mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-23 04:11:53 +00:00
Add OpenGL ES support to Linux target and enable it for ARM devices
This commit is contained in:
parent
348b73eb83
commit
9c4b11b671
6 changed files with 217 additions and 91 deletions
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@ -130,8 +130,16 @@ void gl_LoadExtensions()
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InitContext();
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CollectExtensions();
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const char *version = Args->CheckValue("-glversion");
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const char *glversion = (const char*)glGetString(GL_VERSION);
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gl.es = false;
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if (glversion && strlen(glversion) > 10 && memcmp(glversion, "OpenGL ES ", 10) == 0)
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{
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glversion += 10;
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gl.es = true;
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}
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const char *version = Args->CheckValue("-glversion");
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if (version == NULL)
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{
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@ -147,90 +155,117 @@ void gl_LoadExtensions()
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float gl_version = (float)strtod(version, NULL) + 0.01f;
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// Don't even start if it's lower than 2.0 or no framebuffers are available (The framebuffer extension is needed for glGenerateMipmapsEXT!)
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if ((gl_version < 2.0f || !CheckExtension("GL_EXT_framebuffer_object")) && gl_version < 3.0f)
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if (gl.es)
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{
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I_FatalError("Unsupported OpenGL version.\nAt least OpenGL 2.0 with framebuffer support is required to run " GAMENAME ".\n");
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}
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if (gl_version < 2.0f)
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{
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I_FatalError("Unsupported OpenGL ES version.\nAt least OpenGL ES 2.0 is required to run " GAMENAME ".\n");
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}
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const char *glslversion = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION);
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if (glslversion && strlen(glslversion) > 18 && memcmp(glslversion, "OpenGL ES GLSL ES ", 10) == 0)
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{
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glslversion += 18;
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}
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// add 0.01 to account for roundoff errors making the number a tad smaller than the actual version
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gl.glslversion = strtod(glslversion, NULL) + 0.01f;
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gl.vendorstring = (char*)glGetString(GL_VENDOR);
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// add 0.01 to account for roundoff errors making the number a tad smaller than the actual version
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gl.glslversion = strtod((char*)glGetString(GL_SHADING_LANGUAGE_VERSION), NULL) + 0.01f;
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gl.vendorstring = (char*)glGetString(GL_VENDOR);
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// first test for optional features
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if (CheckExtension("GL_ARB_texture_compression")) gl.flags |= RFL_TEXTURE_COMPRESSION;
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if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags |= RFL_TEXTURE_COMPRESSION_S3TC;
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if ((gl_version >= 3.3f || CheckExtension("GL_ARB_sampler_objects")) && !Args->CheckParm("-nosampler"))
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{
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gl.flags |= RFL_SAMPLER_OBJECTS;
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}
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// The minimum requirement for the modern render path are GL 3.0 + uniform buffers. Also exclude the Linux Mesa driver at GL 3.0 because it errors out on shader compilation.
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if (gl_version < 3.0f || (gl_version < 3.1f && (!CheckExtension("GL_ARB_uniform_buffer_object") || strstr(gl.vendorstring, "X.Org") != nullptr)))
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{
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gl.legacyMode = true;
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gl.lightmethod = LM_LEGACY;
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gl.buffermethod = BM_LEGACY;
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gl.glslversion = 0;
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gl.flags |= RFL_NO_CLIP_PLANES;
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}
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else
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{
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// Use the slowest/oldest modern path for now
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gl.legacyMode = false;
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gl.lightmethod = LM_DEFERRED;
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gl.buffermethod = BM_DEFERRED;
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if (gl_version < 4.f)
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}
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else
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{
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// Don't even start if it's lower than 2.0 or no framebuffers are available (The framebuffer extension is needed for glGenerateMipmapsEXT!)
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if ((gl_version < 2.0f || !CheckExtension("GL_EXT_framebuffer_object")) && gl_version < 3.0f)
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{
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#ifdef _WIN32
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if (strstr(gl.vendorstring, "ATI Tech"))
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{
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gl.flags |= RFL_NO_CLIP_PLANES; // gl_ClipDistance is horribly broken on ATI GL3 drivers for Windows.
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}
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#endif
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I_FatalError("Unsupported OpenGL version.\nAt least OpenGL 2.0 with framebuffer support is required to run " GAMENAME ".\n");
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}
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else if (gl_version < 4.5f)
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gl.es = false;
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// add 0.01 to account for roundoff errors making the number a tad smaller than the actual version
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gl.glslversion = strtod((char*)glGetString(GL_SHADING_LANGUAGE_VERSION), NULL) + 0.01f;
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gl.vendorstring = (char*)glGetString(GL_VENDOR);
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// first test for optional features
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if (CheckExtension("GL_ARB_texture_compression")) gl.flags |= RFL_TEXTURE_COMPRESSION;
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if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags |= RFL_TEXTURE_COMPRESSION_S3TC;
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if ((gl_version >= 3.3f || CheckExtension("GL_ARB_sampler_objects")) && !Args->CheckParm("-nosampler"))
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{
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// don't use GL 4.x features when running a GL 3.x context.
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if (CheckExtension("GL_ARB_buffer_storage"))
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{
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// work around a problem with older AMD drivers: Their implementation of shader storage buffer objects is piss-poor and does not match uniform buffers even closely.
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// Recent drivers, GL 4.4 don't have this problem, these can easily be recognized by also supporting the GL_ARB_buffer_storage extension.
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if (CheckExtension("GL_ARB_shader_storage_buffer_object"))
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{
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// Shader storage buffer objects are broken on current Intel drivers.
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if (strstr(gl.vendorstring, "Intel") == NULL)
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{
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gl.flags |= RFL_SHADER_STORAGE_BUFFER;
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}
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}
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gl.flags |= RFL_BUFFER_STORAGE;
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gl.lightmethod = LM_DIRECT;
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gl.buffermethod = BM_PERSISTENT;
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}
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gl.flags |= RFL_SAMPLER_OBJECTS;
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}
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// The minimum requirement for the modern render path are GL 3.0 + uniform buffers. Also exclude the Linux Mesa driver at GL 3.0 because it errors out on shader compilation.
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if (gl_version < 3.0f || (gl_version < 3.1f && (!CheckExtension("GL_ARB_uniform_buffer_object") || strstr(gl.vendorstring, "X.Org") != nullptr)))
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{
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gl.legacyMode = true;
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gl.lightmethod = LM_LEGACY;
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gl.buffermethod = BM_LEGACY;
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gl.glslversion = 0;
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gl.flags |= RFL_NO_CLIP_PLANES;
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}
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else
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{
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// Assume that everything works without problems on GL 4.5 drivers where these things are core features.
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gl.flags |= RFL_SHADER_STORAGE_BUFFER | RFL_BUFFER_STORAGE;
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gl.lightmethod = LM_DIRECT;
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gl.buffermethod = BM_PERSISTENT;
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}
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gl.legacyMode = false;
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gl.lightmethod = LM_DEFERRED;
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gl.buffermethod = BM_DEFERRED;
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if (gl_version < 4.f)
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{
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#ifdef _WIN32
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if (strstr(gl.vendorstring, "ATI Tech"))
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{
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gl.flags |= RFL_NO_CLIP_PLANES; // gl_ClipDistance is horribly broken on ATI GL3 drivers for Windows.
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}
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#endif
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}
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else if (gl_version < 4.5f)
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{
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// don't use GL 4.x features when running a GL 3.x context.
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if (CheckExtension("GL_ARB_buffer_storage"))
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{
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// work around a problem with older AMD drivers: Their implementation of shader storage buffer objects is piss-poor and does not match uniform buffers even closely.
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// Recent drivers, GL 4.4 don't have this problem, these can easily be recognized by also supporting the GL_ARB_buffer_storage extension.
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if (CheckExtension("GL_ARB_shader_storage_buffer_object"))
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{
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// Shader storage buffer objects are broken on current Intel drivers.
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if (strstr(gl.vendorstring, "Intel") == NULL)
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{
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gl.flags |= RFL_SHADER_STORAGE_BUFFER;
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}
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}
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gl.flags |= RFL_BUFFER_STORAGE;
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gl.lightmethod = LM_DIRECT;
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gl.buffermethod = BM_PERSISTENT;
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}
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}
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else
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{
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// Assume that everything works without problems on GL 4.5 drivers where these things are core features.
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gl.flags |= RFL_SHADER_STORAGE_BUFFER | RFL_BUFFER_STORAGE;
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gl.lightmethod = LM_DIRECT;
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gl.buffermethod = BM_PERSISTENT;
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}
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if (gl_version >= 4.3f || CheckExtension("GL_ARB_invalidate_subdata")) gl.flags |= RFL_INVALIDATE_BUFFER;
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if (gl_version >= 4.3f || CheckExtension("GL_KHR_debug")) gl.flags |= RFL_DEBUG;
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if (gl_version >= 4.3f || CheckExtension("GL_ARB_invalidate_subdata")) gl.flags |= RFL_INVALIDATE_BUFFER;
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if (gl_version >= 4.3f || CheckExtension("GL_KHR_debug")) gl.flags |= RFL_DEBUG;
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const char *lm = Args->CheckValue("-lightmethod");
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if (lm != NULL)
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{
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if (!stricmp(lm, "deferred") && gl.lightmethod == LM_DIRECT) gl.lightmethod = LM_DEFERRED;
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}
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const char *lm = Args->CheckValue("-lightmethod");
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if (lm != NULL)
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{
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if (!stricmp(lm, "deferred") && gl.lightmethod == LM_DIRECT) gl.lightmethod = LM_DEFERRED;
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}
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lm = Args->CheckValue("-buffermethod");
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if (lm != NULL)
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{
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if (!stricmp(lm, "deferred") && gl.buffermethod == BM_PERSISTENT) gl.buffermethod = BM_DEFERRED;
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lm = Args->CheckValue("-buffermethod");
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if (lm != NULL)
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{
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if (!stricmp(lm, "deferred") && gl.buffermethod == BM_PERSISTENT) gl.buffermethod = BM_DEFERRED;
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}
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}
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}
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@ -66,6 +66,7 @@ struct RenderContext
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int max_texturesize;
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char * vendorstring;
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bool legacyMode;
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bool es;
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int MaxLights() const
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{
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@ -303,8 +303,11 @@ OpenGLSWFrameBuffer::HWPixelShader::~HWPixelShader()
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bool OpenGLSWFrameBuffer::CreateFrameBuffer(const FString &name, int width, int height, HWFrameBuffer **outFramebuffer)
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{
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auto fb = std::make_unique<HWFrameBuffer>();
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GLint format = GL_RGBA16F;
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if (gl.es) format = GL_RGB;
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if (!CreateTexture(name, width, height, 1, GL_RGBA16F, &fb->Texture))
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if (!CreateTexture(name, width, height, 1, format, &fb->Texture))
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{
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outFramebuffer = nullptr;
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return false;
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@ -329,7 +332,7 @@ bool OpenGLSWFrameBuffer::CreateFrameBuffer(const FString &name, int width, int
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if (result != GL_FRAMEBUFFER_COMPLETE)
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{
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//Printf("Framebuffer is not complete");
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Printf("Framebuffer is not complete\n");
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outFramebuffer = nullptr;
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return false;
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}
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@ -351,6 +354,7 @@ bool OpenGLSWFrameBuffer::CreatePixelShader(FString vertexsrc, FString fragments
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FString prefix;
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prefix.AppendFormat("#version %d\n%s\n#line 0\n", shaderVersion, defines.GetChars());
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//Printf("Shader prefix: %s", prefix.GetChars());
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vertexsrc = prefix + vertexsrc;
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fragmentsrc = prefix + fragmentsrc;
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@ -400,7 +404,7 @@ bool OpenGLSWFrameBuffer::CreatePixelShader(FString vertexsrc, FString fragments
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GLsizei length = 0;
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buffer[0] = 0;
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glGetProgramInfoLog(shader->Program, 10000, &length, buffer);
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//Printf("Shader compile failed: %s", buffer);
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//Printf("Shader link failed: %s", buffer);
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*outShader = nullptr;
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return false;
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@ -485,8 +489,9 @@ bool OpenGLSWFrameBuffer::CreateTexture(const FString &name, int width, int heig
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GLenum srcformat;
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switch (format)
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{
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case GL_RGB: srcformat = GL_RGB; break;
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case GL_R8: srcformat = GL_RED; break;
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case GL_RGBA8: srcformat = GL_BGRA; break;
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case GL_RGBA8: srcformat = gl.es ? GL_RGBA : GL_BGRA; break;
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case GL_RGBA16F: srcformat = GL_RGBA; break;
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case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: srcformat = GL_RGB; break;
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case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: srcformat = GL_RGBA; break;
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@ -743,6 +748,8 @@ void OpenGLSWFrameBuffer::Present()
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void OpenGLSWFrameBuffer::SetInitialState()
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{
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if (gl.es) UseMappedMemBuffer = false;
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AlphaBlendEnabled = false;
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AlphaBlendOp = GL_FUNC_ADD;
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AlphaSrcBlend = 0;
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@ -787,12 +794,11 @@ bool OpenGLSWFrameBuffer::CreateResources()
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{
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Atlases = nullptr;
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if (!LoadShaders())
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{
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return false;
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}
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if (!CreateFrameBuffer("OutputFB", Width, Height, &OutputFB))
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return false;
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glBindFramebuffer(GL_FRAMEBUFFER, OutputFB->Framebuffer);
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if (!CreateFBTexture() ||
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@ -1312,6 +1318,23 @@ void OpenGLSWFrameBuffer::BindFBBuffer()
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}
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}
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void OpenGLSWFrameBuffer::BgraToRgba(uint32_t *dest, const uint32_t *src, int width, int height, int srcpitch)
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{
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for (int y = 0; y < height; y++)
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{
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for (int x = 0; x < width; x++)
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{
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uint32_t r = RPART(src[x]);
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uint32_t g = GPART(src[x]);
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uint32_t b = BPART(src[x]);
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uint32_t a = APART(src[x]);
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dest[x] = r | (g << 8) | (b << 16) | (a << 24);
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}
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dest += width;
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src += srcpitch;
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}
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}
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void OpenGLSWFrameBuffer::Draw3DPart(bool copy3d)
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{
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if (copy3d)
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@ -1327,7 +1350,11 @@ void OpenGLSWFrameBuffer::Draw3DPart(bool copy3d)
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uint8_t *dest = (uint8_t*)MapBuffer(GL_PIXEL_UNPACK_BUFFER, size);
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if (dest)
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{
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if (Pitch == Width)
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if (gl.es && pixelsize == 4)
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{
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BgraToRgba((uint32_t*)dest, (const uint32_t *)MemBuffer, Width, Height, Pitch);
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}
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else if (Pitch == Width)
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{
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memcpy(dest, MemBuffer, Width * Height * pixelsize);
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}
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@ -1354,7 +1381,7 @@ void OpenGLSWFrameBuffer::Draw3DPart(bool copy3d)
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldBinding);
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glBindTexture(GL_TEXTURE_2D, FBTexture->Texture);
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if (IsBgra())
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, Width, Height, GL_BGRA, GL_UNSIGNED_BYTE, 0);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, Width, Height, gl.es ? GL_RGBA : GL_BGRA, GL_UNSIGNED_BYTE, 0);
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else
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, Width, Height, GL_RED, GL_UNSIGNED_BYTE, 0);
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glBindTexture(GL_TEXTURE_2D, oldBinding);
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@ -1462,6 +1489,8 @@ void OpenGLSWFrameBuffer::UploadPalette()
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glBufferData(GL_PIXEL_UNPACK_BUFFER, 256 * 4, nullptr, GL_STREAM_DRAW);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, PaletteTexture->Buffers[1]);
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glBufferData(GL_PIXEL_UNPACK_BUFFER, 256 * 4, nullptr, GL_STREAM_DRAW);
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if (gl.es) PaletteTexture->MapBuffer.resize(256 * 4);
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}
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else
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{
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@ -1469,7 +1498,7 @@ void OpenGLSWFrameBuffer::UploadPalette()
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PaletteTexture->CurrentBuffer = (PaletteTexture->CurrentBuffer + 1) & 1;
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}
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uint8_t *pix = (uint8_t*)MapBuffer(GL_PIXEL_UNPACK_BUFFER, 256 * 4);
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uint8_t *pix = gl.es ? PaletteTexture->MapBuffer.data() : (uint8_t*)MapBuffer(GL_PIXEL_UNPACK_BUFFER, 256 * 4);
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if (pix)
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{
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int i;
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@ -1490,11 +1519,21 @@ void OpenGLSWFrameBuffer::UploadPalette()
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pix[2] = SourcePalette[i].r;
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pix[3] = 255;
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}
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glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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if (gl.es)
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{
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uint8_t *tempbuffer = PaletteTexture->MapBuffer.data();
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BgraToRgba((uint32_t*)tempbuffer, (const uint32_t *)tempbuffer, 256, 1, 256);
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glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, 256 * 4, tempbuffer);
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}
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else
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{
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glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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}
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GLint oldBinding = 0;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldBinding);
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glBindTexture(GL_TEXTURE_2D, PaletteTexture->Texture);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 1, GL_BGRA, GL_UNSIGNED_BYTE, 0);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 1, gl.es ? GL_RGBA : GL_BGRA, GL_UNSIGNED_BYTE, 0);
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glBindTexture(GL_TEXTURE_2D, oldBinding);
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BorderColor = ColorXRGB(SourcePalette[255].r, SourcePalette[255].g, SourcePalette[255].b);
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}
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@ -2094,9 +2133,13 @@ bool OpenGLSWFrameBuffer::OpenGLTex::Update()
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, Box->Owner->Tex->Buffers[Box->Owner->Tex->CurrentBuffer]);
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glBufferData(GL_PIXEL_UNPACK_BUFFER, buffersize, nullptr, GL_STREAM_DRAW);
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Box->Owner->Tex->CurrentBuffer = (Box->Owner->Tex->CurrentBuffer + 1) & 1;
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static std::vector<uint8_t> tempbuffer;
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if (gl.es)
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tempbuffer.resize(buffersize);
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int pitch = (rect.right - rect.left) * bytesPerPixel;
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uint8_t *bits = (uint8_t *)MapBuffer(GL_PIXEL_UNPACK_BUFFER, buffersize);
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uint8_t *bits = gl.es ? tempbuffer.data() : (uint8_t *)MapBuffer(GL_PIXEL_UNPACK_BUFFER, buffersize);
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dest = bits;
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if (!dest)
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{
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||||
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@ -2140,13 +2183,21 @@ bool OpenGLSWFrameBuffer::OpenGLTex::Update()
|
|||
// Clear bottom padding row.
|
||||
memset(dest, 0, numbytes);
|
||||
}
|
||||
|
||||
if (gl.es && format == GL_RGBA8)
|
||||
{
|
||||
BgraToRgba((uint32_t*)bits, (const uint32_t *)bits, rect.right - rect.left, rect.bottom - rect.top, rect.right - rect.left);
|
||||
}
|
||||
|
||||
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
|
||||
if (gl.es)
|
||||
glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, buffersize, bits);
|
||||
else
|
||||
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
|
||||
GLint oldBinding = 0;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldBinding);
|
||||
glBindTexture(GL_TEXTURE_2D, Box->Owner->Tex->Texture);
|
||||
if (format == GL_RGBA8)
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, GL_BGRA, GL_UNSIGNED_BYTE, 0);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, gl.es ? GL_RGBA : GL_BGRA, GL_UNSIGNED_BYTE, 0);
|
||||
else
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, GL_RED, GL_UNSIGNED_BYTE, 0);
|
||||
glBindTexture(GL_TEXTURE_2D, oldBinding);
|
||||
|
@ -2302,8 +2353,12 @@ bool OpenGLSWFrameBuffer::OpenGLPal::Update()
|
|||
}
|
||||
|
||||
int numEntries = MIN(Remap->NumEntries, RoundedPaletteSize);
|
||||
|
||||
std::vector<uint8_t> &tempbuffer = Tex->MapBuffer;
|
||||
if (gl.es)
|
||||
tempbuffer.resize(numEntries * 4);
|
||||
|
||||
buff = (uint32_t *)MapBuffer(GL_PIXEL_UNPACK_BUFFER, numEntries * 4);
|
||||
buff = gl.es ? (uint32_t*)tempbuffer.data() : (uint32_t *)MapBuffer(GL_PIXEL_UNPACK_BUFFER, numEntries * 4);
|
||||
if (buff == nullptr)
|
||||
{
|
||||
return false;
|
||||
|
@ -2326,12 +2381,21 @@ bool OpenGLSWFrameBuffer::OpenGLPal::Update()
|
|||
i = numEntries - 1;
|
||||
BorderColor = ColorARGB(pal[i].a, pal[i - 1].r, pal[i - 1].g, pal[i - 1].b);
|
||||
}
|
||||
|
||||
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
|
||||
|
||||
if (gl.es)
|
||||
{
|
||||
BgraToRgba((uint32_t*)buff, (const uint32_t *)buff, numEntries, 1, numEntries);
|
||||
glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, numEntries * 4, buff);
|
||||
}
|
||||
else
|
||||
{
|
||||
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
|
||||
}
|
||||
|
||||
GLint oldBinding = 0;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldBinding);
|
||||
glBindTexture(GL_TEXTURE_2D, Tex->Texture);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, numEntries, 1, GL_BGRA, GL_UNSIGNED_BYTE, 0);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, numEntries, 1, gl.es ? GL_RGBA : GL_BGRA, GL_UNSIGNED_BYTE, 0);
|
||||
glBindTexture(GL_TEXTURE_2D, oldBinding);
|
||||
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
||||
|
||||
|
|
|
@ -121,6 +121,8 @@ private:
|
|||
int WrapS = 0;
|
||||
int WrapT = 0;
|
||||
int Format = 0;
|
||||
|
||||
std::vector<uint8_t> MapBuffer;
|
||||
};
|
||||
|
||||
class HWFrameBuffer
|
||||
|
@ -193,6 +195,8 @@ private:
|
|||
void DrawLineList(int count);
|
||||
void DrawTriangleList(int minIndex, int numVertices, int startIndex, int primitiveCount);
|
||||
void Present();
|
||||
|
||||
static void BgraToRgba(uint32_t *dest, const uint32_t *src, int width, int height, int srcpitch);
|
||||
|
||||
void BindFBBuffer();
|
||||
void *MappedMemBuffer = nullptr;
|
||||
|
|
|
@ -63,6 +63,18 @@ CUSTOM_CVAR(Bool, gl_debug, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINI
|
|||
Printf("This won't take effect until " GAMENAME " is restarted.\n");
|
||||
}
|
||||
|
||||
#ifdef __arm__
|
||||
CUSTOM_CVAR(Bool, gl_es, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
|
||||
{
|
||||
Printf("This won't take effect until " GAMENAME " is restarted.\n");
|
||||
}
|
||||
#else
|
||||
CUSTOM_CVAR(Bool, gl_es, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
|
||||
{
|
||||
Printf("This won't take effect until " GAMENAME " is restarted.\n");
|
||||
}
|
||||
#endif
|
||||
|
||||
// PRIVATE DATA DEFINITIONS ------------------------------------------------
|
||||
|
||||
// Dummy screen sizes to pass when windowed
|
||||
|
@ -303,6 +315,14 @@ bool SDLGLVideo::SetupPixelFormat(bool allowsoftware, int multisample)
|
|||
}
|
||||
if (gl_debug)
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
|
||||
|
||||
if (gl_es)
|
||||
{
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
|
||||
precision mediump float;
|
||||
|
||||
in vec4 PixelColor0;
|
||||
in vec4 PixelColor1;
|
||||
in vec4 PixelTexCoord0;
|
||||
|
@ -75,7 +77,7 @@ vec4 SpecialColormap(vec2 tex_coord, vec4 start, vec4 end)
|
|||
vec4 range = end - start;
|
||||
// We can't store values greater than 1.0 in a color register, so we multiply
|
||||
// the final result by 2 and expect the caller to divide the start and end by 2.
|
||||
color.rgb = 2 * (start + Grayscale(color) * range).rgb;
|
||||
color.rgb = 2.0 * (start + Grayscale(color) * range).rgb;
|
||||
// Duplicate alpha semantics of NormalColor.
|
||||
color.a = start.a + color.a * end.a;
|
||||
return color;
|
||||
|
@ -120,7 +122,7 @@ vec4 BurnWipe(vec4 coord)
|
|||
{
|
||||
vec4 color = texture(NewScreen, coord.xy);
|
||||
vec4 alpha = texture(Burn, coord.zw);
|
||||
color.a = alpha.r * 2;
|
||||
color.a = alpha.r * 2.0;
|
||||
return color;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue