This commit is contained in:
nashmuhandes 2016-08-20 22:50:57 +08:00
commit 87516e6f58
26 changed files with 782 additions and 220 deletions

View file

@ -826,6 +826,7 @@ set( FASTMATH_SOURCES
gl/shaders/gl_lensshader.cpp
gl/system/gl_interface.cpp
gl/system/gl_framebuffer.cpp
gl/system/gl_debug.cpp
gl/system/gl_menu.cpp
gl/system/gl_wipe.cpp
gl/system/gl_load.c

View file

@ -59,6 +59,7 @@
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
#include "gl/system/gl_debug.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/renderer/gl_renderbuffers.h"
@ -127,6 +128,8 @@ void FGLRenderer::BloomScene()
if (!gl_bloom || !FGLRenderBuffers::IsEnabled() || gl_fixedcolormap != CM_DEFAULT)
return;
FGLDebug::PushGroup("BloomScene");
FGLPostProcessState savedState;
const float blurAmount = gl_bloom_amount;
@ -196,6 +199,8 @@ void FGLRenderer::BloomScene()
mBloomCombineShader->BloomTexture.Set(0);
RenderScreenQuad();
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
FGLDebug::PopGroup();
}
//-----------------------------------------------------------------------------
@ -209,6 +214,8 @@ void FGLRenderer::TonemapScene()
if (gl_tonemap == 0 || !FGLRenderBuffers::IsEnabled())
return;
FGLDebug::PushGroup("TonemapScene");
FGLPostProcessState savedState;
mBuffers->BindNextFB();
@ -218,6 +225,8 @@ void FGLRenderer::TonemapScene()
mTonemapShader->Exposure.Set(mCameraExposure);
RenderScreenQuad();
mBuffers->NextTexture();
FGLDebug::PopGroup();
}
//-----------------------------------------------------------------------------
@ -231,6 +240,8 @@ void FGLRenderer::LensDistortScene()
if (gl_lens == 0 || !FGLRenderBuffers::IsEnabled())
return;
FGLDebug::PushGroup("LensDistortScene");
float k[4] =
{
gl_lens_k,
@ -272,6 +283,8 @@ void FGLRenderer::LensDistortScene()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
mBuffers->NextTexture();
FGLDebug::PopGroup();
}
//-----------------------------------------------------------------------------
@ -283,6 +296,7 @@ void FGLRenderer::LensDistortScene()
void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
{
m2DDrawer->Flush(); // draw all pending 2D stuff before copying the buffer
FGLDebug::PushGroup("CopyToBackbuffer");
if (FGLRenderBuffers::IsEnabled())
{
FGLPostProcessState savedState;
@ -327,6 +341,7 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
FGLPostProcessState savedState;
ClearBorders();
}
FGLDebug::PopGroup();
}
//-----------------------------------------------------------------------------

View file

@ -59,6 +59,7 @@ FGLPostProcessState::FGLPostProcessState()
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
glActiveTexture(GL_TEXTURE0);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
glBindTexture(GL_TEXTURE_2D, 0);
if (gl.flags & RFL_SAMPLER_OBJECTS)
{
glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding);
@ -117,8 +118,9 @@ FGLPostProcessState::~FGLPostProcessState()
glUseProgram(currentProgram);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureBinding);
glBindTexture(GL_TEXTURE_2D, 0);
if (gl.flags & RFL_SAMPLER_OBJECTS)
glBindSampler(0, samplerBinding);
glBindTexture(GL_TEXTURE_2D, textureBinding);
glActiveTexture(activeTex);
}

View file

@ -47,6 +47,7 @@
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
#include "gl/system/gl_debug.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_renderbuffers.h"
#include "w_wad.h"
@ -65,6 +66,7 @@ CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
FGLRenderBuffers::FGLRenderBuffers()
{
glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&mOutputFB);
glGetIntegerv(GL_MAX_SAMPLES, &mMaxSamples);
}
//==========================================================================
@ -147,7 +149,7 @@ void FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
if (width <= 0 || height <= 0)
I_FatalError("Requested invalid render buffer sizes: screen = %dx%d", width, height);
int samples = GetCvarSamples();
int samples = clamp((int)gl_multisample, 0, mMaxSamples);
GLint activeTex;
GLint textureBinding;
@ -177,7 +179,7 @@ void FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHei
mBloomHeight = sceneHeight;
}
glBindTexture(GL_TEXTURE_BINDING_2D, textureBinding);
glBindTexture(GL_TEXTURE_2D, textureBinding);
glActiveTexture(activeTex);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
@ -194,18 +196,18 @@ void FGLRenderBuffers::CreateScene(int width, int height, int samples)
ClearScene();
if (samples > 1)
mSceneMultisample = CreateRenderBuffer(GetHdrFormat(), samples, width, height);
mSceneMultisample = CreateRenderBuffer("SceneMultisample", GetHdrFormat(), samples, width, height);
if ((gl.flags & RFL_NO_DEPTHSTENCIL) != 0)
{
mSceneDepth = CreateRenderBuffer(GL_DEPTH_COMPONENT24, samples, width, height);
mSceneStencil = CreateRenderBuffer(GL_STENCIL_INDEX8, samples, width, height);
mSceneFB = CreateFrameBuffer(samples > 1 ? mSceneMultisample : mPipelineTexture[0], mSceneDepth, mSceneStencil, samples > 1);
mSceneDepth = CreateRenderBuffer("SceneDepth", GL_DEPTH_COMPONENT24, samples, width, height);
mSceneStencil = CreateRenderBuffer("SceneStencil", GL_STENCIL_INDEX8, samples, width, height);
mSceneFB = CreateFrameBuffer("SceneFB", samples > 1 ? mSceneMultisample : mPipelineTexture[0], mSceneDepth, mSceneStencil, samples > 1);
}
else
{
mSceneDepthStencil = CreateRenderBuffer(GL_DEPTH24_STENCIL8, samples, width, height);
mSceneFB = CreateFrameBuffer(samples > 1 ? mSceneMultisample : mPipelineTexture[0], mSceneDepthStencil, samples > 1);
mSceneDepthStencil = CreateRenderBuffer("SceneDepthStencil", GL_DEPTH24_STENCIL8, samples, width, height);
mSceneFB = CreateFrameBuffer("SceneFB", samples > 1 ? mSceneMultisample : mPipelineTexture[0], mSceneDepthStencil, samples > 1);
}
}
@ -221,8 +223,8 @@ void FGLRenderBuffers::CreatePipeline(int width, int height)
for (int i = 0; i < NumPipelineTextures; i++)
{
mPipelineTexture[i] = Create2DTexture(GetHdrFormat(), width, height);
mPipelineFB[i] = CreateFrameBuffer(mPipelineTexture[i]);
mPipelineTexture[i] = Create2DTexture("PipelineTexture", GetHdrFormat(), width, height);
mPipelineFB[i] = CreateFrameBuffer("PipelineFB", mPipelineTexture[i]);
}
}
@ -248,10 +250,10 @@ void FGLRenderBuffers::CreateBloom(int width, int height)
level.Width = MAX(bloomWidth / 2, 1);
level.Height = MAX(bloomHeight / 2, 1);
level.VTexture = Create2DTexture(GetHdrFormat(), level.Width, level.Height);
level.HTexture = Create2DTexture(GetHdrFormat(), level.Width, level.Height);
level.VFramebuffer = CreateFrameBuffer(level.VTexture);
level.HFramebuffer = CreateFrameBuffer(level.HTexture);
level.VTexture = Create2DTexture("Bloom.VTexture", GetHdrFormat(), level.Width, level.Height);
level.HTexture = Create2DTexture("Bloom.HTexture", GetHdrFormat(), level.Width, level.Height);
level.VFramebuffer = CreateFrameBuffer("Bloom.VFramebuffer", level.VTexture);
level.HFramebuffer = CreateFrameBuffer("Bloom.HFramebuffer", level.HTexture);
bloomWidth = level.Width;
bloomHeight = level.Height;
@ -269,37 +271,19 @@ GLuint FGLRenderBuffers::GetHdrFormat()
return ((gl.flags & RFL_NO_RGBA16F) != 0) ? GL_RGBA8 : GL_RGBA16;
}
//==========================================================================
//
// Converts the CVAR multisample value into a valid level for OpenGL
//
//==========================================================================
int FGLRenderBuffers::GetCvarSamples()
{
int maxSamples = 0;
glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
int samples = clamp((int)gl_multisample, 0, maxSamples);
int count;
for (count = 0; samples > 0; count++)
samples >>= 1;
return count;
}
//==========================================================================
//
// Creates a 2D texture defaulting to linear filtering and clamp to edge
//
//==========================================================================
GLuint FGLRenderBuffers::Create2DTexture(GLuint format, int width, int height)
GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int width, int height)
{
GLuint type = (format == GL_RGBA16) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE;
GLuint handle = 0;
glGenTextures(1, &handle);
glBindTexture(GL_TEXTURE_2D, handle);
FGLDebug::LabelObject(GL_TEXTURE, handle, name);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, GL_RGBA, type, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@ -314,23 +298,25 @@ GLuint FGLRenderBuffers::Create2DTexture(GLuint format, int width, int height)
//
//==========================================================================
GLuint FGLRenderBuffers::CreateRenderBuffer(GLuint format, int width, int height)
GLuint FGLRenderBuffers::CreateRenderBuffer(const FString &name, GLuint format, int width, int height)
{
GLuint handle = 0;
glGenRenderbuffers(1, &handle);
glBindRenderbuffer(GL_RENDERBUFFER, handle);
FGLDebug::LabelObject(GL_RENDERBUFFER, handle, name);
glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
return handle;
}
GLuint FGLRenderBuffers::CreateRenderBuffer(GLuint format, int samples, int width, int height)
GLuint FGLRenderBuffers::CreateRenderBuffer(const FString &name, GLuint format, int samples, int width, int height)
{
if (samples <= 1)
return CreateRenderBuffer(format, width, height);
return CreateRenderBuffer(name, format, width, height);
GLuint handle = 0;
glGenRenderbuffers(1, &handle);
glBindRenderbuffer(GL_RENDERBUFFER, handle);
FGLDebug::LabelObject(GL_RENDERBUFFER, handle, name);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, format, width, height);
return handle;
}
@ -341,37 +327,40 @@ GLuint FGLRenderBuffers::CreateRenderBuffer(GLuint format, int samples, int widt
//
//==========================================================================
GLuint FGLRenderBuffers::CreateFrameBuffer(GLuint colorbuffer)
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer)
{
GLuint handle = 0;
glGenFramebuffers(1, &handle);
glBindFramebuffer(GL_FRAMEBUFFER, handle);
FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
CheckFrameBufferCompleteness();
ClearFrameBuffer();
ClearFrameBuffer(false, false);
return handle;
}
GLuint FGLRenderBuffers::CreateFrameBuffer(GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer)
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer)
{
GLuint handle = 0;
glGenFramebuffers(1, &handle);
glBindFramebuffer(GL_FRAMEBUFFER, handle);
FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
if (colorIsARenderBuffer)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer);
else
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorbuffer, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthstencil);
CheckFrameBufferCompleteness();
ClearFrameBuffer();
ClearFrameBuffer(true, true);
return handle;
}
GLuint FGLRenderBuffers::CreateFrameBuffer(GLuint colorbuffer, GLuint depth, GLuint stencil, bool colorIsARenderBuffer)
GLuint FGLRenderBuffers::CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depth, GLuint stencil, bool colorIsARenderBuffer)
{
GLuint handle = 0;
glGenFramebuffers(1, &handle);
glBindFramebuffer(GL_FRAMEBUFFER, handle);
FGLDebug::LabelObject(GL_FRAMEBUFFER, handle, name);
if (colorIsARenderBuffer)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorbuffer);
else
@ -379,7 +368,7 @@ GLuint FGLRenderBuffers::CreateFrameBuffer(GLuint colorbuffer, GLuint depth, GLu
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil);
CheckFrameBufferCompleteness();
ClearFrameBuffer();
ClearFrameBuffer(true, true);
return handle;
}
@ -417,7 +406,7 @@ void FGLRenderBuffers::CheckFrameBufferCompleteness()
//
//==========================================================================
void FGLRenderBuffers::ClearFrameBuffer()
void FGLRenderBuffers::ClearFrameBuffer(bool stencil, bool depth)
{
GLboolean scissorEnabled;
GLint stencilValue;
@ -429,7 +418,12 @@ void FGLRenderBuffers::ClearFrameBuffer()
glClearColor(0.0, 0.0, 0.0, 0.0);
glClearDepth(0.0);
glClearStencil(0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
GLenum flags = GL_COLOR_BUFFER_BIT;
if (stencil)
flags |= GL_STENCIL_BUFFER_BIT;
if (depth)
flags |= GL_DEPTH_BUFFER_BIT;
glClear(flags);
glClearStencil(stencilValue);
glClearDepth(depthValue);
if (scissorEnabled)
@ -452,6 +446,13 @@ void FGLRenderBuffers::BlitSceneToTexture()
glBindFramebuffer(GL_READ_FRAMEBUFFER, mSceneFB);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture]);
glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0)
{
GLenum attachments[2] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_STENCIL_ATTACHMENT };
glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 2, attachments);
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}

View file

@ -47,24 +47,24 @@ private:
void CreateScene(int width, int height, int samples);
void CreatePipeline(int width, int height);
void CreateBloom(int width, int height);
GLuint Create2DTexture(GLuint format, int width, int height);
GLuint CreateRenderBuffer(GLuint format, int width, int height);
GLuint CreateRenderBuffer(GLuint format, int samples, int width, int height);
GLuint CreateFrameBuffer(GLuint colorbuffer);
GLuint CreateFrameBuffer(GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer);
GLuint CreateFrameBuffer(GLuint colorbuffer, GLuint depth, GLuint stencil, bool colorIsARenderBuffer);
GLuint Create2DTexture(const FString &name, GLuint format, int width, int height);
GLuint CreateRenderBuffer(const FString &name, GLuint format, int width, int height);
GLuint CreateRenderBuffer(const FString &name, GLuint format, int samples, int width, int height);
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer);
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depthstencil, bool colorIsARenderBuffer);
GLuint CreateFrameBuffer(const FString &name, GLuint colorbuffer, GLuint depth, GLuint stencil, bool colorIsARenderBuffer);
void CheckFrameBufferCompleteness();
void ClearFrameBuffer();
void ClearFrameBuffer(bool stencil, bool depth);
void DeleteTexture(GLuint &handle);
void DeleteRenderBuffer(GLuint &handle);
void DeleteFrameBuffer(GLuint &handle);
int GetCvarSamples();
GLuint GetHdrFormat();
int mWidth = 0;
int mHeight = 0;
int mSamples = 0;
int mMaxSamples = 0;
int mBloomWidth = 0;
int mBloomHeight = 0;

View file

@ -54,6 +54,7 @@
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
#include "gl/system/gl_cvars.h"
#include "gl/system/gl_debug.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_lightdata.h"
#include "gl/renderer/gl_renderstate.h"
@ -131,6 +132,7 @@ void FGLRenderer::Initialize(int width, int height)
{
glGenVertexArrays(1, &mVAOID);
glBindVertexArray(mVAOID);
FGLDebug::LabelObject(GL_VERTEX_ARRAY, mVAOID, "FGLRenderer.mVAOID");
}
else mVAOID = 0;
@ -366,9 +368,13 @@ void FGLRenderer::FlushTextures()
bool FGLRenderer::StartOffscreen()
{
if (mFBID == 0) glGenFramebuffers(1, &mFBID);
bool firstBind = (mFBID == 0);
if (mFBID == 0)
glGenFramebuffers(1, &mFBID);
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &mOldFBID);
glBindFramebuffer(GL_FRAMEBUFFER, mFBID);
if (firstBind)
FGLDebug::LabelObject(GL_FRAMEBUFFER, mFBID, "OffscreenFB");
return true;
}

View file

@ -174,19 +174,19 @@ void FGLRenderer::Set3DViewport(bool mainview)
mBuffers->BindSceneFB();
}
// Always clear all buffers with scissor test disabled.
// This is faster on newer hardware because it allows the GPU to skip
// reading from slower memory where the full buffers are stored.
glDisable(GL_SCISSOR_TEST);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
const auto &bounds = mSceneViewport;
glViewport(bounds.left, bounds.top, bounds.width, bounds.height);
glScissor(bounds.left, bounds.top, bounds.width, bounds.height);
glEnable(GL_SCISSOR_TEST);
#ifdef _DEBUG
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
#else
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
#endif
glEnable(GL_MULTISAMPLE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);

View file

@ -50,6 +50,7 @@
#include "cmdlib.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_debug.h"
#include "gl/data/gl_data.h"
#include "gl/data/gl_matrix.h"
#include "gl/renderer/gl_renderer.h"
@ -179,6 +180,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
hVertProg = glCreateShader(GL_VERTEX_SHADER);
hFragProg = glCreateShader(GL_FRAGMENT_SHADER);
FGLDebug::LabelObject(GL_SHADER, hVertProg, vert_prog_lump);
FGLDebug::LabelObject(GL_SHADER, hFragProg, frag_prog_lump);
int vp_size = (int)vp_comb.Len();
int fp_size = (int)fp_comb.Len();
@ -193,6 +196,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
glCompileShader(hFragProg);
hShader = glCreateProgram();
FGLDebug::LabelObject(GL_PROGRAM, hShader, name);
glAttachShader(hShader, hVertProg);
glAttachShader(hShader, hFragProg);

View file

@ -46,6 +46,7 @@
#include "vectors.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_cvars.h"
#include "gl/system/gl_debug.h"
#include "gl/shaders/gl_shaderprogram.h"
#include "w_wad.h"
#include "i_system.h"
@ -107,6 +108,8 @@ void FShaderProgram::Compile(ShaderType type, const char *name, const FString &c
const auto &handle = mShaders[type];
FGLDebug::LabelObject(GL_SHADER, handle, name);
FString patchedCode = PatchShader(type, code, defines, maxGlslVersion);
int lengths[1] = { (int)patchedCode.Len() };
const char *sources[1] = { patchedCode.GetChars() };
@ -147,6 +150,7 @@ void FShaderProgram::SetFragDataLocation(int index, const char *name)
void FShaderProgram::Link(const char *name)
{
FGLDebug::LabelObject(GL_PROGRAM, mProgram, name);
glLinkProgram(mProgram);
GLint status = 0;

View file

@ -54,4 +54,7 @@ EXTERN_CVAR(Float, gl_lens_k)
EXTERN_CVAR(Float, gl_lens_kcube)
EXTERN_CVAR(Float, gl_lens_chromatic)
EXTERN_CVAR(Int, gl_debug_level)
EXTERN_CVAR(Bool, gl_debug_breakpoint)
#endif // _GL_INTERN_H

340
src/gl/system/gl_debug.cpp Normal file
View file

@ -0,0 +1,340 @@
/*
** gl_debig.cpp
** OpenGL debugging support functions
**
**---------------------------------------------------------------------------
** Copyright 2016 Magnus Norddahl
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
** covered by the terms of the GNU Lesser General Public License as published
** by the Free Software Foundation; either version 2.1 of the License, or (at
** your option) any later version.
** 5. Full disclosure of the entire project's source code, except for third
** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "templates.h"
#include "gl/system/gl_system.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_debug.h"
#include <set>
#ifndef _MSC_VER
#include <signal.h>
#endif
CVAR(Int, gl_debug_level, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
CVAR(Bool, gl_debug_breakpoint, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
//-----------------------------------------------------------------------------
//
// Updates OpenGL debugging state
//
//-----------------------------------------------------------------------------
void FGLDebug::Update()
{
SetupBreakpointMode();
UpdateLoggingLevel();
OutputMessageLog();
}
//-----------------------------------------------------------------------------
//
// Label objects so they are referenced by name in debug messages and in
// OpenGL debuggers (renderdoc)
//
//-----------------------------------------------------------------------------
void FGLDebug::LabelObject(GLenum type, GLuint handle, const FString &name)
{
if (gl_debug_level != 0)
{
glObjectLabel(type, handle, (GLsizei)name.Len(), name.GetChars());
}
}
void FGLDebug::LabelObjectPtr(void *ptr, const FString &name)
{
if (gl_debug_level != 0)
{
glObjectPtrLabel(ptr, (GLsizei)name.Len(), name.GetChars());
}
}
//-----------------------------------------------------------------------------
//
// Marks which render pass/group is executing commands so that debuggers can
// display this information
//
//-----------------------------------------------------------------------------
void FGLDebug::PushGroup(const FString &name)
{
if (gl_debug_level != 0)
{
glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, (GLsizei)name.Len(), name.GetChars());
}
}
void FGLDebug::PopGroup()
{
if (gl_debug_level != 0)
{
glPopDebugGroup();
}
}
//-----------------------------------------------------------------------------
//
// Turns on synchronous debugging on and off based on gl_debug_breakpoint
//
// Allows getting the debugger to break exactly at the OpenGL function emitting
// a message.
//
//-----------------------------------------------------------------------------
void FGLDebug::SetupBreakpointMode()
{
if (mBreakpointMode != gl_debug_breakpoint)
{
if (gl_debug_breakpoint)
{
glDebugMessageCallback(&FGLDebug::DebugCallback, this);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
}
else
{
glDebugMessageCallback(nullptr, nullptr);
glDisable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
}
mBreakpointMode = gl_debug_breakpoint;
}
}
//-----------------------------------------------------------------------------
//
// Tells OpenGL which debug messages we are interested in
//
//-----------------------------------------------------------------------------
void FGLDebug::UpdateLoggingLevel()
{
int level = gl_debug_level;
if (level != mCurrentLevel)
{
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_HIGH, 0, nullptr, level > 0);
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM, 0, nullptr, level > 1);
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW, 0, nullptr, level > 2);
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_NOTIFICATION, 0, nullptr, level > 3);
mCurrentLevel = level;
}
}
//-----------------------------------------------------------------------------
//
// The log may already contain entries for a debug level we are no longer
// interested in..
//
//-----------------------------------------------------------------------------
bool FGLDebug::IsFilteredByDebugLevel(GLenum severity)
{
int severityLevel = 0;
switch (severity)
{
case GL_DEBUG_SEVERITY_HIGH: severityLevel = 1; break;
case GL_DEBUG_SEVERITY_MEDIUM: severityLevel = 2; break;
case GL_DEBUG_SEVERITY_LOW: severityLevel = 3; break;
case GL_DEBUG_SEVERITY_NOTIFICATION: severityLevel = 4; break;
}
return severityLevel > (int)gl_debug_level;
}
//-----------------------------------------------------------------------------
//
// Prints all logged messages to the console
//
//-----------------------------------------------------------------------------
void FGLDebug::OutputMessageLog()
{
if (mCurrentLevel <= 0)
return;
GLint maxDebugMessageLength = 0;
glGetIntegerv(GL_MAX_DEBUG_MESSAGE_LENGTH, &maxDebugMessageLength);
const int maxMessages = 50;
const int messageLogSize = maxMessages * maxDebugMessageLength;
TArray<GLenum> sources, types, severities;
TArray<GLuint> ids;
TArray<GLsizei> lengths;
TArray<GLchar> messageLog;
sources.Resize(maxMessages);
types.Resize(maxMessages);
severities.Resize(maxMessages);
ids.Resize(maxMessages);
lengths.Resize(maxMessages);
messageLog.Resize(messageLogSize);
while (true)
{
GLuint numMessages = glGetDebugMessageLog(maxMessages, messageLogSize, &sources[0], &types[0], &ids[0], &severities[0], &lengths[0], &messageLog[0]);
if (numMessages <= 0) break;
GLsizei offset = 0;
for (GLuint i = 0; i < numMessages; i++)
{
if (!IsFilteredByDebugLevel(severities[i]))
PrintMessage(sources[i], types[i], ids[i], severities[i], lengths[i], &messageLog[offset]);
offset += lengths[i];
}
}
}
//-----------------------------------------------------------------------------
//
// Print a single message to the console
//
//-----------------------------------------------------------------------------
void FGLDebug::PrintMessage(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message)
{
if (type == GL_DEBUG_TYPE_PUSH_GROUP || type == GL_DEBUG_TYPE_POP_GROUP)
return;
const int maxMessages = 50;
static int messagesPrinted = 0;
if (messagesPrinted > maxMessages)
return;
FString msg(message, length);
static std::set<std::string> seenMessages;
bool alreadySeen = !seenMessages.insert(msg.GetChars()).second;
if (alreadySeen)
return;
messagesPrinted++;
if (messagesPrinted == maxMessages)
{
Printf("Max OpenGL debug messages reached. Suppressing further output.\n");
}
else if (messagesPrinted < maxMessages)
{
FString sourceStr = SourceToString(source);
FString typeStr = TypeToString(type);
FString severityStr = SeverityToString(severity);
if (type != GL_DEBUG_TYPE_OTHER)
Printf("[%s] %s, %s: %s\n", sourceStr.GetChars(), severityStr.GetChars(), typeStr.GetChars(), msg.GetChars());
else
Printf("[%s] %s: %s\n", sourceStr.GetChars(), severityStr.GetChars(), msg.GetChars());
}
}
//-----------------------------------------------------------------------------
//
// OpenGL callback function used when synchronous debugging is enabled
//
//-----------------------------------------------------------------------------
void FGLDebug::DebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
{
if (IsFilteredByDebugLevel(severity))
return;
PrintMessage(source, type, id, severity, length, message);
if (severity != GL_DEBUG_SEVERITY_NOTIFICATION)
{
#ifdef _MSC_VER
DebugBreak();
#else
raise(SIGTRAP);
#endif
}
}
//-----------------------------------------------------------------------------
//
// Enum to string helpers
//
//-----------------------------------------------------------------------------
FString FGLDebug::SourceToString(GLenum source)
{
FString s;
switch (source)
{
case GL_DEBUG_SOURCE_API: s = "api"; break;
case GL_DEBUG_SOURCE_WINDOW_SYSTEM: s = "window system"; break;
case GL_DEBUG_SOURCE_SHADER_COMPILER: s = "shader compiler"; break;
case GL_DEBUG_SOURCE_THIRD_PARTY: s = "third party"; break;
case GL_DEBUG_SOURCE_APPLICATION: s = "application"; break;
case GL_DEBUG_SOURCE_OTHER: s = "other"; break;
default: s.Format("%d", (int)source);
}
return s;
}
FString FGLDebug::TypeToString(GLenum type)
{
FString s;
switch (type)
{
case GL_DEBUG_TYPE_ERROR: s = "error"; break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: s = "deprecated"; break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: s = "undefined"; break;
case GL_DEBUG_TYPE_PORTABILITY: s = "portability"; break;
case GL_DEBUG_TYPE_PERFORMANCE: s = "performance"; break;
case GL_DEBUG_TYPE_MARKER: s = "marker"; break;
case GL_DEBUG_TYPE_PUSH_GROUP: s = "push group"; break;
case GL_DEBUG_TYPE_POP_GROUP: s = "pop group"; break;
case GL_DEBUG_TYPE_OTHER: s = "other"; break;
default: s.Format("%d", (int)type);
}
return s;
}
FString FGLDebug::SeverityToString(GLenum severity)
{
FString s;
switch (severity)
{
case GL_DEBUG_SEVERITY_LOW: s = "low severity"; break;
case GL_DEBUG_SEVERITY_MEDIUM: s = "medium severity"; break;
case GL_DEBUG_SEVERITY_HIGH: s = "high severity"; break;
case GL_DEBUG_SEVERITY_NOTIFICATION: s = "notification"; break;
default: s.Format("%d", (int)severity);
}
return s;
}

38
src/gl/system/gl_debug.h Normal file
View file

@ -0,0 +1,38 @@
#ifndef __GL_DEBUG_H
#define __GL_DEBUG_H
#include <string.h>
#include "gl/system/gl_interface.h"
#include "c_cvars.h"
#include "r_defs.h"
class FGLDebug
{
public:
void Update();
static void LabelObject(GLenum type, GLuint handle, const FString &name);
static void LabelObjectPtr(void *ptr, const FString &name);
static void PushGroup(const FString &name);
static void PopGroup();
private:
void SetupBreakpointMode();
void UpdateLoggingLevel();
void OutputMessageLog();
static bool IsFilteredByDebugLevel(GLenum severity);
static void PrintMessage(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message);
static void APIENTRY DebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam);
static FString SourceToString(GLenum source);
static FString TypeToString(GLenum type);
static FString SeverityToString(GLenum severity);
GLenum mCurrentLevel = 0;
bool mBreakpointMode = false;
};
#endif

View file

@ -12,3 +12,5 @@ EXT_framebuffer_object
EXT_texture_compression_s3tc
EXT_texture_filter_anisotropic
EXT_texture_sRGB
KHR_debug
ARB_invalidate_subdata

View file

@ -65,6 +65,7 @@
#include "gl/utility/gl_templates.h"
#include "gl/gl_functions.h"
#include "gl/renderer/gl_2ddrawer.h"
#include "gl_debug.h"
IMPLEMENT_CLASS(OpenGLFrameBuffer)
EXTERN_CVAR (Float, vid_brightness)
@ -105,6 +106,8 @@ OpenGLFrameBuffer::OpenGLFrameBuffer(void *hMonitor, int width, int height, int
LastCamera = NULL;
InitializeState();
mDebug = std::make_shared<FGLDebug>();
mDebug->Update();
gl_SetupMenu();
gl_GenerateGlobalBrightmapFromColormap();
DoSetGamma();
@ -219,6 +222,7 @@ void OpenGLFrameBuffer::Swap()
Finish.Unclock();
swapped = true;
FHardwareTexture::UnbindAll();
mDebug->Update();
}
//===========================================================================

View file

@ -6,8 +6,11 @@
#include "win32gliface.h"
#endif
#include <memory>
class FHardwareTexture;
class FSimpleVertexBuffer;
class FGLDebug;
extern long gl_frameMS;
extern long gl_frameCount;
@ -117,6 +120,8 @@ private:
bool HWGammaActive = false;
std::shared_ptr<FGLDebug> mDebug;
public:
AActor * LastCamera;
int palette_brightness;

View file

@ -244,6 +244,8 @@ void gl_LoadExtensions()
gl.buffermethod = BM_PERSISTENT;
}
if (gl.version >= 4.3f || CheckExtension("GL_ARB_invalidate_subdata")) gl.flags |= RFL_INVALIDATE_BUFFER;
const char *lm = Args->CheckValue("-lightmethod");
if (lm != NULL)
{

View file

@ -23,7 +23,9 @@ enum RenderFlags
RFL_NO_RGBA16F = 32,
RFL_NO_DEPTHSTENCIL = 64,
RFL_NO_CLIP_PLANES = 128
RFL_NO_CLIP_PLANES = 128,
RFL_INVALIDATE_BUFFER = 256
};
enum TexMode

View file

@ -87,15 +87,37 @@ static PROC WinGetProcAddress(const char *name)
#endif
#endif
int ogl_ext_ARB_texture_compression = ogl_LOAD_FAILED;
int ogl_ext_EXT_texture_compression_s3tc = ogl_LOAD_FAILED;
int ogl_ext_APPLE_client_storage = ogl_LOAD_FAILED;
int ogl_ext_ARB_buffer_storage = ogl_LOAD_FAILED;
int ogl_ext_ARB_shader_storage_buffer_object = ogl_LOAD_FAILED;
int ogl_ext_EXT_texture_sRGB = ogl_LOAD_FAILED;
int ogl_ext_EXT_texture_filter_anisotropic = ogl_LOAD_FAILED;
int ogl_ext_EXT_framebuffer_object = ogl_LOAD_FAILED;
int ogl_ext_APPLE_client_storage = ogl_LOAD_FAILED;
int ogl_ext_ARB_texture_compression = ogl_LOAD_FAILED;
int ogl_ext_ARB_texture_rectangle = ogl_LOAD_FAILED;
int ogl_ext_EXT_framebuffer_object = ogl_LOAD_FAILED;
int ogl_ext_EXT_texture_compression_s3tc = ogl_LOAD_FAILED;
int ogl_ext_EXT_texture_filter_anisotropic = ogl_LOAD_FAILED;
int ogl_ext_EXT_texture_sRGB = ogl_LOAD_FAILED;
int ogl_ext_KHR_debug = ogl_LOAD_FAILED;
int ogl_ext_ARB_invalidate_subdata = ogl_LOAD_FAILED;
void (CODEGEN_FUNCPTR *_ptrc_glBufferStorage)(GLenum target, GLsizeiptr size, const void * data, GLbitfield flags) = NULL;
static int Load_ARB_buffer_storage(void)
{
int numFailed = 0;
_ptrc_glBufferStorage = (void (CODEGEN_FUNCPTR *)(GLenum, GLsizeiptr, const void *, GLbitfield))IntGetProcAddress("glBufferStorage");
if(!_ptrc_glBufferStorage) numFailed++;
return numFailed;
}
void (CODEGEN_FUNCPTR *_ptrc_glShaderStorageBlockBinding)(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding) = NULL;
static int Load_ARB_shader_storage_buffer_object(void)
{
int numFailed = 0;
_ptrc_glShaderStorageBlockBinding = (void (CODEGEN_FUNCPTR *)(GLuint, GLuint, GLuint))IntGetProcAddress("glShaderStorageBlockBinding");
if(!_ptrc_glShaderStorageBlockBinding) numFailed++;
return numFailed;
}
void (CODEGEN_FUNCPTR *_ptrc_glCompressedTexImage1DARB)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void * data) = NULL;
void (CODEGEN_FUNCPTR *_ptrc_glCompressedTexImage2DARB)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void * data) = NULL;
@ -125,26 +147,6 @@ static int Load_ARB_texture_compression(void)
return numFailed;
}
void (CODEGEN_FUNCPTR *_ptrc_glBufferStorage)(GLenum target, GLsizeiptr size, const void * data, GLbitfield flags) = NULL;
static int Load_ARB_buffer_storage(void)
{
int numFailed = 0;
_ptrc_glBufferStorage = (void (CODEGEN_FUNCPTR *)(GLenum, GLsizeiptr, const void *, GLbitfield))IntGetProcAddress("glBufferStorage");
if(!_ptrc_glBufferStorage) numFailed++;
return numFailed;
}
void (CODEGEN_FUNCPTR *_ptrc_glShaderStorageBlockBinding)(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding) = NULL;
static int Load_ARB_shader_storage_buffer_object(void)
{
int numFailed = 0;
_ptrc_glShaderStorageBlockBinding = (void (CODEGEN_FUNCPTR *)(GLuint, GLuint, GLuint))IntGetProcAddress("glShaderStorageBlockBinding");
if(!_ptrc_glShaderStorageBlockBinding) numFailed++;
return numFailed;
}
void (CODEGEN_FUNCPTR *_ptrc_glBindFramebufferEXT)(GLenum target, GLuint framebuffer) = NULL;
void (CODEGEN_FUNCPTR *_ptrc_glBindRenderbufferEXT)(GLenum target, GLuint renderbuffer) = NULL;
GLenum (CODEGEN_FUNCPTR *_ptrc_glCheckFramebufferStatusEXT)(GLenum target) = NULL;
@ -203,6 +205,71 @@ static int Load_EXT_framebuffer_object(void)
return numFailed;
}
void (CODEGEN_FUNCPTR *_ptrc_glDebugMessageCallback)(GLDEBUGPROC callback, const void * userParam) = NULL;
void (CODEGEN_FUNCPTR *_ptrc_glDebugMessageControl)(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint * ids, GLboolean enabled) = NULL;
void (CODEGEN_FUNCPTR *_ptrc_glDebugMessageInsert)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar * buf) = NULL;
GLuint (CODEGEN_FUNCPTR *_ptrc_glGetDebugMessageLog)(GLuint count, GLsizei bufSize, GLenum * sources, GLenum * types, GLuint * ids, GLenum * severities, GLsizei * lengths, GLchar * messageLog) = NULL;
void (CODEGEN_FUNCPTR *_ptrc_glGetObjectLabel)(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei * length, GLchar * label) = NULL;
void (CODEGEN_FUNCPTR *_ptrc_glGetObjectPtrLabel)(const void * ptr, GLsizei bufSize, GLsizei * length, GLchar * label) = NULL;
void (CODEGEN_FUNCPTR *_ptrc_glGetPointerv)(GLenum pname, void ** params) = NULL;
void (CODEGEN_FUNCPTR *_ptrc_glObjectLabel)(GLenum identifier, GLuint name, GLsizei length, const GLchar * label) = NULL;
void (CODEGEN_FUNCPTR *_ptrc_glObjectPtrLabel)(const void * ptr, GLsizei length, const GLchar * label) = NULL;
void (CODEGEN_FUNCPTR *_ptrc_glPopDebugGroup)(void) = NULL;
void (CODEGEN_FUNCPTR *_ptrc_glPushDebugGroup)(GLenum source, GLuint id, GLsizei length, const GLchar * message) = NULL;
static int Load_KHR_debug(void)
{
int numFailed = 0;
_ptrc_glDebugMessageCallback = (void (CODEGEN_FUNCPTR *)(GLDEBUGPROC, const void *))IntGetProcAddress("glDebugMessageCallback");
if(!_ptrc_glDebugMessageCallback) numFailed++;
_ptrc_glDebugMessageControl = (void (CODEGEN_FUNCPTR *)(GLenum, GLenum, GLenum, GLsizei, const GLuint *, GLboolean))IntGetProcAddress("glDebugMessageControl");
if(!_ptrc_glDebugMessageControl) numFailed++;
_ptrc_glDebugMessageInsert = (void (CODEGEN_FUNCPTR *)(GLenum, GLenum, GLuint, GLenum, GLsizei, const GLchar *))IntGetProcAddress("glDebugMessageInsert");
if(!_ptrc_glDebugMessageInsert) numFailed++;
_ptrc_glGetDebugMessageLog = (GLuint (CODEGEN_FUNCPTR *)(GLuint, GLsizei, GLenum *, GLenum *, GLuint *, GLenum *, GLsizei *, GLchar *))IntGetProcAddress("glGetDebugMessageLog");
if(!_ptrc_glGetDebugMessageLog) numFailed++;
_ptrc_glGetObjectLabel = (void (CODEGEN_FUNCPTR *)(GLenum, GLuint, GLsizei, GLsizei *, GLchar *))IntGetProcAddress("glGetObjectLabel");
if(!_ptrc_glGetObjectLabel) numFailed++;
_ptrc_glGetObjectPtrLabel = (void (CODEGEN_FUNCPTR *)(const void *, GLsizei, GLsizei *, GLchar *))IntGetProcAddress("glGetObjectPtrLabel");
if(!_ptrc_glGetObjectPtrLabel) numFailed++;
_ptrc_glGetPointerv = (void (CODEGEN_FUNCPTR *)(GLenum, void **))IntGetProcAddress("glGetPointerv");
if(!_ptrc_glGetPointerv) numFailed++;
_ptrc_glObjectLabel = (void (CODEGEN_FUNCPTR *)(GLenum, GLuint, GLsizei, const GLchar *))IntGetProcAddress("glObjectLabel");
if(!_ptrc_glObjectLabel) numFailed++;
_ptrc_glObjectPtrLabel = (void (CODEGEN_FUNCPTR *)(const void *, GLsizei, const GLchar *))IntGetProcAddress("glObjectPtrLabel");
if(!_ptrc_glObjectPtrLabel) numFailed++;
_ptrc_glPopDebugGroup = (void (CODEGEN_FUNCPTR *)(void))IntGetProcAddress("glPopDebugGroup");
if(!_ptrc_glPopDebugGroup) numFailed++;
_ptrc_glPushDebugGroup = (void (CODEGEN_FUNCPTR *)(GLenum, GLuint, GLsizei, const GLchar *))IntGetProcAddress("glPushDebugGroup");
if(!_ptrc_glPushDebugGroup) numFailed++;
return numFailed;
}
void (CODEGEN_FUNCPTR *_ptrc_glInvalidateBufferData)(GLuint buffer) = NULL;
void (CODEGEN_FUNCPTR *_ptrc_glInvalidateBufferSubData)(GLuint buffer, GLintptr offset, GLsizeiptr length) = NULL;
void (CODEGEN_FUNCPTR *_ptrc_glInvalidateFramebuffer)(GLenum target, GLsizei numAttachments, const GLenum * attachments) = NULL;
void (CODEGEN_FUNCPTR *_ptrc_glInvalidateSubFramebuffer)(GLenum target, GLsizei numAttachments, const GLenum * attachments, GLint x, GLint y, GLsizei width, GLsizei height) = NULL;
void (CODEGEN_FUNCPTR *_ptrc_glInvalidateTexImage)(GLuint texture, GLint level) = NULL;
void (CODEGEN_FUNCPTR *_ptrc_glInvalidateTexSubImage)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth) = NULL;
static int Load_ARB_invalidate_subdata(void)
{
int numFailed = 0;
_ptrc_glInvalidateBufferData = (void (CODEGEN_FUNCPTR *)(GLuint))IntGetProcAddress("glInvalidateBufferData");
if(!_ptrc_glInvalidateBufferData) numFailed++;
_ptrc_glInvalidateBufferSubData = (void (CODEGEN_FUNCPTR *)(GLuint, GLintptr, GLsizeiptr))IntGetProcAddress("glInvalidateBufferSubData");
if(!_ptrc_glInvalidateBufferSubData) numFailed++;
_ptrc_glInvalidateFramebuffer = (void (CODEGEN_FUNCPTR *)(GLenum, GLsizei, const GLenum *))IntGetProcAddress("glInvalidateFramebuffer");
if(!_ptrc_glInvalidateFramebuffer) numFailed++;
_ptrc_glInvalidateSubFramebuffer = (void (CODEGEN_FUNCPTR *)(GLenum, GLsizei, const GLenum *, GLint, GLint, GLsizei, GLsizei))IntGetProcAddress("glInvalidateSubFramebuffer");
if(!_ptrc_glInvalidateSubFramebuffer) numFailed++;
_ptrc_glInvalidateTexImage = (void (CODEGEN_FUNCPTR *)(GLuint, GLint))IntGetProcAddress("glInvalidateTexImage");
if(!_ptrc_glInvalidateTexImage) numFailed++;
_ptrc_glInvalidateTexSubImage = (void (CODEGEN_FUNCPTR *)(GLuint, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei))IntGetProcAddress("glInvalidateTexSubImage");
if(!_ptrc_glInvalidateTexSubImage) numFailed++;
return numFailed;
}
void (CODEGEN_FUNCPTR *_ptrc_glAccum)(GLenum op, GLfloat value) = NULL;
void (CODEGEN_FUNCPTR *_ptrc_glAlphaFunc)(GLenum func, GLfloat ref) = NULL;
void (CODEGEN_FUNCPTR *_ptrc_glBegin)(GLenum mode) = NULL;
@ -525,7 +592,6 @@ void (CODEGEN_FUNCPTR *_ptrc_glDrawElements)(GLenum mode, GLsizei count, GLenum
void (CODEGEN_FUNCPTR *_ptrc_glEdgeFlagPointer)(GLsizei stride, const void * pointer) = NULL;
void (CODEGEN_FUNCPTR *_ptrc_glEnableClientState)(GLenum ren_array) = NULL;
void (CODEGEN_FUNCPTR *_ptrc_glGenTextures)(GLsizei n, GLuint * textures) = NULL;
void (CODEGEN_FUNCPTR *_ptrc_glGetPointerv)(GLenum pname, void ** params) = NULL;
void (CODEGEN_FUNCPTR *_ptrc_glIndexPointer)(GLenum type, GLsizei stride, const void * pointer) = NULL;
void (CODEGEN_FUNCPTR *_ptrc_glIndexub)(GLubyte c) = NULL;
void (CODEGEN_FUNCPTR *_ptrc_glIndexubv)(const GLubyte * c) = NULL;
@ -2311,19 +2377,21 @@ typedef struct ogl_StrToExtMap_s
PFN_LOADFUNCPOINTERS LoadExtension;
} ogl_StrToExtMap;
static ogl_StrToExtMap ExtensionMap[9] = {
{"GL_ARB_texture_compression", &ogl_ext_ARB_texture_compression, Load_ARB_texture_compression},
{"GL_EXT_texture_compression_s3tc", &ogl_ext_EXT_texture_compression_s3tc, NULL},
static ogl_StrToExtMap ExtensionMap[11] = {
{"GL_APPLE_client_storage", &ogl_ext_APPLE_client_storage, NULL},
{"GL_ARB_buffer_storage", &ogl_ext_ARB_buffer_storage, Load_ARB_buffer_storage},
{"GL_ARB_shader_storage_buffer_object", &ogl_ext_ARB_shader_storage_buffer_object, Load_ARB_shader_storage_buffer_object},
{"GL_EXT_texture_sRGB", &ogl_ext_EXT_texture_sRGB, NULL},
{"GL_EXT_texture_filter_anisotropic", &ogl_ext_EXT_texture_filter_anisotropic, NULL},
{"GL_EXT_framebuffer_object", &ogl_ext_EXT_framebuffer_object, Load_EXT_framebuffer_object},
{"GL_APPLE_client_storage", &ogl_ext_APPLE_client_storage, NULL},
{"GL_ARB_texture_compression", &ogl_ext_ARB_texture_compression, Load_ARB_texture_compression},
{"GL_ARB_texture_rectangle", &ogl_ext_ARB_texture_rectangle, NULL},
{"GL_EXT_framebuffer_object", &ogl_ext_EXT_framebuffer_object, Load_EXT_framebuffer_object},
{"GL_EXT_texture_compression_s3tc", &ogl_ext_EXT_texture_compression_s3tc, NULL},
{"GL_EXT_texture_filter_anisotropic", &ogl_ext_EXT_texture_filter_anisotropic, NULL},
{"GL_EXT_texture_sRGB", &ogl_ext_EXT_texture_sRGB, NULL},
{"GL_KHR_debug", &ogl_ext_KHR_debug, Load_KHR_debug},
{"GL_ARB_invalidate_subdata", &ogl_ext_ARB_invalidate_subdata, Load_ARB_invalidate_subdata},
};
static int g_extensionMapSize = 9;
static int g_extensionMapSize = 11;
static ogl_StrToExtMap *FindExtEntry(const char *extensionName)
{
@ -2340,15 +2408,17 @@ static ogl_StrToExtMap *FindExtEntry(const char *extensionName)
static void ClearExtensionVars(void)
{
ogl_ext_ARB_texture_compression = ogl_LOAD_FAILED;
ogl_ext_EXT_texture_compression_s3tc = ogl_LOAD_FAILED;
ogl_ext_APPLE_client_storage = ogl_LOAD_FAILED;
ogl_ext_ARB_buffer_storage = ogl_LOAD_FAILED;
ogl_ext_ARB_shader_storage_buffer_object = ogl_LOAD_FAILED;
ogl_ext_EXT_texture_sRGB = ogl_LOAD_FAILED;
ogl_ext_EXT_texture_filter_anisotropic = ogl_LOAD_FAILED;
ogl_ext_EXT_framebuffer_object = ogl_LOAD_FAILED;
ogl_ext_APPLE_client_storage = ogl_LOAD_FAILED;
ogl_ext_ARB_texture_compression = ogl_LOAD_FAILED;
ogl_ext_ARB_texture_rectangle = ogl_LOAD_FAILED;
ogl_ext_EXT_framebuffer_object = ogl_LOAD_FAILED;
ogl_ext_EXT_texture_compression_s3tc = ogl_LOAD_FAILED;
ogl_ext_EXT_texture_filter_anisotropic = ogl_LOAD_FAILED;
ogl_ext_EXT_texture_sRGB = ogl_LOAD_FAILED;
ogl_ext_KHR_debug = ogl_LOAD_FAILED;
ogl_ext_ARB_invalidate_subdata = ogl_LOAD_FAILED;
}
@ -2377,47 +2447,11 @@ static void LoadExtByName(const char *extensionName)
}
}
static void ProcExtsFromExtString(const char *strExtList)
{
size_t iExtListLen = strlen(strExtList);
const char *strExtListEnd = strExtList + iExtListLen;
const char *strCurrPos = strExtList;
char strWorkBuff[256];
while(*strCurrPos)
{
/*Get the extension at our position.*/
int iStrLen = 0;
const char *strEndStr = strchr(strCurrPos, ' ');
int iStop = 0;
if(strEndStr == NULL)
{
strEndStr = strExtListEnd;
iStop = 1;
}
iStrLen = (int)((ptrdiff_t)strEndStr - (ptrdiff_t)strCurrPos);
if(iStrLen > 255)
return;
strncpy(strWorkBuff, strCurrPos, iStrLen);
strWorkBuff[iStrLen] = '\0';
LoadExtByName(strWorkBuff);
strCurrPos = strEndStr + 1;
if(iStop) break;
}
}
static int ProcExtsFromExtList(void)
static void ProcExtsFromExtList(void)
{
GLint iLoop;
GLint iNumExtensions = 0;
if (_ptrc_glGetStringi == NULL) return 0;
_ptrc_glGetIntegerv(GL_NUM_EXTENSIONS, &iNumExtensions);
for(iLoop = 0; iLoop < iNumExtensions; iLoop++)
@ -2425,8 +2459,6 @@ static int ProcExtsFromExtList(void)
const char *strExtensionName = (const char *)_ptrc_glGetStringi(GL_EXTENSIONS, iLoop);
LoadExtByName(strExtensionName);
}
return iNumExtensions;
}
int ogl_LoadFunctions()
@ -2437,15 +2469,9 @@ int ogl_LoadFunctions()
_ptrc_glGetIntegerv = (void (CODEGEN_FUNCPTR *)(GLenum, GLint *))IntGetProcAddress("glGetIntegerv");
if(!_ptrc_glGetIntegerv) return ogl_LOAD_FAILED;
_ptrc_glGetStringi = (const GLubyte * (CODEGEN_FUNCPTR *)(GLenum, GLuint))IntGetProcAddress("glGetStringi");
if(!_ptrc_glGetStringi) return ogl_LOAD_FAILED;
if (0 == ProcExtsFromExtList())
{
_ptrc_glGetString = (const GLubyte * (CODEGEN_FUNCPTR *)(GLenum))IntGetProcAddress("glGetString");
if(!_ptrc_glGetString) return ogl_LOAD_FAILED;
ProcExtsFromExtString((const char *)_ptrc_glGetString(GL_EXTENSIONS));
}
ProcExtsFromExtList();
numFailed = Load_Version_3_3();
if(numFailed == 0)

View file

@ -153,32 +153,19 @@ typedef unsigned int GLhandleARB;
extern "C" {
#endif /*__cplusplus*/
extern int ogl_ext_ARB_texture_compression;
extern int ogl_ext_EXT_texture_compression_s3tc;
extern int ogl_ext_APPLE_client_storage;
extern int ogl_ext_ARB_buffer_storage;
extern int ogl_ext_ARB_shader_storage_buffer_object;
extern int ogl_ext_EXT_texture_sRGB;
extern int ogl_ext_EXT_texture_filter_anisotropic;
extern int ogl_ext_EXT_framebuffer_object;
extern int ogl_ext_APPLE_client_storage;
extern int ogl_ext_ARB_texture_compression;
extern int ogl_ext_ARB_texture_rectangle;
extern int ogl_ext_EXT_framebuffer_object;
extern int ogl_ext_EXT_texture_compression_s3tc;
extern int ogl_ext_EXT_texture_filter_anisotropic;
extern int ogl_ext_EXT_texture_sRGB;
extern int ogl_ext_KHR_debug;
extern int ogl_ext_ARB_invalidate_subdata;
#define GL_COMPRESSED_ALPHA_ARB 0x84E9
#define GL_COMPRESSED_INTENSITY_ARB 0x84EC
#define GL_COMPRESSED_LUMINANCE_ALPHA_ARB 0x84EB
#define GL_COMPRESSED_LUMINANCE_ARB 0x84EA
#define GL_COMPRESSED_RGBA_ARB 0x84EE
#define GL_COMPRESSED_RGB_ARB 0x84ED
#define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2
#define GL_TEXTURE_COMPRESSED_ARB 0x86A1
#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB 0x86A0
#define GL_TEXTURE_COMPRESSION_HINT_ARB 0x84EF
#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
#define GL_UNPACK_CLIENT_STORAGE_APPLE 0x85B2
#define GL_BUFFER_IMMUTABLE_STORAGE 0x821F
#define GL_BUFFER_STORAGE_FLAGS 0x8220
@ -208,25 +195,22 @@ extern int ogl_ext_ARB_texture_rectangle;
#define GL_SHADER_STORAGE_BUFFER_SIZE 0x90D5
#define GL_SHADER_STORAGE_BUFFER_START 0x90D4
#define GL_COMPRESSED_SLUMINANCE_ALPHA_EXT 0x8C4B
#define GL_COMPRESSED_SLUMINANCE_EXT 0x8C4A
#define GL_COMPRESSED_SRGB_ALPHA_EXT 0x8C49
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F
#define GL_COMPRESSED_SRGB_EXT 0x8C48
#define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C
#define GL_SLUMINANCE8_ALPHA8_EXT 0x8C45
#define GL_SLUMINANCE8_EXT 0x8C47
#define GL_SLUMINANCE_ALPHA_EXT 0x8C44
#define GL_SLUMINANCE_EXT 0x8C46
#define GL_SRGB8_ALPHA8_EXT 0x8C43
#define GL_SRGB8_EXT 0x8C41
#define GL_SRGB_ALPHA_EXT 0x8C42
#define GL_SRGB_EXT 0x8C40
#define GL_COMPRESSED_ALPHA_ARB 0x84E9
#define GL_COMPRESSED_INTENSITY_ARB 0x84EC
#define GL_COMPRESSED_LUMINANCE_ALPHA_ARB 0x84EB
#define GL_COMPRESSED_LUMINANCE_ARB 0x84EA
#define GL_COMPRESSED_RGBA_ARB 0x84EE
#define GL_COMPRESSED_RGB_ARB 0x84ED
#define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2
#define GL_TEXTURE_COMPRESSED_ARB 0x86A1
#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB 0x86A0
#define GL_TEXTURE_COMPRESSION_HINT_ARB 0x84EF
#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
#define GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB 0x84F8
#define GL_PROXY_TEXTURE_RECTANGLE_ARB 0x84F7
#define GL_TEXTURE_BINDING_RECTANGLE_ARB 0x84F6
#define GL_TEXTURE_RECTANGLE_ARB 0x84F5
#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0
#define GL_COLOR_ATTACHMENT10_EXT 0x8CEA
@ -280,12 +264,72 @@ extern int ogl_ext_ARB_texture_rectangle;
#define GL_STENCIL_INDEX4_EXT 0x8D47
#define GL_STENCIL_INDEX8_EXT 0x8D48
#define GL_UNPACK_CLIENT_STORAGE_APPLE 0x85B2
#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
#define GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB 0x84F8
#define GL_PROXY_TEXTURE_RECTANGLE_ARB 0x84F7
#define GL_TEXTURE_BINDING_RECTANGLE_ARB 0x84F6
#define GL_TEXTURE_RECTANGLE_ARB 0x84F5
#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
#define GL_COMPRESSED_SLUMINANCE_ALPHA_EXT 0x8C4B
#define GL_COMPRESSED_SLUMINANCE_EXT 0x8C4A
#define GL_COMPRESSED_SRGB_ALPHA_EXT 0x8C49
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E
#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F
#define GL_COMPRESSED_SRGB_EXT 0x8C48
#define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C
#define GL_SLUMINANCE8_ALPHA8_EXT 0x8C45
#define GL_SLUMINANCE8_EXT 0x8C47
#define GL_SLUMINANCE_ALPHA_EXT 0x8C44
#define GL_SLUMINANCE_EXT 0x8C46
#define GL_SRGB8_ALPHA8_EXT 0x8C43
#define GL_SRGB8_EXT 0x8C41
#define GL_SRGB_ALPHA_EXT 0x8C42
#define GL_SRGB_EXT 0x8C40
#define GL_BUFFER 0x82E0
#define GL_CONTEXT_FLAG_DEBUG_BIT 0x00000002
#define GL_DEBUG_CALLBACK_FUNCTION 0x8244
#define GL_DEBUG_CALLBACK_USER_PARAM 0x8245
#define GL_DEBUG_GROUP_STACK_DEPTH 0x826D
#define GL_DEBUG_LOGGED_MESSAGES 0x9145
#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH 0x8243
#define GL_DEBUG_OUTPUT 0x92E0
#define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242
#define GL_DEBUG_SEVERITY_HIGH 0x9146
#define GL_DEBUG_SEVERITY_LOW 0x9148
#define GL_DEBUG_SEVERITY_MEDIUM 0x9147
#define GL_DEBUG_SEVERITY_NOTIFICATION 0x826B
#define GL_DEBUG_SOURCE_API 0x8246
#define GL_DEBUG_SOURCE_APPLICATION 0x824A
#define GL_DEBUG_SOURCE_OTHER 0x824B
#define GL_DEBUG_SOURCE_SHADER_COMPILER 0x8248
#define GL_DEBUG_SOURCE_THIRD_PARTY 0x8249
#define GL_DEBUG_SOURCE_WINDOW_SYSTEM 0x8247
#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR 0x824D
#define GL_DEBUG_TYPE_ERROR 0x824C
#define GL_DEBUG_TYPE_MARKER 0x8268
#define GL_DEBUG_TYPE_OTHER 0x8251
#define GL_DEBUG_TYPE_PERFORMANCE 0x8250
#define GL_DEBUG_TYPE_POP_GROUP 0x826A
#define GL_DEBUG_TYPE_PORTABILITY 0x824F
#define GL_DEBUG_TYPE_PUSH_GROUP 0x8269
#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR 0x824E
#define GL_DISPLAY_LIST 0x82E7
#define GL_MAX_DEBUG_GROUP_STACK_DEPTH 0x826C
#define GL_MAX_DEBUG_LOGGED_MESSAGES 0x9144
#define GL_MAX_DEBUG_MESSAGE_LENGTH 0x9143
#define GL_MAX_LABEL_LENGTH 0x82E8
#define GL_PROGRAM 0x82E2
#define GL_PROGRAM_PIPELINE 0x82E4
#define GL_QUERY 0x82E3
#define GL_SAMPLER 0x82E6
#define GL_SHADER 0x82E1
#define GL_STACK_OVERFLOW 0x0503
#define GL_STACK_UNDERFLOW 0x0504
#define GL_VERTEX_ARRAY 0x8074
#define GL_2D 0x0600
#define GL_2_BYTES 0x1407
@ -722,8 +766,8 @@ extern int ogl_ext_ARB_texture_rectangle;
#define GL_SRC_ALPHA 0x0302
#define GL_SRC_ALPHA_SATURATE 0x0308
#define GL_SRC_COLOR 0x0300
#define GL_STACK_OVERFLOW 0x0503
#define GL_STACK_UNDERFLOW 0x0504
/*Copied GL_STACK_OVERFLOW From: KHR_debug*/
/*Copied GL_STACK_UNDERFLOW From: KHR_debug*/
#define GL_STENCIL 0x1802
#define GL_STENCIL_BITS 0x0D57
#define GL_STENCIL_BUFFER_BIT 0x00000400
@ -804,7 +848,7 @@ extern int ogl_ext_ARB_texture_rectangle;
#define GL_V3F 0x2A21
#define GL_VENDOR 0x1F00
#define GL_VERSION 0x1F02
#define GL_VERTEX_ARRAY 0x8074
/*Copied GL_VERTEX_ARRAY From: KHR_debug*/
#define GL_VERTEX_ARRAY_POINTER 0x808E
#define GL_VERTEX_ARRAY_SIZE 0x807A
#define GL_VERTEX_ARRAY_STRIDE 0x807C
@ -1544,6 +1588,19 @@ extern int ogl_ext_ARB_texture_rectangle;
#define GL_TIME_ELAPSED 0x88BF
#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE
#ifndef GL_ARB_buffer_storage
#define GL_ARB_buffer_storage 1
extern void (CODEGEN_FUNCPTR *_ptrc_glBufferStorage)(GLenum target, GLsizeiptr size, const void * data, GLbitfield flags);
#define glBufferStorage _ptrc_glBufferStorage
#endif /*GL_ARB_buffer_storage*/
#ifndef GL_ARB_shader_storage_buffer_object
#define GL_ARB_shader_storage_buffer_object 1
extern void (CODEGEN_FUNCPTR *_ptrc_glShaderStorageBlockBinding)(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding);
#define glShaderStorageBlockBinding _ptrc_glShaderStorageBlockBinding
#endif /*GL_ARB_shader_storage_buffer_object*/
#ifndef GL_ARB_texture_compression
#define GL_ARB_texture_compression 1
extern void (CODEGEN_FUNCPTR *_ptrc_glCompressedTexImage1DARB)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void * data);
@ -1563,20 +1620,6 @@ extern void (CODEGEN_FUNCPTR *_ptrc_glGetCompressedTexImageARB)(GLenum target, G
#endif /*GL_ARB_texture_compression*/
#ifndef GL_ARB_buffer_storage
#define GL_ARB_buffer_storage 1
extern void (CODEGEN_FUNCPTR *_ptrc_glBufferStorage)(GLenum target, GLsizeiptr size, const void * data, GLbitfield flags);
#define glBufferStorage _ptrc_glBufferStorage
#endif /*GL_ARB_buffer_storage*/
#ifndef GL_ARB_shader_storage_buffer_object
#define GL_ARB_shader_storage_buffer_object 1
extern void (CODEGEN_FUNCPTR *_ptrc_glShaderStorageBlockBinding)(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding);
#define glShaderStorageBlockBinding _ptrc_glShaderStorageBlockBinding
#endif /*GL_ARB_shader_storage_buffer_object*/
#ifndef GL_EXT_framebuffer_object
#define GL_EXT_framebuffer_object 1
extern void (CODEGEN_FUNCPTR *_ptrc_glBindFramebufferEXT)(GLenum target, GLuint framebuffer);
@ -1617,6 +1660,49 @@ extern void (CODEGEN_FUNCPTR *_ptrc_glRenderbufferStorageEXT)(GLenum target, GLe
#ifndef GL_KHR_debug
#define GL_KHR_debug 1
extern void (CODEGEN_FUNCPTR *_ptrc_glDebugMessageCallback)(GLDEBUGPROC callback, const void * userParam);
#define glDebugMessageCallback _ptrc_glDebugMessageCallback
extern void (CODEGEN_FUNCPTR *_ptrc_glDebugMessageControl)(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint * ids, GLboolean enabled);
#define glDebugMessageControl _ptrc_glDebugMessageControl
extern void (CODEGEN_FUNCPTR *_ptrc_glDebugMessageInsert)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar * buf);
#define glDebugMessageInsert _ptrc_glDebugMessageInsert
extern GLuint (CODEGEN_FUNCPTR *_ptrc_glGetDebugMessageLog)(GLuint count, GLsizei bufSize, GLenum * sources, GLenum * types, GLuint * ids, GLenum * severities, GLsizei * lengths, GLchar * messageLog);
#define glGetDebugMessageLog _ptrc_glGetDebugMessageLog
extern void (CODEGEN_FUNCPTR *_ptrc_glGetObjectLabel)(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei * length, GLchar * label);
#define glGetObjectLabel _ptrc_glGetObjectLabel
extern void (CODEGEN_FUNCPTR *_ptrc_glGetObjectPtrLabel)(const void * ptr, GLsizei bufSize, GLsizei * length, GLchar * label);
#define glGetObjectPtrLabel _ptrc_glGetObjectPtrLabel
extern void (CODEGEN_FUNCPTR *_ptrc_glGetPointerv)(GLenum pname, void ** params);
#define glGetPointerv _ptrc_glGetPointerv
extern void (CODEGEN_FUNCPTR *_ptrc_glObjectLabel)(GLenum identifier, GLuint name, GLsizei length, const GLchar * label);
#define glObjectLabel _ptrc_glObjectLabel
extern void (CODEGEN_FUNCPTR *_ptrc_glObjectPtrLabel)(const void * ptr, GLsizei length, const GLchar * label);
#define glObjectPtrLabel _ptrc_glObjectPtrLabel
extern void (CODEGEN_FUNCPTR *_ptrc_glPopDebugGroup)(void);
#define glPopDebugGroup _ptrc_glPopDebugGroup
extern void (CODEGEN_FUNCPTR *_ptrc_glPushDebugGroup)(GLenum source, GLuint id, GLsizei length, const GLchar * message);
#define glPushDebugGroup _ptrc_glPushDebugGroup
#endif /*GL_KHR_debug*/
#ifndef GL_ARB_invalidate_subdata
#define GL_ARB_invalidate_subdata 1
extern void (CODEGEN_FUNCPTR *_ptrc_glInvalidateBufferData)(GLuint buffer);
#define glInvalidateBufferData _ptrc_glInvalidateBufferData
extern void (CODEGEN_FUNCPTR *_ptrc_glInvalidateBufferSubData)(GLuint buffer, GLintptr offset, GLsizeiptr length);
#define glInvalidateBufferSubData _ptrc_glInvalidateBufferSubData
extern void (CODEGEN_FUNCPTR *_ptrc_glInvalidateFramebuffer)(GLenum target, GLsizei numAttachments, const GLenum * attachments);
#define glInvalidateFramebuffer _ptrc_glInvalidateFramebuffer
extern void (CODEGEN_FUNCPTR *_ptrc_glInvalidateSubFramebuffer)(GLenum target, GLsizei numAttachments, const GLenum * attachments, GLint x, GLint y, GLsizei width, GLsizei height);
#define glInvalidateSubFramebuffer _ptrc_glInvalidateSubFramebuffer
extern void (CODEGEN_FUNCPTR *_ptrc_glInvalidateTexImage)(GLuint texture, GLint level);
#define glInvalidateTexImage _ptrc_glInvalidateTexImage
extern void (CODEGEN_FUNCPTR *_ptrc_glInvalidateTexSubImage)(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth);
#define glInvalidateTexSubImage _ptrc_glInvalidateTexSubImage
#endif /*GL_ARB_invalidate_subdata*/
extern void (CODEGEN_FUNCPTR *_ptrc_glAccum)(GLenum op, GLfloat value);
#define glAccum _ptrc_glAccum
extern void (CODEGEN_FUNCPTR *_ptrc_glAlphaFunc)(GLenum func, GLfloat ref);

View file

@ -153,7 +153,7 @@ bool OpenGLFrameBuffer::WipeStartScreen(int type)
const auto &viewport = GLRenderer->mScreenViewport;
wipestartscreen = new FHardwareTexture(viewport.width, viewport.height, true);
wipestartscreen->CreateTexture(NULL, viewport.width, viewport.height, 0, false, 0);
wipestartscreen->CreateTexture(NULL, viewport.width, viewport.height, 0, false, 0, "WipeStartScreen");
GLRenderer->mSamplerManager->Bind(0, CLAMP_NOFILTER, -1);
GLRenderer->mSamplerManager->Bind(1, CLAMP_NONE, -1);
glFinish();
@ -193,7 +193,7 @@ void OpenGLFrameBuffer::WipeEndScreen()
const auto &viewport = GLRenderer->mScreenViewport;
wipeendscreen = new FHardwareTexture(viewport.width, viewport.height, true);
wipeendscreen->CreateTexture(NULL, viewport.width, viewport.height, 0, false, 0);
wipeendscreen->CreateTexture(NULL, viewport.width, viewport.height, 0, false, 0, "WipeEndScreen");
GLRenderer->mSamplerManager->Bind(0, CLAMP_NOFILTER, -1);
glFinish();
wipeendscreen->Bind(0, false, false);
@ -347,6 +347,7 @@ bool OpenGLFrameBuffer::Wiper_Crossfade::Run(int ticks, OpenGLFrameBuffer *fb)
gl_RenderState.SetColorAlpha(0xffffff, a);
gl_RenderState.Apply();
fb->wipeendscreen->Bind(0, 0, false);
mVertexBuf->EnableColorArray(false);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f);
gl_RenderState.SetTextureMode(TM_MODULATE);
@ -565,7 +566,7 @@ bool OpenGLFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLFrameBuffer *fb)
// Burn the new screen on top of it.
fb->wipeendscreen->Bind(0, 0, false);
BurnTexture->CreateTexture(rgb_buffer, WIDTH, HEIGHT, 1, true, 0);
BurnTexture->CreateTexture(rgb_buffer, WIDTH, HEIGHT, 1, true, 0, "BurnTexture");
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
gl_RenderState.SetEffect(EFF_NONE);

View file

@ -48,6 +48,7 @@
#include "gl/system/gl_interface.h"
#include "gl/system/gl_cvars.h"
#include "gl/system/gl_debug.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/textures/gl_material.h"
@ -184,7 +185,7 @@ void FHardwareTexture::Resize(int width, int height, unsigned char *src_data, un
//
//===========================================================================
unsigned int FHardwareTexture::CreateTexture(unsigned char * buffer, int w, int h, int texunit, bool mipmap, int translation)
unsigned int FHardwareTexture::CreateTexture(unsigned char * buffer, int w, int h, int texunit, bool mipmap, int translation, const FString &name)
{
int rh,rw;
int texformat=TexFormat[gl_texture_format];
@ -198,6 +199,7 @@ unsigned int FHardwareTexture::CreateTexture(unsigned char * buffer, int w, int
if (glTex->glTexID==0) glGenTextures(1,&glTex->glTexID);
if (texunit != 0) glActiveTexture(GL_TEXTURE0+texunit);
glBindTexture(GL_TEXTURE_2D, glTex->glTexID);
FGLDebug::LabelObject(GL_TEXTURE, glTex->glTexID, name);
lastbound[texunit] = glTex->glTexID;
if (!buffer)

View file

@ -77,7 +77,7 @@ public:
void BindToFrameBuffer();
unsigned int Bind(int texunit, int translation, bool needmipmap);
unsigned int CreateTexture(unsigned char * buffer, int w, int h, int texunit, bool mipmap, int translation);
unsigned int CreateTexture(unsigned char * buffer, int w, int h, int texunit, bool mipmap, int translation, const FString &name);
void Clean(bool all);
void CleanUnused(SpriteHits &usedtranslations);

View file

@ -337,7 +337,7 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
}
tex->ProcessData(buffer, w, h, false);
}
if (!hwtex->CreateTexture(buffer, w, h, texunit, needmipmap, translation))
if (!hwtex->CreateTexture(buffer, w, h, texunit, needmipmap, translation, "FGLTexture.Bind"))
{
// could not create texture
delete[] buffer;

View file

@ -42,6 +42,7 @@
#include "gl/system/gl_interface.h"
#include "gl/system/gl_cvars.h"
#include "gl/system/gl_debug.h"
#include "gl/renderer/gl_renderer.h"
#include "gl_samplers.h"
#include "gl_material.h"
@ -67,6 +68,13 @@ FSamplerManager::FSamplerManager()
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);
for (int i = 0; i < 7; i++)
{
FString name;
name.Format("mSamplers[%d]", i);
FGLDebug::LabelObject(GL_SAMPLER, mSamplers[i], name);
}
}
}

View file

@ -58,6 +58,11 @@ CUSTOM_CVAR(Int, gl_vid_multisample, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_
Printf("This won't take effect until " GAMENAME " is restarted.\n");
}
CUSTOM_CVAR(Bool, gl_debug, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
Printf("This won't take effect until " GAMENAME " is restarted.\n");
}
// PRIVATE DATA DEFINITIONS ------------------------------------------------
// Dummy screen sizes to pass when windowed
@ -289,6 +294,8 @@ bool SDLGLVideo::SetupPixelFormat(bool allowsoftware, int multisample)
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1 );
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, multisample );
}
if (gl_debug)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
return true;
}

View file

@ -45,7 +45,10 @@ CUSTOM_CVAR(Int, gl_vid_multisample, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_
Printf("This won't take effect until " GAMENAME " is restarted.\n");
}
CVAR(Bool, gl_debug, false, 0)
CUSTOM_CVAR(Bool, gl_debug, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
Printf("This won't take effect until " GAMENAME " is restarted.\n");
}
EXTERN_CVAR(Bool, vr_enable_quadbuffered)
EXTERN_CVAR(Int, vid_refreshrate)