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https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
- base the viewpoint buffer on IDataBuffer.
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parent
3b26e64404
commit
b51cc8b115
9 changed files with 61 additions and 118 deletions
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@ -29,17 +29,18 @@
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#include "gl_load/gl_interface.h"
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#include "hwrenderer/data/shaderuniforms.h"
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#include "hwrenderer/scene/hw_viewpointuniforms.h"
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#include "hwrenderer/scene/hw_drawinfo.h"
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#include "gl_viewpointbuffer.h"
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static const int INITIAL_BUFFER_SIZE = 100; // 100 viewpoints per frame should nearly always be enough
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GLViewpointBuffer::GLViewpointBuffer()
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{
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mPersistent = screen->BuffersArePersistent();
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mBufferSize = INITIAL_BUFFER_SIZE;
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mBlockAlign = ((sizeof(HWViewpointUniforms) / gl.uniformblockalignment) + 1) * gl.uniformblockalignment;
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mBlockAlign = ((sizeof(HWViewpointUniforms) / screen->uniformblockalignment) + 1) * screen->uniformblockalignment;
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mByteSize = mBufferSize * mBlockAlign;
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Allocate();
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mBuffer = screen->CreateDataBuffer(VIEWPOINT_BINDINGPOINT, false);
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mBuffer->SetData(mByteSize, nullptr, false);
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Clear();
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mLastMappedIndex = UINT_MAX;
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mClipPlaneInfo.Push(0);
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@ -47,98 +48,32 @@ GLViewpointBuffer::GLViewpointBuffer()
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GLViewpointBuffer::~GLViewpointBuffer()
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{
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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glDeleteBuffers(1, &mBufferId);
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delete mBuffer;
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}
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void GLViewpointBuffer::Allocate()
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{
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glGenBuffers(1, &mBufferId);
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glBindBufferBase(GL_UNIFORM_BUFFER, VIEWPOINT_BINDINGPOINT, mBufferId);
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glBindBuffer(GL_UNIFORM_BUFFER, mBufferId); // Note: Some older AMD drivers don't do that in glBindBufferBase, as they should.
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if (mPersistent)
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{
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glBufferStorage(GL_UNIFORM_BUFFER, mByteSize, NULL, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
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mBufferPointer = glMapBufferRange(GL_UNIFORM_BUFFER, 0, mByteSize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
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}
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else
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{
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glBufferData(GL_UNIFORM_BUFFER, mByteSize, NULL, GL_STATIC_DRAW);
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mBufferPointer = NULL;
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}
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}
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void GLViewpointBuffer::CheckSize()
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{
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if (mUploadIndex >= mBufferSize)
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{
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// reallocate the buffer with twice the size
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unsigned int oldbuffer = mBufferId;
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mBufferSize *= 2;
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mByteSize *= 2;
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// first unmap the old buffer
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glBindBuffer(GL_UNIFORM_BUFFER, mBufferId);
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glUnmapBuffer(GL_UNIFORM_BUFFER);
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Allocate();
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glBindBuffer(GL_COPY_READ_BUFFER, oldbuffer);
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// copy contents and delete the old buffer.
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glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_UNIFORM_BUFFER, 0, 0, mByteSize / 2); // old size is half of the current one.
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glBindBuffer(GL_COPY_READ_BUFFER, 0);
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glDeleteBuffers(1, &oldbuffer);
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mBuffer->Resize(mByteSize);
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}
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}
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void GLViewpointBuffer::Map()
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{
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if (!mPersistent)
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{
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glBindBuffer(GL_UNIFORM_BUFFER, mBufferId);
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mBufferPointer = (float*)glMapBufferRange(GL_UNIFORM_BUFFER, 0, mByteSize, GL_MAP_WRITE_BIT);
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}
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}
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void GLViewpointBuffer::Unmap()
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{
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if (!mPersistent)
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{
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glBindBuffer(GL_UNIFORM_BUFFER, mBufferId);
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glUnmapBuffer(GL_UNIFORM_BUFFER);
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mBufferPointer = nullptr;
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}
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else
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{
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glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
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}
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}
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int GLViewpointBuffer::Bind(unsigned int index)
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int GLViewpointBuffer::Bind(HWDrawInfo *di, unsigned int index)
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{
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if (index != mLastMappedIndex)
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{
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mLastMappedIndex = index;
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glBindBufferRange(GL_UNIFORM_BUFFER, VIEWPOINT_BINDINGPOINT, mBufferId, index * mBlockAlign, mBlockAlign);
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// Update the viewpoint-related clip plane setting.
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if (!(gl.flags & RFL_NO_CLIP_PLANES))
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{
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if (mClipPlaneInfo[index])
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{
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glEnable(GL_CLIP_DISTANCE0);
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}
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else
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{
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glDisable(GL_CLIP_DISTANCE0);
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}
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}
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mBuffer->BindRange(index * mBlockAlign, mBlockAlign);
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di->EnableClipDistance(0, mClipPlaneInfo[index]);
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}
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return index;
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}
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void GLViewpointBuffer::Set2D(int width, int height)
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void GLViewpointBuffer::Set2D(HWDrawInfo *di, int width, int height)
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{
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if (width != m2DWidth || height != m2DHeight)
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{
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@ -146,25 +81,25 @@ void GLViewpointBuffer::Set2D(int width, int height)
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matrices.SetDefaults();
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matrices.mProjectionMatrix.ortho(0, width, height, 0, -1.0f, 1.0f);
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matrices.CalcDependencies();
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Map();
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memcpy(mBufferPointer, &matrices, sizeof(matrices));
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Unmap();
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mBuffer->Map();
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memcpy(mBuffer->Memory(), &matrices, sizeof(matrices));
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mBuffer->Unmap();
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m2DWidth = width;
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m2DHeight = height;
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mLastMappedIndex = -1;
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}
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Bind(0);
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Bind(di, 0);
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}
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int GLViewpointBuffer::SetViewpoint(HWViewpointUniforms *vp)
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int GLViewpointBuffer::SetViewpoint(HWDrawInfo *di, HWViewpointUniforms *vp)
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{
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CheckSize();
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Map();
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memcpy(((char*)mBufferPointer) + mUploadIndex * mBlockAlign, vp, sizeof(*vp));
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Unmap();
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mBuffer->Map();
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memcpy(((char*)mBuffer->Memory()) + mUploadIndex * mBlockAlign, vp, sizeof(*vp));
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mBuffer->Unmap();
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mClipPlaneInfo.Push(vp->mClipHeightDirection != 0.f || vp->mClipLine.X > -10000000.0f);
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return Bind(mUploadIndex++);
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return Bind(di, mUploadIndex++);
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}
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void GLViewpointBuffer::Clear()
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@ -1,37 +1,35 @@
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#include "tarray.h"
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#include "hwrenderer/data/buffers.h"
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struct HWViewpointUniforms;
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struct HWDrawInfo;
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class GLViewpointBuffer
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{
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unsigned int mBufferId;
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IDataBuffer *mBuffer;
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unsigned int mBufferSize;
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unsigned int mBlockAlign;
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unsigned int mUploadIndex;
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unsigned int mLastMappedIndex;
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unsigned int mByteSize;
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void * mBufferPointer;
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TArray<bool> mClipPlaneInfo;
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bool mPersistent;
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unsigned int m2DWidth = ~0u, m2DHeight = ~0u;
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unsigned int mBlockSize;
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void CheckSize();
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void Allocate();
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public:
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GLViewpointBuffer();
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~GLViewpointBuffer();
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void Clear();
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void Map();
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void Unmap();
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int Bind(unsigned int index);
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void Set2D(int width, int height);
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int SetViewpoint(HWViewpointUniforms *vp);
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int Bind(HWDrawInfo *di, unsigned int index);
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void Set2D(HWDrawInfo *di, int width, int height);
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int SetViewpoint(HWDrawInfo *di, HWViewpointUniforms *vp);
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unsigned int GetBlockSize() const { return mBlockSize; }
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};
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@ -418,9 +418,11 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
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FGLDebug::PushGroup("Draw2D");
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if (VRMode::GetVRMode(true)->mEyeCount == 1)
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mBuffers->BindCurrentFB();
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FDrawInfo di; // For access to the virtual interface. This should be placed elsewhere...
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const auto &mScreenViewport = screen->mScreenViewport;
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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GLRenderer->mViewpoints->Set2D(screen->GetWidth(), screen->GetHeight());
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GLRenderer->mViewpoints->Set2D(&di, screen->GetWidth(), screen->GetHeight());
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glDisable(GL_DEPTH_TEST);
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@ -263,7 +263,7 @@ void FDrawInfo::RenderPortal(HWPortal *p, bool usestencil)
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gp->DrawContents(new_di, gl_RenderState);
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new_di->EndDrawInfo();
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GLRenderer->mVBO->Bind(gl_RenderState);
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GLRenderer->mViewpoints->Bind(vpIndex);
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GLRenderer->mViewpoints->Bind(this, vpIndex);
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gp->RemoveStencil(this, gl_RenderState, usestencil);
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}
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@ -320,6 +320,21 @@ void FDrawInfo::SetCulling(int mode)
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}
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}
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void FDrawInfo::EnableClipDistance(int num, bool state)
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{
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// Update the viewpoint-related clip plane setting.
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if (!(gl.flags & RFL_NO_CLIP_PLANES))
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{
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if (state)
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{
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glEnable(GL_CLIP_DISTANCE0+num);
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}
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else
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{
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glDisable(GL_CLIP_DISTANCE0+num);
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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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bool multi = !!glIsEnabled(GL_MULTISAMPLE);
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GLRenderer->mViewpoints->Set2D(SCREENWIDTH, SCREENHEIGHT);
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GLRenderer->mViewpoints->Set2D(this, SCREENWIDTH, SCREENHEIGHT);
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gl_RenderState.SetColor(0, 0, 0);
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gl_RenderState.Apply();
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@ -54,12 +54,12 @@ struct FDrawInfo : public HWDrawInfo
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void EnableDrawBufferAttachments(bool on) override;
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void SetStencil(int offs, int op, int flags) override;
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void SetCulling(int mode) override;
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void EnableClipDistance(int num, bool state) override;
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void StartScene();
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void DrawSorted(int listindex);
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// These two may be moved to the API independent part of the renderer later.
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void AddSubsectorToPortal(FSectorPortalGroup *portal, subsector_t *sub) override;
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void CreateScene();
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@ -74,16 +74,5 @@ struct FDrawInfo : public HWDrawInfo
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static FDrawInfo *StartDrawInfo(FRenderViewpoint &parentvp, HWViewpointUniforms *uniforms);
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FDrawInfo *EndDrawInfo();
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void SetColor(int light, int rellight, const FColormap &cm, float alpha, bool weapon = false)
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{
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gl_RenderState.SetColor(light, rellight, isFullbrightScene(), cm, alpha, weapon);
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}
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void SetFog(int lightlevel, int rellight, const FColormap *cmap, bool isadditive)
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{
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gl_RenderState.SetFog(lightlevel, rellight, isFullbrightScene(), cmap, isadditive);
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}
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};
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#endif
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void FDrawInfo::ApplyVPUniforms()
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{
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VPUniforms.CalcDependencies();
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vpIndex = GLRenderer->mViewpoints->SetViewpoint(&VPUniforms);
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vpIndex = GLRenderer->mViewpoints->SetViewpoint(this, &VPUniforms);
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}
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GLRenderer->mBuffers->BindSceneFB(true);
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gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount());
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gl_RenderState.Apply();
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GLRenderer->mViewpoints->Bind(vpIndex);
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GLRenderer->mViewpoints->Bind(this, vpIndex);
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}
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// Handle all portals after rendering the opaque objects but before
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@ -329,7 +329,7 @@ void FDrawInfo::DrawEndScene2D(sector_t * viewsector)
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HWViewpointUniforms vp = VPUniforms;
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vp.mViewMatrix.loadIdentity();
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vp.mProjectionMatrix = vrmode->GetHUDSpriteProjection();
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GLRenderer->mViewpoints->SetViewpoint(&vp);
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GLRenderer->mViewpoints->SetViewpoint(this, &vp);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_MULTISAMPLE);
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@ -112,6 +112,7 @@ void OpenGLFrameBuffer::InitializeState()
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// Move some state to the framebuffer object for easier access.
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hwcaps = gl.flags;
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glslversion = gl.glslversion;
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uniformblockalignment = gl.uniformblockalignment;
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if (first)
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{
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@ -362,6 +362,7 @@ public:
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virtual void EnableDrawBufferAttachments(bool on) = 0;
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virtual void SetStencil(int offs, int op, int flags) = 0;
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virtual void SetCulling(int mode) = 0;
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virtual void EnableClipDistance(int num, bool state) = 0;
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};
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@ -365,11 +365,13 @@ protected:
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PalEntry SourcePalette[256]; // This is where unpaletted textures get their palette from
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public:
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int hwcaps = 0;
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// Hardware render state that needs to be exposed to the API independent part of the renderer. For ease of access this is stored in the base class.
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int hwcaps = 0; // Capability flags
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float glslversion = 0; // This is here so that the differences between old OpenGL and new OpenGL/Vulkan can be handled by platform independent code.
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int instack[2] = { 0,0 }; // this is globally maintained state for portal recursion avoidance.
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int stencilValue = 0; // Global stencil test value
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bool enable_quadbuffered = false;
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bool enable_quadbuffered = false; // Quad-buffered stereo available?
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unsigned int uniformblockalignment = 256; // Hardware dependent uniform buffer alignment.
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FPortalSceneState *mPortalState; // global portal state.
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FSkyVertexBuffer *mSkyData; // we need access to this in the device independent part, but cannot depend on how the renderer manages it internally.
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