fteqw/engine/nacl/gl_vidppapi.c
Spoike 934a97c53e fix some compile issues (errors and warnings). sdl, ode, vulkan.
fix q2bsp textures.
fix some vulkan validation issues.
MOVE_OTHERONLY is now an official feature (replacing MOVE_ONLYENT which is now removed, same functionality, better behaved behaviour).
network up edited brushes on initial connect. still needs more work for entity editing, but should otherwise be okay for now.
add sys_browserredirect console command for emscripten builds (can be used to trigger window redirections - including download requests)

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5001 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-07-15 12:26:24 +00:00

299 lines
No EOL
6.6 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;
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 GLVID_SwapBuffers(void)
{
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();
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);
GLVID_SwapBuffers();
// 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);
GLVID_SwapBuffers();
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(const char *caption)
{
}