Merge branch 'tex' into 'master'

Replace NextTexAvail with glGenTextures

See merge request STJr/SRB2!828
This commit is contained in:
SteelT 2020-03-14 22:12:02 -04:00
commit e80a09a651

View file

@ -49,8 +49,7 @@ static const GLubyte white[4] = { 255, 255, 255, 255 };
// ==========================================================================
// With OpenGL 1.1+, the first texture should be 1
#define NOTEXTURE_NUM 1 // small white texture
#define FIRST_TEX_AVAIL (NOTEXTURE_NUM + 1)
static GLuint NOTEXTURE_NUM = 0;
#define N_PI_DEMI (M_PIl/2.0f) //(1.5707963268f)
@ -63,7 +62,6 @@ static float NEAR_CLIPPING_PLANE = NZCLIP_PLANE;
// **************************************************************************
static GLuint NextTexAvail = FIRST_TEX_AVAIL;
static GLuint tex_downloaded = 0;
static GLfloat fov = 90.0f;
#if 0
@ -94,16 +92,10 @@ static GLfloat modelMatrix[16];
static GLfloat projMatrix[16];
static GLint viewport[4];
// Yay for arbitrary numbers! NextTexAvail is buggy for some reason.
// Sryder: NextTexAvail is broken for these because palette changes or changes to the texture filter or antialiasing
// flush all of the stored textures, leaving them unavailable at times such as between levels
// These need to start at 0 and be set to their number, and be reset to 0 when deleted so that intel GPUs
// can know when the textures aren't there, as textures are always considered resident in their virtual memory
// TODO: Store them in a more normal way
#define SCRTEX_SCREENTEXTURE 4294967295U
#define SCRTEX_STARTSCREENWIPE 4294967294U
#define SCRTEX_ENDSCREENWIPE 4294967293U
#define SCRTEX_FINALSCREENTEXTURE 4294967292U
static GLuint screentexture = 0;
static GLuint startScreenWipe = 0;
static GLuint endScreenWipe = 0;
@ -243,6 +235,7 @@ FUNCPRINTF void DBG_Printf(const char *lpFmt, ...)
/* 1.1 functions */
/* texture objects */ //GL_EXT_texture_object
#define pglGenTextures glGenTextures
#define pglDeleteTextures glDeleteTextures
#define pglBindTexture glBindTexture
/* texture mapping */ //GL_EXT_copy_texture
@ -359,6 +352,8 @@ static PFNglFogfv pglFogfv;
/* 1.1 functions */
/* texture objects */ //GL_EXT_texture_object
typedef void (APIENTRY * PFNglGenTextures) (GLsizei n, const GLuint *textures);
static PFNglGenTextures pglGenTextures;
typedef void (APIENTRY * PFNglDeleteTextures) (GLsizei n, const GLuint *textures);
static PFNglDeleteTextures pglDeleteTextures;
typedef void (APIENTRY * PFNglBindTexture) (GLenum target, GLuint texture);
@ -487,6 +482,7 @@ boolean SetupGLfunc(void)
GETOPENGLFUNC(pglFogf , glFogf)
GETOPENGLFUNC(pglFogfv , glFogfv)
GETOPENGLFUNC(pglGenTextures , glGenTextures)
GETOPENGLFUNC(pglDeleteTextures , glDeleteTextures)
GETOPENGLFUNC(pglBindTexture , glBindTexture)
@ -527,6 +523,8 @@ static void SetNoTexture(void)
// Set small white texture.
if (tex_downloaded != NOTEXTURE_NUM)
{
if (NOTEXTURE_NUM == 0)
pglGenTextures(1, &NOTEXTURE_NUM);
pglBindTexture(GL_TEXTURE_2D, NOTEXTURE_NUM);
tex_downloaded = NOTEXTURE_NUM;
}
@ -641,11 +639,6 @@ void SetModelView(GLint w, GLint h)
// -----------------+
void SetStates(void)
{
// Bind little white RGBA texture to ID NOTEXTURE_NUM.
/*
FUINT Data[8*8];
INT32 i;
*/
#ifdef GL_LIGHT_MODEL_AMBIENT
GLfloat LightDiffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};
#endif
@ -679,16 +672,8 @@ void SetStates(void)
CurrentPolyFlags = 0xffffffff;
SetBlend(0);
/*
for (i = 0; i < 64; i++)
Data[i] = 0xffFFffFF; // white pixel
*/
tex_downloaded = (GLuint)-1;
tex_downloaded = 0;
SetNoTexture();
//pglBindTexture(GL_TEXTURE_2D, NOTEXTURE_NUM);
//tex_downloaded = NOTEXTURE_NUM;
//pglTexImage2D(GL_TEXTURE_2D, 0, 4, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, Data);
pglPolygonOffset(-1.0f, -1.0f);
@ -723,33 +708,12 @@ void Flush(void)
while (gr_cachehead)
{
// this is not necessary at all, because you have loaded them normally,
// and so they already are in your list!
#if 0
//Hurdler: 25/04/2000: now support colormap in hardware mode
FTextureInfo *tmp = gr_cachehead->nextskin;
// The memory should be freed in the main code
while (tmp)
{
pglDeleteTextures(1, &tmp->downloaded);
tmp->downloaded = 0;
tmp = tmp->nextcolormap;
}
#endif
if (gr_cachehead->downloaded)
pglDeleteTextures(1, (GLuint *)&gr_cachehead->downloaded);
gr_cachehead->downloaded = 0;
gr_cachehead = gr_cachehead->nextmipmap;
}
gr_cachetail = gr_cachehead = NULL; //Hurdler: well, gr_cachehead is already NULL
NextTexAvail = FIRST_TEX_AVAIL;
#if 0
if (screentexture != FIRST_TEX_AVAIL)
{
pglDeleteTextures(1, &screentexture);
screentexture = FIRST_TEX_AVAIL;
}
#endif
tex_downloaded = 0;
}
@ -1128,8 +1092,10 @@ EXPORT void HWRAPI(SetTexture) (FTextureInfo *pTexInfo)
static RGBA_t tex[2048*2048];
const GLvoid *ptex = tex;
INT32 w, h;
GLuint texnum = 0;
//DBG_Printf ("DownloadMipmap %d %x\n",NextTexAvail,pTexInfo->grInfo.data);
pglGenTextures(1, &texnum);
//DBG_Printf ("DownloadMipmap %d %x\n",(INT32)texnum,pTexInfo->grInfo.data);
w = pTexInfo->width;
h = pTexInfo->height;
@ -1217,9 +1183,10 @@ EXPORT void HWRAPI(SetTexture) (FTextureInfo *pTexInfo)
else
DBG_Printf ("SetTexture(bad format) %ld\n", pTexInfo->grInfo.format);
pTexInfo->downloaded = NextTexAvail++;
tex_downloaded = pTexInfo->downloaded;
pglBindTexture(GL_TEXTURE_2D, pTexInfo->downloaded);
// the texture number was already generated by pglGenTextures
pglBindTexture(GL_TEXTURE_2D, texnum);
pTexInfo->downloaded = texnum;
tex_downloaded = texnum;
// disable texture filtering on any texture that has holes so there's no dumb borders or blending issues
if (pTexInfo->flags & TF_TRANSPARENT)
@ -2419,7 +2386,7 @@ EXPORT void HWRAPI(StartScreenWipe) (void)
// Create screen texture
if (firstTime)
startScreenWipe = SCRTEX_STARTSCREENWIPE;
pglGenTextures(1, &startScreenWipe);
pglBindTexture(GL_TEXTURE_2D, startScreenWipe);
if (firstTime)
@ -2450,7 +2417,7 @@ EXPORT void HWRAPI(EndScreenWipe)(void)
// Create screen texture
if (firstTime)
endScreenWipe = SCRTEX_ENDSCREENWIPE;
pglGenTextures(1, &endScreenWipe);
pglBindTexture(GL_TEXTURE_2D, endScreenWipe);
if (firstTime)
@ -2621,7 +2588,7 @@ EXPORT void HWRAPI(MakeScreenTexture) (void)
// Create screen texture
if (firstTime)
screentexture = SCRTEX_SCREENTEXTURE;
pglGenTextures(1, &screentexture);
pglBindTexture(GL_TEXTURE_2D, screentexture);
if (firstTime)
@ -2651,7 +2618,7 @@ EXPORT void HWRAPI(MakeScreenFinalTexture) (void)
// Create screen texture
if (firstTime)
finalScreenTexture = SCRTEX_FINALSCREENTEXTURE;
pglGenTextures(1, &finalScreenTexture);
pglBindTexture(GL_TEXTURE_2D, finalScreenTexture);
if (firstTime)