ioq3/code/renderergl2/tr_dsa.c

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/*
===========================================================================
Copyright (C) 2016 James Canete
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
===========================================================================
*/
#include "tr_local.h"
#include "tr_dsa.h"
static struct
{
GLuint textures[NUM_TEXTURE_BUNDLES];
GLenum texunit;
GLuint program;
GLuint drawFramebuffer;
GLuint readFramebuffer;
GLuint renderbuffer;
}
glDsaState;
void GL_BindNullTextures()
{
int i;
if (glRefConfig.directStateAccess)
{
for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
{
qglBindMultiTexture(GL_TEXTURE0_ARB + i, GL_TEXTURE_2D, 0);
glDsaState.textures[i] = 0;
}
}
else
{
for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
{
qglActiveTextureARB(GL_TEXTURE0_ARB + i);
qglBindTexture(GL_TEXTURE_2D, 0);
glDsaState.textures[i] = 0;
}
qglActiveTextureARB(GL_TEXTURE0_ARB);
glDsaState.texunit = GL_TEXTURE0_ARB;
}
}
int GL_BindMultiTexture(GLenum texunit, GLenum target, GLuint texture)
{
GLuint tmu = texunit - GL_TEXTURE0_ARB;
if (glDsaState.textures[tmu] == texture)
return 0;
if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z)
target = GL_TEXTURE_CUBE_MAP;
qglBindMultiTexture(texunit, target, texture);
glDsaState.textures[tmu] = texture;
return 1;
}
GLvoid APIENTRY GLDSA_BindMultiTexture(GLenum texunit, GLenum target, GLuint texture)
{
if (glDsaState.texunit != texunit)
{
qglActiveTextureARB(texunit);
glDsaState.texunit = texunit;
}
qglBindTexture(target, texture);
}
GLvoid APIENTRY GLDSA_TextureParameterf(GLuint texture, GLenum target, GLenum pname, GLfloat param)
{
GL_BindMultiTexture(glDsaState.texunit, target, texture);
qglTexParameterf(target, pname, param);
}
GLvoid APIENTRY GLDSA_TextureParameteri(GLuint texture, GLenum target, GLenum pname, GLint param)
{
GL_BindMultiTexture(glDsaState.texunit, target, texture);
qglTexParameteri(target, pname, param);
}
GLvoid APIENTRY GLDSA_TextureImage2D(GLuint texture, GLenum target, GLint level, GLint internalformat,
GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
{
GL_BindMultiTexture(glDsaState.texunit, target, texture);
qglTexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
}
GLvoid APIENTRY GLDSA_TextureSubImage2D(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
{
GL_BindMultiTexture(glDsaState.texunit, target, texture);
qglTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
}
GLvoid APIENTRY GLDSA_CopyTextureImage2D(GLuint texture, GLenum target, GLint level, GLenum internalformat,
GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
{
GL_BindMultiTexture(glDsaState.texunit, target, texture);
qglCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
}
GLvoid APIENTRY GLDSA_CompressedTextureImage2D(GLuint texture, GLenum target, GLint level, GLenum internalformat,
GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
{
GL_BindMultiTexture(glDsaState.texunit, target, texture);
qglCompressedTexImage2DARB(target, level, internalformat, width, height, border, imageSize, data);
}
GLvoid APIENTRY GLDSA_CompressedTextureSubImage2D(GLuint texture, GLenum target, GLint level,
GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format,
GLsizei imageSize, const GLvoid *data)
{
GL_BindMultiTexture(glDsaState.texunit, target, texture);
qglCompressedTexSubImage2DARB(target, level, xoffset, yoffset, width, height, format, imageSize, data);
}
GLvoid APIENTRY GLDSA_GenerateTextureMipmap(GLuint texture, GLenum target)
{
GL_BindMultiTexture(glDsaState.texunit, target, texture);
qglGenerateMipmapEXT(target);
}
void GL_BindNullProgram()
{
qglUseProgramObjectARB(0);
glDsaState.program = 0;
}
int GL_UseProgramObject(GLuint program)
{
if (glDsaState.program == program)
return 0;
qglUseProgramObjectARB(program);
glDsaState.program = program;
return 1;
}
GLvoid APIENTRY GLDSA_ProgramUniform1i(GLuint program, GLint location, GLint v0)
{
GL_UseProgramObject(program);
qglUniform1iARB(location, v0);
}
GLvoid APIENTRY GLDSA_ProgramUniform1f(GLuint program, GLint location, GLfloat v0)
{
GL_UseProgramObject(program);
qglUniform1fARB(location, v0);
}
GLvoid APIENTRY GLDSA_ProgramUniform2f(GLuint program, GLint location,
GLfloat v0, GLfloat v1)
{
GL_UseProgramObject(program);
qglUniform2fARB(location, v0, v1);
}
GLvoid APIENTRY GLDSA_ProgramUniform3f(GLuint program, GLint location,
GLfloat v0, GLfloat v1, GLfloat v2)
{
GL_UseProgramObject(program);
qglUniform3fARB(location, v0, v1, v2);
}
GLvoid APIENTRY GLDSA_ProgramUniform4f(GLuint program, GLint location,
GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
{
GL_UseProgramObject(program);
qglUniform4fARB(location, v0, v1, v2, v3);
}
GLvoid APIENTRY GLDSA_ProgramUniform1fv(GLuint program, GLint location,
GLsizei count, const GLfloat *value)
{
GL_UseProgramObject(program);
qglUniform1fvARB(location, count, value);
}
GLvoid APIENTRY GLDSA_ProgramUniformMatrix4fv(GLuint program, GLint location,
GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GL_UseProgramObject(program);
qglUniformMatrix4fvARB(location, count, transpose, value);
}
void GL_BindNullFramebuffers()
{
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDsaState.drawFramebuffer = glDsaState.readFramebuffer = 0;
qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
glDsaState.renderbuffer = 0;
}
void GL_BindFramebuffer(GLenum target, GLuint framebuffer)
{
switch (target)
{
case GL_FRAMEBUFFER_EXT:
if (framebuffer != glDsaState.drawFramebuffer || framebuffer != glDsaState.readFramebuffer)
{
qglBindFramebufferEXT(target, framebuffer);
glDsaState.drawFramebuffer = glDsaState.readFramebuffer = framebuffer;
}
break;
case GL_DRAW_FRAMEBUFFER_EXT:
if (framebuffer != glDsaState.drawFramebuffer)
{
qglBindFramebufferEXT(target, framebuffer);
glDsaState.drawFramebuffer = framebuffer;
}
break;
case GL_READ_FRAMEBUFFER_EXT:
if (framebuffer != glDsaState.readFramebuffer)
{
qglBindFramebufferEXT(target, framebuffer);
glDsaState.readFramebuffer = framebuffer;
}
break;
}
}
void GL_BindRenderbuffer(GLuint renderbuffer)
{
if (renderbuffer != glDsaState.renderbuffer)
{
qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer);
glDsaState.renderbuffer = renderbuffer;
}
}
GLvoid APIENTRY GLDSA_NamedRenderbufferStorage(GLuint renderbuffer,
GLenum internalformat, GLsizei width, GLsizei height)
{
GL_BindRenderbuffer(renderbuffer);
qglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, internalformat, width, height);
}
GLvoid APIENTRY GLDSA_NamedRenderbufferStorageMultisample(GLuint renderbuffer,
GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
{
GL_BindRenderbuffer(renderbuffer);
qglRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, internalformat, width, height);
}
GLenum APIENTRY GLDSA_CheckNamedFramebufferStatus(GLuint framebuffer, GLenum target)
{
GL_BindFramebuffer(target, framebuffer);
return qglCheckFramebufferStatusEXT(target);
}
GLvoid APIENTRY GLDSA_NamedFramebufferTexture2D(GLuint framebuffer,
GLenum attachment, GLenum textarget, GLuint texture, GLint level)
{
GL_BindFramebuffer(GL_FRAMEBUFFER_EXT, framebuffer);
qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment, textarget, texture, level);
}
GLvoid APIENTRY GLDSA_NamedFramebufferRenderbuffer(GLuint framebuffer,
GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
{
GL_BindFramebuffer(GL_FRAMEBUFFER_EXT, framebuffer);
qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, attachment, renderbuffertarget, renderbuffer);
}