mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
- allow the engine to run without sampler objects. This will create some overhead in the texture code, but that's still better than having to error out on those few systems where it may be an issue.
This commit is contained in:
parent
20d3a72307
commit
c786b65727
7 changed files with 140 additions and 45 deletions
|
@ -128,14 +128,15 @@ void gl_LoadExtensions()
|
|||
|
||||
gl.vendorstring = (char*)glGetString(GL_VENDOR);
|
||||
|
||||
if (gl.version < 3.3f && !CheckExtension("GL_ARB_sampler_objects"))
|
||||
{
|
||||
I_FatalError("'GL_ARB_sampler_objects' extension not found. Please update your graphics driver.");
|
||||
}
|
||||
if (CheckExtension("GL_ARB_texture_compression")) gl.flags|=RFL_TEXTURE_COMPRESSION;
|
||||
if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags|=RFL_TEXTURE_COMPRESSION_S3TC;
|
||||
if (!Args->CheckParm("-gl3"))
|
||||
{
|
||||
if (gl.version >= 3.3f || CheckExtension("GL_ARB_sampler_objects"))
|
||||
{
|
||||
gl.flags |= RFL_SAMPLER_OBJECTS;
|
||||
}
|
||||
|
||||
// don't use GL 4.x features when running in GL 3 emulation mode.
|
||||
if (CheckExtension("GL_ARB_buffer_storage"))
|
||||
{
|
||||
|
|
|
@ -10,7 +10,8 @@ enum RenderFlags
|
|||
RFL_TEXTURE_COMPRESSION_S3TC=2,
|
||||
|
||||
RFL_SHADER_STORAGE_BUFFER = 4,
|
||||
RFL_BUFFER_STORAGE = 8
|
||||
RFL_BUFFER_STORAGE = 8,
|
||||
RFL_SAMPLER_OBJECTS = 16
|
||||
};
|
||||
|
||||
enum TexMode
|
||||
|
|
|
@ -149,8 +149,8 @@ bool OpenGLFrameBuffer::WipeStartScreen(int type)
|
|||
|
||||
wipestartscreen = new FHardwareTexture(Width, Height, true);
|
||||
wipestartscreen->CreateTexture(NULL, Width, Height, 0, false, 0);
|
||||
GLRenderer->mSamplerManager->Bind(0, CLAMP_NOFILTER);
|
||||
GLRenderer->mSamplerManager->Bind(1, CLAMP_NONE);
|
||||
GLRenderer->mSamplerManager->Bind(0, CLAMP_NOFILTER, -1);
|
||||
GLRenderer->mSamplerManager->Bind(1, CLAMP_NONE, -1);
|
||||
glFinish();
|
||||
wipestartscreen->Bind(0, false, false);
|
||||
GLint readbuffer = 0;
|
||||
|
@ -176,7 +176,7 @@ void OpenGLFrameBuffer::WipeEndScreen()
|
|||
{
|
||||
wipeendscreen = new FHardwareTexture(Width, Height, true);
|
||||
wipeendscreen->CreateTexture(NULL, Width, Height, 0, false, 0);
|
||||
GLRenderer->mSamplerManager->Bind(0, CLAMP_NOFILTER);
|
||||
GLRenderer->mSamplerManager->Bind(0, CLAMP_NOFILTER, -1);
|
||||
glFinish();
|
||||
wipeendscreen->Bind(0, false, false);
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, Width, Height);
|
||||
|
|
|
@ -89,6 +89,7 @@ FGLTexture::FGLTexture(FTexture * tx, bool expandpatches)
|
|||
bHasColorkey = false;
|
||||
bIsTransparent = -1;
|
||||
bExpandFlag = expandpatches;
|
||||
lastSampler = 254;
|
||||
tex->gl_info.SystemTexture[expandpatches] = this;
|
||||
}
|
||||
|
||||
|
@ -278,7 +279,7 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
|
|||
if (translation <= 0) translation = -translation;
|
||||
else translation = GLTranslationPalette::GetInternalTranslation(translation);
|
||||
|
||||
bool needmipmap = (clampmode <= CLAMP_XY);
|
||||
bool needmipmap = (clampmode <= CLAMP_XY) || !(gl.flags & RFL_SAMPLER_OBJECTS);
|
||||
|
||||
FHardwareTexture *hwtex = CreateHwTexture();
|
||||
|
||||
|
@ -313,9 +314,10 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
|
|||
}
|
||||
delete[] buffer;
|
||||
}
|
||||
|
||||
if (!needmipmap) clampmode = CLAMP_XY_NOMIP;
|
||||
if (tex->bHasCanvas) static_cast<FCanvasTexture*>(tex)->NeedUpdate();
|
||||
GLRenderer->mSamplerManager->Bind(texunit, clampmode);
|
||||
if (lastSampler != clampmode)
|
||||
lastSampler = GLRenderer->mSamplerManager->Bind(texunit, clampmode, lastSampler);
|
||||
return hwtex;
|
||||
}
|
||||
return NULL;
|
||||
|
|
|
@ -65,6 +65,7 @@ private:
|
|||
|
||||
bool bHasColorkey; // only for hires
|
||||
bool bExpandFlag;
|
||||
BYTE lastSampler;
|
||||
|
||||
unsigned char * LoadHiresTexture(FTexture *hirescheck, int *width, int *height);
|
||||
|
||||
|
|
|
@ -44,69 +44,159 @@
|
|||
#include "gl/system/gl_cvars.h"
|
||||
#include "gl/renderer/gl_renderer.h"
|
||||
#include "gl_samplers.h"
|
||||
#include "gl_material.h"
|
||||
|
||||
extern TexFilter_s TexFilter[];
|
||||
|
||||
|
||||
FSamplerManager::FSamplerManager()
|
||||
{
|
||||
glGenSamplers(7, mSamplers);
|
||||
SetTextureFilterMode();
|
||||
glSamplerParameteri(mSamplers[5], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glSamplerParameteri(mSamplers[5], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glSamplerParameterf(mSamplers[5], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f);
|
||||
glSamplerParameterf(mSamplers[4], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f);
|
||||
glSamplerParameterf(mSamplers[6], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f);
|
||||
if (gl.flags & RFL_SAMPLER_OBJECTS)
|
||||
{
|
||||
glGenSamplers(7, mSamplers);
|
||||
SetTextureFilterMode();
|
||||
glSamplerParameteri(mSamplers[5], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glSamplerParameteri(mSamplers[5], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glSamplerParameterf(mSamplers[5], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f);
|
||||
glSamplerParameterf(mSamplers[4], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f);
|
||||
glSamplerParameterf(mSamplers[6], GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.f);
|
||||
|
||||
glSamplerParameteri(mSamplers[1], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glSamplerParameteri(mSamplers[2], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glSamplerParameteri(mSamplers[3], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glSamplerParameteri(mSamplers[3], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glSamplerParameteri(mSamplers[4], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glSamplerParameteri(mSamplers[4], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glSamplerParameteri(mSamplers[1], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glSamplerParameteri(mSamplers[2], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glSamplerParameteri(mSamplers[3], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glSamplerParameteri(mSamplers[3], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glSamplerParameteri(mSamplers[4], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glSamplerParameteri(mSamplers[4], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
FSamplerManager::~FSamplerManager()
|
||||
{
|
||||
UnbindAll();
|
||||
glDeleteSamplers(7, mSamplers);
|
||||
if (gl.flags & RFL_SAMPLER_OBJECTS)
|
||||
{
|
||||
UnbindAll();
|
||||
glDeleteSamplers(7, mSamplers);
|
||||
}
|
||||
}
|
||||
|
||||
void FSamplerManager::UnbindAll()
|
||||
{
|
||||
for (int i = 0; i < FHardwareTexture::MAX_TEXTURES; i++)
|
||||
if (gl.flags & RFL_SAMPLER_OBJECTS)
|
||||
{
|
||||
mLastBound[i] = 0;
|
||||
glBindSampler(i, 0);
|
||||
for (int i = 0; i < FHardwareTexture::MAX_TEXTURES; i++)
|
||||
{
|
||||
mLastBound[i] = 0;
|
||||
glBindSampler(i, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void FSamplerManager::Bind(int texunit, int num)
|
||||
BYTE FSamplerManager::Bind(int texunit, int num, int lastval)
|
||||
{
|
||||
unsigned int samp = mSamplers[num];
|
||||
//if (samp != mLastBound[texunit])
|
||||
if (gl.flags & RFL_SAMPLER_OBJECTS)
|
||||
{
|
||||
glBindSampler(texunit, samp);
|
||||
mLastBound[texunit] = samp;
|
||||
unsigned int samp = mSamplers[num];
|
||||
//if (samp != mLastBound[texunit])
|
||||
{
|
||||
glBindSampler(texunit, samp);
|
||||
mLastBound[texunit] = samp;
|
||||
return 255;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + texunit);
|
||||
switch (num)
|
||||
{
|
||||
case CLAMP_NONE:
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
if (lastval > CLAMP_XY_NOMIP)
|
||||
{
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
|
||||
}
|
||||
break;
|
||||
|
||||
case CLAMP_X:
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
if (lastval > CLAMP_XY_NOMIP)
|
||||
{
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
|
||||
}
|
||||
break;
|
||||
|
||||
case CLAMP_Y:
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
if (lastval > CLAMP_XY_NOMIP)
|
||||
{
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
|
||||
}
|
||||
break;
|
||||
|
||||
case CLAMP_XY_NOMIP:
|
||||
case CLAMP_XY:
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
if (lastval > CLAMP_XY_NOMIP)
|
||||
{
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
|
||||
}
|
||||
break;
|
||||
|
||||
case CLAMP_NOFILTER:
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
|
||||
break;
|
||||
|
||||
case CLAMP_CAMTEX:
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
|
||||
break;
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
return num;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void FSamplerManager::SetTextureFilterMode()
|
||||
{
|
||||
UnbindAll();
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
if (gl.flags & RFL_SAMPLER_OBJECTS)
|
||||
{
|
||||
glSamplerParameteri(mSamplers[i], GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
|
||||
glSamplerParameteri(mSamplers[i], GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
glSamplerParameterf(mSamplers[i], GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
|
||||
UnbindAll();
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
glSamplerParameteri(mSamplers[i], GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].minfilter);
|
||||
glSamplerParameteri(mSamplers[i], GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
glSamplerParameterf(mSamplers[i], GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_filter_anisotropic);
|
||||
}
|
||||
glSamplerParameteri(mSamplers[4], GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
glSamplerParameteri(mSamplers[4], GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
glSamplerParameteri(mSamplers[6], GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
glSamplerParameteri(mSamplers[6], GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
}
|
||||
else
|
||||
{
|
||||
GLRenderer->FlushTextures();
|
||||
}
|
||||
glSamplerParameteri(mSamplers[4], GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
glSamplerParameteri(mSamplers[4], GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
glSamplerParameteri(mSamplers[6], GL_TEXTURE_MIN_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
glSamplerParameteri(mSamplers[6], GL_TEXTURE_MAG_FILTER, TexFilter[gl_texture_filter].magfilter);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -17,7 +17,7 @@ public:
|
|||
FSamplerManager();
|
||||
~FSamplerManager();
|
||||
|
||||
void Bind(int texunit, int num);
|
||||
BYTE Bind(int texunit, int num, int lastval);
|
||||
void SetTextureFilterMode();
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue