mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-01-31 05:00:35 +00:00
Rewrite the 2d code to use a scrap.
This severely reduces the calles to BindTexture, and more importantly, glUseProgram, EnableVertexAttribArray etc. The biggest changes are: o icons and text are all in the one giant texture o icons and text are mixed in the one queue This gave ~9% speedup for bigass1 (159->174fps).
This commit is contained in:
parent
df35b22af4
commit
b25de4d995
3 changed files with 146 additions and 178 deletions
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@ -30,6 +30,7 @@
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void GLSL_Set2D (void);
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void GLSL_Set2DScaled (void);
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void GLSL_End2D (void);
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void GLSL_DrawReset (void);
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void GLSL_FlushText (void);
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@ -58,7 +58,7 @@
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#include "r_internal.h"
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typedef struct {
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int texnum;
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subpic_t *subpic;
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} glpic_t;
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typedef struct cachepic_s {
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@ -67,6 +67,11 @@ typedef struct cachepic_s {
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qpic_t *pic;
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} cachepic_t;
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typedef struct {
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float xyst[4];
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float color[4];
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} drawvert_t;
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static const char quakeicon_vert[] =
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#include "quakeico.vc"
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;
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@ -83,30 +88,12 @@ static float proj_matrix[16];
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static struct {
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int program;
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shaderparam_t charmap;
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shaderparam_t texture;
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shaderparam_t palette;
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shaderparam_t matrix;
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shaderparam_t vertex;
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shaderparam_t color;
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shaderparam_t dchar;
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} quake_text = {
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0,
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{"texture", 1},
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{"palette", 1},
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{"mvp_mat", 1},
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{"vertex", 0},
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{"vcolor", 0},
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{"dchar", 0},
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};
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static struct {
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int program;
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shaderparam_t icon;
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shaderparam_t palette;
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shaderparam_t matrix;
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shaderparam_t vertex;
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shaderparam_t color;
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} quake_icon = {
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} quake_2d = {
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0,
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{"texture", 1},
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{"palette", 1},
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@ -115,13 +102,14 @@ static struct {
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{"vcolor", 0},
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};
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static scrap_t *draw_scrap; // hold all 2d images
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static byte white_block[8 * 8];
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static dstring_t *char_queue;
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static int char_texture;
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static qpic_t *conchars;
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static int conback_texture;
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static qpic_t *crosshair_pic;
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static qpic_t *white_pic;
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static qpic_t *backtile_pic;
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//FIXME static qpic_t *backtile_pic;
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static hashtab_t *pic_cache;
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static cvar_t *glsl_conback_texnum;
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@ -134,10 +122,11 @@ make_glpic (const char *name, qpic_t *p)
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if (p) {
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// FIXME is alignment ok?
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pic = malloc (sizeof (qpic_t) + sizeof (glpic_t));
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*pic = *p;
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pic->width = p->width;
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pic->height = p->height;
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gl = (glpic_t *) pic->data;
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gl->texnum = GLSL_LoadQuakeTexture (name, p->width, p->height,
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p->data);
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gl->subpic = GLSL_ScrapSubpic (draw_scrap, pic->width, pic->height);
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GLSL_SubpicUpdate (gl->subpic, p->data, 1);
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}
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return pic;
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}
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@ -147,7 +136,7 @@ pic_free (qpic_t *pic)
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{
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glpic_t *gl = (glpic_t *) pic->data;
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GLSL_ReleaseTexture (gl->texnum);
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GLSL_SubpicDelete (gl->subpic);
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free (pic);
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}
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@ -195,44 +184,59 @@ pic_data (const char *name, int w, int h, const byte *data)
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static void
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make_quad (qpic_t *pic, float x, float y, int w, int h,
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int srcx, int srcy, int srcw, int srch, float verts[6][4])
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int srcx, int srcy, int srcw, int srch, drawvert_t verts[6],
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float *color)
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{
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glpic_t *gl;
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subpic_t *sp;
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float sl, sh, tl, th;
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sl = (float) srcx / (float) pic->width;
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sh = sl + (float) srcw / (float) pic->width;
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tl = (float) srcy / (float) pic->height;
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th = tl + (float) srch / (float) pic->height;
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gl = (glpic_t *) pic->data;
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sp = gl->subpic;
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verts[0][0] = x;
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verts[0][1] = y;
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verts[0][2] = sl;
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verts[0][3] = tl;
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srcx += sp->rect->x;
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srcy += sp->rect->y;
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sl = (srcx + 0.25) * sp->size;
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sh = sl + (srcw - 0.5) * sp->size;
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tl = (srcy + 0.25) * sp->size;
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th = tl + (srch - 0.5) * sp->size;
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verts[1][0] = x + w;
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verts[1][1] = y;
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verts[1][2] = sh;
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verts[1][3] = tl;
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verts[0].xyst[0] = x;
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verts[0].xyst[1] = y;
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verts[0].xyst[2] = sl;
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verts[0].xyst[3] = tl;
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verts[2][0] = x + w;
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verts[2][1] = y + h;
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verts[2][2] = sh;
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verts[2][3] = th;
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verts[1].xyst[0] = x + w;
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verts[1].xyst[1] = y;
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verts[1].xyst[2] = sh;
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verts[1].xyst[3] = tl;
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verts[3][0] = x;
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verts[3][1] = y;
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verts[3][2] = sl;
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verts[3][3] = tl;
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verts[2].xyst[0] = x + w;
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verts[2].xyst[1] = y + h;
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verts[2].xyst[2] = sh;
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verts[2].xyst[3] = th;
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verts[4][0] = x + w;
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verts[4][1] = y + h;
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verts[4][2] = sh;
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verts[4][3] = th;
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verts[3].xyst[0] = x;
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verts[3].xyst[1] = y;
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verts[3].xyst[2] = sl;
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verts[3].xyst[3] = tl;
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verts[5][0] = x;
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verts[5][1] = y + h;
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verts[5][2] = sl;
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verts[5][3] = th;
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verts[4].xyst[0] = x + w;
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verts[4].xyst[1] = y + h;
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verts[4].xyst[2] = sh;
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verts[4].xyst[3] = th;
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verts[5].xyst[0] = x;
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verts[5].xyst[1] = y + h;
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verts[5].xyst[2] = sl;
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verts[5].xyst[3] = th;
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QuatCopy (color, verts[0].color);
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QuatCopy (color, verts[1].color);
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QuatCopy (color, verts[2].color);
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QuatCopy (color, verts[3].color);
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QuatCopy (color, verts[4].color);
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QuatCopy (color, verts[5].color);
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}
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static void
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@ -240,35 +244,15 @@ draw_pic (float x, float y, int w, int h, qpic_t *pic,
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int srcx, int srcy, int srcw, int srch,
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float *color)
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{
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glpic_t *gl;
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float verts[6][4];
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drawvert_t verts[6];
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void *v;
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int size = sizeof (verts);
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make_quad (pic, x, y, w, h, srcx, srcy, srcw, srch, verts);
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gl = (glpic_t *) pic->data;
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qfeglUseProgram (quake_icon.program);
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qfeglEnableVertexAttribArray (quake_icon.vertex.location);
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qfeglUniformMatrix4fv (quake_icon.matrix.location, 1, false, proj_matrix);
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qfeglUniform1i (quake_icon.icon.location, 0);
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qfeglActiveTexture (GL_TEXTURE0 + 0);
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qfeglEnable (GL_TEXTURE_2D);
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qfeglBindTexture (GL_TEXTURE_2D, gl->texnum);
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qfeglUniform1i (quake_icon.palette.location, 1);
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qfeglActiveTexture (GL_TEXTURE0 + 1);
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qfeglEnable (GL_TEXTURE_2D);
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qfeglBindTexture (GL_TEXTURE_2D, glsl_palette);
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qfeglVertexAttrib4fv (quake_icon.color.location, color);
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qfeglVertexAttribPointer (quake_icon.vertex.location, 4, GL_FLOAT,
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0, 0, verts);
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qfeglDrawArrays (GL_TRIANGLES, 0, 6);
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qfeglDisableVertexAttribArray (quake_icon.vertex.location);
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make_quad (pic, x, y, w, h, srcx, srcy, srcw, srch, verts, color);
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char_queue->size += size;
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dstring_adjust (char_queue);
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v = char_queue->str + char_queue->size - size;
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memcpy (v, verts, size);
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}
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qpic_t *
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@ -387,7 +371,7 @@ glsl_Draw_Init (void)
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int i;
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int frag, vert;
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qpic_t *pic;
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glpic_t *gl;
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//FIXME glpic_t *gl;
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pic_cache = Hash_NewTable (127, cachepic_getkey, cachepic_free, 0);
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QFS_GamedirCallback (Draw_ClearCache);
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@ -396,33 +380,26 @@ glsl_Draw_Init (void)
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crosshaircolor->callback (crosshaircolor);
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char_queue = dstring_new ();
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vert = GLSL_CompileShader ("quaketxt.vert", quaketext_vert,
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GL_VERTEX_SHADER);
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frag = GLSL_CompileShader ("quake2d.frag", quake2d_frag,
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GL_FRAGMENT_SHADER);
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quake_text.program = GLSL_LinkProgram ("quaketxt", vert, frag);
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GLSL_ResolveShaderParam (quake_text.program, &quake_text.charmap);
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GLSL_ResolveShaderParam (quake_text.program, &quake_text.palette);
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GLSL_ResolveShaderParam (quake_text.program, &quake_text.matrix);
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GLSL_ResolveShaderParam (quake_text.program, &quake_text.vertex);
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GLSL_ResolveShaderParam (quake_text.program, &quake_text.color);
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GLSL_ResolveShaderParam (quake_text.program, &quake_text.dchar);
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vert = GLSL_CompileShader ("quakeico.vert", quakeicon_vert,
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GL_VERTEX_SHADER);
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quake_icon.program = GLSL_LinkProgram ("quakeico", vert, frag);
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GLSL_ResolveShaderParam (quake_icon.program, &quake_icon.icon);
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GLSL_ResolveShaderParam (quake_icon.program, &quake_icon.palette);
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GLSL_ResolveShaderParam (quake_icon.program, &quake_icon.matrix);
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GLSL_ResolveShaderParam (quake_icon.program, &quake_icon.vertex);
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GLSL_ResolveShaderParam (quake_icon.program, &quake_icon.color);
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frag = GLSL_CompileShader ("quake2d.frag", quake2d_frag,
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GL_FRAGMENT_SHADER);
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quake_2d.program = GLSL_LinkProgram ("quake2d", vert, frag);
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GLSL_ResolveShaderParam (quake_2d.program, &quake_2d.texture);
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GLSL_ResolveShaderParam (quake_2d.program, &quake_2d.palette);
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GLSL_ResolveShaderParam (quake_2d.program, &quake_2d.matrix);
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GLSL_ResolveShaderParam (quake_2d.program, &quake_2d.vertex);
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GLSL_ResolveShaderParam (quake_2d.program, &quake_2d.color);
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draw_scrap = GLSL_CreateScrap (2048, GL_LUMINANCE, 0);
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draw_chars = W_GetLumpName ("conchars");
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for (i = 0; i < 256 * 64; i++)
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if (draw_chars[i] == 0)
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draw_chars[i] = 255; // proper transparent color
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char_texture = GLSL_LoadQuakeTexture ("conchars", 128, 128, draw_chars);
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conchars = pic_data ("conchars", 128, 128, draw_chars);
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pic = (qpic_t *) QFS_LoadFile ("gfx/conback.lmp", 0);
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if (pic) {
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memset (white_block, 0xfe, sizeof (white_block));
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white_pic = pic_data ("white_block", 8, 8, white_block);
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backtile_pic = glsl_Draw_PicFromWad ("backtile");
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gl = (glpic_t *) backtile_pic->data;
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qfeglBindTexture (GL_TEXTURE_2D, gl->texnum);
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qfeglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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qfeglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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//FIXME backtile_pic = glsl_Draw_PicFromWad ("backtile");
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//FIXME gl = (glpic_t *) backtile_pic->data;
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//FIXME qfeglBindTexture (GL_TEXTURE_2D, gl->texnum);
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//FIXME qfeglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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//FIXME qfeglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glsl_conback_texnum = Cvar_Get ("glsl_conback_texnum", "0", CVAR_NONE,
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NULL, "bind conback to this texture for "
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static inline void
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queue_character (int x, int y, byte chr)
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{
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unsigned short *v;
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unsigned i, c;
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const int size = 5 * 2 * 6;
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quat_t color = {1, 1, 1, 1};
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int cx, cy;
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char_queue->size += size;
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dstring_adjust (char_queue);
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v = (unsigned short *) (char_queue->str + char_queue->size - size);
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c = 0x738;
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for (i = 0; i < 6; i++, c >>= 2) {
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*v++ = x;
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*v++ = y;
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*v++ = c & 1;
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*v++ = (c >> 1) & 1;
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*v++ = chr;
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}
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cx = chr % 16;
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cy = chr / 16;
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draw_pic (x, y, 8, 8, conchars, cx * 8, cy * 8, 8, 8, color);
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}
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static void
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flush_text (void)
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flush_2d (void)
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{
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qfeglUseProgram (quake_text.program);
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qfeglEnableVertexAttribArray (quake_text.vertex.location);
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qfeglEnableVertexAttribArray (quake_text.dchar.location);
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GLSL_ScrapFlush (draw_scrap);
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qfeglBindTexture (GL_TEXTURE_2D, GLSL_ScrapTexture (draw_scrap));
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qfeglVertexAttribPointer (quake_2d.vertex.location, 4, GL_FLOAT,
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0, 32, char_queue->str);
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qfeglVertexAttribPointer (quake_2d.color.location, 4, GL_FLOAT,
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0, 32, char_queue->str + 16);
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qfeglUniformMatrix4fv (quake_text.matrix.location, 1, false, proj_matrix);
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qfeglUniform1i (quake_text.charmap.location, 0);
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qfeglActiveTexture (GL_TEXTURE0 + 0);
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qfeglEnable (GL_TEXTURE_2D);
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qfeglBindTexture (GL_TEXTURE_2D, char_texture);
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qfeglUniform1i (quake_text.palette.location, 1);
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qfeglActiveTexture (GL_TEXTURE0 + 1);
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qfeglEnable (GL_TEXTURE_2D);
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qfeglBindTexture (GL_TEXTURE_2D, glsl_palette);
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qfeglVertexAttrib4f (quake_text.color.location, 1, 1, 1, 1);
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qfeglVertexAttribPointer (quake_text.vertex.location, 4, GL_UNSIGNED_SHORT,
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0, 10, char_queue->str);
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qfeglVertexAttribPointer (quake_text.dchar.location, 1, GL_UNSIGNED_SHORT,
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0, 10, char_queue->str + 8);
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qfeglDrawArrays (GL_TRIANGLES, 0, char_queue->size / 10);
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qfeglDisableVertexAttribArray (quake_text.dchar.location);
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qfeglDisableVertexAttribArray (quake_text.vertex.location);
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qfeglDrawArrays (GL_TRIANGLES, 0, char_queue->size / 32);
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char_queue->size = 0;
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}
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@ -670,51 +619,43 @@ void
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glsl_Draw_ConsoleBackground (int lines, byte alpha)
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{
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float ofs = (vid.conheight - lines) / (float) vid.conheight;
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float verts[][4] = {
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{ 0, 0, 0, ofs},
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{vid.conwidth, 0, 1, ofs},
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{vid.conwidth, lines, 1, 1},
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{ 0, 0, 0, ofs},
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{vid.conwidth, lines, 1, 1},
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{ 0, lines, 0, 1},
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quat_t color = {1, 1, 1, bound (0, alpha, 255) / 255.0};
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drawvert_t verts[] = {
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{{ 0, 0, 0, ofs}},
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{{vid.conwidth, 0, 1, ofs}},
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{{vid.conwidth, lines, 1, 1}},
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{{ 0, 0, 0, ofs}},
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{{vid.conwidth, lines, 1, 1}},
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{{ 0, lines, 0, 1}},
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};
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GLSL_FlushText (); // Flush text that should be rendered before the console
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qfeglUseProgram (quake_icon.program);
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qfeglEnableVertexAttribArray (quake_icon.vertex.location);
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QuatCopy (color, verts[0].color);
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QuatCopy (color, verts[1].color);
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QuatCopy (color, verts[2].color);
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QuatCopy (color, verts[3].color);
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QuatCopy (color, verts[4].color);
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QuatCopy (color, verts[5].color);
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qfeglUniformMatrix4fv (quake_icon.matrix.location, 1, false, proj_matrix);
|
||||
|
||||
qfeglUniform1i (quake_icon.icon.location, 0);
|
||||
qfeglActiveTexture (GL_TEXTURE0 + 0);
|
||||
qfeglEnable (GL_TEXTURE_2D);
|
||||
if (glsl_conback_texnum->int_val)
|
||||
qfeglBindTexture (GL_TEXTURE_2D, glsl_conback_texnum->int_val);
|
||||
else
|
||||
qfeglBindTexture (GL_TEXTURE_2D, conback_texture);
|
||||
|
||||
qfeglUniform1i (quake_icon.palette.location, 1);
|
||||
qfeglActiveTexture (GL_TEXTURE0 + 1);
|
||||
qfeglEnable (GL_TEXTURE_2D);
|
||||
qfeglBindTexture (GL_TEXTURE_2D, glsl_palette);
|
||||
|
||||
qfeglVertexAttrib4f (quake_icon.color.location,
|
||||
1, 1, 1, bound (0, alpha, 255) / 255.0);
|
||||
|
||||
qfeglVertexAttribPointer (quake_icon.vertex.location, 4, GL_FLOAT,
|
||||
0, 0, verts);
|
||||
qfeglVertexAttribPointer (quake_2d.vertex.location, 4, GL_FLOAT,
|
||||
0, sizeof (drawvert_t), &verts[0].xyst);
|
||||
qfeglVertexAttribPointer (quake_2d.color.location, 4, GL_FLOAT,
|
||||
0, sizeof (drawvert_t), &verts[0].color);
|
||||
|
||||
qfeglDrawArrays (GL_TRIANGLES, 0, 6);
|
||||
|
||||
qfeglDisableVertexAttribArray (quake_icon.vertex.location);
|
||||
}
|
||||
|
||||
void
|
||||
glsl_Draw_TileClear (int x, int y, int w, int h)
|
||||
{
|
||||
static quat_t color = { 1, 1, 1, 1 };
|
||||
draw_pic (x, y, w, h, backtile_pic, 0, 0, w, h, color);
|
||||
//FIXME static quat_t color = { 1, 1, 1, 1 };
|
||||
//FIXME draw_pic (x, y, w, h, backtile_pic, 0, 0, w, h, color);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -776,6 +717,24 @@ set_2d (int width, int height)
|
|||
qfeglDisable (GL_CULL_FACE);
|
||||
|
||||
ortho_mat (proj_matrix, 0, width, height, 0, -99999, 99999);
|
||||
|
||||
qfeglUseProgram (quake_2d.program);
|
||||
qfeglEnableVertexAttribArray (quake_2d.vertex.location);
|
||||
qfeglEnableVertexAttribArray (quake_2d.color.location);
|
||||
|
||||
qfeglUniformMatrix4fv (quake_2d.matrix.location, 1, false, proj_matrix);
|
||||
|
||||
qfeglUniform1i (quake_2d.palette.location, 1);
|
||||
qfeglActiveTexture (GL_TEXTURE0 + 1);
|
||||
qfeglEnable (GL_TEXTURE_2D);
|
||||
qfeglBindTexture (GL_TEXTURE_2D, glsl_palette);
|
||||
|
||||
qfeglUniform1i (quake_2d.texture.location, 0);
|
||||
qfeglActiveTexture (GL_TEXTURE0 + 0);
|
||||
qfeglEnable (GL_TEXTURE_2D);
|
||||
qfeglBindTexture (GL_TEXTURE_2D, GLSL_ScrapTexture (draw_scrap));
|
||||
|
||||
qfeglVertexAttrib4f (quake_2d.color.location, 1, 1, 1, 1);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -790,6 +749,13 @@ GLSL_Set2DScaled (void)
|
|||
set_2d (vid.conwidth, vid.conheight);
|
||||
}
|
||||
|
||||
void
|
||||
GLSL_End2D (void)
|
||||
{
|
||||
qfeglDisableVertexAttribArray (quake_2d.vertex.location);
|
||||
qfeglDisableVertexAttribArray (quake_2d.color.location);
|
||||
}
|
||||
|
||||
void
|
||||
GLSL_DrawReset (void)
|
||||
{
|
||||
|
@ -800,7 +766,7 @@ void
|
|||
GLSL_FlushText (void)
|
||||
{
|
||||
if (char_queue->size)
|
||||
flush_text ();
|
||||
flush_2d ();
|
||||
}
|
||||
|
||||
void
|
||||
|
|
|
@ -197,6 +197,7 @@ glsl_SCR_UpdateScreen (double realtime, SCR_Func scr_3dfunc,
|
|||
scr_funcs++;
|
||||
GLSL_FlushText ();
|
||||
}
|
||||
GLSL_End2D ();
|
||||
qfeglFlush ();
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue