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fteqw/engine/nacl/gl_vidppapi.c
Spoike 1bb752b582 sdl2 support.
hacky rendertarget stuff. not polished. don't use except for testing. feedback desired.
switched file system to use a qofs_t type instead. define FS_64BIT to make it 64bit (standard on 64bit cpus).
rewrote zip support, ditching unzip.c. this provided zip64 support, and unicode in zips.
changed local address enumeration to not be so stupid.
updated ode support a little to match some dp features.
changed fs_cache scheme, to not rebuild needlessly.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4596 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-02-07 08:38:40 +00:00

317 lines
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6.9 KiB
C

#include "quakedef.h"
#include "glquake.h"
#include <ppapi/c/ppb_core.h>
#include <ppapi/c/pp_completion_callback.h>
#include <ppapi/gles2/gl2ext_ppapi.h>
#include <ppapi/c/ppb_graphics_3d.h>
#include <ppapi/c/ppb_instance.h>
#include <ppapi/c/pp_errors.h>
extern PPB_Core *ppb_core;
extern PPB_GetInterface sys_gbi;
extern PPB_Graphics3D* graphics3d_interface;
extern PP_Instance pp_instance;
static PP_Resource glcontext;
extern PPB_Instance* instance_interface;
int delayedswap = false;
qboolean swappending;
extern cvar_t vid_vsync;
void FrameEvent(void* user_data, int32_t result);
qboolean NAGL_SwapPending(void)
{
return swappending;
}
void swap_callback(void* user_data, int32_t result)
{
if (swappending)
{
swappending = false;
FrameEvent(NULL, 0);
}
}
void GL_BeginRendering (void)
{
}
void GL_EndRendering (void)
{
delayedswap = true;
glFlush();
// if (!gl_lateswap.value)
// GL_DoSwap();
}
void GL_DoSwap(void)
{
if (delayedswap)
{
qboolean vsync = vid_vsync.ival || !*vid_vsync.string;
struct PP_CompletionCallback ccb = { swap_callback, NULL, vsync?PP_COMPLETIONCALLBACK_FLAG_NONE:PP_COMPLETIONCALLBACK_FLAG_OPTIONAL};
glFlush();
delayedswap = false;
switch(graphics3d_interface->SwapBuffers(glcontext, ccb))
{
case PP_OK_COMPLETIONPENDING:
swappending |= vsync;
break;
case PP_OK:
break;
case PP_ERROR_INPROGRESS:
Con_DPrintf("chrome still can't handle vid_wait 0. forcing vsync\n");
vid_vsync.ival = 1;
break;
default:
Con_DPrintf("unknown error on SwapBuffers call\n");
break;
}
}
}
qboolean GLVID_ApplyGammaRamps (unsigned short *ramps)
{
return false;
}
void *PPAPI_GetGLSymbol(char *symname)
{
int i;
static struct {char *name; void *ptr;} funcs[] =
{
#define f(n) {#n , n},
f(glActiveTexture)
f(glAttachShader)
f(glBindAttribLocation)
f(glBindBuffer)
f(glBindFramebuffer)
f(glBindRenderbuffer)
f(glBindTexture)
f(glBlendColor)
f(glBlendEquation)
f(glBlendEquationSeparate)
f(glBlendFunc)
f(glBlendFuncSeparate)
f(glBufferData)
f(glBufferSubData)
f(glCheckFramebufferStatus)
f(glClear)
f(glClearColor)
f(glClearDepthf)
f(glClearStencil)
f(glColorMask)
f(glCompileShader)
f(glCompressedTexImage2D)
f(glCompressedTexSubImage2D)
f(glCopyTexImage2D)
f(glCopyTexSubImage2D)
f(glCreateProgram)
f(glCreateShader)
f(glCullFace)
f(glDeleteBuffers)
f(glDeleteFramebuffers)
f(glDeleteProgram)
f(glDeleteRenderbuffers)
f(glDeleteShader)
f(glDeleteTextures)
f(glDepthFunc)
f(glDepthMask)
f(glDepthRangef)
f(glDetachShader)
f(glDisable)
f(glDisableVertexAttribArray)
f(glDrawArrays)
f(glDrawElements)
f(glEnable)
f(glEnableVertexAttribArray)
f(glFinish)
f(glFlush)
f(glFramebufferRenderbuffer)
f(glFramebufferTexture2D)
f(glFrontFace)
f(glGenBuffers)
f(glGenerateMipmap)
f(glGenFramebuffers)
f(glGenRenderbuffers)
f(glGenTextures)
f(glGetActiveAttrib)
f(glGetActiveUniform)
f(glGetAttachedShaders)
f(glGetAttribLocation)
f(glGetBooleanv)
f(glGetBufferParameteriv)
f(glGetError)
f(glGetFloatv)
f(glGetFramebufferAttachmentParameteriv)
f(glGetIntegerv)
f(glGetProgramiv)
f(glGetProgramInfoLog)
f(glGetRenderbufferParameteriv)
f(glGetShaderiv)
f(glGetShaderInfoLog)
f(glGetShaderPrecisionFormat)
f(glGetShaderSource)
f(glGetString)
f(glGetTexParameterfv)
f(glGetTexParameteriv)
f(glGetUniformfv)
f(glGetUniformiv)
f(glGetUniformLocation)
f(glGetVertexAttribfv)
f(glGetVertexAttribiv)
f(glGetVertexAttribPointerv)
f(glHint)
f(glIsBuffer)
f(glIsEnabled)
f(glIsFramebuffer)
f(glIsProgram)
f(glIsRenderbuffer)
f(glIsShader)
f(glIsTexture)
f(glLineWidth)
f(glLinkProgram)
f(glPixelStorei)
f(glPolygonOffset)
f(glReadPixels)
f(glReleaseShaderCompiler)
f(glRenderbufferStorage)
f(glSampleCoverage)
f(glScissor)
f(glShaderBinary)
f(glShaderSource)
f(glStencilFunc)
f(glStencilFuncSeparate)
f(glStencilMask)
f(glStencilMaskSeparate)
f(glStencilOp)
f(glStencilOpSeparate)
f(glTexImage2D)
f(glTexParameterf)
f(glTexParameterfv)
f(glTexParameteri)
f(glTexParameteriv)
f(glTexSubImage2D)
f(glUniform1f)
f(glUniform1fv)
f(glUniform1i)
f(glUniform1iv)
f(glUniform2f)
f(glUniform2fv)
f(glUniform2i)
f(glUniform2iv)
f(glUniform3f)
f(glUniform3fv)
f(glUniform3i)
f(glUniform3iv)
f(glUniform4f)
f(glUniform4fv)
f(glUniform4i)
f(glUniform4iv)
f(glUniformMatrix2fv)
f(glUniformMatrix3fv)
f(glUniformMatrix4fv)
f(glUseProgram)
f(glValidateProgram)
f(glVertexAttrib1f)
f(glVertexAttrib1fv)
f(glVertexAttrib2f)
f(glVertexAttrib2fv)
f(glVertexAttrib3f)
f(glVertexAttrib3fv)
f(glVertexAttrib4f)
f(glVertexAttrib4fv)
f(glVertexAttribPointer)
f(glViewport)
{NULL}
};
for (i = 0; funcs[i].name; i++)
{
if (!strcmp(funcs[i].name, symname))
return funcs[i].ptr;
}
return NULL;
}
void GL_Resized(int width, int height)
{
extern cvar_t vid_conautoscale, vid_conwidth;
vid.pixelwidth = width;
vid.pixelheight = height;
if (glcontext)
{
graphics3d_interface->ResizeBuffers(glcontext, width, height);
Cvar_ForceCallback(&vid_conautoscale);
Cvar_ForceCallback(&vid_conwidth);
}
}
qboolean GLVID_Init (rendererstate_t *info, unsigned char *palette)
{
if (!vid.pixelwidth)
vid.pixelwidth = info->width;
if (!vid.pixelheight)
vid.pixelheight = info->height;
if (vid.pixelwidth < 320)
vid.pixelwidth = 320;
if (vid.pixelheight < 200)
vid.pixelheight = 200;
int32_t attribs[] = {PP_GRAPHICS3DATTRIB_WIDTH, vid.pixelwidth,
PP_GRAPHICS3DATTRIB_HEIGHT, vid.pixelheight,
PP_GRAPHICS3DATTRIB_DEPTH_SIZE, 24,
PP_GRAPHICS3DATTRIB_STENCIL_SIZE, 8,
PP_GRAPHICS3DATTRIB_SWAP_BEHAVIOR, PP_GRAPHICS3DATTRIB_BUFFER_DESTROYED,
PP_GRAPHICS3DATTRIB_NONE};
glcontext = graphics3d_interface->Create(pp_instance, 0, attribs);
glSetCurrentContextPPAPI(glcontext);
if (!instance_interface->BindGraphics(pp_instance, glcontext))
{
Con_Printf("failed to bind context\n");
return false;
}
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
GL_EndRendering();
GL_DoSwap();
// vid.pixelwidth = info->width;
// vid.pixelheight = info->height;
GL_Init(PPAPI_GetGLSymbol);
return true;
}
void GLVID_Shutdown (void)
{
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
GL_EndRendering();
GL_DoSwap();
ppb_core->ReleaseResource(glcontext);
// glTerminatePPAPI();
}
void GLVID_DeInit (void)
{
GLVID_Shutdown();
}
void GLVID_Crashed(void);
void GLVID_Update (vrect_t *rects);
int GLVID_SetMode (rendererstate_t *info, unsigned char *palette);
void GLVID_SetCaption(char *caption)
{
}