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https://github.com/UberGames/lilium-voyager.git
synced 2024-12-13 05:31:29 +00:00
OpenGL2: Reduce redundant GL calls.
This commit is contained in:
parent
84206c8598
commit
0578b70f38
10 changed files with 73 additions and 78 deletions
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@ -121,8 +121,6 @@ void GL_Cull( int cullType ) {
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return;
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}
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glState.faceCulling = cullType;
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if ( cullType == CT_TWO_SIDED )
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{
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qglDisable( GL_CULL_FACE );
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@ -130,7 +128,11 @@ void GL_Cull( int cullType ) {
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else
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{
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qboolean cullFront;
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if ( glState.faceCulling == CT_TWO_SIDED )
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{
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qglEnable( GL_CULL_FACE );
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}
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cullFront = (cullType == CT_FRONT_SIDED);
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if ( backEnd.viewParms.isMirror )
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@ -143,8 +145,13 @@ void GL_Cull( int cullType ) {
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cullFront = !cullFront;
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}
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if (glState.faceCullFront != cullFront)
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qglCullFace( cullFront ? GL_FRONT : GL_BACK );
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glState.faceCullFront = cullFront;
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}
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glState.faceCulling = cullType;
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}
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/*
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@ -218,11 +225,27 @@ void GL_State( unsigned long stateBits )
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// check blend bits
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//
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if ( diff & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) )
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{
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uint32_t oldState = glState.glStateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS );
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uint32_t newState = stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS );
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uint32_t storedState = glState.storedGlState & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS );
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if (oldState == 0)
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{
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qglEnable( GL_BLEND );
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}
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else if (newState == 0)
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{
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qglDisable( GL_BLEND );
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}
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if (newState != 0 && storedState != newState)
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{
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GLenum srcFactor = GL_ONE, dstFactor = GL_ONE;
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if ( stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) )
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{
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glState.storedGlState &= ~( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS );
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glState.storedGlState |= newState;
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switch ( stateBits & GLS_SRCBLEND_BITS )
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{
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case GLS_SRCBLEND_ZERO:
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@ -288,13 +311,8 @@ void GL_State( unsigned long stateBits )
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break;
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}
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qglEnable( GL_BLEND );
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qglBlendFunc( srcFactor, dstFactor );
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}
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else
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{
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qglDisable( GL_BLEND );
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}
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}
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//
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@ -347,26 +365,36 @@ void GL_State( unsigned long stateBits )
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//
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if ( diff & GLS_ATEST_BITS )
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{
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switch ( stateBits & GLS_ATEST_BITS )
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uint32_t oldState = glState.glStateBits & GLS_ATEST_BITS;
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uint32_t newState = stateBits & GLS_ATEST_BITS;
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uint32_t storedState = glState.storedGlState & GLS_ATEST_BITS;
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if (oldState == 0)
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{
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qglEnable(GL_ALPHA_TEST);
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}
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else if (newState == 0)
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{
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qglDisable(GL_ALPHA_TEST);
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}
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if (newState != 0 && storedState != newState)
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{
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glState.storedGlState &= ~GLS_ATEST_BITS;
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glState.storedGlState |= newState;
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switch ( newState )
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{
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case 0:
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qglDisable( GL_ALPHA_TEST );
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break;
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case GLS_ATEST_GT_0:
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qglEnable( GL_ALPHA_TEST );
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qglAlphaFunc( GL_GREATER, 0.0f );
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break;
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case GLS_ATEST_LT_80:
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qglEnable( GL_ALPHA_TEST );
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qglAlphaFunc( GL_LESS, 0.5f );
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break;
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case GLS_ATEST_GE_80:
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qglEnable( GL_ALPHA_TEST );
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qglAlphaFunc( GL_GEQUAL, 0.5f );
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break;
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default:
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assert( 0 );
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break;
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}
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}
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}
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@ -405,6 +433,7 @@ static void RB_Hyperspace( void ) {
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c = ( backEnd.refdef.time & 255 ) / 255.0f;
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qglClearColor( c, c, c, 1 );
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qglClear( GL_COLOR_BUFFER_BIT );
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qglClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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backEnd.isHyperspace = qtrue;
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}
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@ -489,25 +518,12 @@ void RB_BeginDrawingView (void) {
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if ( r_fastsky->integer && !( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) )
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{
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clearBits |= GL_COLOR_BUFFER_BIT; // FIXME: only if sky shaders have been used
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#ifdef _DEBUG
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qglClearColor( 0.8f, 0.7f, 0.4f, 1.0f ); // FIXME: get color of sky
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#else
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qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); // FIXME: get color of sky
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#endif
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}
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// clear to white for shadow maps
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if (backEnd.viewParms.flags & VPF_SHADOWMAP)
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{
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clearBits |= GL_COLOR_BUFFER_BIT;
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qglClearColor( 1.0f, 1.0f, 1.0f, 1.0f );
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}
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// clear to black for cube maps
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if (tr.renderCubeFbo && backEnd.viewParms.targetFbo == tr.renderCubeFbo)
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{
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clearBits |= GL_COLOR_BUFFER_BIT;
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qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
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}
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qglClear( clearBits );
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@ -523,6 +539,7 @@ void RB_BeginDrawingView (void) {
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}
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glState.faceCulling = -1; // force face culling to set next time
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glState.faceCullFront = -1; // same as above
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// we will only draw a sun if there was sky rendered in this view
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backEnd.skyRenderedThisView = qfalse;
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@ -425,7 +425,6 @@ void RE_BeginFrame( stereoFrame_t stereoFrame ) {
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backEnd.colorMask[1] = GL_FALSE;
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backEnd.colorMask[2] = GL_FALSE;
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backEnd.colorMask[3] = GL_FALSE;
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qglClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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if (glRefConfig.framebufferObject)
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{
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@ -447,7 +447,6 @@ void FBO_Init(void)
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if (tr.renderFbo)
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{
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FBO_Bind(tr.renderFbo);
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qglClearColor( 1, 0, 0.5, 1 );
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qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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FBO_Bind(NULL);
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}
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@ -1485,25 +1485,6 @@ void GLSL_BindNullProgram(void)
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}
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void GLSL_VertexAttribsState(uint32_t stateBits)
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{
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int attribIndex;
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for (attribIndex = 0; attribIndex < ATTR_INDEX_COUNT; attribIndex++)
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{
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uint32_t attribBit = 1 << attribIndex;
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if (stateBits & attribBit)
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{
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qglEnableVertexAttribArrayARB(attribIndex);
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}
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else
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{
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qglDisableVertexAttribArrayARB(attribIndex);
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}
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}
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GLSL_VertexAttribPointers(stateBits);
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}
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void GLSL_VertexAttribPointers(uint32_t attribBits)
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{
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int newFrame, oldFrame;
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@ -944,6 +944,7 @@ void GL_SetDefaultState( void )
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// make sure our GL state vector is set correctly
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//
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glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE;
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glState.storedGlState = 0;
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glState.currentProgram = 0;
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qglUseProgramObjectARB(0);
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@ -961,6 +962,11 @@ void GL_SetDefaultState( void )
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if (glRefConfig.seamlessCubeMap)
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qglEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
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// GL_POLYGON_OFFSET_FILL will be glEnable()d when this is used
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qglPolygonOffset( r_offsetFactor->value, r_offsetUnits->value );
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qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); // FIXME: get color of sky
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}
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/*
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@ -1362,7 +1362,9 @@ typedef struct {
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qboolean finishCalled;
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int texEnv[2];
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int faceCulling;
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unsigned long glStateBits;
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int faceCullFront;
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uint32_t glStateBits;
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uint32_t storedGlState;
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uint32_t vertexAttribsNewFrame;
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uint32_t vertexAttribsOldFrame;
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float vertexAttribsInterpolation;
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@ -2211,7 +2213,6 @@ GLSL
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void GLSL_InitGPUShaders(void);
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void GLSL_ShutdownGPUShaders(void);
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void GLSL_VertexAttribsState(uint32_t stateBits);
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void GLSL_VertexAttribPointers(uint32_t attribBits);
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void GLSL_BindProgram(shaderProgram_t * program);
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void GLSL_BindNullProgram(void);
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@ -145,7 +145,6 @@ static void DrawTris (shaderCommands_t *input) {
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shaderProgram_t *sp = &tr.textureColorShader;
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vec4_t color;
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GLSL_VertexAttribsState(ATTR_POSITION);
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GLSL_BindProgram(sp);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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@ -1537,15 +1536,12 @@ void RB_StageIteratorGeneric( void )
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if ( input->shader->polygonOffset )
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{
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qglEnable( GL_POLYGON_OFFSET_FILL );
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qglPolygonOffset( r_offsetFactor->value, r_offsetUnits->value );
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}
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//
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// Set vertex attribs and pointers
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//
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if (tess.useInternalVao)
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GLSL_VertexAttribsState(vertexAttribs);
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else if (glState.vertexAnimation)
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if (glState.vertexAnimation)
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GLSL_VertexAttribPointers(vertexAttribs & (ATTR_POSITION | ATTR_POSITION2 | ATTR_NORMAL | ATTR_NORMAL2 | ATTR_TANGENT | ATTR_TANGENT2));
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//
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@ -442,7 +442,6 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
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shaderProgram_t *sp = &tr.lightallShader[0];
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vec4_t vector;
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GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
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GLSL_BindProgram(sp);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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@ -204,8 +204,6 @@ void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4])
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RB_UpdateTessVao(ATTR_POSITION | ATTR_TEXCOORD);
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GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
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R_DrawElementsVao(tess.numIndexes, tess.firstIndex, tess.minIndex, tess.maxIndex);
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tess.numIndexes = 0;
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@ -602,7 +600,6 @@ static void RB_SurfaceBeam( void )
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// FIXME: A lot of this can probably be removed for speed, and refactored into a more convenient function
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RB_UpdateTessVao(ATTR_POSITION);
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GLSL_VertexAttribsState(ATTR_POSITION);
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GLSL_BindProgram(sp);
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GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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@ -1612,6 +1609,7 @@ void RB_SurfaceVaoMdvMesh(srfVaoMdvMesh_t * surface)
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glState.vertexAttribsOldFrame = refEnt->oldframe;
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glState.vertexAttribsNewFrame = refEnt->frame;
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if (surface->mdvModel->numFrames > 1)
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glState.vertexAnimation = qtrue;
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RB_EndSurface();
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@ -404,7 +404,6 @@ void R_BindVao(vao_t * vao)
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qglBindBufferARB(GL_ARRAY_BUFFER_ARB, vao->vertexesVBO);
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qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, vao->indexesIBO);
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if (vao != tess.vao)
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Vao_SetVertexPointers(vao);
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}
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}
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