q3rally/engine/code/renderergl2/tr_dsa.c
zturtleman e7405e98df ioquake3 resync to revision 3331 from 3306.
OpenGL2: Use an OpenGL 3.2 core context if available
OpenGL2: Remove GLSL_ValidateProgram()
OpenGL2: Don't do MSAA resolve/shadow mask/SSAO on shadow views
OpenGL2: "Fix" cg_shadows 4
Fix score bonus for defending the flag carrier in CTF
Restore not giving defense score bonus to flag carrier
Add score bonus for defending the flag carrier in 1 Flag CTF
Move CON_Init ahead of Com_Init to avoid Windows dedicated server crash
Make 'globalservers 0' fetch all masters
OpenGL2: Don't use initialized arrays in glsl shaders
Echo server say/tell/sayto message to console
Don't try to remove non-existant command 'shaderstate'
Update internal curl to 7.54.0
Silence g_util.c warning about set but not read variable
Remove unused imgFlag_t value IMGFLAG_SRGB
Make warmup in Team Deathmatch wait for players to join both teams
Remove CVAR_PROTECTED from cl_renderer
Fix/improve buffer overflow in MSG_ReadBits/MSG_WriteBits
Fix friction in AAS_ClientMovementPrediction
Fix floating point precision loss in renderer
Reject OpenGL contexts w/ software renderer when core context requested
2017-08-07 05:23:43 +00:00

287 lines
8.2 KiB
C

/*
===========================================================================
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++)
{
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()
{
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()
{
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);
}