ioq3/code/renderergl2/tr_vbo.c

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/*
===========================================================================
Copyright (C) 2007-2009 Robert Beckebans <trebor_7@users.sourceforge.net>
This file is part of XreaL source code.
XreaL 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 2 of the License,
or (at your option) any later version.
XreaL 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 XreaL source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_vbo.c
#include "tr_local.h"
union pack10_u {
struct {
signed int x:10;
signed int y:10;
signed int z:10;
signed int w:2;
} pack;
uint32_t i;
};
union pack8_u {
struct {
signed int x:8;
signed int y:8;
signed int z:8;
signed int w:8;
} pack;
uint32_t i;
};
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uint32_t R_VaoPackTangent(vec4_t v)
{
if (glRefConfig.packedNormalDataType == GL_INT_2_10_10_10_REV)
{
union pack10_u num;
num.pack.x = v[0] * 511.0f;
num.pack.y = v[1] * 511.0f;
num.pack.z = v[2] * 511.0f;
num.pack.w = v[3];
return num.i;
}
else
{
union pack8_u num;
num.pack.x = v[0] * 127.0f;
num.pack.y = v[1] * 127.0f;
num.pack.z = v[2] * 127.0f;
num.pack.w = v[3] * 127.0f;
return num.i;
}
}
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uint32_t R_VaoPackNormal(vec3_t v)
{
if (glRefConfig.packedNormalDataType == GL_INT_2_10_10_10_REV)
{
union pack10_u num;
num.pack.x = v[0] * 511.0f;
num.pack.y = v[1] * 511.0f;
num.pack.z = v[2] * 511.0f;
num.pack.w = 0;
return num.i;
}
else
{
union pack8_u num;
num.pack.x = v[0] * 127.0f;
num.pack.y = v[1] * 127.0f;
num.pack.z = v[2] * 127.0f;
num.pack.w = 0;
return num.i;
}
}
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void R_VaoUnpackTangent(vec4_t v, uint32_t b)
{
if (glRefConfig.packedNormalDataType == GL_INT_2_10_10_10_REV)
{
union pack10_u num;
num.i = b;
v[0] = num.pack.x / 511.0f;
v[1] = num.pack.y / 511.0f;
v[2] = num.pack.z / 511.0f;
v[3] = num.pack.w;
}
else
{
union pack8_u num;
num.i = b;
v[0] = num.pack.x / 127.0f;
v[1] = num.pack.y / 127.0f;
v[2] = num.pack.z / 127.0f;
v[3] = num.pack.w / 127.0f;
}
}
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void R_VaoUnpackNormal(vec3_t v, uint32_t b)
{
if (glRefConfig.packedNormalDataType == GL_INT_2_10_10_10_REV)
{
union pack10_u num;
num.i = b;
v[0] = num.pack.x / 511.0f;
v[1] = num.pack.y / 511.0f;
v[2] = num.pack.z / 511.0f;
}
else
{
union pack8_u num;
num.i = b;
v[0] = num.pack.x / 127.0f;
v[1] = num.pack.y / 127.0f;
v[2] = num.pack.z / 127.0f;
}
}
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void Vao_SetVertexPointers(vao_t *vao)
{
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int attribIndex;
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// set vertex pointers
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for (attribIndex = 0; attribIndex < ATTR_INDEX_COUNT; attribIndex++)
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{
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uint32_t attribBit = 1 << attribIndex;
vaoAttrib_t *vAtb = &vao->attribs[attribIndex];
if (vAtb->enabled)
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{
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qglVertexAttribPointerARB(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset));
if (glRefConfig.vertexArrayObject || !(glState.vertexAttribsEnabled & attribBit))
qglEnableVertexAttribArrayARB(attribIndex);
if (!glRefConfig.vertexArrayObject || vao == tess.vao)
glState.vertexAttribsEnabled |= attribBit;
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}
else
{
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// don't disable vertex attribs when using vertex array objects
// Vao_SetVertexPointers is only called during init when using VAOs, and vertex attribs start disabled anyway
if (!glRefConfig.vertexArrayObject && (glState.vertexAttribsEnabled & attribBit))
qglDisableVertexAttribArrayARB(attribIndex);
if (!glRefConfig.vertexArrayObject || vao == tess.vao)
glState.vertexAttribsEnabled &= ~attribBit;
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}
}
}
/*
============
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R_CreateVao
============
*/
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vao_t *R_CreateVao(const char *name, byte *vertexes, int vertexesSize, byte *indexes, int indexesSize, vaoUsage_t usage)
{
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vao_t *vao;
int glUsage;
switch (usage)
{
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case VAO_USAGE_STATIC:
glUsage = GL_STATIC_DRAW_ARB;
break;
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case VAO_USAGE_DYNAMIC:
glUsage = GL_DYNAMIC_DRAW_ARB;
break;
default:
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Com_Error(ERR_FATAL, "bad vaoUsage_t given: %i", usage);
return NULL;
}
if(strlen(name) >= MAX_QPATH)
{
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ri.Error(ERR_DROP, "R_CreateVao: \"%s\" is too long", name);
}
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if ( tr.numVaos == MAX_VAOS ) {
ri.Error( ERR_DROP, "R_CreateVao: MAX_VAOS hit");
}
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R_IssuePendingRenderCommands();
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vao = tr.vaos[tr.numVaos] = ri.Hunk_Alloc(sizeof(*vao), h_low);
tr.numVaos++;
memset(vao, 0, sizeof(*vao));
Q_strncpyz(vao->name, name, sizeof(vao->name));
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if (glRefConfig.vertexArrayObject)
{
qglGenVertexArraysARB(1, &vao->vao);
qglBindVertexArrayARB(vao->vao);
}
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vao->vertexesSize = vertexesSize;
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qglGenBuffersARB(1, &vao->vertexesVBO);
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qglBindBufferARB(GL_ARRAY_BUFFER_ARB, vao->vertexesVBO);
qglBufferDataARB(GL_ARRAY_BUFFER_ARB, vertexesSize, vertexes, glUsage);
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vao->indexesSize = indexesSize;
qglGenBuffersARB(1, &vao->indexesIBO);
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, vao->indexesIBO);
qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, indexesSize, indexes, glUsage);
glState.currentVao = vao;
GL_CheckErrors();
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return vao;
}
/*
============
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R_CreateVao2
============
*/
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vao_t *R_CreateVao2(const char *name, int numVertexes, srfVert_t *verts, int numIndexes, glIndex_t *indexes)
{
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vao_t *vao;
int i;
byte *data;
int dataSize;
int dataOfs;
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int glUsage = GL_STATIC_DRAW_ARB;
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if(!numVertexes || !numIndexes)
return NULL;
if(strlen(name) >= MAX_QPATH)
{
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ri.Error(ERR_DROP, "R_CreateVao2: \"%s\" is too long", name);
}
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if ( tr.numVaos == MAX_VAOS ) {
ri.Error( ERR_DROP, "R_CreateVao2: MAX_VAOS hit");
}
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R_IssuePendingRenderCommands();
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vao = tr.vaos[tr.numVaos] = ri.Hunk_Alloc(sizeof(*vao), h_low);
tr.numVaos++;
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memset(vao, 0, sizeof(*vao));
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Q_strncpyz(vao->name, name, sizeof(vao->name));
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// since these vertex attributes are never altered, interleave them
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vao->attribs[ATTR_INDEX_POSITION ].enabled = 1;
vao->attribs[ATTR_INDEX_NORMAL ].enabled = 1;
#ifdef USE_VERT_TANGENT_SPACE
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vao->attribs[ATTR_INDEX_TANGENT ].enabled = 1;
#endif
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vao->attribs[ATTR_INDEX_TEXCOORD ].enabled = 1;
vao->attribs[ATTR_INDEX_LIGHTCOORD ].enabled = 1;
vao->attribs[ATTR_INDEX_COLOR ].enabled = 1;
vao->attribs[ATTR_INDEX_LIGHTDIRECTION].enabled = 1;
vao->attribs[ATTR_INDEX_POSITION ].count = 3;
vao->attribs[ATTR_INDEX_NORMAL ].count = 4;
vao->attribs[ATTR_INDEX_TANGENT ].count = 4;
vao->attribs[ATTR_INDEX_TEXCOORD ].count = 2;
vao->attribs[ATTR_INDEX_LIGHTCOORD ].count = 2;
vao->attribs[ATTR_INDEX_COLOR ].count = 4;
vao->attribs[ATTR_INDEX_LIGHTDIRECTION].count = 4;
vao->attribs[ATTR_INDEX_POSITION ].type = GL_FLOAT;
vao->attribs[ATTR_INDEX_NORMAL ].type = glRefConfig.packedNormalDataType;
vao->attribs[ATTR_INDEX_TANGENT ].type = glRefConfig.packedNormalDataType;
vao->attribs[ATTR_INDEX_TEXCOORD ].type = GL_FLOAT;
vao->attribs[ATTR_INDEX_LIGHTCOORD ].type = GL_FLOAT;
vao->attribs[ATTR_INDEX_COLOR ].type = GL_FLOAT;
vao->attribs[ATTR_INDEX_LIGHTDIRECTION].type = glRefConfig.packedNormalDataType;
vao->attribs[ATTR_INDEX_POSITION ].normalized = GL_FALSE;
vao->attribs[ATTR_INDEX_NORMAL ].normalized = GL_TRUE;
vao->attribs[ATTR_INDEX_TANGENT ].normalized = GL_TRUE;
vao->attribs[ATTR_INDEX_TEXCOORD ].normalized = GL_FALSE;
vao->attribs[ATTR_INDEX_LIGHTCOORD ].normalized = GL_FALSE;
vao->attribs[ATTR_INDEX_COLOR ].normalized = GL_FALSE;
vao->attribs[ATTR_INDEX_LIGHTDIRECTION].normalized = GL_TRUE;
vao->attribs[ATTR_INDEX_POSITION ].offset = 0; dataSize = sizeof(verts[0].xyz);
vao->attribs[ATTR_INDEX_NORMAL ].offset = dataSize; dataSize += sizeof(uint32_t);
#ifdef USE_VERT_TANGENT_SPACE
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vao->attribs[ATTR_INDEX_TANGENT ].offset = dataSize; dataSize += sizeof(uint32_t);
#endif
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vao->attribs[ATTR_INDEX_TEXCOORD ].offset = dataSize; dataSize += sizeof(verts[0].st);
vao->attribs[ATTR_INDEX_LIGHTCOORD ].offset = dataSize; dataSize += sizeof(verts[0].lightmap);
vao->attribs[ATTR_INDEX_COLOR ].offset = dataSize; dataSize += sizeof(verts[0].vertexColors);
vao->attribs[ATTR_INDEX_LIGHTDIRECTION].offset = dataSize; dataSize += sizeof(uint32_t);
vao->attribs[ATTR_INDEX_POSITION ].stride = dataSize;
vao->attribs[ATTR_INDEX_NORMAL ].stride = dataSize;
vao->attribs[ATTR_INDEX_TANGENT ].stride = dataSize;
vao->attribs[ATTR_INDEX_TEXCOORD ].stride = dataSize;
vao->attribs[ATTR_INDEX_LIGHTCOORD ].stride = dataSize;
vao->attribs[ATTR_INDEX_COLOR ].stride = dataSize;
vao->attribs[ATTR_INDEX_LIGHTDIRECTION].stride = dataSize;
if (glRefConfig.vertexArrayObject)
{
qglGenVertexArraysARB(1, &vao->vao);
qglBindVertexArrayARB(vao->vao);
}
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// create VBO
dataSize *= numVertexes;
data = ri.Hunk_AllocateTempMemory(dataSize);
dataOfs = 0;
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for (i = 0; i < numVertexes; i++)
{
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uint32_t *p;
// xyz
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memcpy(data + dataOfs, &verts[i].xyz, sizeof(verts[i].xyz));
dataOfs += sizeof(verts[i].xyz);
// normal
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p = (uint32_t *)(data + dataOfs);
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*p = R_VaoPackNormal(verts[i].normal);
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dataOfs += sizeof(uint32_t);
#ifdef USE_VERT_TANGENT_SPACE
// tangent
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p = (uint32_t *)(data + dataOfs);
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*p = R_VaoPackTangent(verts[i].tangent);
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dataOfs += sizeof(uint32_t);
#endif
// vertex texcoords
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memcpy(data + dataOfs, &verts[i].st, sizeof(verts[i].st));
dataOfs += sizeof(verts[i].st);
// feed vertex lightmap texcoords
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memcpy(data + dataOfs, &verts[i].lightmap, sizeof(verts[i].lightmap));
dataOfs += sizeof(verts[i].lightmap);
// feed vertex colors
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memcpy(data + dataOfs, &verts[i].vertexColors, sizeof(verts[i].vertexColors));
dataOfs += sizeof(verts[i].vertexColors);
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// feed vertex light directions
p = (uint32_t *)(data + dataOfs);
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*p = R_VaoPackNormal(verts[i].lightdir);
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dataOfs += sizeof(uint32_t);
}
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vao->vertexesSize = dataSize;
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qglGenBuffersARB(1, &vao->vertexesVBO);
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qglBindBufferARB(GL_ARRAY_BUFFER_ARB, vao->vertexesVBO);
qglBufferDataARB(GL_ARRAY_BUFFER_ARB, vao->vertexesSize, data, glUsage);
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// create IBO
vao->indexesSize = numIndexes * sizeof(glIndex_t);
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qglGenBuffersARB(1, &vao->indexesIBO);
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qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, vao->indexesIBO);
qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, vao->indexesSize, indexes, glUsage);
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Vao_SetVertexPointers(vao);
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glState.currentVao = vao;
GL_CheckErrors();
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ri.Hunk_FreeTempMemory(data);
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return vao;
}
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/*
============
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R_BindVao
============
*/
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void R_BindVao(vao_t * vao)
{
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if(!vao)
{
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//R_BindNullVao();
ri.Error(ERR_DROP, "R_BindVao: NULL vao");
return;
}
if(r_logFile->integer)
{
// don't just call LogComment, or we will get a call to va() every frame!
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GLimp_LogComment(va("--- R_BindVao( %s ) ---\n", vao->name));
}
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if(glState.currentVao != vao)
{
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glState.currentVao = vao;
glState.vertexAttribsInterpolation = 0;
glState.vertexAnimation = qfalse;
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backEnd.pc.c_vaoBinds++;
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if (glRefConfig.vertexArrayObject)
{
qglBindVertexArrayARB(vao->vao);
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// why you no save GL_ELEMENT_ARRAY_BUFFER binding, Intel?
if (1)
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, vao->indexesIBO);
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// tess VAO always has buffers bound
if (vao == tess.vao)
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, vao->vertexesVBO);
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}
else
{
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, vao->vertexesVBO);
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, vao->indexesIBO);
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// tess VAO doesn't have vertex pointers set until data is uploaded
if (vao != tess.vao)
Vao_SetVertexPointers(vao);
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}
}
}
/*
============
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R_BindNullVao
============
*/
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void R_BindNullVao(void)
{
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GLimp_LogComment("--- R_BindNullVao ---\n");
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if(glState.currentVao)
{
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if (glRefConfig.vertexArrayObject)
{
qglBindVertexArrayARB(0);
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// why you no save GL_ELEMENT_ARRAY_BUFFER binding, Intel?
if (1) qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
}
else
{
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
}
glState.currentVao = NULL;
}
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GL_CheckErrors();
}
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/*
============
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R_InitVaos
============
*/
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void R_InitVaos(void)
{
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int vertexesSize, indexesSize;
int offset;
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ri.Printf(PRINT_ALL, "------- R_InitVaos -------\n");
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tr.numVaos = 0;
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vertexesSize = sizeof(tess.xyz[0]);
vertexesSize += sizeof(tess.normal[0]);
#ifdef USE_VERT_TANGENT_SPACE
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vertexesSize += sizeof(tess.tangent[0]);
#endif
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vertexesSize += sizeof(tess.vertexColors[0]);
vertexesSize += sizeof(tess.texCoords[0][0]) * 2;
vertexesSize += sizeof(tess.lightdir[0]);
vertexesSize *= SHADER_MAX_VERTEXES;
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indexesSize = sizeof(tess.indexes[0]) * SHADER_MAX_INDEXES;
tess.vao = R_CreateVao("tessVertexArray_VAO", NULL, vertexesSize, NULL, indexesSize, VAO_USAGE_DYNAMIC);
offset = 0;
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tess.vao->attribs[ATTR_INDEX_POSITION ].enabled = 1;
tess.vao->attribs[ATTR_INDEX_NORMAL ].enabled = 1;
#ifdef USE_VERT_TANGENT_SPACE
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tess.vao->attribs[ATTR_INDEX_TANGENT ].enabled = 1;
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#endif
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tess.vao->attribs[ATTR_INDEX_TEXCOORD ].enabled = 1;
tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].enabled = 1;
tess.vao->attribs[ATTR_INDEX_COLOR ].enabled = 1;
tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].enabled = 1;
tess.vao->attribs[ATTR_INDEX_POSITION ].count = 3;
tess.vao->attribs[ATTR_INDEX_NORMAL ].count = 4;
tess.vao->attribs[ATTR_INDEX_TANGENT ].count = 4;
tess.vao->attribs[ATTR_INDEX_TEXCOORD ].count = 2;
tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].count = 2;
tess.vao->attribs[ATTR_INDEX_COLOR ].count = 4;
tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].count = 4;
tess.vao->attribs[ATTR_INDEX_POSITION ].type = GL_FLOAT;
tess.vao->attribs[ATTR_INDEX_NORMAL ].type = glRefConfig.packedNormalDataType;
tess.vao->attribs[ATTR_INDEX_TANGENT ].type = glRefConfig.packedNormalDataType;
tess.vao->attribs[ATTR_INDEX_TEXCOORD ].type = GL_FLOAT;
tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].type = GL_FLOAT;
tess.vao->attribs[ATTR_INDEX_COLOR ].type = GL_FLOAT;
tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].type = glRefConfig.packedNormalDataType;
tess.vao->attribs[ATTR_INDEX_POSITION ].normalized = GL_FALSE;
tess.vao->attribs[ATTR_INDEX_NORMAL ].normalized = GL_TRUE;
tess.vao->attribs[ATTR_INDEX_TANGENT ].normalized = GL_TRUE;
tess.vao->attribs[ATTR_INDEX_TEXCOORD ].normalized = GL_FALSE;
tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].normalized = GL_FALSE;
tess.vao->attribs[ATTR_INDEX_COLOR ].normalized = GL_FALSE;
tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].normalized = GL_TRUE;
tess.vao->attribs[ATTR_INDEX_POSITION ].offset = offset; offset += sizeof(tess.xyz[0]) * SHADER_MAX_VERTEXES;
tess.vao->attribs[ATTR_INDEX_NORMAL ].offset = offset; offset += sizeof(tess.normal[0]) * SHADER_MAX_VERTEXES;
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#ifdef USE_VERT_TANGENT_SPACE
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tess.vao->attribs[ATTR_INDEX_TANGENT ].offset = offset; offset += sizeof(tess.tangent[0]) * SHADER_MAX_VERTEXES;
#endif
// these next two are actually interleaved
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tess.vao->attribs[ATTR_INDEX_TEXCOORD ].offset = offset;
tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].offset = offset + sizeof(tess.texCoords[0][0]);
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offset += sizeof(tess.texCoords[0][0]) * 2 * SHADER_MAX_VERTEXES;
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tess.vao->attribs[ATTR_INDEX_COLOR ].offset = offset; offset += sizeof(tess.vertexColors[0]) * SHADER_MAX_VERTEXES;
tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].offset = offset;
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tess.vao->attribs[ATTR_INDEX_POSITION ].stride = sizeof(tess.xyz[0]);
tess.vao->attribs[ATTR_INDEX_NORMAL ].stride = sizeof(tess.normal[0]);
#ifdef USE_VERT_TANGENT_SPACE
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tess.vao->attribs[ATTR_INDEX_TANGENT ].stride = sizeof(tess.tangent[0]);
#endif
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tess.vao->attribs[ATTR_INDEX_COLOR ].stride = sizeof(tess.vertexColors[0]);
tess.vao->attribs[ATTR_INDEX_TEXCOORD ].stride = sizeof(tess.texCoords[0][0]) * 2;
tess.vao->attribs[ATTR_INDEX_LIGHTCOORD ].stride = sizeof(tess.texCoords[0][0]) * 2;
tess.vao->attribs[ATTR_INDEX_LIGHTDIRECTION].stride = sizeof(tess.lightdir[0]);
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tess.attribPointers[ATTR_INDEX_POSITION] = tess.xyz;
tess.attribPointers[ATTR_INDEX_TEXCOORD] = tess.texCoords;
tess.attribPointers[ATTR_INDEX_NORMAL] = tess.normal;
#ifdef USE_VERT_TANGENT_SPACE
tess.attribPointers[ATTR_INDEX_TANGENT] = tess.tangent;
#endif
tess.attribPointers[ATTR_INDEX_COLOR] = tess.vertexColors;
tess.attribPointers[ATTR_INDEX_LIGHTDIRECTION] = tess.lightdir;
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Vao_SetVertexPointers(tess.vao);
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R_BindNullVao();
GL_CheckErrors();
}
/*
============
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R_ShutdownVaos
============
*/
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void R_ShutdownVaos(void)
{
int i;
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vao_t *vao;
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ri.Printf(PRINT_ALL, "------- R_ShutdownVaos -------\n");
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R_BindNullVao();
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for(i = 0; i < tr.numVaos; i++)
{
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vao = tr.vaos[i];
if(vao->vao)
qglDeleteVertexArraysARB(1, &vao->vao);
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if(vao->vertexesVBO)
{
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qglDeleteBuffersARB(1, &vao->vertexesVBO);
}
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if(vao->indexesIBO)
{
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qglDeleteBuffersARB(1, &vao->indexesIBO);
}
}
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tr.numVaos = 0;
}
/*
============
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R_VaoList_f
============
*/
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void R_VaoList_f(void)
{
int i;
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vao_t *vao;
int vertexesSize = 0;
int indexesSize = 0;
ri.Printf(PRINT_ALL, " size name\n");
ri.Printf(PRINT_ALL, "----------------------------------------------------------\n");
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for(i = 0; i < tr.numVaos; i++)
{
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vao = tr.vaos[i];
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ri.Printf(PRINT_ALL, "%d.%02d MB %s\n", vao->vertexesSize / (1024 * 1024),
(vao->vertexesSize % (1024 * 1024)) * 100 / (1024 * 1024), vao->name);
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vertexesSize += vao->vertexesSize;
}
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for(i = 0; i < tr.numVaos; i++)
{
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vao = tr.vaos[i];
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ri.Printf(PRINT_ALL, "%d.%02d MB %s\n", vao->indexesSize / (1024 * 1024),
(vao->indexesSize % (1024 * 1024)) * 100 / (1024 * 1024), vao->name);
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indexesSize += vao->indexesSize;
}
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ri.Printf(PRINT_ALL, " %i total VAOs\n", tr.numVaos);
ri.Printf(PRINT_ALL, " %d.%02d MB total vertices memory\n", vertexesSize / (1024 * 1024),
(vertexesSize % (1024 * 1024)) * 100 / (1024 * 1024));
ri.Printf(PRINT_ALL, " %d.%02d MB total triangle indices memory\n", indexesSize / (1024 * 1024),
(indexesSize % (1024 * 1024)) * 100 / (1024 * 1024));
}
/*
==============
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RB_UpdateTessVao
Adapted from Tess_UpdateVBOs from xreal
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Update the default VAO to replace the client side vertex arrays
==============
*/
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void RB_UpdateTessVao(unsigned int attribBits)
{
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GLimp_LogComment("--- RB_UpdateTessVao ---\n");
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backEnd.pc.c_dynamicVaoDraws++;
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// update the default VAO
if(tess.numVertexes > 0 && tess.numVertexes <= SHADER_MAX_VERTEXES && tess.numIndexes > 0 && tess.numIndexes <= SHADER_MAX_INDEXES)
{
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int attribIndex;
int attribUpload;
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R_BindVao(tess.vao);
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// orphan old vertex buffer so we don't stall on it
qglBufferDataARB(GL_ARRAY_BUFFER_ARB, tess.vao->vertexesSize, NULL, GL_DYNAMIC_DRAW_ARB);
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// if nothing to set, set everything
if(!(attribBits & ATTR_BITS))
attribBits = ATTR_BITS;
attribUpload = attribBits;
if((attribUpload & ATTR_TEXCOORD) || (attribUpload & ATTR_LIGHTCOORD))
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{
// these are interleaved, so we update both if either need it
// this translates to updating ATTR_TEXCOORD twice as large as it needs
attribUpload &= ~ATTR_LIGHTCOORD;
attribUpload |= ATTR_TEXCOORD;
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}
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for (attribIndex = 0; attribIndex < ATTR_INDEX_COUNT; attribIndex++)
{
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uint32_t attribBit = 1 << attribIndex;
vaoAttrib_t *vAtb = &tess.vao->attribs[attribIndex];
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if (attribUpload & attribBit)
{
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// note: tess has a VBO where stride == size
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qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, vAtb->offset, tess.numVertexes * vAtb->stride, tess.attribPointers[attribIndex]);
}
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if (attribBits & attribBit)
{
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if (!glRefConfig.vertexArrayObject)
qglVertexAttribPointerARB(attribIndex, vAtb->count, vAtb->type, vAtb->normalized, vAtb->stride, BUFFER_OFFSET(vAtb->offset));
if (!(glState.vertexAttribsEnabled & attribBit))
{
qglEnableVertexAttribArrayARB(attribIndex);
glState.vertexAttribsEnabled |= attribBit;
}
}
else
{
if ((glState.vertexAttribsEnabled & attribBit))
{
qglDisableVertexAttribArrayARB(attribIndex);
glState.vertexAttribsEnabled &= ~attribBit;
}
}
}
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// orphan old index buffer so we don't stall on it
qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, tess.vao->indexesSize, NULL, GL_DYNAMIC_DRAW_ARB);
qglBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0, tess.numIndexes * sizeof(tess.indexes[0]), tess.indexes);
}
}