mirror of
https://github.com/UberGames/lilium-voyager.git
synced 2024-11-10 06:31:47 +00:00
39e2113c73
Fix two constants in GLSL shaders. Remove f suffix from float and fix int to float assignment. They were causing shader compile errors in OpenGL ES 2 context. Remove disabling clip plane. Clip plane is unused and never enabled in the opengl2 renderer. Remove disabling it to avoid causing a GL error when using OpenGL 3.2 core profile or OpenGL ES. Make VAO cache vertex stride be size of srfVert_t since that is what is uploaded to the GPU. No behavior change. There is a disabled debug id in srfVert_t though which if enabled changes srfVert_t size.
287 lines
8.2 KiB
C
287 lines
8.2 KiB
C
/*
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===========================================================================
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Copyright (C) 2016 James Canete
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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===========================================================================
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*/
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#include "tr_local.h"
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#include "tr_dsa.h"
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static struct
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{
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GLuint textures[NUM_TEXTURE_BUNDLES];
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GLenum texunit;
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GLuint program;
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GLuint drawFramebuffer;
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GLuint readFramebuffer;
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GLuint renderbuffer;
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}
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glDsaState;
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void GL_BindNullTextures(void)
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{
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int i;
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if (glRefConfig.directStateAccess)
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{
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for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
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{
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qglBindMultiTextureEXT(GL_TEXTURE0 + i, GL_TEXTURE_2D, 0);
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glDsaState.textures[i] = 0;
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}
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}
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else
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{
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for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
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{
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qglActiveTexture(GL_TEXTURE0 + i);
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qglBindTexture(GL_TEXTURE_2D, 0);
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glDsaState.textures[i] = 0;
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}
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qglActiveTexture(GL_TEXTURE0);
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glDsaState.texunit = GL_TEXTURE0;
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}
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}
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int GL_BindMultiTexture(GLenum texunit, GLenum target, GLuint texture)
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{
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GLuint tmu = texunit - GL_TEXTURE0;
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if (glDsaState.textures[tmu] == texture)
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return 0;
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if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z)
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target = GL_TEXTURE_CUBE_MAP;
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qglBindMultiTextureEXT(texunit, target, texture);
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glDsaState.textures[tmu] = texture;
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return 1;
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}
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GLvoid APIENTRY GLDSA_BindMultiTextureEXT(GLenum texunit, GLenum target, GLuint texture)
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{
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if (glDsaState.texunit != texunit)
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{
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qglActiveTexture(texunit);
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glDsaState.texunit = texunit;
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}
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qglBindTexture(target, texture);
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}
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GLvoid APIENTRY GLDSA_TextureParameterfEXT(GLuint texture, GLenum target, GLenum pname, GLfloat param)
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{
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GL_BindMultiTexture(glDsaState.texunit, target, texture);
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qglTexParameterf(target, pname, param);
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}
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GLvoid APIENTRY GLDSA_TextureParameteriEXT(GLuint texture, GLenum target, GLenum pname, GLint param)
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{
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GL_BindMultiTexture(glDsaState.texunit, target, texture);
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qglTexParameteri(target, pname, param);
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}
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GLvoid APIENTRY GLDSA_TextureImage2DEXT(GLuint texture, GLenum target, GLint level, GLint internalformat,
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GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
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{
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GL_BindMultiTexture(glDsaState.texunit, target, texture);
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qglTexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
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}
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GLvoid APIENTRY GLDSA_TextureSubImage2DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset,
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GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels)
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{
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GL_BindMultiTexture(glDsaState.texunit, target, texture);
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qglTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
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}
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GLvoid APIENTRY GLDSA_CopyTextureSubImage2DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset,
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GLint x, GLint y, GLsizei width, GLsizei height)
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{
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GL_BindMultiTexture(glDsaState.texunit, target, texture);
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qglCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
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}
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GLvoid APIENTRY GLDSA_CompressedTextureImage2DEXT(GLuint texture, GLenum target, GLint level, GLenum internalformat,
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GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
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{
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GL_BindMultiTexture(glDsaState.texunit, target, texture);
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qglCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
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}
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GLvoid APIENTRY GLDSA_CompressedTextureSubImage2DEXT(GLuint texture, GLenum target, GLint level,
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GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format,
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GLsizei imageSize, const GLvoid *data)
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{
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GL_BindMultiTexture(glDsaState.texunit, target, texture);
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qglCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
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}
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GLvoid APIENTRY GLDSA_GenerateTextureMipmapEXT(GLuint texture, GLenum target)
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{
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GL_BindMultiTexture(glDsaState.texunit, target, texture);
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qglGenerateMipmap(target);
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}
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void GL_BindNullProgram(void)
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{
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qglUseProgram(0);
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glDsaState.program = 0;
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}
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int GL_UseProgram(GLuint program)
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{
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if (glDsaState.program == program)
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return 0;
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qglUseProgram(program);
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glDsaState.program = program;
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return 1;
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}
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GLvoid APIENTRY GLDSA_ProgramUniform1iEXT(GLuint program, GLint location, GLint v0)
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{
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GL_UseProgram(program);
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qglUniform1i(location, v0);
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}
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GLvoid APIENTRY GLDSA_ProgramUniform1fEXT(GLuint program, GLint location, GLfloat v0)
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{
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GL_UseProgram(program);
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qglUniform1f(location, v0);
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}
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GLvoid APIENTRY GLDSA_ProgramUniform2fEXT(GLuint program, GLint location,
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GLfloat v0, GLfloat v1)
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{
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GL_UseProgram(program);
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qglUniform2f(location, v0, v1);
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}
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GLvoid APIENTRY GLDSA_ProgramUniform3fEXT(GLuint program, GLint location,
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GLfloat v0, GLfloat v1, GLfloat v2)
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{
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GL_UseProgram(program);
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qglUniform3f(location, v0, v1, v2);
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}
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GLvoid APIENTRY GLDSA_ProgramUniform4fEXT(GLuint program, GLint location,
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GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
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{
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GL_UseProgram(program);
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qglUniform4f(location, v0, v1, v2, v3);
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}
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GLvoid APIENTRY GLDSA_ProgramUniform1fvEXT(GLuint program, GLint location,
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GLsizei count, const GLfloat *value)
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{
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GL_UseProgram(program);
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qglUniform1fv(location, count, value);
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}
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GLvoid APIENTRY GLDSA_ProgramUniformMatrix4fvEXT(GLuint program, GLint location,
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GLsizei count, GLboolean transpose,
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const GLfloat *value)
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{
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GL_UseProgram(program);
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qglUniformMatrix4fv(location, count, transpose, value);
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}
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void GL_BindNullFramebuffers(void)
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{
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qglBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDsaState.drawFramebuffer = glDsaState.readFramebuffer = 0;
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qglBindRenderbuffer(GL_RENDERBUFFER, 0);
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glDsaState.renderbuffer = 0;
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}
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void GL_BindFramebuffer(GLenum target, GLuint framebuffer)
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{
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switch (target)
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{
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case GL_FRAMEBUFFER:
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if (framebuffer != glDsaState.drawFramebuffer || framebuffer != glDsaState.readFramebuffer)
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{
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qglBindFramebuffer(target, framebuffer);
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glDsaState.drawFramebuffer = glDsaState.readFramebuffer = framebuffer;
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}
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break;
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case GL_DRAW_FRAMEBUFFER:
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if (framebuffer != glDsaState.drawFramebuffer)
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{
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qglBindFramebuffer(target, framebuffer);
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glDsaState.drawFramebuffer = framebuffer;
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}
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break;
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case GL_READ_FRAMEBUFFER:
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if (framebuffer != glDsaState.readFramebuffer)
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{
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qglBindFramebuffer(target, framebuffer);
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glDsaState.readFramebuffer = framebuffer;
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}
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break;
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}
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}
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void GL_BindRenderbuffer(GLuint renderbuffer)
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{
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if (renderbuffer != glDsaState.renderbuffer)
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{
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qglBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
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glDsaState.renderbuffer = renderbuffer;
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}
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}
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GLvoid APIENTRY GLDSA_NamedRenderbufferStorageEXT(GLuint renderbuffer,
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GLenum internalformat, GLsizei width, GLsizei height)
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{
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GL_BindRenderbuffer(renderbuffer);
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qglRenderbufferStorage(GL_RENDERBUFFER, internalformat, width, height);
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}
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GLvoid APIENTRY GLDSA_NamedRenderbufferStorageMultisampleEXT(GLuint renderbuffer,
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GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
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{
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GL_BindRenderbuffer(renderbuffer);
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qglRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, internalformat, width, height);
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}
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GLenum APIENTRY GLDSA_CheckNamedFramebufferStatusEXT(GLuint framebuffer, GLenum target)
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{
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GL_BindFramebuffer(target, framebuffer);
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return qglCheckFramebufferStatus(target);
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}
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GLvoid APIENTRY GLDSA_NamedFramebufferTexture2DEXT(GLuint framebuffer,
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GLenum attachment, GLenum textarget, GLuint texture, GLint level)
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{
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GL_BindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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qglFramebufferTexture2D(GL_FRAMEBUFFER, attachment, textarget, texture, level);
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}
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GLvoid APIENTRY GLDSA_NamedFramebufferRenderbufferEXT(GLuint framebuffer,
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GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
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{
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GL_BindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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qglFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, renderbuffertarget, renderbuffer);
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}
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