Deleted almost all OpenGL code from _VK backend files

This commit is contained in:
Robert Beckebans 2018-10-03 21:14:28 +02:00
parent d115d84980
commit 3d9f9b75db
22 changed files with 884 additions and 5151 deletions

View file

@ -672,7 +672,6 @@ void idCinematicLocal::FFMPEGReset()
#ifdef USE_BINKDEC
bool idCinematicLocal::InitFromBinkDecFile( const char* qpath, bool amilooping )
{
int ret;
looping = amilooping;
startTime = 0;
isRoQ = false;

View file

@ -2,7 +2,7 @@
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 2014-2016 Robert Beckebans
Copyright (C) 2014-2018 Robert Beckebans
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
@ -36,489 +36,8 @@ idList<Framebuffer*> Framebuffer::framebuffers;
globalFramebuffers_t globalFramebuffers;
static void R_ListFramebuffers_f( const idCmdArgs& args )
{
if( !glConfig.framebufferObjectAvailable )
{
common->Printf( "GL_EXT_framebuffer_object is not available.\n" );
return;
}
}
Framebuffer::Framebuffer( const char* name, int w, int h )
{
fboName = name;
frameBuffer = 0;
memset( colorBuffers, 0, sizeof( colorBuffers ) );
colorFormat = 0;
depthBuffer = 0;
depthFormat = 0;
stencilBuffer = 0;
stencilFormat = 0;
width = w;
height = h;
msaaSamples = false;
glGenFramebuffers( 1, &frameBuffer );
framebuffers.Append( this );
}
Framebuffer::~Framebuffer()
{
glDeleteFramebuffers( 1, &frameBuffer );
}
void Framebuffer::Init()
{
cmdSystem->AddCommand( "listFramebuffers", R_ListFramebuffers_f, CMD_FL_RENDERER, "lists framebuffers" );
tr.backend.currentFramebuffer = NULL;
// SHADOWMAPS
int width, height;
width = height = r_shadowMapImageSize.GetInteger();
for( int i = 0; i < MAX_SHADOWMAP_RESOLUTIONS; i++ )
{
width = height = shadowMapResolutions[i];
globalFramebuffers.shadowFBO[i] = new Framebuffer( va( "_shadowMap%i", i ) , width, height );
globalFramebuffers.shadowFBO[i]->Bind();
glDrawBuffers( 0, NULL );
}
// HDR
int screenWidth = renderSystem->GetWidth();
int screenHeight = renderSystem->GetHeight();
globalFramebuffers.hdrFBO = new Framebuffer( "_hdr", screenWidth, screenHeight );
globalFramebuffers.hdrFBO->Bind();
#if defined(USE_HDR_MSAA)
if( glConfig.multisamples )
{
globalFramebuffers.hdrFBO->AddColorBuffer( GL_RGBA16F, 0, glConfig.multisamples );
globalFramebuffers.hdrFBO->AddDepthBuffer( GL_DEPTH24_STENCIL8, glConfig.multisamples );
globalFramebuffers.hdrFBO->AttachImage2D( GL_TEXTURE_2D_MULTISAMPLE, globalImages->currentRenderHDRImage, 0 );
globalFramebuffers.hdrFBO->AttachImageDepth( GL_TEXTURE_2D_MULTISAMPLE, globalImages->currentDepthImage );
}
else
#endif
{
globalFramebuffers.hdrFBO->AddColorBuffer( GL_RGBA16F, 0 );
globalFramebuffers.hdrFBO->AddDepthBuffer( GL_DEPTH24_STENCIL8 );
globalFramebuffers.hdrFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentRenderHDRImage, 0 );
globalFramebuffers.hdrFBO->AttachImageDepth( GL_TEXTURE_2D, globalImages->currentDepthImage );
}
globalFramebuffers.hdrFBO->Check();
// HDR no MSAA
#if defined(USE_HDR_MSAA)
globalFramebuffers.hdrNonMSAAFBO = new Framebuffer( "_hdrNoMSAA", screenWidth, screenHeight );
globalFramebuffers.hdrNonMSAAFBO->Bind();
globalFramebuffers.hdrNonMSAAFBO->AddColorBuffer( GL_RGBA16F, 0 );
globalFramebuffers.hdrNonMSAAFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentRenderHDRImageNoMSAA, 0 );
globalFramebuffers.hdrNonMSAAFBO->Check();
#endif
// HDR DOWNSCALE
globalFramebuffers.hdr64FBO = new Framebuffer( "_hdr64", 64, 64 );
globalFramebuffers.hdr64FBO->Bind();
globalFramebuffers.hdr64FBO->AddColorBuffer( GL_RGBA16F, 0 );
globalFramebuffers.hdr64FBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentRenderHDRImage64, 0 );
globalFramebuffers.hdr64FBO->Check();
// BLOOM
for( int i = 0; i < MAX_BLOOM_BUFFERS; i++ )
{
globalFramebuffers.bloomRenderFBO[i] = new Framebuffer( va( "_bloomRender%i", i ), screenWidth, screenHeight );
globalFramebuffers.bloomRenderFBO[i]->Bind();
globalFramebuffers.bloomRenderFBO[i]->AddColorBuffer( GL_RGBA8, 0 );
globalFramebuffers.bloomRenderFBO[i]->AttachImage2D( GL_TEXTURE_2D, globalImages->bloomRenderImage[i], 0 );
globalFramebuffers.bloomRenderFBO[i]->Check();
}
// AMBIENT OCCLUSION
for( int i = 0; i < MAX_SSAO_BUFFERS; i++ )
{
globalFramebuffers.ambientOcclusionFBO[i] = new Framebuffer( va( "_aoRender%i", i ), screenWidth, screenHeight );
globalFramebuffers.ambientOcclusionFBO[i]->Bind();
globalFramebuffers.ambientOcclusionFBO[i]->AddColorBuffer( GL_RGBA8, 0 );
globalFramebuffers.ambientOcclusionFBO[i]->AttachImage2D( GL_TEXTURE_2D, globalImages->ambientOcclusionImage[i], 0 );
globalFramebuffers.ambientOcclusionFBO[i]->Check();
}
// HIERARCHICAL Z BUFFER
for( int i = 0; i < MAX_HIERARCHICAL_ZBUFFERS; i++ )
{
globalFramebuffers.csDepthFBO[i] = new Framebuffer( va( "_csz%i", i ), screenWidth / ( 1 << i ), screenHeight / ( 1 << i ) );
globalFramebuffers.csDepthFBO[i]->Bind();
globalFramebuffers.csDepthFBO[i]->AddColorBuffer( GL_R32F, 0 );
globalFramebuffers.csDepthFBO[i]->AttachImage2D( GL_TEXTURE_2D, globalImages->hierarchicalZbufferImage, 0, i );
globalFramebuffers.csDepthFBO[i]->Check();
}
// GEOMETRY BUFFER
//globalFramebuffers.geometryBufferFBO = new Framebuffer( "_gbuffer", screenWidth, screenHeight );
//globalFramebuffers.geometryBufferFBO->Bind();
//globalFramebuffers.geometryBufferFBO->AddColorBuffer( GL_RGBA8, 0 );
//globalFramebuffers.geometryBufferFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentNormalsImage, 0 );
//globalFramebuffers.geometryBufferFBO->Check();
// SMAA
globalFramebuffers.smaaEdgesFBO = new Framebuffer( "_smaaEdges", screenWidth, screenHeight );
globalFramebuffers.smaaEdgesFBO->Bind();
globalFramebuffers.smaaEdgesFBO->AddColorBuffer( GL_RGBA8, 0 );
globalFramebuffers.smaaEdgesFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->smaaEdgesImage, 0 );
globalFramebuffers.smaaEdgesFBO->Check();
globalFramebuffers.smaaBlendFBO = new Framebuffer( "_smaaBlend", screenWidth, screenHeight );
globalFramebuffers.smaaBlendFBO->Bind();
globalFramebuffers.smaaBlendFBO->AddColorBuffer( GL_RGBA8, 0 );
globalFramebuffers.smaaBlendFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->smaaBlendImage, 0 );
globalFramebuffers.smaaBlendFBO->Check();
Unbind();
}
void Framebuffer::CheckFramebuffers()
{
int screenWidth = renderSystem->GetWidth();
int screenHeight = renderSystem->GetHeight();
if( globalFramebuffers.hdrFBO->GetWidth() != screenWidth || globalFramebuffers.hdrFBO->GetHeight() != screenHeight )
{
Unbind();
// HDR
globalImages->currentRenderHDRImage->Resize( screenWidth, screenHeight );
globalImages->currentDepthImage->Resize( screenWidth, screenHeight );
#if defined(USE_HDR_MSAA)
if( glConfig.multisamples )
{
globalImages->currentRenderHDRImageNoMSAA->Resize( screenWidth, screenHeight );
globalFramebuffers.hdrNonMSAAFBO->Bind();
globalFramebuffers.hdrNonMSAAFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentRenderHDRImageNoMSAA, 0 );
globalFramebuffers.hdrNonMSAAFBO->Check();
globalFramebuffers.hdrNonMSAAFBO->width = screenWidth;
globalFramebuffers.hdrNonMSAAFBO->height = screenHeight;
globalFramebuffers.hdrFBO->Bind();
globalFramebuffers.hdrFBO->AttachImage2D( GL_TEXTURE_2D_MULTISAMPLE, globalImages->currentRenderHDRImage, 0 );
globalFramebuffers.hdrFBO->AttachImageDepth( GL_TEXTURE_2D_MULTISAMPLE, globalImages->currentDepthImage );
globalFramebuffers.hdrFBO->Check();
}
else
#endif
{
globalFramebuffers.hdrFBO->Bind();
globalFramebuffers.hdrFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentRenderHDRImage, 0 );
globalFramebuffers.hdrFBO->AttachImageDepth( GL_TEXTURE_2D, globalImages->currentDepthImage );
globalFramebuffers.hdrFBO->Check();
}
globalFramebuffers.hdrFBO->width = screenWidth;
globalFramebuffers.hdrFBO->height = screenHeight;
// HDR quarter
/*
globalImages->currentRenderHDRImageQuarter->Resize( screenWidth / 4, screenHeight / 4 );
globalFramebuffers.hdrQuarterFBO->Bind();
globalFramebuffers.hdrQuarterFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentRenderHDRImageQuarter, 0 );
globalFramebuffers.hdrQuarterFBO->Check();
*/
// BLOOM
for( int i = 0; i < MAX_BLOOM_BUFFERS; i++ )
{
globalImages->bloomRenderImage[i]->Resize( screenWidth / 4, screenHeight / 4 );
globalFramebuffers.bloomRenderFBO[i]->width = screenWidth / 4;
globalFramebuffers.bloomRenderFBO[i]->height = screenHeight / 4;
globalFramebuffers.bloomRenderFBO[i]->Bind();
globalFramebuffers.bloomRenderFBO[i]->AttachImage2D( GL_TEXTURE_2D, globalImages->bloomRenderImage[i], 0 );
globalFramebuffers.bloomRenderFBO[i]->Check();
}
// AMBIENT OCCLUSION
for( int i = 0; i < MAX_SSAO_BUFFERS; i++ )
{
globalImages->ambientOcclusionImage[i]->Resize( screenWidth, screenHeight );
globalFramebuffers.ambientOcclusionFBO[i]->width = screenWidth;
globalFramebuffers.ambientOcclusionFBO[i]->height = screenHeight;
globalFramebuffers.ambientOcclusionFBO[i]->Bind();
globalFramebuffers.ambientOcclusionFBO[i]->AttachImage2D( GL_TEXTURE_2D, globalImages->ambientOcclusionImage[i], 0 );
globalFramebuffers.ambientOcclusionFBO[i]->Check();
}
// HIERARCHICAL Z BUFFER
globalImages->hierarchicalZbufferImage->Resize( screenWidth, screenHeight );
for( int i = 0; i < MAX_HIERARCHICAL_ZBUFFERS; i++ )
{
globalFramebuffers.csDepthFBO[i]->width = screenWidth / ( 1 << i );
globalFramebuffers.csDepthFBO[i]->height = screenHeight / ( 1 << i );
globalFramebuffers.csDepthFBO[i]->Bind();
globalFramebuffers.csDepthFBO[i]->AttachImage2D( GL_TEXTURE_2D, globalImages->hierarchicalZbufferImage, 0, i );
globalFramebuffers.csDepthFBO[i]->Check();
}
// GEOMETRY BUFFER
//globalImages->currentNormalsImage->Resize( screenWidth, screenHeight );
//globalFramebuffers.geometryBufferFBO->width = screenWidth;
//globalFramebuffers.geometryBufferFBO->height = screenHeight;
//globalFramebuffers.geometryBufferFBO->Bind();
//globalFramebuffers.geometryBufferFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentNormalsImage, 0 );
//globalFramebuffers.geometryBufferFBO->Check();
// SMAA
globalImages->smaaEdgesImage->Resize( screenWidth, screenHeight );
globalFramebuffers.smaaEdgesFBO->width = screenWidth;
globalFramebuffers.smaaEdgesFBO->height = screenHeight;
globalFramebuffers.smaaEdgesFBO->Bind();
globalFramebuffers.smaaEdgesFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->smaaEdgesImage, 0 );
globalFramebuffers.smaaEdgesFBO->Check();
globalImages->smaaBlendImage->Resize( screenWidth, screenHeight );
globalFramebuffers.smaaBlendFBO->width = screenWidth;
globalFramebuffers.smaaBlendFBO->height = screenHeight;
globalFramebuffers.smaaBlendFBO->Bind();
globalFramebuffers.smaaBlendFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->smaaBlendImage, 0 );
globalFramebuffers.smaaBlendFBO->Check();
Unbind();
}
}
void Framebuffer::Shutdown()
{
framebuffers.DeleteContents( true );
}
void Framebuffer::Bind()
{
RENDERLOG_PRINTF( "Framebuffer::Bind( %s )\n", fboName.c_str() );
if( tr.backend.currentFramebuffer != this )
{
glBindFramebuffer( GL_FRAMEBUFFER, frameBuffer );
tr.backend.currentFramebuffer = this;
}
}
bool Framebuffer::IsBound()
{
return ( tr.backend.currentFramebuffer == this );
}
void Framebuffer::Unbind()
{
RENDERLOG_PRINTF( "Framebuffer::Unbind()\n" );
//if(tr.backend.framebuffer != NULL)
{
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
glBindRenderbuffer( GL_RENDERBUFFER, 0 );
tr.backend.currentFramebuffer = NULL;
}
}
bool Framebuffer::IsDefaultFramebufferActive()
{
return ( tr.backend.currentFramebuffer == NULL );
}
void Framebuffer::AddColorBuffer( int format, int index, int multiSamples )
{
if( index < 0 || index >= glConfig.maxColorAttachments )
{
common->Warning( "Framebuffer::AddColorBuffer( %s ): bad index = %i", fboName.c_str(), index );
return;
}
colorFormat = format;
bool notCreatedYet = colorBuffers[index] == 0;
if( notCreatedYet )
{
glGenRenderbuffers( 1, &colorBuffers[index] );
}
glBindRenderbuffer( GL_RENDERBUFFER, colorBuffers[index] );
if( multiSamples > 0 )
{
glRenderbufferStorageMultisample( GL_RENDERBUFFER, multiSamples, format, width, height );
msaaSamples = true;
}
else
{
glRenderbufferStorage( GL_RENDERBUFFER, format, width, height );
}
if( notCreatedYet )
{
glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + index, GL_RENDERBUFFER, colorBuffers[index] );
}
GL_CheckErrors();
}
void Framebuffer::AddDepthBuffer( int format, int multiSamples )
{
depthFormat = format;
bool notCreatedYet = depthBuffer == 0;
if( notCreatedYet )
{
glGenRenderbuffers( 1, &depthBuffer );
}
glBindRenderbuffer( GL_RENDERBUFFER, depthBuffer );
if( multiSamples > 0 )
{
glRenderbufferStorageMultisample( GL_RENDERBUFFER, multiSamples, format, width, height );
msaaSamples = true;
}
else
{
glRenderbufferStorage( GL_RENDERBUFFER, format, width, height );
}
if( notCreatedYet )
{
glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer );
}
GL_CheckErrors();
}
void Framebuffer::AttachImage2D( int target, const idImage* image, int index, int mipmapLod )
{
if( ( target != GL_TEXTURE_2D ) && ( target != GL_TEXTURE_2D_MULTISAMPLE ) && ( target < GL_TEXTURE_CUBE_MAP_POSITIVE_X || target > GL_TEXTURE_CUBE_MAP_NEGATIVE_Z ) )
{
common->Warning( "Framebuffer::AttachImage2D( %s ): invalid target", fboName.c_str() );
return;
}
if( index < 0 || index >= glConfig.maxColorAttachments )
{
common->Warning( "Framebuffer::AttachImage2D( %s ): bad index = %i", fboName.c_str(), index );
return;
}
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + index, target, image->texnum, mipmapLod );
}
void Framebuffer::AttachImageDepth( int target, const idImage* image )
{
if( ( target != GL_TEXTURE_2D ) && ( target != GL_TEXTURE_2D_MULTISAMPLE ) )
{
common->Warning( "Framebuffer::AttachImageDepth( %s ): invalid target", fboName.c_str() );
return;
}
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, target, image->texnum, 0 );
}
void Framebuffer::AttachImageDepthLayer( const idImage* image, int layer )
{
glFramebufferTextureLayer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, image->texnum, 0, layer );
}
void Framebuffer::Check()
{
int prev;
glGetIntegerv( GL_FRAMEBUFFER_BINDING, &prev );
glBindFramebuffer( GL_FRAMEBUFFER, frameBuffer );
int status = glCheckFramebufferStatus( GL_FRAMEBUFFER );
if( status == GL_FRAMEBUFFER_COMPLETE )
{
glBindFramebuffer( GL_FRAMEBUFFER, prev );
return;
}
// something went wrong
switch( status )
{
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, incomplete attachment", fboName.c_str() );
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing attachment", fboName.c_str() );
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing draw buffer", fboName.c_str() );
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing read buffer", fboName.c_str() );
break;
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing layer targets", fboName.c_str() );
break;
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing multisample", fboName.c_str() );
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
common->Error( "Framebuffer::Check( %s ): Unsupported framebuffer format", fboName.c_str() );
break;
default:
common->Error( "Framebuffer::Check( %s ): Unknown error 0x%X", fboName.c_str(), status );
break;
};
glBindFramebuffer( GL_FRAMEBUFFER, prev );
}

View file

@ -40,6 +40,7 @@ static int shadowMapResolutions[MAX_SHADOWMAP_RESOLUTIONS] = { 2048, 1024, 512,
static int shadowMapResolutions[MAX_SHADOWMAP_RESOLUTIONS] = { 1024, 1024, 1024, 1024, 1024 };
#endif
class Framebuffer
{
public:
@ -137,5 +138,4 @@ struct globalFramebuffers_t
};
extern globalFramebuffers_t globalFramebuffers;
#endif // __FRAMEBUFFER_H__

View file

@ -363,9 +363,7 @@ public:
return ( opts.format == FMT_DXT1 || opts.format == FMT_DXT5 );
}
bool IsLoaded() const;
static void GetGeneratedName( idStr& _name, const textureUsage_t& _usage, const cubeFiles_t& _cube );
@ -421,7 +419,7 @@ private:
VkImageLayout layout;
VkSampler sampler;
#if defined( ID_USE_AMD_ALLOCATOR )
#if defined( USE_AMD_ALLOCATOR )
VmaAllocation allocation;
static idList< VmaAllocation > allocationGarbage[ NUM_FRAME_DATA ];
#else
@ -440,12 +438,6 @@ private:
GLuint internalFormat;
GLuint dataFormat;
GLuint dataType;
public:
bool IsLoaded() const
{
return texnum != TEXTURE_NOT_LOADED;
}
#endif
};

View file

@ -690,7 +690,6 @@ Init
*/
void idImageManager::Init()
{
images.Resize( 1024, 1024 );
imageHash.ResizeIndex( 1024 );

View file

@ -668,23 +668,6 @@ void idImage::Reload( bool force )
ActuallyLoadImage( false );
}
/*
========================
idImage::SetSamplerState
========================
*/
void idImage::SetSamplerState( textureFilter_t tf, textureRepeat_t tr )
{
if( tf == filter && tr == repeat )
{
return;
}
filter = tf;
repeat = tr;
glBindTexture( ( opts.textureType == TT_CUBIC ) ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D, texnum );
SetTexParameters();
}
/*
================
GenerateImage

View file

@ -0,0 +1,524 @@
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 2014-2018 Robert Beckebans
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "precompiled.h"
#pragma hdrstop
#include "../RenderCommon.h"
#include "../Framebuffer.h"
#if !defined(USE_VULKAN)
static void R_ListFramebuffers_f( const idCmdArgs& args )
{
if( !glConfig.framebufferObjectAvailable )
{
common->Printf( "GL_EXT_framebuffer_object is not available.\n" );
return;
}
}
Framebuffer::Framebuffer( const char* name, int w, int h )
{
fboName = name;
frameBuffer = 0;
memset( colorBuffers, 0, sizeof( colorBuffers ) );
colorFormat = 0;
depthBuffer = 0;
depthFormat = 0;
stencilBuffer = 0;
stencilFormat = 0;
width = w;
height = h;
msaaSamples = false;
glGenFramebuffers( 1, &frameBuffer );
framebuffers.Append( this );
}
Framebuffer::~Framebuffer()
{
glDeleteFramebuffers( 1, &frameBuffer );
}
void Framebuffer::Init()
{
cmdSystem->AddCommand( "listFramebuffers", R_ListFramebuffers_f, CMD_FL_RENDERER, "lists framebuffers" );
tr.backend.currentFramebuffer = NULL;
// SHADOWMAPS
int width, height;
width = height = r_shadowMapImageSize.GetInteger();
for( int i = 0; i < MAX_SHADOWMAP_RESOLUTIONS; i++ )
{
width = height = shadowMapResolutions[i];
globalFramebuffers.shadowFBO[i] = new Framebuffer( va( "_shadowMap%i", i ) , width, height );
globalFramebuffers.shadowFBO[i]->Bind();
glDrawBuffers( 0, NULL );
}
// HDR
int screenWidth = renderSystem->GetWidth();
int screenHeight = renderSystem->GetHeight();
globalFramebuffers.hdrFBO = new Framebuffer( "_hdr", screenWidth, screenHeight );
globalFramebuffers.hdrFBO->Bind();
#if defined(USE_HDR_MSAA)
if( glConfig.multisamples )
{
globalFramebuffers.hdrFBO->AddColorBuffer( GL_RGBA16F, 0, glConfig.multisamples );
globalFramebuffers.hdrFBO->AddDepthBuffer( GL_DEPTH24_STENCIL8, glConfig.multisamples );
globalFramebuffers.hdrFBO->AttachImage2D( GL_TEXTURE_2D_MULTISAMPLE, globalImages->currentRenderHDRImage, 0 );
globalFramebuffers.hdrFBO->AttachImageDepth( GL_TEXTURE_2D_MULTISAMPLE, globalImages->currentDepthImage );
}
else
#endif
{
globalFramebuffers.hdrFBO->AddColorBuffer( GL_RGBA16F, 0 );
globalFramebuffers.hdrFBO->AddDepthBuffer( GL_DEPTH24_STENCIL8 );
globalFramebuffers.hdrFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentRenderHDRImage, 0 );
globalFramebuffers.hdrFBO->AttachImageDepth( GL_TEXTURE_2D, globalImages->currentDepthImage );
}
globalFramebuffers.hdrFBO->Check();
// HDR no MSAA
#if defined(USE_HDR_MSAA)
globalFramebuffers.hdrNonMSAAFBO = new Framebuffer( "_hdrNoMSAA", screenWidth, screenHeight );
globalFramebuffers.hdrNonMSAAFBO->Bind();
globalFramebuffers.hdrNonMSAAFBO->AddColorBuffer( GL_RGBA16F, 0 );
globalFramebuffers.hdrNonMSAAFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentRenderHDRImageNoMSAA, 0 );
globalFramebuffers.hdrNonMSAAFBO->Check();
#endif
// HDR DOWNSCALE
globalFramebuffers.hdr64FBO = new Framebuffer( "_hdr64", 64, 64 );
globalFramebuffers.hdr64FBO->Bind();
globalFramebuffers.hdr64FBO->AddColorBuffer( GL_RGBA16F, 0 );
globalFramebuffers.hdr64FBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentRenderHDRImage64, 0 );
globalFramebuffers.hdr64FBO->Check();
// BLOOM
for( int i = 0; i < MAX_BLOOM_BUFFERS; i++ )
{
globalFramebuffers.bloomRenderFBO[i] = new Framebuffer( va( "_bloomRender%i", i ), screenWidth, screenHeight );
globalFramebuffers.bloomRenderFBO[i]->Bind();
globalFramebuffers.bloomRenderFBO[i]->AddColorBuffer( GL_RGBA8, 0 );
globalFramebuffers.bloomRenderFBO[i]->AttachImage2D( GL_TEXTURE_2D, globalImages->bloomRenderImage[i], 0 );
globalFramebuffers.bloomRenderFBO[i]->Check();
}
// AMBIENT OCCLUSION
for( int i = 0; i < MAX_SSAO_BUFFERS; i++ )
{
globalFramebuffers.ambientOcclusionFBO[i] = new Framebuffer( va( "_aoRender%i", i ), screenWidth, screenHeight );
globalFramebuffers.ambientOcclusionFBO[i]->Bind();
globalFramebuffers.ambientOcclusionFBO[i]->AddColorBuffer( GL_RGBA8, 0 );
globalFramebuffers.ambientOcclusionFBO[i]->AttachImage2D( GL_TEXTURE_2D, globalImages->ambientOcclusionImage[i], 0 );
globalFramebuffers.ambientOcclusionFBO[i]->Check();
}
// HIERARCHICAL Z BUFFER
for( int i = 0; i < MAX_HIERARCHICAL_ZBUFFERS; i++ )
{
globalFramebuffers.csDepthFBO[i] = new Framebuffer( va( "_csz%i", i ), screenWidth / ( 1 << i ), screenHeight / ( 1 << i ) );
globalFramebuffers.csDepthFBO[i]->Bind();
globalFramebuffers.csDepthFBO[i]->AddColorBuffer( GL_R32F, 0 );
globalFramebuffers.csDepthFBO[i]->AttachImage2D( GL_TEXTURE_2D, globalImages->hierarchicalZbufferImage, 0, i );
globalFramebuffers.csDepthFBO[i]->Check();
}
// GEOMETRY BUFFER
//globalFramebuffers.geometryBufferFBO = new Framebuffer( "_gbuffer", screenWidth, screenHeight );
//globalFramebuffers.geometryBufferFBO->Bind();
//globalFramebuffers.geometryBufferFBO->AddColorBuffer( GL_RGBA8, 0 );
//globalFramebuffers.geometryBufferFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentNormalsImage, 0 );
//globalFramebuffers.geometryBufferFBO->Check();
// SMAA
globalFramebuffers.smaaEdgesFBO = new Framebuffer( "_smaaEdges", screenWidth, screenHeight );
globalFramebuffers.smaaEdgesFBO->Bind();
globalFramebuffers.smaaEdgesFBO->AddColorBuffer( GL_RGBA8, 0 );
globalFramebuffers.smaaEdgesFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->smaaEdgesImage, 0 );
globalFramebuffers.smaaEdgesFBO->Check();
globalFramebuffers.smaaBlendFBO = new Framebuffer( "_smaaBlend", screenWidth, screenHeight );
globalFramebuffers.smaaBlendFBO->Bind();
globalFramebuffers.smaaBlendFBO->AddColorBuffer( GL_RGBA8, 0 );
globalFramebuffers.smaaBlendFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->smaaBlendImage, 0 );
globalFramebuffers.smaaBlendFBO->Check();
Unbind();
}
void Framebuffer::CheckFramebuffers()
{
int screenWidth = renderSystem->GetWidth();
int screenHeight = renderSystem->GetHeight();
if( globalFramebuffers.hdrFBO->GetWidth() != screenWidth || globalFramebuffers.hdrFBO->GetHeight() != screenHeight )
{
Unbind();
// HDR
globalImages->currentRenderHDRImage->Resize( screenWidth, screenHeight );
globalImages->currentDepthImage->Resize( screenWidth, screenHeight );
#if defined(USE_HDR_MSAA)
if( glConfig.multisamples )
{
globalImages->currentRenderHDRImageNoMSAA->Resize( screenWidth, screenHeight );
globalFramebuffers.hdrNonMSAAFBO->Bind();
globalFramebuffers.hdrNonMSAAFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentRenderHDRImageNoMSAA, 0 );
globalFramebuffers.hdrNonMSAAFBO->Check();
globalFramebuffers.hdrNonMSAAFBO->width = screenWidth;
globalFramebuffers.hdrNonMSAAFBO->height = screenHeight;
globalFramebuffers.hdrFBO->Bind();
globalFramebuffers.hdrFBO->AttachImage2D( GL_TEXTURE_2D_MULTISAMPLE, globalImages->currentRenderHDRImage, 0 );
globalFramebuffers.hdrFBO->AttachImageDepth( GL_TEXTURE_2D_MULTISAMPLE, globalImages->currentDepthImage );
globalFramebuffers.hdrFBO->Check();
}
else
#endif
{
globalFramebuffers.hdrFBO->Bind();
globalFramebuffers.hdrFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentRenderHDRImage, 0 );
globalFramebuffers.hdrFBO->AttachImageDepth( GL_TEXTURE_2D, globalImages->currentDepthImage );
globalFramebuffers.hdrFBO->Check();
}
globalFramebuffers.hdrFBO->width = screenWidth;
globalFramebuffers.hdrFBO->height = screenHeight;
// HDR quarter
/*
globalImages->currentRenderHDRImageQuarter->Resize( screenWidth / 4, screenHeight / 4 );
globalFramebuffers.hdrQuarterFBO->Bind();
globalFramebuffers.hdrQuarterFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentRenderHDRImageQuarter, 0 );
globalFramebuffers.hdrQuarterFBO->Check();
*/
// BLOOM
for( int i = 0; i < MAX_BLOOM_BUFFERS; i++ )
{
globalImages->bloomRenderImage[i]->Resize( screenWidth / 4, screenHeight / 4 );
globalFramebuffers.bloomRenderFBO[i]->width = screenWidth / 4;
globalFramebuffers.bloomRenderFBO[i]->height = screenHeight / 4;
globalFramebuffers.bloomRenderFBO[i]->Bind();
globalFramebuffers.bloomRenderFBO[i]->AttachImage2D( GL_TEXTURE_2D, globalImages->bloomRenderImage[i], 0 );
globalFramebuffers.bloomRenderFBO[i]->Check();
}
// AMBIENT OCCLUSION
for( int i = 0; i < MAX_SSAO_BUFFERS; i++ )
{
globalImages->ambientOcclusionImage[i]->Resize( screenWidth, screenHeight );
globalFramebuffers.ambientOcclusionFBO[i]->width = screenWidth;
globalFramebuffers.ambientOcclusionFBO[i]->height = screenHeight;
globalFramebuffers.ambientOcclusionFBO[i]->Bind();
globalFramebuffers.ambientOcclusionFBO[i]->AttachImage2D( GL_TEXTURE_2D, globalImages->ambientOcclusionImage[i], 0 );
globalFramebuffers.ambientOcclusionFBO[i]->Check();
}
// HIERARCHICAL Z BUFFER
globalImages->hierarchicalZbufferImage->Resize( screenWidth, screenHeight );
for( int i = 0; i < MAX_HIERARCHICAL_ZBUFFERS; i++ )
{
globalFramebuffers.csDepthFBO[i]->width = screenWidth / ( 1 << i );
globalFramebuffers.csDepthFBO[i]->height = screenHeight / ( 1 << i );
globalFramebuffers.csDepthFBO[i]->Bind();
globalFramebuffers.csDepthFBO[i]->AttachImage2D( GL_TEXTURE_2D, globalImages->hierarchicalZbufferImage, 0, i );
globalFramebuffers.csDepthFBO[i]->Check();
}
// GEOMETRY BUFFER
//globalImages->currentNormalsImage->Resize( screenWidth, screenHeight );
//globalFramebuffers.geometryBufferFBO->width = screenWidth;
//globalFramebuffers.geometryBufferFBO->height = screenHeight;
//globalFramebuffers.geometryBufferFBO->Bind();
//globalFramebuffers.geometryBufferFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->currentNormalsImage, 0 );
//globalFramebuffers.geometryBufferFBO->Check();
// SMAA
globalImages->smaaEdgesImage->Resize( screenWidth, screenHeight );
globalFramebuffers.smaaEdgesFBO->width = screenWidth;
globalFramebuffers.smaaEdgesFBO->height = screenHeight;
globalFramebuffers.smaaEdgesFBO->Bind();
globalFramebuffers.smaaEdgesFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->smaaEdgesImage, 0 );
globalFramebuffers.smaaEdgesFBO->Check();
globalImages->smaaBlendImage->Resize( screenWidth, screenHeight );
globalFramebuffers.smaaBlendFBO->width = screenWidth;
globalFramebuffers.smaaBlendFBO->height = screenHeight;
globalFramebuffers.smaaBlendFBO->Bind();
globalFramebuffers.smaaBlendFBO->AttachImage2D( GL_TEXTURE_2D, globalImages->smaaBlendImage, 0 );
globalFramebuffers.smaaBlendFBO->Check();
Unbind();
}
}
void Framebuffer::Shutdown()
{
framebuffers.DeleteContents( true );
}
void Framebuffer::Bind()
{
RENDERLOG_PRINTF( "Framebuffer::Bind( %s )\n", fboName.c_str() );
if( tr.backend.currentFramebuffer != this )
{
glBindFramebuffer( GL_FRAMEBUFFER, frameBuffer );
tr.backend.currentFramebuffer = this;
}
}
bool Framebuffer::IsBound()
{
return ( tr.backend.currentFramebuffer == this );
}
void Framebuffer::Unbind()
{
RENDERLOG_PRINTF( "Framebuffer::Unbind()\n" );
//if(tr.backend.framebuffer != NULL)
{
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
glBindRenderbuffer( GL_RENDERBUFFER, 0 );
tr.backend.currentFramebuffer = NULL;
}
}
bool Framebuffer::IsDefaultFramebufferActive()
{
return ( tr.backend.currentFramebuffer == NULL );
}
void Framebuffer::AddColorBuffer( int format, int index, int multiSamples )
{
if( index < 0 || index >= glConfig.maxColorAttachments )
{
common->Warning( "Framebuffer::AddColorBuffer( %s ): bad index = %i", fboName.c_str(), index );
return;
}
colorFormat = format;
bool notCreatedYet = colorBuffers[index] == 0;
if( notCreatedYet )
{
glGenRenderbuffers( 1, &colorBuffers[index] );
}
glBindRenderbuffer( GL_RENDERBUFFER, colorBuffers[index] );
if( multiSamples > 0 )
{
glRenderbufferStorageMultisample( GL_RENDERBUFFER, multiSamples, format, width, height );
msaaSamples = true;
}
else
{
glRenderbufferStorage( GL_RENDERBUFFER, format, width, height );
}
if( notCreatedYet )
{
glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + index, GL_RENDERBUFFER, colorBuffers[index] );
}
GL_CheckErrors();
}
void Framebuffer::AddDepthBuffer( int format, int multiSamples )
{
depthFormat = format;
bool notCreatedYet = depthBuffer == 0;
if( notCreatedYet )
{
glGenRenderbuffers( 1, &depthBuffer );
}
glBindRenderbuffer( GL_RENDERBUFFER, depthBuffer );
if( multiSamples > 0 )
{
glRenderbufferStorageMultisample( GL_RENDERBUFFER, multiSamples, format, width, height );
msaaSamples = true;
}
else
{
glRenderbufferStorage( GL_RENDERBUFFER, format, width, height );
}
if( notCreatedYet )
{
glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer );
}
GL_CheckErrors();
}
void Framebuffer::AttachImage2D( int target, const idImage* image, int index, int mipmapLod )
{
if( ( target != GL_TEXTURE_2D ) && ( target != GL_TEXTURE_2D_MULTISAMPLE ) && ( target < GL_TEXTURE_CUBE_MAP_POSITIVE_X || target > GL_TEXTURE_CUBE_MAP_NEGATIVE_Z ) )
{
common->Warning( "Framebuffer::AttachImage2D( %s ): invalid target", fboName.c_str() );
return;
}
if( index < 0 || index >= glConfig.maxColorAttachments )
{
common->Warning( "Framebuffer::AttachImage2D( %s ): bad index = %i", fboName.c_str(), index );
return;
}
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + index, target, image->texnum, mipmapLod );
}
void Framebuffer::AttachImageDepth( int target, const idImage* image )
{
if( ( target != GL_TEXTURE_2D ) && ( target != GL_TEXTURE_2D_MULTISAMPLE ) )
{
common->Warning( "Framebuffer::AttachImageDepth( %s ): invalid target", fboName.c_str() );
return;
}
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, target, image->texnum, 0 );
}
void Framebuffer::AttachImageDepthLayer( const idImage* image, int layer )
{
glFramebufferTextureLayer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, image->texnum, 0, layer );
}
void Framebuffer::Check()
{
int prev;
glGetIntegerv( GL_FRAMEBUFFER_BINDING, &prev );
glBindFramebuffer( GL_FRAMEBUFFER, frameBuffer );
int status = glCheckFramebufferStatus( GL_FRAMEBUFFER );
if( status == GL_FRAMEBUFFER_COMPLETE )
{
glBindFramebuffer( GL_FRAMEBUFFER, prev );
return;
}
// something went wrong
switch( status )
{
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, incomplete attachment", fboName.c_str() );
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing attachment", fboName.c_str() );
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing draw buffer", fboName.c_str() );
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing read buffer", fboName.c_str() );
break;
case GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS:
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing layer targets", fboName.c_str() );
break;
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
common->Error( "Framebuffer::Check( %s ): Framebuffer incomplete, missing multisample", fboName.c_str() );
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
common->Error( "Framebuffer::Check( %s ): Unsupported framebuffer format", fboName.c_str() );
break;
default:
common->Error( "Framebuffer::Check( %s ): Unknown error 0x%X", fboName.c_str(), status );
break;
};
glBindFramebuffer( GL_FRAMEBUFFER, prev );
}
#endif // #if !defined(USE_VULKAN)

View file

@ -72,6 +72,16 @@ idImage::~idImage()
PurgeImage();
}
/*
====================
idImage::IsLoaded
====================
*/
bool idImage::IsLoaded() const
{
return texnum != TEXTURE_NOT_LOADED;
}
/*
==============
Bind
@ -388,6 +398,23 @@ void idImage::SubImageUpload( int mipLevel, int x, int y, int z, int width, int
}
}
/*
========================
idImage::SetSamplerState
========================
*/
void idImage::SetSamplerState( textureFilter_t tf, textureRepeat_t tr )
{
if( tf == filter && tr == repeat )
{
return;
}
filter = tf;
repeat = tr;
glBindTexture( ( opts.textureType == TT_CUBIC ) ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D, texnum );
SetTexParameters();
}
/*
========================
idImage::SetPixel

View file

@ -1062,6 +1062,190 @@ void idRenderBackend::CheckCVars()
// RB end
}
/*
==============================================================================================
STENCIL SHADOW RENDERING
==============================================================================================
*/
extern idCVar r_useStencilShadowPreload;
/*
==================
idRenderBackend::DrawStencilShadowPass
==================
*/
void idRenderBackend::DrawStencilShadowPass( const drawSurf_t* drawSurf, const bool renderZPass )
{
// get vertex buffer
const vertCacheHandle_t vbHandle = drawSurf->shadowCache;
idVertexBuffer* vertexBuffer;
if( vertexCache.CacheIsStatic( vbHandle ) )
{
vertexBuffer = &vertexCache.staticData.vertexBuffer;
}
else
{
const uint64 frameNum = ( int )( vbHandle >> VERTCACHE_FRAME_SHIFT ) & VERTCACHE_FRAME_MASK;
if( frameNum != ( ( vertexCache.currentFrame - 1 ) & VERTCACHE_FRAME_MASK ) )
{
idLib::Warning( "DrawStencilShadowPass, vertexBuffer == NULL" );
return;
}
vertexBuffer = &vertexCache.frameData[vertexCache.drawListNum].vertexBuffer;
}
const int vertOffset = ( int )( vbHandle >> VERTCACHE_OFFSET_SHIFT ) & VERTCACHE_OFFSET_MASK;
// get index buffer
const vertCacheHandle_t ibHandle = drawSurf->indexCache;
idIndexBuffer* indexBuffer;
if( vertexCache.CacheIsStatic( ibHandle ) )
{
indexBuffer = &vertexCache.staticData.indexBuffer;
}
else
{
const uint64 frameNum = ( int )( ibHandle >> VERTCACHE_FRAME_SHIFT ) & VERTCACHE_FRAME_MASK;
if( frameNum != ( ( vertexCache.currentFrame - 1 ) & VERTCACHE_FRAME_MASK ) )
{
idLib::Warning( "DrawStencilShadowPass, indexBuffer == NULL" );
return;
}
indexBuffer = &vertexCache.frameData[vertexCache.drawListNum].indexBuffer;
}
const uint64 indexOffset = ( int )( ibHandle >> VERTCACHE_OFFSET_SHIFT ) & VERTCACHE_OFFSET_MASK;
RENDERLOG_PRINTF( "Binding Buffers: %p %p\n", vertexBuffer, indexBuffer );
// RB: 64 bit fixes, changed GLuint to GLintptr
if( currentIndexBuffer != ( GLintptr )indexBuffer->GetAPIObject() || !r_useStateCaching.GetBool() )
{
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, ( GLintptr )indexBuffer->GetAPIObject() );
currentIndexBuffer = ( GLintptr )indexBuffer->GetAPIObject();
}
if( drawSurf->jointCache )
{
assert( renderProgManager.ShaderUsesJoints() );
idUniformBuffer jointBuffer;
if( !vertexCache.GetJointBuffer( drawSurf->jointCache, &jointBuffer ) )
{
idLib::Warning( "DrawStencilShadowPass, jointBuffer == NULL" );
return;
}
assert( ( jointBuffer.GetOffset() & ( glConfig.uniformBufferOffsetAlignment - 1 ) ) == 0 );
const GLintptr ubo = jointBuffer.GetAPIObject();
glBindBufferRange( GL_UNIFORM_BUFFER, 0, ubo, jointBuffer.GetOffset(), jointBuffer.GetSize() );
if( ( vertexLayout != LAYOUT_DRAW_SHADOW_VERT_SKINNED ) || ( currentVertexBuffer != ( GLintptr )vertexBuffer->GetAPIObject() ) || !r_useStateCaching.GetBool() )
{
glBindBuffer( GL_ARRAY_BUFFER, ( GLintptr )vertexBuffer->GetAPIObject() );
currentVertexBuffer = ( GLintptr )vertexBuffer->GetAPIObject();
glEnableVertexAttribArray( PC_ATTRIB_INDEX_VERTEX );
glDisableVertexAttribArray( PC_ATTRIB_INDEX_NORMAL );
glEnableVertexAttribArray( PC_ATTRIB_INDEX_COLOR );
glEnableVertexAttribArray( PC_ATTRIB_INDEX_COLOR2 );
glDisableVertexAttribArray( PC_ATTRIB_INDEX_ST );
glDisableVertexAttribArray( PC_ATTRIB_INDEX_TANGENT );
#if defined(USE_GLES2) || defined(USE_GLES3)
glVertexAttribPointer( PC_ATTRIB_INDEX_VERTEX, 4, GL_FLOAT, GL_FALSE, sizeof( idShadowVertSkinned ), ( void* )( vertOffset + SHADOWVERTSKINNED_XYZW_OFFSET ) );
glVertexAttribPointer( PC_ATTRIB_INDEX_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof( idShadowVertSkinned ), ( void* )( vertOffset + SHADOWVERTSKINNED_COLOR_OFFSET ) );
glVertexAttribPointer( PC_ATTRIB_INDEX_COLOR2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof( idShadowVertSkinned ), ( void* )( vertOffset + SHADOWVERTSKINNED_COLOR2_OFFSET ) );
#else
glVertexAttribPointer( PC_ATTRIB_INDEX_VERTEX, 4, GL_FLOAT, GL_FALSE, sizeof( idShadowVertSkinned ), ( void* )( SHADOWVERTSKINNED_XYZW_OFFSET ) );
glVertexAttribPointer( PC_ATTRIB_INDEX_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof( idShadowVertSkinned ), ( void* )( SHADOWVERTSKINNED_COLOR_OFFSET ) );
glVertexAttribPointer( PC_ATTRIB_INDEX_COLOR2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof( idShadowVertSkinned ), ( void* )( SHADOWVERTSKINNED_COLOR2_OFFSET ) );
#endif
vertexLayout = LAYOUT_DRAW_SHADOW_VERT_SKINNED;
}
}
else
{
if( ( vertexLayout != LAYOUT_DRAW_SHADOW_VERT ) || ( currentVertexBuffer != ( GLintptr )vertexBuffer->GetAPIObject() ) || !r_useStateCaching.GetBool() )
{
glBindBuffer( GL_ARRAY_BUFFER, ( GLintptr )vertexBuffer->GetAPIObject() );
currentVertexBuffer = ( GLintptr )vertexBuffer->GetAPIObject();
glEnableVertexAttribArray( PC_ATTRIB_INDEX_VERTEX );
glDisableVertexAttribArray( PC_ATTRIB_INDEX_NORMAL );
glDisableVertexAttribArray( PC_ATTRIB_INDEX_COLOR );
glDisableVertexAttribArray( PC_ATTRIB_INDEX_COLOR2 );
glDisableVertexAttribArray( PC_ATTRIB_INDEX_ST );
glDisableVertexAttribArray( PC_ATTRIB_INDEX_TANGENT );
#if defined(USE_GLES2) || defined(USE_GLES3)
glVertexAttribPointer( PC_ATTRIB_INDEX_VERTEX, 4, GL_FLOAT, GL_FALSE, sizeof( idShadowVert ), ( void* )( vertOffset + SHADOWVERT_XYZW_OFFSET ) );
#else
glVertexAttribPointer( PC_ATTRIB_INDEX_VERTEX, 4, GL_FLOAT, GL_FALSE, sizeof( idShadowVert ), ( void* )( SHADOWVERT_XYZW_OFFSET ) );
#endif
vertexLayout = LAYOUT_DRAW_SHADOW_VERT;
}
}
// RB end
renderProgManager.CommitUniforms();
if( drawSurf->jointCache )
{
#if defined(USE_GLES3) //defined(USE_GLES2)
glDrawElements( GL_TRIANGLES, r_singleTriangle.GetBool() ? 3 : drawSurf->numIndexes, GL_INDEX_TYPE, ( triIndex_t* )indexOffset );
#else
glDrawElementsBaseVertex( GL_TRIANGLES, r_singleTriangle.GetBool() ? 3 : drawSurf->numIndexes, GL_INDEX_TYPE, ( triIndex_t* )indexOffset, vertOffset / sizeof( idShadowVertSkinned ) );
#endif
}
else
{
#if defined(USE_GLES3)
glDrawElements( GL_TRIANGLES, r_singleTriangle.GetBool() ? 3 : drawSurf->numIndexes, GL_INDEX_TYPE, ( triIndex_t* )indexOffset );
#else
glDrawElementsBaseVertex( GL_TRIANGLES, r_singleTriangle.GetBool() ? 3 : drawSurf->numIndexes, GL_INDEX_TYPE, ( triIndex_t* )indexOffset, vertOffset / sizeof( idShadowVert ) );
#endif
}
// RB: added stats
pc.c_shadowElements++;
pc.c_shadowIndexes += drawSurf->numIndexes;
// RB end
if( !renderZPass && r_useStencilShadowPreload.GetBool() )
{
// render again with Z-pass
glStencilOpSeparate( GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR );
glStencilOpSeparate( GL_BACK, GL_KEEP, GL_KEEP, GL_DECR );
if( drawSurf->jointCache )
{
#if defined(USE_GLES3)
glDrawElements( GL_TRIANGLES, r_singleTriangle.GetBool() ? 3 : drawSurf->numIndexes, GL_INDEX_TYPE, ( triIndex_t* )indexOffset );
#else
glDrawElementsBaseVertex( GL_TRIANGLES, r_singleTriangle.GetBool() ? 3 : drawSurf->numIndexes, GL_INDEX_TYPE, ( triIndex_t* )indexOffset, vertOffset / sizeof( idShadowVertSkinned ) );
#endif
}
else
{
#if defined(USE_GLES3)
glDrawElements( GL_TRIANGLES, r_singleTriangle.GetBool() ? 3 : drawSurf->numIndexes, GL_INDEX_TYPE, ( triIndex_t* )indexOffset );
#else
glDrawElementsBaseVertex( GL_TRIANGLES, r_singleTriangle.GetBool() ? 3 : drawSurf->numIndexes, GL_INDEX_TYPE, ( triIndex_t* )indexOffset, vertOffset / sizeof( idShadowVert ) );
#endif
}
// RB: added stats
pc.c_shadowElements++;
pc.c_shadowIndexes += drawSurf->numIndexes;
// RB end
}
}
/*
============================================================================

View file

@ -2472,6 +2472,7 @@ void idRenderBackend::StencilShadowPass( const drawSurf_t* drawSurfs, const view
const bool renderZPass = ( drawSurf->renderZFail == 0 ) || r_forceZPassStencilShadows.GetBool();
#if !defined(USE_VULKAN)
if( renderZPass )
{
// Z-pass
@ -2488,173 +2489,9 @@ void idRenderBackend::StencilShadowPass( const drawSurf_t* drawSurfs, const view
{
// Z-fail
}
// get vertex buffer
const vertCacheHandle_t vbHandle = drawSurf->shadowCache;
idVertexBuffer* vertexBuffer;
if( vertexCache.CacheIsStatic( vbHandle ) )
{
vertexBuffer = &vertexCache.staticData.vertexBuffer;
}
else
{
const uint64 frameNum = ( int )( vbHandle >> VERTCACHE_FRAME_SHIFT ) & VERTCACHE_FRAME_MASK;
if( frameNum != ( ( vertexCache.currentFrame - 1 ) & VERTCACHE_FRAME_MASK ) )
{
idLib::Warning( "RB_DrawElementsWithCounters, vertexBuffer == NULL" );
continue;
}
vertexBuffer = &vertexCache.frameData[vertexCache.drawListNum].vertexBuffer;
}
const int vertOffset = ( int )( vbHandle >> VERTCACHE_OFFSET_SHIFT ) & VERTCACHE_OFFSET_MASK;
// get index buffer
const vertCacheHandle_t ibHandle = drawSurf->indexCache;
idIndexBuffer* indexBuffer;
if( vertexCache.CacheIsStatic( ibHandle ) )
{
indexBuffer = &vertexCache.staticData.indexBuffer;
}
else
{
const uint64 frameNum = ( int )( ibHandle >> VERTCACHE_FRAME_SHIFT ) & VERTCACHE_FRAME_MASK;
if( frameNum != ( ( vertexCache.currentFrame - 1 ) & VERTCACHE_FRAME_MASK ) )
{
idLib::Warning( "RB_DrawElementsWithCounters, indexBuffer == NULL" );
continue;
}
indexBuffer = &vertexCache.frameData[vertexCache.drawListNum].indexBuffer;
}
const uint64 indexOffset = ( int )( ibHandle >> VERTCACHE_OFFSET_SHIFT ) & VERTCACHE_OFFSET_MASK;
RENDERLOG_PRINTF( "Binding Buffers: %p %p\n", vertexBuffer, indexBuffer );
// RB: 64 bit fixes, changed GLuint to GLintptr
if( currentIndexBuffer != ( GLintptr )indexBuffer->GetAPIObject() || !r_useStateCaching.GetBool() )
{
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, ( GLintptr )indexBuffer->GetAPIObject() );
currentIndexBuffer = ( GLintptr )indexBuffer->GetAPIObject();
}
if( drawSurf->jointCache )
{
assert( renderProgManager.ShaderUsesJoints() );
idUniformBuffer jointBuffer;
if( !vertexCache.GetJointBuffer( drawSurf->jointCache, &jointBuffer ) )
{
idLib::Warning( "RB_DrawElementsWithCounters, jointBuffer == NULL" );
continue;
}
assert( ( jointBuffer.GetOffset() & ( glConfig.uniformBufferOffsetAlignment - 1 ) ) == 0 );
const GLintptr ubo = jointBuffer.GetAPIObject();
glBindBufferRange( GL_UNIFORM_BUFFER, 0, ubo, jointBuffer.GetOffset(), jointBuffer.GetSize() );
if( ( vertexLayout != LAYOUT_DRAW_SHADOW_VERT_SKINNED ) || ( currentVertexBuffer != ( GLintptr )vertexBuffer->GetAPIObject() ) || !r_useStateCaching.GetBool() )
{
glBindBuffer( GL_ARRAY_BUFFER, ( GLintptr )vertexBuffer->GetAPIObject() );
currentVertexBuffer = ( GLintptr )vertexBuffer->GetAPIObject();
glEnableVertexAttribArray( PC_ATTRIB_INDEX_VERTEX );
glDisableVertexAttribArray( PC_ATTRIB_INDEX_NORMAL );
glEnableVertexAttribArray( PC_ATTRIB_INDEX_COLOR );
glEnableVertexAttribArray( PC_ATTRIB_INDEX_COLOR2 );
glDisableVertexAttribArray( PC_ATTRIB_INDEX_ST );
glDisableVertexAttribArray( PC_ATTRIB_INDEX_TANGENT );
#if defined(USE_GLES2) || defined(USE_GLES3)
glVertexAttribPointer( PC_ATTRIB_INDEX_VERTEX, 4, GL_FLOAT, GL_FALSE, sizeof( idShadowVertSkinned ), ( void* )( vertOffset + SHADOWVERTSKINNED_XYZW_OFFSET ) );
glVertexAttribPointer( PC_ATTRIB_INDEX_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof( idShadowVertSkinned ), ( void* )( vertOffset + SHADOWVERTSKINNED_COLOR_OFFSET ) );
glVertexAttribPointer( PC_ATTRIB_INDEX_COLOR2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof( idShadowVertSkinned ), ( void* )( vertOffset + SHADOWVERTSKINNED_COLOR2_OFFSET ) );
#else
glVertexAttribPointer( PC_ATTRIB_INDEX_VERTEX, 4, GL_FLOAT, GL_FALSE, sizeof( idShadowVertSkinned ), ( void* )( SHADOWVERTSKINNED_XYZW_OFFSET ) );
glVertexAttribPointer( PC_ATTRIB_INDEX_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof( idShadowVertSkinned ), ( void* )( SHADOWVERTSKINNED_COLOR_OFFSET ) );
glVertexAttribPointer( PC_ATTRIB_INDEX_COLOR2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof( idShadowVertSkinned ), ( void* )( SHADOWVERTSKINNED_COLOR2_OFFSET ) );
#endif
vertexLayout = LAYOUT_DRAW_SHADOW_VERT_SKINNED;
}
}
else
{
if( ( vertexLayout != LAYOUT_DRAW_SHADOW_VERT ) || ( currentVertexBuffer != ( GLintptr )vertexBuffer->GetAPIObject() ) || !r_useStateCaching.GetBool() )
{
glBindBuffer( GL_ARRAY_BUFFER, ( GLintptr )vertexBuffer->GetAPIObject() );
currentVertexBuffer = ( GLintptr )vertexBuffer->GetAPIObject();
glEnableVertexAttribArray( PC_ATTRIB_INDEX_VERTEX );
glDisableVertexAttribArray( PC_ATTRIB_INDEX_NORMAL );
glDisableVertexAttribArray( PC_ATTRIB_INDEX_COLOR );
glDisableVertexAttribArray( PC_ATTRIB_INDEX_COLOR2 );
glDisableVertexAttribArray( PC_ATTRIB_INDEX_ST );
glDisableVertexAttribArray( PC_ATTRIB_INDEX_TANGENT );
#if defined(USE_GLES2) || defined(USE_GLES3)
glVertexAttribPointer( PC_ATTRIB_INDEX_VERTEX, 4, GL_FLOAT, GL_FALSE, sizeof( idShadowVert ), ( void* )( vertOffset + SHADOWVERT_XYZW_OFFSET ) );
#else
glVertexAttribPointer( PC_ATTRIB_INDEX_VERTEX, 4, GL_FLOAT, GL_FALSE, sizeof( idShadowVert ), ( void* )( SHADOWVERT_XYZW_OFFSET ) );
#endif
vertexLayout = LAYOUT_DRAW_SHADOW_VERT;
}
}
// RB end
renderProgManager.CommitUniforms();
if( drawSurf->jointCache )
{
#if defined(USE_GLES3) //defined(USE_GLES2)
glDrawElements( GL_TRIANGLES, r_singleTriangle.GetBool() ? 3 : drawSurf->numIndexes, GL_INDEX_TYPE, ( triIndex_t* )indexOffset );
#else
glDrawElementsBaseVertex( GL_TRIANGLES, r_singleTriangle.GetBool() ? 3 : drawSurf->numIndexes, GL_INDEX_TYPE, ( triIndex_t* )indexOffset, vertOffset / sizeof( idShadowVertSkinned ) );
#endif
}
else
{
#if defined(USE_GLES3)
glDrawElements( GL_TRIANGLES, r_singleTriangle.GetBool() ? 3 : drawSurf->numIndexes, GL_INDEX_TYPE, ( triIndex_t* )indexOffset );
#else
glDrawElementsBaseVertex( GL_TRIANGLES, r_singleTriangle.GetBool() ? 3 : drawSurf->numIndexes, GL_INDEX_TYPE, ( triIndex_t* )indexOffset, vertOffset / sizeof( idShadowVert ) );
#endif
}
// RB: added stats
pc.c_shadowElements++;
pc.c_shadowIndexes += drawSurf->numIndexes;
// RB end
if( !renderZPass && r_useStencilShadowPreload.GetBool() )
{
// render again with Z-pass
glStencilOpSeparate( GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR );
glStencilOpSeparate( GL_BACK, GL_KEEP, GL_KEEP, GL_DECR );
if( drawSurf->jointCache )
{
#if defined(USE_GLES3)
glDrawElements( GL_TRIANGLES, r_singleTriangle.GetBool() ? 3 : drawSurf->numIndexes, GL_INDEX_TYPE, ( triIndex_t* )indexOffset );
#else
glDrawElementsBaseVertex( GL_TRIANGLES, r_singleTriangle.GetBool() ? 3 : drawSurf->numIndexes, GL_INDEX_TYPE, ( triIndex_t* )indexOffset, vertOffset / sizeof( idShadowVertSkinned ) );
#endif
}
else
{
#if defined(USE_GLES3)
glDrawElements( GL_TRIANGLES, r_singleTriangle.GetBool() ? 3 : drawSurf->numIndexes, GL_INDEX_TYPE, ( triIndex_t* )indexOffset );
#else
glDrawElementsBaseVertex( GL_TRIANGLES, r_singleTriangle.GetBool() ? 3 : drawSurf->numIndexes, GL_INDEX_TYPE, ( triIndex_t* )indexOffset, vertOffset / sizeof( idShadowVert ) );
#endif
}
// RB: added stats
pc.c_shadowElements++;
pc.c_shadowIndexes += drawSurf->numIndexes;
// RB end
}
DrawStencilShadowPass( drawSurf, renderZPass );
}
// cleanup the shadow specific rendering state
@ -2718,9 +2555,11 @@ void idRenderBackend::StencilSelectLight( const viewLight_t* vLight )
idRenderMatrix::Multiply( viewDef->worldSpace.mvp, vLight->inverseBaseLightProject, invProjectMVPMatrix );
RB_SetMVP( invProjectMVPMatrix );
#if !defined(USE_VULKAN)
// two-sided stencil test
glStencilOpSeparate( GL_FRONT, GL_KEEP, GL_REPLACE, GL_ZERO );
glStencilOpSeparate( GL_BACK, GL_KEEP, GL_ZERO, GL_REPLACE );
#endif
DrawElementsWithCounters( &zeroOneCubeSurface );
@ -3189,7 +3028,9 @@ void idRenderBackend::ShadowMapPass( const drawSurf_t* drawSurfs, const viewLigh
GL_ViewportAndScissor( 0, 0, shadowMapResolutions[vLight->shadowLOD], shadowMapResolutions[vLight->shadowLOD] );
#if !defined(USE_VULKAN)
glClear( GL_DEPTH_BUFFER_BIT );
#endif
// process the chain of shadows with the current rendering state
currentSpace = NULL;
@ -5344,7 +5185,7 @@ void idRenderBackend::DrawViewInternal( const viewDef_t* _viewDef, const int ste
// normal face culling
GL_Cull( CT_FRONT_SIDED );
#if defined(USE_CORE_PROFILE) && !defined(USE_GLES2) && !defined(USE_GLES3) && !defined(USE_VULKAN)
#if defined(USE_CORE_PROFILE) && !defined(USE_VULKAN)
// bind one global Vertex Array Object (VAO)
glBindVertexArray( glConfig.global_vao );
#endif

View file

@ -131,7 +131,7 @@ void RB_BakeTextureMatrixIntoTexgen( idPlane lightProject[3], const float* textu
//bool ChangeDisplaySettingsIfNeeded( gfxImpParms_t parms );
//bool CreateGameWindow( gfxImpParms_t parms );
#if defined( ID_VULKAN )
#if defined( USE_VULKAN )
struct gpuInfo_t
{

View file

@ -39,10 +39,7 @@ If you have questions concerning this license or the applicable additional terms
#include "Font.h"
#include "Framebuffer.h"
// everything that is needed by the backend needs
// to be double buffered to allow it to run in
// parallel on a dual cpu machine
const int SMP_FRAMES = 1;
// maximum texture units
const int MAX_PROG_TEXTURE_PARMS = 16;
@ -55,6 +52,7 @@ const float DEFAULT_FOG_DISTANCE = 500.0f;
const int FOG_ENTER_SIZE = 64;
const float FOG_ENTER = ( FOG_ENTER_SIZE + 1.0f ) / ( FOG_ENTER_SIZE * 2 );
enum demoCommand_t
{
DC_BAD,

View file

@ -463,7 +463,10 @@ void idRenderProgManager::BindShader( int progIndex, int vIndex, int fIndex, boo
{
currentRenderProgram = vIndex;
RENDERLOG_PRINTF( "Binding GLSL Program %s\n", glslPrograms[vIndex].name.c_str() );
#if !defined(USE_VULKAN)
glUseProgram( glslPrograms[vIndex].progId );
#endif
}
}
else
@ -488,7 +491,10 @@ void idRenderProgManager::BindShader( int progIndex, int vIndex, int fIndex, boo
{
currentRenderProgram = progIndex;
RENDERLOG_PRINTF( "Binding GLSL Program %s\n", glslPrograms[progIndex].name.c_str() );
#if !defined(USE_VULKAN)
glUseProgram( glslPrograms[progIndex].progId );
#endif
}
}
}
@ -504,7 +510,9 @@ void idRenderProgManager::Unbind()
currentVertexShader = -1;
currentFragmentShader = -1;
#if !defined(USE_VULKAN)
glUseProgram( 0 );
#endif
}
// RB begin

View file

@ -649,6 +649,7 @@ void idRenderSystemLocal::SwapCommandBuffers_FinishRendering(
backend.BlockingSwapBuffers();
}
#if !defined(USE_VULKAN)
// read back the start and end timer queries from the previous frame
if( glConfig.timerQueryAvailable )
{
@ -665,6 +666,7 @@ void idRenderSystemLocal::SwapCommandBuffers_FinishRendering(
*gpuMicroSec = drawingTimeNanoseconds / 1000;
}
}
#endif
//------------------------------
@ -770,9 +772,12 @@ const emptyCommand_t* idRenderSystemLocal::SwapCommandBuffers_FinishCommandBuffe
// set the time for shader effects in 2D rendering
frameShaderTime = Sys_Milliseconds() * 0.001;
#if !defined(USE_VULKAN)
// RB: TODO RC_SET_BUFFER is not handled in OpenGL
setBufferCommand_t* cmd2 = ( setBufferCommand_t* )R_GetCommandBuffer( sizeof( *cmd2 ) );
cmd2->commandId = RC_SET_BUFFER;
cmd2->buffer = ( int )GL_BACK;
#endif
// the old command buffer can now be rendered, while the new one can
// be built in parallel
@ -987,6 +992,7 @@ void idRenderSystemLocal::CaptureRenderToFile( const char* fileName, bool fixAlp
guiModel->Clear();
RenderCommandBuffers( frameData->cmdHead );
#if !defined(USE_VULKAN)
glReadBuffer( GL_BACK );
// include extra space for OpenGL padding to word boundaries
@ -1009,6 +1015,7 @@ void idRenderSystemLocal::CaptureRenderToFile( const char* fileName, bool fixAlp
R_StaticFree( data );
R_StaticFree( data2 );
#endif
}

View file

@ -838,7 +838,6 @@ and model information functions.
*/
void R_InitOpenGL()
{
common->Printf( "----- R_InitOpenGL -----\n" );
if( R_IsInitialized() )
@ -852,7 +851,6 @@ void R_InitOpenGL()
R_SetNewMode( true );
// input and sound systems need to be tied to the new window
Sys_InitInput();
@ -2540,15 +2538,7 @@ void R_TouchGui_f( const idCmdArgs& args )
uiManager->Touch( gui );
}
/*
=================
R_InitCvars
=================
*/
void R_InitCvars()
{
// update latched cvars here
}
/*
=================
@ -2851,8 +2841,6 @@ void idRenderSystemLocal::Init()
backend.Init();
R_InitCvars();
R_InitCommands();
guiModel = new( TAG_RENDER ) idGuiModel;

View file

@ -27,7 +27,9 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "precompiled.h"
#include "../RenderCommon.h"
#include "../RenderBackend.h"
#include "Allocator_VK.h"

View file

@ -44,10 +44,10 @@ idImage::idImage
*/
idImage::idImage( const char* name ) : imgName( name )
{
texnum = TEXTURE_NOT_LOADED;
internalFormat = 0;
dataFormat = 0;
dataType = 0;
//texnum = TEXTURE_NOT_LOADED;
//internalFormat = 0;
//dataFormat = 0;
//dataType = 0;
generatorFunction = NULL;
filter = TF_DEFAULT;
repeat = TR_REPEAT;
@ -81,97 +81,7 @@ Automatically enables 2D mapping or cube mapping if needed
*/
void idImage::Bind()
{
RENDERLOG_PRINTF( "idImage::Bind( %s )\n", GetName() );
// load the image if necessary (FIXME: not SMP safe!)
if( !IsLoaded() )
{
// load the image on demand here, which isn't our normal game operating mode
ActuallyLoadImage( true );
}
const int texUnit = tr.backend.GetCurrentTextureUnit();
// RB: added support for more types
tmu_t* tmu = &glcontext.tmu[texUnit];
// bind the texture
if( opts.textureType == TT_2D )
{
if( tmu->current2DMap != texnum )
{
tmu->current2DMap = texnum;
#if !defined(USE_GLES2) && !defined(USE_GLES3)
if( glConfig.directStateAccess )
{
glBindMultiTextureEXT( GL_TEXTURE0 + texUnit, GL_TEXTURE_2D, texnum );
}
else
#endif
{
glActiveTexture( GL_TEXTURE0 + texUnit );
glBindTexture( GL_TEXTURE_2D, texnum );
}
}
}
else if( opts.textureType == TT_CUBIC )
{
if( tmu->currentCubeMap != texnum )
{
tmu->currentCubeMap = texnum;
#if !defined(USE_GLES2) && !defined(USE_GLES3)
if( glConfig.directStateAccess )
{
glBindMultiTextureEXT( GL_TEXTURE0 + texUnit, GL_TEXTURE_CUBE_MAP, texnum );
}
else
#endif
{
glActiveTexture( GL_TEXTURE0 + texUnit );
glBindTexture( GL_TEXTURE_CUBE_MAP, texnum );
}
}
}
else if( opts.textureType == TT_2D_ARRAY )
{
if( tmu->current2DArray != texnum )
{
tmu->current2DArray = texnum;
#if !defined(USE_GLES2) && !defined(USE_GLES3)
if( glConfig.directStateAccess )
{
glBindMultiTextureEXT( GL_TEXTURE0 + texUnit, GL_TEXTURE_2D_ARRAY, texnum );
}
else
#endif
{
glActiveTexture( GL_TEXTURE0 + texUnit );
glBindTexture( GL_TEXTURE_2D_ARRAY, texnum );
}
}
}
else if( opts.textureType == TT_2D_MULTISAMPLE )
{
if( tmu->current2DMap != texnum )
{
tmu->current2DMap = texnum;
#if !defined(USE_GLES2) && !defined(USE_GLES3)
if( glConfig.directStateAccess )
{
glBindMultiTextureEXT( GL_TEXTURE0 + texUnit, GL_TEXTURE_2D_MULTISAMPLE, texnum );
}
else
#endif
{
glActiveTexture( GL_TEXTURE0 + texUnit );
glBindTexture( GL_TEXTURE_2D_MULTISAMPLE, texnum );
}
}
}
// RB end
}
/*
@ -181,82 +91,7 @@ CopyFramebuffer
*/
void idImage::CopyFramebuffer( int x, int y, int imageWidth, int imageHeight )
{
int target = GL_TEXTURE_2D;
switch( opts.textureType )
{
case TT_2D:
target = GL_TEXTURE_2D;
break;
case TT_CUBIC:
target = GL_TEXTURE_CUBE_MAP;
break;
case TT_2D_ARRAY:
target = GL_TEXTURE_2D_ARRAY;
break;
case TT_2D_MULTISAMPLE:
target = GL_TEXTURE_2D_MULTISAMPLE;
break;
default:
//idLib::FatalError( "%s: bad texture type %d", GetName(), opts.textureType );
return;
}
glBindTexture( target, texnum );
#if !defined(USE_GLES2)
if( Framebuffer::IsDefaultFramebufferActive() )
{
glReadBuffer( GL_BACK );
}
#endif
opts.width = imageWidth;
opts.height = imageHeight;
#if defined(USE_GLES2)
glCopyTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, x, y, imageWidth, imageHeight, 0 );
#else
if( r_useHDR.GetBool() && globalFramebuffers.hdrFBO->IsBound() )
{
//if( backEnd.glState.currentFramebuffer != NULL && backEnd.glState.currentFramebuffer->IsMultiSampled() )
#if defined(USE_HDR_MSAA)
if( globalFramebuffers.hdrFBO->IsMultiSampled() )
{
glBindFramebuffer( GL_READ_FRAMEBUFFER, globalFramebuffers.hdrFBO->GetFramebuffer() );
glBindFramebuffer( GL_DRAW_FRAMEBUFFER, globalFramebuffers.hdrNonMSAAFBO->GetFramebuffer() );
glBlitFramebuffer( 0, 0, glConfig.nativeScreenWidth, glConfig.nativeScreenHeight,
0, 0, glConfig.nativeScreenWidth, glConfig.nativeScreenHeight,
GL_COLOR_BUFFER_BIT,
GL_LINEAR );
globalFramebuffers.hdrNonMSAAFBO->Bind();
glCopyTexImage2D( target, 0, GL_RGBA16F, x, y, imageWidth, imageHeight, 0 );
globalFramebuffers.hdrFBO->Bind();
}
else
#endif
{
glCopyTexImage2D( target, 0, GL_RGBA16F, x, y, imageWidth, imageHeight, 0 );
}
}
else
{
glCopyTexImage2D( target, 0, GL_RGBA8, x, y, imageWidth, imageHeight, 0 );
}
#endif
// these shouldn't be necessary if the image was initialized properly
glTexParameterf( target, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameterf( target, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameterf( target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameterf( target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
tr.backend.pc.c_copyFrameBuffer++;
}
/*
@ -266,13 +101,7 @@ CopyDepthbuffer
*/
void idImage::CopyDepthbuffer( int x, int y, int imageWidth, int imageHeight )
{
glBindTexture( ( opts.textureType == TT_CUBIC ) ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D, texnum );
opts.width = imageWidth;
opts.height = imageHeight;
glCopyTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, x, y, imageWidth, imageHeight, 0 );
tr.backend.pc.c_copyFrameBuffer++;
}
/*
@ -282,110 +111,7 @@ idImage::SubImageUpload
*/
void idImage::SubImageUpload( int mipLevel, int x, int y, int z, int width, int height, const void* pic, int pixelPitch ) const
{
assert( x >= 0 && y >= 0 && mipLevel >= 0 && width >= 0 && height >= 0 && mipLevel < opts.numLevels );
int compressedSize = 0;
if( IsCompressed() )
{
assert( !( x & 3 ) && !( y & 3 ) );
// compressed size may be larger than the dimensions due to padding to quads
int quadW = ( width + 3 ) & ~3;
int quadH = ( height + 3 ) & ~3;
compressedSize = quadW * quadH * BitsForFormat( opts.format ) / 8;
int padW = ( opts.width + 3 ) & ~3;
int padH = ( opts.height + 3 ) & ~3;
assert( x + width <= padW && y + height <= padH );
// upload the non-aligned value, OpenGL understands that there
// will be padding
if( x + width > opts.width )
{
width = opts.width - x;
}
if( y + height > opts.height )
{
height = opts.height - x;
}
}
else
{
assert( x + width <= opts.width && y + height <= opts.height );
}
int target;
int uploadTarget;
if( opts.textureType == TT_2D )
{
target = GL_TEXTURE_2D;
uploadTarget = GL_TEXTURE_2D;
}
else if( opts.textureType == TT_CUBIC )
{
target = GL_TEXTURE_CUBE_MAP;
uploadTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + z;
}
else
{
assert( !"invalid opts.textureType" );
target = GL_TEXTURE_2D;
uploadTarget = GL_TEXTURE_2D;
}
glBindTexture( target, texnum );
if( pixelPitch != 0 )
{
glPixelStorei( GL_UNPACK_ROW_LENGTH, pixelPitch );
}
if( opts.format == FMT_RGB565 )
{
#if !defined(USE_GLES3)
glPixelStorei( GL_UNPACK_SWAP_BYTES, GL_TRUE );
#endif
}
#if defined(DEBUG) || defined(__ANDROID__)
GL_CheckErrors();
#endif
if( IsCompressed() )
{
glCompressedTexSubImage2D( uploadTarget, mipLevel, x, y, width, height, internalFormat, compressedSize, pic );
}
else
{
// make sure the pixel store alignment is correct so that lower mips get created
// properly for odd shaped textures - this fixes the mip mapping issues with
// fonts
int unpackAlignment = width * BitsForFormat( ( textureFormat_t )opts.format ) / 8;
if( ( unpackAlignment & 3 ) == 0 )
{
glPixelStorei( GL_UNPACK_ALIGNMENT, 4 );
}
else
{
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
}
glTexSubImage2D( uploadTarget, mipLevel, x, y, width, height, dataFormat, dataType, pic );
}
#if defined(DEBUG) || defined(__ANDROID__)
GL_CheckErrors();
#endif
if( opts.format == FMT_RGB565 )
{
glPixelStorei( GL_UNPACK_SWAP_BYTES, GL_FALSE );
}
if( pixelPitch != 0 )
{
glPixelStorei( GL_UNPACK_ROW_LENGTH, 0 );
}
}
/*
@ -405,188 +131,7 @@ idImage::SetTexParameters
*/
void idImage::SetTexParameters()
{
int target = GL_TEXTURE_2D;
switch( opts.textureType )
{
case TT_2D:
target = GL_TEXTURE_2D;
break;
case TT_CUBIC:
target = GL_TEXTURE_CUBE_MAP;
break;
// RB begin
case TT_2D_ARRAY:
target = GL_TEXTURE_2D_ARRAY;
break;
case TT_2D_MULTISAMPLE:
//target = GL_TEXTURE_2D_MULTISAMPLE;
//break;
// no texture parameters for MSAA FBO textures
return;
// RB end
default:
idLib::FatalError( "%s: bad texture type %d", GetName(), opts.textureType );
return;
}
// ALPHA, LUMINANCE, LUMINANCE_ALPHA, and INTENSITY have been removed
// in OpenGL 3.2. In order to mimic those modes, we use the swizzle operators
#if defined( USE_CORE_PROFILE )
if( opts.colorFormat == CFM_GREEN_ALPHA )
{
glTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_ONE );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_ONE );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_ONE );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_GREEN );
}
else if( opts.format == FMT_LUM8 )
{
glTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_RED );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_RED );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_RED );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_ONE );
}
else if( opts.format == FMT_L8A8 )
{
glTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_RED );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_RED );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_RED );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_GREEN );
}
else if( opts.format == FMT_ALPHA )
{
glTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_ONE );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_ONE );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_ONE );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_RED );
}
else if( opts.format == FMT_INT8 )
{
glTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_RED );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_RED );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_RED );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_RED );
}
else
{
glTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_RED );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_GREEN );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_BLUE );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA );
}
#else
if( opts.colorFormat == CFM_GREEN_ALPHA )
{
glTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_ONE );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_ONE );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_ONE );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_GREEN );
}
else if( opts.format == FMT_ALPHA )
{
glTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_ONE );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_ONE );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_ONE );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_RED );
}
#endif
switch( filter )
{
case TF_DEFAULT:
if( r_useTrilinearFiltering.GetBool() )
{
glTexParameterf( target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
}
else
{
glTexParameterf( target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST );
}
glTexParameterf( target, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
break;
case TF_LINEAR:
glTexParameterf( target, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameterf( target, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
break;
case TF_NEAREST:
case TF_NEAREST_MIPMAP:
glTexParameterf( target, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
glTexParameterf( target, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
break;
default:
common->FatalError( "%s: bad texture filter %d", GetName(), filter );
}
if( glConfig.anisotropicFilterAvailable )
{
// only do aniso filtering on mip mapped images
if( filter == TF_DEFAULT )
{
int aniso = r_maxAnisotropicFiltering.GetInteger();
if( aniso > glConfig.maxTextureAnisotropy )
{
aniso = glConfig.maxTextureAnisotropy;
}
if( aniso < 0 )
{
aniso = 0;
}
glTexParameterf( target, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso );
}
else
{
glTexParameterf( target, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1 );
}
}
// RB: disabled use of unreliable extension that can make the game look worse
/*
if( glConfig.textureLODBiasAvailable && ( usage != TD_FONT ) )
{
// use a blurring LOD bias in combination with high anisotropy to fix our aliasing grate textures...
glTexParameterf( target, GL_TEXTURE_LOD_BIAS_EXT, 0.5 ); //r_lodBias.GetFloat() );
}
*/
// RB end
// set the wrap/clamp modes
switch( repeat )
{
case TR_REPEAT:
glTexParameterf( target, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( target, GL_TEXTURE_WRAP_T, GL_REPEAT );
break;
case TR_CLAMP_TO_ZERO:
{
float color[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
glTexParameterfv( target, GL_TEXTURE_BORDER_COLOR, color );
glTexParameterf( target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER );
glTexParameterf( target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER );
}
break;
case TR_CLAMP_TO_ZERO_ALPHA:
{
float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
glTexParameterfv( target, GL_TEXTURE_BORDER_COLOR, color );
glTexParameterf( target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER );
glTexParameterf( target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER );
}
break;
case TR_CLAMP:
glTexParameterf( target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameterf( target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
break;
default:
common->FatalError( "%s: bad texture repeat %d", GetName(), repeat );
}
// RB: added shadow compare parameters for shadow map textures
if( opts.format == FMT_SHADOW_ARRAY )
{
//glTexParameteri( target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexParameteri( target, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE );
glTexParameteri( target, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL );
}
}
/*
@ -601,267 +146,7 @@ This should not be done during normal game-play, if you can avoid it.
*/
void idImage::AllocImage()
{
GL_CheckErrors();
PurgeImage();
int sRGB = r_useSRGB.GetInteger();
switch( opts.format )
{
case FMT_RGBA8:
//internalFormat = GL_RGBA8;
//internalFormat = ( glConfig.sRGBFramebufferAvailable && ( sRGB == 1 || sRGB == 3 ) ) ? GL_SRGB8_ALPHA8 : GL_RGBA8;
internalFormat = ( glConfig.sRGBFramebufferAvailable && ( sRGB == 1 || sRGB == 3 ) ) ? GL_SRGB8_ALPHA8 : GL_RGBA8;
dataFormat = GL_RGBA;
dataType = GL_UNSIGNED_BYTE;
break;
case FMT_XRGB8:
internalFormat = ( glConfig.sRGBFramebufferAvailable && ( sRGB == 1 || sRGB == 3 ) ) ? GL_SRGB : GL_RGB;
dataFormat = GL_RGBA;
dataType = GL_UNSIGNED_BYTE;
break;
case FMT_RGB565:
//internalFormat = ( glConfig.sRGBFramebufferAvailable && ( sRGB == 1 || sRGB == 3 ) ) ? GL_SRGB : GL_RGB;
internalFormat = GL_RGB;
dataFormat = GL_RGB;
dataType = GL_UNSIGNED_SHORT_5_6_5;
break;
case FMT_ALPHA:
#if defined( USE_CORE_PROFILE )
#if 1
if( ( glConfig.sRGBFramebufferAvailable && ( sRGB == 1 || sRGB == 3 ) ) )
{
internalFormat = GL_SRGB;
dataFormat = GL_RED;
}
else
#endif
{
internalFormat = GL_R8;
dataFormat = GL_RED;
}
#else
internalFormat = GL_ALPHA8;
dataFormat = GL_ALPHA;
#endif
dataType = GL_UNSIGNED_BYTE;
break;
case FMT_L8A8:
#if defined( USE_CORE_PROFILE )
internalFormat = GL_RG8;
dataFormat = GL_RG;
#else
internalFormat = GL_LUMINANCE8_ALPHA8;
dataFormat = GL_LUMINANCE_ALPHA;
#endif
dataType = GL_UNSIGNED_BYTE;
break;
case FMT_LUM8:
#if defined( USE_CORE_PROFILE )
internalFormat = GL_R8;
dataFormat = GL_RED;
#else
internalFormat = GL_LUMINANCE8;
dataFormat = GL_LUMINANCE;
#endif
dataType = GL_UNSIGNED_BYTE;
break;
case FMT_INT8:
#if defined( USE_CORE_PROFILE )
internalFormat = GL_R8;
dataFormat = GL_RED;
#else
internalFormat = GL_INTENSITY8;
dataFormat = GL_LUMINANCE;
#endif
dataType = GL_UNSIGNED_BYTE;
break;
case FMT_DXT1:
internalFormat = ( glConfig.sRGBFramebufferAvailable && ( sRGB == 1 || sRGB == 3 ) ) ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT : GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
//internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
dataFormat = GL_RGBA;
dataType = GL_UNSIGNED_BYTE;
break;
case FMT_DXT5:
internalFormat = ( glConfig.sRGBFramebufferAvailable && ( sRGB == 1 || sRGB == 3 ) && opts.colorFormat != CFM_YCOCG_DXT5 && opts.colorFormat != CFM_NORMAL_DXT5 ) ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT : GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
//internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
dataFormat = GL_RGBA;
dataType = GL_UNSIGNED_BYTE;
break;
case FMT_DEPTH:
internalFormat = GL_DEPTH_COMPONENT;
dataFormat = GL_DEPTH_COMPONENT;
dataType = GL_UNSIGNED_BYTE;
break;
case FMT_SHADOW_ARRAY:
internalFormat = GL_DEPTH_COMPONENT;
dataFormat = GL_DEPTH_COMPONENT;
dataType = GL_UNSIGNED_BYTE;
break;
case FMT_RGBA16F:
internalFormat = GL_RGBA16F;
dataFormat = GL_RGBA;
dataType = GL_UNSIGNED_BYTE;
break;
case FMT_RGBA32F:
internalFormat = GL_RGBA32F;
dataFormat = GL_RGBA;
dataType = GL_UNSIGNED_BYTE;
break;
case FMT_R32F:
internalFormat = GL_R32F;
dataFormat = GL_RED;
dataType = GL_UNSIGNED_BYTE;
break;
case FMT_X16:
internalFormat = GL_INTENSITY16;
dataFormat = GL_LUMINANCE;
dataType = GL_UNSIGNED_SHORT;
break;
case FMT_Y16_X16:
internalFormat = GL_LUMINANCE16_ALPHA16;
dataFormat = GL_LUMINANCE_ALPHA;
dataType = GL_UNSIGNED_SHORT;
break;
default:
idLib::Error( "Unhandled image format %d in %s\n", opts.format, GetName() );
}
// if we don't have a rendering context, just return after we
// have filled in the parms. We must have the values set, or
// an image match from a shader before OpenGL starts would miss
// the generated texture
if( !R_IsInitialized() )
{
return;
}
// generate the texture number
glGenTextures( 1, ( GLuint* )&texnum );
assert( texnum != TEXTURE_NOT_LOADED );
//----------------------------------------------------
// allocate all the mip levels with NULL data
//----------------------------------------------------
int numSides;
int target;
int uploadTarget;
if( opts.textureType == TT_2D )
{
target = uploadTarget = GL_TEXTURE_2D;
numSides = 1;
}
else if( opts.textureType == TT_CUBIC )
{
target = GL_TEXTURE_CUBE_MAP;
uploadTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
numSides = 6;
}
// RB begin
else if( opts.textureType == TT_2D_ARRAY )
{
target = GL_TEXTURE_2D_ARRAY;
uploadTarget = GL_TEXTURE_2D_ARRAY;
numSides = 6;
}
else if( opts.textureType == TT_2D_MULTISAMPLE )
{
target = GL_TEXTURE_2D_MULTISAMPLE;
uploadTarget = GL_TEXTURE_2D_MULTISAMPLE;
numSides = 1;
}
// RB end
else
{
assert( !"opts.textureType" );
target = uploadTarget = GL_TEXTURE_2D;
numSides = 1;
}
glBindTexture( target, texnum );
if( opts.textureType == TT_2D_ARRAY )
{
glTexImage3D( uploadTarget, 0, internalFormat, opts.width, opts.height, numSides, 0, dataFormat, GL_UNSIGNED_BYTE, NULL );
}
else if( opts.textureType == TT_2D_MULTISAMPLE )
{
glTexImage2DMultisample( uploadTarget, opts.samples, internalFormat, opts.width, opts.height, GL_FALSE );
}
else
{
for( int side = 0; side < numSides; side++ )
{
int w = opts.width;
int h = opts.height;
if( opts.textureType == TT_CUBIC )
{
h = w;
}
for( int level = 0; level < opts.numLevels; level++ )
{
// clear out any previous error
GL_CheckErrors();
if( IsCompressed() )
{
int compressedSize = ( ( ( w + 3 ) / 4 ) * ( ( h + 3 ) / 4 ) * int64( 16 ) * BitsForFormat( opts.format ) ) / 8;
// Even though the OpenGL specification allows the 'data' pointer to be NULL, for some
// drivers we actually need to upload data to get it to allocate the texture.
// However, on 32-bit systems we may fail to allocate a large block of memory for large
// textures. We handle this case by using HeapAlloc directly and allowing the allocation
// to fail in which case we simply pass down NULL to glCompressedTexImage2D and hope for the best.
// As of 2011-10-6 using NVIDIA hardware and drivers we have to allocate the memory with HeapAlloc
// with the exact size otherwise large image allocation (for instance for physical page textures)
// may fail on Vista 32-bit.
// RB begin
#if defined(_WIN32)
void* data = HeapAlloc( GetProcessHeap(), 0, compressedSize );
glCompressedTexImage2D( uploadTarget + side, level, internalFormat, w, h, 0, compressedSize, data );
if( data != NULL )
{
HeapFree( GetProcessHeap(), 0, data );
}
#else
byte* data = ( byte* )Mem_Alloc( compressedSize, TAG_TEMP );
glCompressedTexImage2D( uploadTarget + side, level, internalFormat, w, h, 0, compressedSize, data );
if( data != NULL )
{
Mem_Free( data );
}
#endif
// RB end
}
else
{
glTexImage2D( uploadTarget + side, level, internalFormat, w, h, 0, dataFormat, dataType, NULL );
}
GL_CheckErrors();
w = Max( 1, w >> 1 );
h = Max( 1, h >> 1 );
}
}
glTexParameteri( target, GL_TEXTURE_MAX_LEVEL, opts.numLevels - 1 );
}
// see if we messed anything up
GL_CheckErrors();
SetTexParameters();
GL_CheckErrors();
}
/*
@ -871,19 +156,7 @@ idImage::PurgeImage
*/
void idImage::PurgeImage()
{
if( texnum != TEXTURE_NOT_LOADED )
{
glDeleteTextures( 1, ( GLuint* )&texnum ); // this should be the ONLY place it is ever called!
texnum = TEXTURE_NOT_LOADED;
}
// clear all the current binding caches, so the next bind will do a real one
for( int i = 0 ; i < MAX_MULTITEXTURE_UNITS ; i++ )
{
glcontext.tmu[i].current2DMap = TEXTURE_NOT_LOADED;
glcontext.tmu[i].current2DArray = TEXTURE_NOT_LOADED;
glcontext.tmu[i].currentCubeMap = TEXTURE_NOT_LOADED;
}
}
/*
@ -893,11 +166,5 @@ idImage::Resize
*/
void idImage::Resize( int width, int height )
{
if( opts.width == width && opts.height == height )
{
return;
}
opts.width = width;
opts.height = height;
AllocImage();
}

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

View file

@ -52,6 +52,16 @@ If you have questions concerning this license or the applicable additional terms
const char* VK_ErrorToString( VkResult result );
static const int MAX_DESC_SETS = 16384;
static const int MAX_DESC_UNIFORM_BUFFERS = 8192;
static const int MAX_DESC_IMAGE_SAMPLERS = 12384;
static const int MAX_DESC_SET_WRITES = 32;
static const int MAX_DESC_SET_UNIFORMS = 48;
static const int MAX_IMAGE_PARMS = 16;
static const int MAX_UBO_PARMS = 2;
#endif
#endif

View file

@ -55,7 +55,7 @@ idCVar r_useOpenGL32( "r_useOpenGL32", "1", CVAR_INTEGER, "0 = OpenGL 2.0, 1 = O
#if !defined(USE_VULKAN)
/*
========================
GLimp_TestSwapBuffers
@ -99,6 +99,7 @@ void GLimp_TestSwapBuffers( const idCmdArgs& args )
}
}
}
#endif
/*
========================

View file

@ -32,7 +32,9 @@ If you have questions concerning this license or the applicable additional terms
#include <windows.h>
// RB: replaced QGL with GLEW
#if !defined(USE_VULKAN)
#include "../../libs/glew/include/GL/wglew.h" // windows OpenGL extensions
#endif
// RB end
#include "win_input.h"