.mipGen.textures[0], 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA16F);
|
|
glBindImageTexture(1, id, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
|
|
glDispatchCompute((w + GroupMask) / GroupSize, (h + GroupMask) / GroupSize, 1);
|
|
}
|
|
|
|
for(int i = 1; i < mipCount; ++i)
|
|
{
|
|
const int w1 = w;
|
|
const int h1 = h;
|
|
w = max(w / 2, 1);
|
|
h = max(h / 2, 1);
|
|
|
|
// down-sample on the X-axis
|
|
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
|
|
glUseProgram(gl.mipGen.programs[CPID_DOWN_SAMPLE].program);
|
|
glUniform4fv(0, 1, tr.mipFilter);
|
|
glUniform2i(1, w1 - 1, h1 - 1); // maxSize
|
|
glUniform2i(2, w1 / w, 1); // scale
|
|
glUniform2i(3, 1, 0); // offset
|
|
glUniform1ui(4, image->wrapClampMode == TW_CLAMP_TO_EDGE ? 1 : 0);
|
|
glBindImageTexture(0, gl.mipGen.textures[0], 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA16F);
|
|
glBindImageTexture(1, gl.mipGen.textures[1], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA16F);
|
|
glDispatchCompute((w + GroupMask) / GroupSize, (h1 + GroupMask) / GroupSize, 1);
|
|
|
|
// down-sample on the Y-axis
|
|
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
|
|
glUseProgram(gl.mipGen.programs[CPID_DOWN_SAMPLE].program);
|
|
glUniform4fv(0, 1, tr.mipFilter);
|
|
glUniform2i(1, w - 1, h1 - 1); // maxSize
|
|
glUniform2i(2, 1, h1 / h); // scale
|
|
glUniform2i(3, 0, 1); // offset
|
|
glUniform1ui(4, image->wrapClampMode == TW_CLAMP_TO_EDGE ? 1 : 0);
|
|
glBindImageTexture(0, gl.mipGen.textures[1], 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA16F);
|
|
glBindImageTexture(1, gl.mipGen.textures[0], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA16F);
|
|
glDispatchCompute((w + GroupMask) / GroupSize, (h + GroupMask) / GroupSize, 1);
|
|
|
|
const int destMip = i - mipOffset;
|
|
if(destMip >= 0)
|
|
{
|
|
// copy the gamma-corrected result to the desired mip slice
|
|
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
|
|
glUseProgram(gl.mipGen.programs[CPID_LINEAR_TO_GAMMA].program);
|
|
glUniform1f(0, r_intensity->value);
|
|
glUniform4fv(1, 1, r_mipBlendColors[r_colorMipLevels->integer ? destMip : 0]);
|
|
glUniform1f(2, 1.0f / r_mipGenGamma->value);
|
|
glBindImageTexture(0, gl.mipGen.textures[0], 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA16F);
|
|
glBindImageTexture(1, id, i - mipOffset, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
|
|
glDispatchCompute((w + GroupMask) / GroupSize, (h + GroupMask) / GroupSize, 1);
|
|
}
|
|
}
|
|
|
|
// restore program
|
|
glUseProgram(previousProgram);
|
|
}
|
|
|
|
static void GAL_BeginDynamicLight()
|
|
{
|
|
Pipeline* const pipeline = &gl.pipelines[PID_DYNAMIC_LIGHT];
|
|
const dlight_t* const dl = tess.light;
|
|
|
|
ApplyPipeline(PID_DYNAMIC_LIGHT);
|
|
|
|
glUniform3fv(pipeline->uniformLocations[DU_EYE_POS], 1, backEnd.orient.viewOrigin);
|
|
glUniform3fv(pipeline->uniformLocations[DU_LIGHT_POS], 1, dl->transformed);
|
|
glUniform4f(pipeline->uniformLocations[DU_LIGHT_COLOR_RADIUS], dl->color[0], dl->color[1], dl->color[2], 1.0f / Square(dl->radius));
|
|
}
|
|
|
|
static void GAL_ReadPixels(int x, int y, int w, int h, int alignment, colorSpace_t colorSpace, void* out)
|
|
{
|
|
const GLenum format = colorSpace == CS_BGR ? GL_BGR : GL_RGBA;
|
|
glPixelStorei(GL_PACK_ALIGNMENT, alignment);
|
|
glReadPixels(x, y, w, h, format, GL_UNSIGNED_BYTE, out);
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
}
|
|
|
|
static void GAL_Begin2D()
|
|
{
|
|
ApplyPipeline(PID_GENERIC);
|
|
R_MakeIdentityMatrix(gl.modelViewMatrix);
|
|
R_MakeOrthoProjectionMatrix(gl.projectionMatrix, glConfig.vidWidth, glConfig.vidHeight);
|
|
ApplyViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight);
|
|
ApplyClipPlane(qfalse);
|
|
ApplyState(GLS_DEFAULT_2D, CT_TWO_SIDED, qfalse);
|
|
|
|
// in case the generic pipeline was already active before calling this function
|
|
gl.pipelines[PID_GENERIC].uniformsDirty[GU_MODELVIEW] = qtrue;
|
|
gl.pipelines[PID_GENERIC].uniformsDirty[GU_PROJECTION] = qtrue;
|
|
gl.pipelines[PID_GENERIC].uniformsDirty[GU_CLIP_PLANE] = qfalse; // not used
|
|
}
|
|
|
|
static void GAL_SetModelViewMatrix(const float* matrix)
|
|
{
|
|
memcpy(gl.modelViewMatrix, matrix, sizeof(gl.modelViewMatrix));
|
|
if(gl.pipelineId == PID_GENERIC)
|
|
{
|
|
gl.pipelines[PID_GENERIC].uniformsDirty[GU_MODELVIEW] = qtrue;
|
|
}
|
|
else if(gl.pipelineId == PID_DYNAMIC_LIGHT)
|
|
{
|
|
gl.pipelines[PID_DYNAMIC_LIGHT].uniformsDirty[DU_MODELVIEW] = qtrue;
|
|
}
|
|
else if(gl.pipelineId == PID_SOFT_SPRITE)
|
|
{
|
|
gl.pipelines[PID_SOFT_SPRITE].uniformsDirty[SU_MODELVIEW] = qtrue;
|
|
}
|
|
}
|
|
|
|
static void GAL_SetDepthRange(double zNear, double zFar)
|
|
{
|
|
glDepthRange(zNear, zFar);
|
|
}
|
|
|
|
static const char* GetMappingTypeName(MappingType type)
|
|
{
|
|
switch(type)
|
|
{
|
|
case MT_SUBDATA: return "glBufferSubData";
|
|
case MT_PERSISTENT: return "glMapBufferRange + GL_MAP_PERSISTENT_BIT";
|
|
case MT_UNSYNC: return "glMapBufferRange + GL_MAP_UNSYNCHRONIZED_BIT";
|
|
case MT_AMDPIN: return "glBufferData + GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD";
|
|
default: return "?";
|
|
}
|
|
}
|
|
|
|
static void GAL_PrintInfo()
|
|
{
|
|
ri.Printf(PRINT_ALL, "Geometry upload strategy: %s\n", GetMappingTypeName(gl.mappingType));
|
|
}
|
|
|
|
qbool GAL_GetGL3(graphicsAPILayer_t* rb)
|
|
{
|
|
rb->Init = &GAL_Init;
|
|
rb->ShutDown = &GAL_ShutDown;
|
|
rb->BeginSkyAndClouds = &GAL_BeginSkyAndClouds;
|
|
rb->EndSkyAndClouds = &GAL_EndSkyAndClouds;
|
|
rb->ReadPixels = &GAL_ReadPixels;
|
|
rb->BeginFrame = &GAL_BeginFrame;
|
|
rb->EndFrame = &GAL_EndFrame;
|
|
rb->CreateTexture = &GAL_CreateTexture;
|
|
rb->UpdateTexture = &GAL_UpdateTexture;
|
|
rb->UpdateScratch = &GAL_UpdateScratch;
|
|
rb->CreateTextureEx = &GAL_CreateTextureEx;
|
|
rb->Draw = &GAL_Draw;
|
|
rb->Begin2D = &GAL_Begin2D;
|
|
rb->Begin3D = &GAL_Begin3D;
|
|
rb->SetModelViewMatrix = &GAL_SetModelViewMatrix;
|
|
rb->SetDepthRange = &GAL_SetDepthRange;
|
|
rb->BeginDynamicLight = &GAL_BeginDynamicLight;
|
|
rb->PrintInfo = &GAL_PrintInfo;
|
|
|
|
return qtrue;
|
|
}
|