q3rally/engine/code/renderergl2/tr_dsa.c
zturtleman 96a9e2a9aa ioquake3 resync to revision 3511 from 3444.
This updates from SDL 2.0.4 to SDL 2.0.8.

Fix nullptr dereference in front of nullptr check in FS_CheckPak0
Fix undefined behaviour due to shifting signed in snd_mem.c
Fix shifting bits out of byte in tr_font.c
Fix shift into sign in cl_cin.c
Fix signed bit operations in MSG_ReadBits
Add missing address operator in cm_polylib.c
OpenGL1: Decay float[8] to float * in tr_marks.c
Avoid srcList[-1] in snd_openal.c
Fix the behaviour of CVAR_LATCH|CVAR_CHEAT cvars
Maximize cURL buffer size
Fix mouse grab after toggling fullscreen
Fix q3history buffer not cleared between mods and OOB-access
Revert "Removed "Color Depth" from q3_ui system settings, it didn't control anything."
Fix displayed color/depth/stencil bits values
Restore setting r_colorbits in q3_ui
Make setting r_stencilbits more consistent in Team Arena UI
Fix map list in Team Arena start server menu after entering SP menu
Support SDL audio devices that require float32 samples.
sdl_snd.c should just initialize SDL audio without checking SDL_WasInit().
There's no need to SDL_PauseAudio(1) before calling SDL_CloseAudio().
Added audio capture support to SDL backend.
Use the SDL2 audio device interface instead of the legacy 1.2 API.
Disable SDL audio capture until prebuilt SDL libraries are updated to 2.0.8.
Update SDL2 to 2.0.8
Add SDL 2.0.1 headers for macOS PPC
Make macOS Universal Bundle target 10.6 for x86 and x86_64
Fix possible bot goal state NULL pointer dereference
Fix uninitialized bot_goal_t fields
Remove unnecessary NULL pointer check in Cmd_RemoveCommand
Make UI_DrawProportionalString handle NULL string
Fix compiling against macOS system OpenAL and SDL2 frameworks
Fix array index in CanDamage() function - discovered by MARTY
Fix compiling Makefile (broke in macOS frameworks commit)
Fix clearing keys for control in Team Arena UI
Make s_useOpenAL be CVAR_LATCH
Improvements for dedicated camera followers (team follow1/2)
Fix not closing description.txt and fix path seperator
Fix duplicate bots displayed in Team Arena ingame add bot menu
OpenGL2: Fix parsing specularScale in shaders
Don't allow SDL audio capture using pulseaudio
Isolate the Altivec code so non-Altivec PPC targets can use the same binary.
Limit -maltivec to specific source files on OpenBSD too (untested)
Use SDL 2.0.1 headers for macOS ppc64
Fix console offset while Team Arena voiceMenu is open
OpenGL2: Readd r_deluxeSpecular.
Fix client kicked as unpure when missing the latest cgame/ui pk3s
Don't create multiple windows when GL context creation fails
Require OpenGL 1.2 for GL_CLAMP_TO_EDGE
Fix Linux uninstaller requiring Bash
Fix Linux uninstaller redirecting stderr to stdout in preuninstall.sh
Reported by @illwieckz.
Fix in_restart causing fatal error while video is shutdown
Allow pkg-config binary to be overridden with PKG_CONFIG
Make testgun command without argument disable test gun model
Remove unused renderer_buffer variable
Don't upload 8 bit grayscale images as 16 bit luminance
OpenGL1: Use RE_UploadCinematic() instead of duplicate code
Don't load non-core GL functions for OpenGL 3.2 core context
Load OpenGL ES 2.0 function procs
Don't check fixed function GL extensions when using shader pipeline
OpenGL2: Fix world VAO cache drawing when glIndex_t is unsigned short
OpenGL2: Misc fixes and cleanup
Fix IQM root joint backlerp when joint number is more than 0
Improve IQM loading
Improve IQM CPU vertex skinning performance
OpenGL2: Add GPU vertex skinning for IQM models
2018-07-30 11:35:12 +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(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);
}