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GL3: Make GLES3 work on Raspberry Pi 4B
(older Raspberry Pi versions don't support OpenGL ES 3.0, only 2.0)
This commit is contained in:
parent
8737ce64fc
commit
1eabde6b55
6 changed files with 37 additions and 19 deletions
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@ -191,15 +191,11 @@ GL3_Upload32(unsigned *data, int width, int height, qboolean mipmap)
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{
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qboolean res;
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int samples;
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int i, c;
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byte *scan;
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int comp;
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c = width * height;
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scan = ((byte *)data) + 3;
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samples = gl3_solid_format;
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comp = gl3_tex_solid_format;
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int i;
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int c = width * height;
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byte *scan = ((byte *)data) + 3;
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int comp = gl3_tex_solid_format;
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int samples = gl3_solid_format;
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for (i = 0; i < c; i++, scan += 4)
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{
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@ -35,8 +35,11 @@
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#define DG_DYNARR_IMPLEMENTATION
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#include "header/DG_dynarr.h"
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#define REF_VERSION "Yamagi Quake II OpenGL3 Refresher"
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#ifdef YQ2_GL3_GLES3
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#define REF_VERSION "Yamagi Quake II OpenGL ES3 Refresher"
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#else
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#define REF_VERSION "Yamagi Quake II OpenGL3 Refresher"
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#endif
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refimport_t ri;
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@ -125,7 +125,16 @@ void
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GL3_ScreenShot(void)
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{
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int w=vid.width, h=vid.height;
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byte *buffer = malloc(w*h*3);
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#ifdef YQ2_GL3_GLES
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// My RPi4's GLES3 doesn't like GL_RGB, so use GL_RGBA with GLES
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// TODO: we could convert the screenshot to RGB before writing
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// so the resulting file is smaller
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static const int comps = 4;
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#else // Desktop GL
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static const int comps = 3;
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#endif
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byte *buffer = malloc(w*h*comps);
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if (!buffer)
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{
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@ -134,13 +143,13 @@ GL3_ScreenShot(void)
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}
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, buffer);
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glReadPixels(0, 0, w, h, (comps == 4) ? GL_RGBA : GL_RGB, GL_UNSIGNED_BYTE, buffer);
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// the pixels are now row-wise left to right, bottom to top,
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// but we need them row-wise left to right, top to bottom.
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// so swap bottom rows with top rows
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{
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size_t bytesPerRow = 3*w;
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size_t bytesPerRow = comps*w;
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YQ2_VLA(byte, rowBuffer, bytesPerRow);
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byte *curRowL = buffer; // first byte of first row
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byte *curRowH = buffer + bytesPerRow*(h-1); // first byte of last row
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@ -156,7 +165,7 @@ GL3_ScreenShot(void)
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YQ2_VLAFREE(rowBuffer);
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}
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ri.Vid_WriteScreenshot(w, h, 3, buffer);
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ri.Vid_WriteScreenshot(w, h, comps, buffer);
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free(buffer);
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}
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@ -236,7 +236,11 @@ int GL3_PrepareForWindow(void)
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#endif
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// Set GL context flags.
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int contextFlags = SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG;
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int contextFlags = 0;
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#ifndef YQ2_GL3_GLES // Desktop GL (at least RPi4 doesn't like this for GLES3)
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contextFlags |= SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG;
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#endif
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if (gl3_debugcontext && gl3_debugcontext->value)
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{
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@ -347,7 +351,11 @@ int GL3_InitContext(void* win)
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return false;
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}
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#ifdef YQ2_GL3_GLES3
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else if (GLVersion.major < 3)
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#else // Desktop GL
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else if (GLVersion.major < 3 || (GLVersion.major == 3 && GLVersion.minor < 2))
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#endif
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{
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R_Printf(PRINT_ALL, "GL3_InitContext(): ERROR: glad only got GL version %d.%d!\n", GLVersion.major, GLVersion.minor);
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@ -94,10 +94,11 @@ enum {
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GL3_ATTRIB_LIGHTFLAGS = 5 // uint, each set bit means "dyn light i affects this surface"
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};
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// TODO: do we need the following configurable?
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static const int gl3_solid_format = GL_RGB;
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// always using RGBA now, GLES3 on RPi4 doesn't work otherwise
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// and I think all modern GPUs prefer 4byte pixels over 3bytes
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static const int gl3_solid_format = GL_RGBA;
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static const int gl3_alpha_format = GL_RGBA;
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static const int gl3_tex_solid_format = GL_RGB;
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static const int gl3_tex_solid_format = GL_RGBA;
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static const int gl3_tex_alpha_format = GL_RGBA;
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extern unsigned gl3_rawpalette[256];
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@ -217,6 +217,7 @@ CreateSDLWindow(int flags, int w, int h)
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}
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else
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{
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Com_Printf("Creating window failed: %s\n", SDL_GetError());
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return false;
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}
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