mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 23:32:02 +00:00
- rewrote vertex buffer code to require GL_ARB_BUFFER_STORAGE extension.
This means it won't work anymore on anything that doesn't support OpenGL 4.0, but I don't think this is a problem. On older NVidia cards performance gains could not be seen and on older AMDs using the vertex buffer was even worse as long as it got mixed with immediate mode rendering.
This commit is contained in:
parent
b09405a8bd
commit
7d3beb665b
9 changed files with 97 additions and 132 deletions
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@ -49,20 +49,18 @@
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#include "gl/data/gl_vertexbuffer.h"
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const int BUFFER_SIZE = 2000000;
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CUSTOM_CVAR(Int, gl_usevbo, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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if (self < -1 || self > 2)
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if (self < -1 || self > 1 || !(gl.flags & RFL_BUFFER_STORAGE))
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{
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self = 0;
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}
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else if (self == -1)
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{
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if (!(gl.flags & RFL_NVIDIA)) self = 0;
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else self = 2;
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}
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else if (GLRenderer != NULL && GLRenderer->mVBO != NULL && GLRenderer->mVBO->vbo_arg != self)
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{
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Printf("Vertex buffer use will be changed for the next level.\n");
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if (!(gl.flags & RFL_BUFFER_STORAGE)) self = 0;
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else self = 1;
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}
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}
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@ -96,13 +94,24 @@ FVertexBuffer::~FVertexBuffer()
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FFlatVertexBuffer::FFlatVertexBuffer()
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: FVertexBuffer()
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{
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vbo_arg = gl_usevbo;
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if (gl.flags & RFL_BUFFER_STORAGE)
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{
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unsigned int bytesize = BUFFER_SIZE * sizeof(FFlatVertex);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glBufferStorage(GL_ARRAY_BUFFER, bytesize, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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map = (FFlatVertex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, bytesize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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}
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else
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{
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map = NULL;
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}
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}
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FFlatVertexBuffer::~FFlatVertexBuffer()
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{
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UnmapVBO();
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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//==========================================================================
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@ -118,7 +127,6 @@ void FFlatVertex::SetFlatVertex(vertex_t *vt, const secplane_t & plane)
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z = plane.ZatPoint(vt->fx, vt->fy);
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u = vt->fx/64.f;
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v = -vt->fy/64.f;
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w = /*dc = df =*/ 0;
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}
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//==========================================================================
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@ -260,58 +268,18 @@ void FFlatVertexBuffer::CreateFlatVBO()
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//
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//==========================================================================
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void FFlatVertexBuffer::MapVBO()
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{
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if (map == NULL)
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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map = (FFlatVertex*)glMapBufferRange(GL_ARRAY_BUFFER, 0, vbo_shadowdata.Size() * sizeof(FFlatVertex),
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GL_MAP_WRITE_BIT|GL_MAP_FLUSH_EXPLICIT_BIT|GL_MAP_UNSYNCHRONIZED_BIT);
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FFlatVertexBuffer::UnmapVBO()
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{
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if (map != NULL)
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{
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glUnmapBuffer(GL_ARRAY_BUFFER);
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map = NULL;
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FFlatVertexBuffer::UpdatePlaneVertices(sector_t *sec, int plane)
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{
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int startvt = sec->vboindex[plane];
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int countvt = sec->vbocount[plane];
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secplane_t &splane = sec->GetSecPlane(plane);
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FFlatVertex *vt = &vbo_shadowdata[startvt];
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FFlatVertex *mapvt = &map[startvt];
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for(int i=0; i<countvt; i++, vt++)
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{
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vt->z = splane.ZatPoint(vt->x, vt->y);
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if (plane == sector_t::floor && sec->transdoor) vt->z -= 1;
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}
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if (gl.flags & RFL_MAP_BUFFER_RANGE)
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{
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MapVBO();
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if (map == NULL) return; // Error
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memcpy(&map[startvt], &vbo_shadowdata[startvt], countvt * sizeof(FFlatVertex));
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glFlushMappedBufferRange(GL_ARRAY_BUFFER, startvt * sizeof(FFlatVertex), countvt * sizeof(FFlatVertex));
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}
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else
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{
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glBufferSubData(GL_ARRAY_BUFFER, startvt * sizeof(FFlatVertex), countvt * sizeof(FFlatVertex), &vbo_shadowdata[startvt]);
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mapvt->z = vt->z;
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}
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}
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@ -324,11 +292,10 @@ void FFlatVertexBuffer::UpdatePlaneVertices(sector_t *sec, int plane)
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void FFlatVertexBuffer::CreateVBO()
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{
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vbo_shadowdata.Clear();
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if (vbo_arg > 0)
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if (gl.flags & RFL_BUFFER_STORAGE)
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{
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CreateFlatVBO();
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glBufferData(GL_ARRAY_BUFFER, vbo_shadowdata.Size() * sizeof(FFlatVertex), &vbo_shadowdata[0], GL_DYNAMIC_DRAW);
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memcpy(map, &vbo_shadowdata[0], vbo_shadowdata.Size() * sizeof(FFlatVertex));
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}
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else if (sectors)
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{
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@ -350,16 +317,14 @@ void FFlatVertexBuffer::CreateVBO()
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void FFlatVertexBuffer::BindVBO()
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{
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if (vbo_arg > 0)
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if (gl.flags & RFL_BUFFER_STORAGE)
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{
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UnmapVBO();
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glVertexPointer(3,GL_FLOAT, sizeof(FFlatVertex), &VTO->x);
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glTexCoordPointer(2,GL_FLOAT, sizeof(FFlatVertex), &VTO->u);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_INDEX_ARRAY);
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}
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}
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@ -371,9 +336,11 @@ void FFlatVertexBuffer::BindVBO()
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void FFlatVertexBuffer::CheckPlanes(sector_t *sector)
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{
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if (gl.flags & RFL_BUFFER_STORAGE)
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{
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if (sector->GetPlaneTexZ(sector_t::ceiling) != sector->vboheight[sector_t::ceiling])
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{
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if (sector->ceilingdata == NULL) // only update if there's no thinker attached
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//if (sector->ceilingdata == NULL) // only update if there's no thinker attached
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{
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UpdatePlaneVertices(sector, sector_t::ceiling);
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sector->vboheight[sector_t::ceiling] = sector->GetPlaneTexZ(sector_t::ceiling);
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@ -381,12 +348,13 @@ void FFlatVertexBuffer::CheckPlanes(sector_t *sector)
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}
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if (sector->GetPlaneTexZ(sector_t::floor) != sector->vboheight[sector_t::floor])
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{
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if (sector->floordata == NULL) // only update if there's no thinker attached
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//if (sector->floordata == NULL) // only update if there's no thinker attached
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{
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UpdatePlaneVertices(sector, sector_t::floor);
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sector->vboheight[sector_t::floor] = sector->GetPlaneTexZ(sector_t::floor);
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}
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}
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}
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}
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//==========================================================================
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@ -20,11 +20,10 @@ public:
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virtual void BindVBO() = 0;
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};
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struct FFlatVertex // exactly 32 bytes large
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struct FFlatVertex
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{
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float x,z,y,w; // w only for padding to make one vertex 32 bytes - maybe it will find some use later
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float x,z,y; // world position
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float u,v; // texture coordinates
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//float dc, df; // distance to floor and ceiling on walls - used for glowing
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void SetFlatVertex(vertex_t *vt, const secplane_t &plane);
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};
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class FFlatVertexBuffer : public FVertexBuffer
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{
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FFlatVertex *map;
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unsigned int mIndex;
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void MapVBO();
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void CheckPlanes(sector_t *sector);
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public:
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int vbo_arg;
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TArray<FFlatVertex> vbo_shadowdata; // this is kept around for non-VBO rendering
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TArray<FFlatVertex> vbo_shadowdata; // this is kept around for updating the actual (non-readable) buffer
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public:
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FFlatVertexBuffer();
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~FFlatVertexBuffer();
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void CreateVBO();
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void BindVBO();
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void CheckUpdate(sector_t *sector);
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private:
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int CreateSubsectorVertices(subsector_t *sub, const secplane_t &plane, int floor);
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int CreateSectorVertices(sector_t *sec, const secplane_t &plane, int floor);
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int CreateVertices(int h, sector_t *sec, const secplane_t &plane, int floor);
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void CreateFlatVBO();
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void CreateVBO();
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void UpdatePlaneVertices(sector_t *sec, int plane);
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void BindVBO();
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void CheckUpdate(sector_t *sector);
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void UnmapVBO();
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};
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@ -506,25 +506,27 @@ void FVoxelModel::RenderFrame(FTexture * skin, int frame, int cm, int translatio
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{
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FMaterial * tex = FMaterial::ValidateTexture(skin);
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tex->Bind(cm, 0, translation);
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gl_RenderState.Apply();
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if (mVBO == NULL) MakeGLData();
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if (mVBO != NULL)
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{
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mVBO->BindVBO();
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glDrawElements(GL_QUADS, mIndices.Size(), mVBO->IsInt()? GL_UNSIGNED_INT:GL_UNSIGNED_SHORT, 0);
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GLRenderer->mVBO->BindVBO();
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return;
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gl_RenderState.SetVertexBuffer(mVBO);
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gl_RenderState.Apply();
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glDrawElements(GL_QUADS, mIndices.Size(), mVBO->IsInt() ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
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gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
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}
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else
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{
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gl_RenderState.Apply();
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glBegin(GL_QUADS);
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for(unsigned i=0;i < mIndices.Size(); i++)
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for (unsigned i = 0; i < mIndices.Size(); i++)
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{
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FVoxelVertex *vert = &mVertices[mIndices[i]];
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glTexCoord2fv(&vert->u);
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glVertex3fv(&vert->x);
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}
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glEnd();
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}
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}
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//===========================================================================
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@ -41,6 +41,7 @@
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#include "gl/system/gl_system.h"
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#include "gl/system/gl_interface.h"
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/renderer/gl_renderer.h"
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mBlendEquation = GL_FUNC_ADD;
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glBlendEquation = -1;
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m2D = true;
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mVertexBuffer = mCurrentVertexBuffer = NULL;
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}
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}
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}
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if (mVertexBuffer != mCurrentVertexBuffer)
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{
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if (mVertexBuffer == NULL) glBindBuffer(GL_ARRAY_BUFFER, 0);
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else mVertexBuffer->BindVBO();
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mCurrentVertexBuffer = mVertexBuffer;
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}
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if (forcenoshader || !ApplyShader())
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{
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GLRenderer->mShaderManager->SetActiveShader(NULL);
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@ -5,6 +5,8 @@
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#include "c_cvars.h"
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#include "r_defs.h"
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class FVertexBuffer;
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EXTERN_CVAR(Bool, gl_direct_state_change)
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struct FStateAttr
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int mBlendEquation;
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bool m2D;
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FVertexBuffer *mVertexBuffer, *mCurrentVertexBuffer;
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FStateVec3 mCameraPos;
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FStateVec4 mGlowTop, mGlowBottom;
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FStateVec4 mGlowTopPlane, mGlowBottomPlane;
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int SetupShader(bool cameratexture, int &shaderindex, int &cm, float warptime);
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void Apply(bool forcenoshader = false);
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void SetVertexBuffer(FVertexBuffer *vb)
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{
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mVertexBuffer = vb;
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}
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void SetTextureMode(int mode)
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{
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mTextureMode = mode;
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@ -272,7 +272,7 @@ void GLFlat::DrawSubsectors(int pass, bool istrans)
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}
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else
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{
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if (vboindex >= 0)
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if (gl_usevbo && vboindex >= 0)
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{
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//glColor3f( 1.f,.5f,.5f);
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int index = vboindex;
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@ -353,7 +353,6 @@ void FGLRenderer::CreateScene()
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gl_drawinfo->HandleHackedSubsectors(); // open sector hacks for deep water
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gl_drawinfo->ProcessSectorStacks(); // merge visplanes of sector stacks
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GLRenderer->mVBO->UnmapVBO ();
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ProcessAll.Unclock();
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}
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@ -931,7 +930,7 @@ void FGLRenderer::RenderView (player_t* player)
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LastCamera=player->camera;
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}
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mVBO->BindVBO();
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gl_RenderState.SetVertexBuffer(mVBO);
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// reset statistics counters
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ResetProfilingData();
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@ -155,26 +155,19 @@ void gl_LoadExtensions()
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if (CheckExtension("GL_ARB_texture_compression")) gl.flags|=RFL_TEXTURE_COMPRESSION;
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if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags|=RFL_TEXTURE_COMPRESSION_S3TC;
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if (strstr(gl.vendorstring, "NVIDIA")) gl.flags|=RFL_NVIDIA;
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else if (strstr(gl.vendorstring, "ATI Technologies")) gl.flags|=RFL_ATI;
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if (CheckExtension("GL_ARB_buffer_storage")) gl.flags |= RFL_BUFFER_STORAGE;
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if (strcmp(version, "2.0") >= 0) gl.flags|=RFL_GL_20;
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if (strcmp(version, "2.1") >= 0) gl.flags|=RFL_GL_21;
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if (strcmp(version, "3.0") >= 0) gl.flags|=RFL_GL_30;
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gl.version = strtod((char*)glGetString(GL_VERSION), NULL);
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glGetIntegerv(GL_MAX_TEXTURE_SIZE,&gl.max_texturesize);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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if (gl.flags & RFL_GL_20)
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{
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// Rules:
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// SM4 will always use shaders. No option to switch them off is needed here.
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// SM3 has shaders optional but they are off by default (they will have a performance impact
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// SM2 only uses shaders for colormaps on camera textures and has no option to use them in general.
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// On SM2 cards the shaders will be too slow and show visual bugs (at least on GF 6800.)
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if (strcmp((const char*)glGetString(GL_SHADING_LANGUAGE_VERSION), "1.3") >= 0) gl.shadermodel = 4;
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else if (CheckExtension("GL_NV_GPU_shader4")) gl.shadermodel = 4; // for pre-3.0 drivers that support GF8xxx.
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else if (CheckExtension("GL_EXT_GPU_shader4")) gl.shadermodel = 4; // for pre-3.0 drivers that support GF8xxx.
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else if (CheckExtension("GL_NV_vertex_program3")) gl.shadermodel = 3;
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else if (!strstr(gl.vendorstring, "NVIDIA")) gl.shadermodel = 3;
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else gl.shadermodel = 2; // Only for older NVidia cards which had notoriously bad shader support.
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// Command line overrides for testing and problem cases.
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if (Args->CheckParm("-sm2") && gl.shadermodel > 2) gl.shadermodel = 2;
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else if (Args->CheckParm("-sm3") && gl.shadermodel > 3) gl.shadermodel = 3;
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}
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if (CheckExtension("GL_ARB_map_buffer_range"))
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{
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gl.flags|=RFL_MAP_BUFFER_RANGE;
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}
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if (gl.flags & RFL_GL_30)
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if (gl.version >= 3.f)
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{
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gl.flags|=RFL_FRAMEBUFFER;
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}
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@ -9,16 +9,8 @@ enum RenderFlags
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RFL_TEXTURE_COMPRESSION=8,
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RFL_TEXTURE_COMPRESSION_S3TC=16,
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RFL_MAP_BUFFER_RANGE = 64,
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RFL_FRAMEBUFFER = 128,
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RFL_TEXTUREBUFFER = 256,
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RFL_NVIDIA = 512,
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RFL_ATI = 1024,
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RFL_GL_20 = 0x10000000,
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RFL_GL_21 = 0x20000000,
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RFL_GL_30 = 0x40000000,
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RFL_FRAMEBUFFER = 32,
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RFL_BUFFER_STORAGE = 64,
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};
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enum TexMode
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@ -40,6 +32,7 @@ struct RenderContext
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unsigned int flags;
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unsigned int shadermodel;
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unsigned int maxuniforms;
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float version;
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int max_texturesize;
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char * vendorstring;
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