/* =========================================================================== 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(void) { int i; if (glRefConfig.directStateAccess) { for (i = 0; i < NUM_TEXTURE_BUNDLES; i++) { qglBindMultiTextureEXT(GL_TEXTURE0 + i, GL_TEXTURE_2D, 0); glDsaState.textures[i] = 0; } } else { for (i = 0; i < NUM_TEXTURE_BUNDLES; i++) { qglActiveTexture(GL_TEXTURE0 + i); qglBindTexture(GL_TEXTURE_2D, 0); glDsaState.textures[i] = 0; } qglActiveTexture(GL_TEXTURE0); glDsaState.texunit = GL_TEXTURE0; } } int GL_BindMultiTexture(GLenum texunit, GLenum target, GLuint texture) { GLuint tmu = texunit - GL_TEXTURE0; 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; qglBindMultiTextureEXT(texunit, target, texture); glDsaState.textures[tmu] = texture; return 1; } GLvoid APIENTRY GLDSA_BindMultiTextureEXT(GLenum texunit, GLenum target, GLuint texture) { if (glDsaState.texunit != texunit) { qglActiveTexture(texunit); glDsaState.texunit = texunit; } qglBindTexture(target, texture); } GLvoid APIENTRY GLDSA_TextureParameterfEXT(GLuint texture, GLenum target, GLenum pname, GLfloat param) { GL_BindMultiTexture(glDsaState.texunit, target, texture); qglTexParameterf(target, pname, param); } GLvoid APIENTRY GLDSA_TextureParameteriEXT(GLuint texture, GLenum target, GLenum pname, GLint param) { GL_BindMultiTexture(glDsaState.texunit, target, texture); qglTexParameteri(target, pname, param); } GLvoid APIENTRY GLDSA_TextureImage2DEXT(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_TextureSubImage2DEXT(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_CopyTextureSubImage2DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { GL_BindMultiTexture(glDsaState.texunit, target, texture); qglCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); } GLvoid APIENTRY GLDSA_CompressedTextureImage2DEXT(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); qglCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); } GLvoid APIENTRY GLDSA_CompressedTextureSubImage2DEXT(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); qglCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); } GLvoid APIENTRY GLDSA_GenerateTextureMipmapEXT(GLuint texture, GLenum target) { GL_BindMultiTexture(glDsaState.texunit, target, texture); qglGenerateMipmap(target); } void GL_BindNullProgram(void) { qglUseProgram(0); glDsaState.program = 0; } int GL_UseProgram(GLuint program) { if (glDsaState.program == program) return 0; qglUseProgram(program); glDsaState.program = program; return 1; } GLvoid APIENTRY GLDSA_ProgramUniform1iEXT(GLuint program, GLint location, GLint v0) { GL_UseProgram(program); qglUniform1i(location, v0); } GLvoid APIENTRY GLDSA_ProgramUniform1fEXT(GLuint program, GLint location, GLfloat v0) { GL_UseProgram(program); qglUniform1f(location, v0); } GLvoid APIENTRY GLDSA_ProgramUniform2fEXT(GLuint program, GLint location, GLfloat v0, GLfloat v1) { GL_UseProgram(program); qglUniform2f(location, v0, v1); } GLvoid APIENTRY GLDSA_ProgramUniform3fEXT(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2) { GL_UseProgram(program); qglUniform3f(location, v0, v1, v2); } GLvoid APIENTRY GLDSA_ProgramUniform4fEXT(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) { GL_UseProgram(program); qglUniform4f(location, v0, v1, v2, v3); } GLvoid APIENTRY GLDSA_ProgramUniform1fvEXT(GLuint program, GLint location, GLsizei count, const GLfloat *value) { GL_UseProgram(program); qglUniform1fv(location, count, value); } GLvoid APIENTRY GLDSA_ProgramUniformMatrix4fvEXT(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GL_UseProgram(program); qglUniformMatrix4fv(location, count, transpose, value); } void GL_BindNullFramebuffers(void) { qglBindFramebuffer(GL_FRAMEBUFFER, 0); glDsaState.drawFramebuffer = glDsaState.readFramebuffer = 0; qglBindRenderbuffer(GL_RENDERBUFFER, 0); glDsaState.renderbuffer = 0; } void GL_BindFramebuffer(GLenum target, GLuint framebuffer) { switch (target) { case GL_FRAMEBUFFER: if (framebuffer != glDsaState.drawFramebuffer || framebuffer != glDsaState.readFramebuffer) { qglBindFramebuffer(target, framebuffer); glDsaState.drawFramebuffer = glDsaState.readFramebuffer = framebuffer; } break; case GL_DRAW_FRAMEBUFFER: if (framebuffer != glDsaState.drawFramebuffer) { qglBindFramebuffer(target, framebuffer); glDsaState.drawFramebuffer = framebuffer; } break; case GL_READ_FRAMEBUFFER: if (framebuffer != glDsaState.readFramebuffer) { qglBindFramebuffer(target, framebuffer); glDsaState.readFramebuffer = framebuffer; } break; } } void GL_BindRenderbuffer(GLuint renderbuffer) { if (renderbuffer != glDsaState.renderbuffer) { qglBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); glDsaState.renderbuffer = renderbuffer; } } GLvoid APIENTRY GLDSA_NamedRenderbufferStorageEXT(GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height) { GL_BindRenderbuffer(renderbuffer); qglRenderbufferStorage(GL_RENDERBUFFER, internalformat, width, height); } GLvoid APIENTRY GLDSA_NamedRenderbufferStorageMultisampleEXT(GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) { GL_BindRenderbuffer(renderbuffer); qglRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, internalformat, width, height); } GLenum APIENTRY GLDSA_CheckNamedFramebufferStatusEXT(GLuint framebuffer, GLenum target) { GL_BindFramebuffer(target, framebuffer); return qglCheckFramebufferStatus(target); } GLvoid APIENTRY GLDSA_NamedFramebufferTexture2DEXT(GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { GL_BindFramebuffer(GL_FRAMEBUFFER, framebuffer); qglFramebufferTexture2D(GL_FRAMEBUFFER, attachment, textarget, texture, level); } GLvoid APIENTRY GLDSA_NamedFramebufferRenderbufferEXT(GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { GL_BindFramebuffer(GL_FRAMEBUFFER, framebuffer); qglFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, renderbuffertarget, renderbuffer); }