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https://github.com/ZDoom/qzdoom-gpl.git
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- removed the code for hardware alpha testing again because it didn't work anymore with how things are set up now.
- we need to check all GL versions when trying to get a context because some drivers only give us the version we request, leaving out newer features that are not exposed via extension. - added some status info about uniform blocks.
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beabfad293
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7 changed files with 17 additions and 51 deletions
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@ -138,29 +138,7 @@ bool FRenderState::ApplyShader()
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activeShader->muClipHeightTop.Set(mClipHeightTop);
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activeShader->muClipHeightBottom.Set(mClipHeightBottom);
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activeShader->muTimer.Set(gl_frameMS * mShaderTimer / 1000.f);
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#ifndef CORE_PROFILE
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if (!(gl.flags & RFL_COREPROFILE))
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{
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if (mAlphaThreshold != stAlphaThreshold)
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{
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stAlphaThreshold = mAlphaThreshold;
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if (mAlphaThreshold < 0.f)
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{
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glDisable(GL_ALPHA_TEST);
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}
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else
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{
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, mAlphaThreshold * mColor.vec[3]);
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}
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}
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}
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else
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#endif
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{
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activeShader->muAlphaThreshold.Set(mAlphaThreshold);
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}
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if (mGlowEnabled)
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{
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@ -175,6 +175,9 @@ void gl_PrintStartupLog()
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gl.maxuniforms = v;
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glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &v);
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Printf ("Max. vertex uniforms: %d\n", v);
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glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &v);
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Printf ("Max. uniform block size: %d\n", v);
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gl.maxuniformblock = v;
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glGetIntegerv(GL_MAX_VARYING_FLOATS, &v);
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Printf ("Max. varying: %d\n", v);
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glGetIntegerv(GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS, &v);
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@ -182,5 +185,6 @@ void gl_PrintStartupLog()
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glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &v);
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Printf("Max. vertex shader storage blocks: %d\n", v);
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}
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@ -29,6 +29,7 @@ struct RenderContext
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{
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unsigned int flags;
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unsigned int maxuniforms;
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unsigned int maxuniformblock;
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float version;
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float glslversion;
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int max_texturesize;
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@ -192,6 +192,8 @@ void FHardwareTexture::LoadImage(unsigned char * buffer,int w, int h, unsigned i
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if (alphatexture)
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{
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// thanks to deprecation and delayed introduction of a suitable replacement feature this has become a bit messy...
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// Of all the targeted hardware, the Intel GMA 2000 and 3000 are the only ones not supporting texture swizzle, and they
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// are also the only ones not supoorting GL 3.3. On those we are forced to use a full RGBA texture here.
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if (gl.version >= 3.3f)
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{
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texformat = GL_R8;
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@ -745,10 +745,9 @@ bool Win32GLVideo::InitHardware (HWND Window, int multisample)
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#else
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bool core = true;
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#endif
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if (core)
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{
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// let's try to get the best version possible.
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static int versions[] = { 44, 43, 42, 41, 40, 33, 32, -1 };
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// let's try to get the best version possible. Some drivers only give us the version we request
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// which breaks all version checks for feature support. The highest used features we use are from version 4.4, and 3.0 is a requirement.
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static int versions[] = { 44, 43, 42, 41, 40, 33, 32, 30, -1 };
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for (int i = 0; versions[i] > 0; i++)
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{
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@ -756,7 +755,7 @@ bool Win32GLVideo::InitHardware (HWND Window, int multisample)
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WGL_CONTEXT_MAJOR_VERSION_ARB, versions[i] / 10,
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WGL_CONTEXT_MINOR_VERSION_ARB, versions[i] % 10,
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WGL_CONTEXT_FLAGS_ARB, gl_debug ? WGL_CONTEXT_DEBUG_BIT_ARB : 0,
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WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
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WGL_CONTEXT_PROFILE_MASK_ARB, core? WGL_CONTEXT_CORE_PROFILE_BIT_ARB : WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
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0
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};
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@ -764,20 +763,6 @@ bool Win32GLVideo::InitHardware (HWND Window, int multisample)
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if (m_hRC != NULL) break;
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}
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}
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else
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{
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int ctxAttribs[] = {
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WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
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WGL_CONTEXT_MINOR_VERSION_ARB, 0,
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WGL_CONTEXT_FLAGS_ARB, gl_debug ? WGL_CONTEXT_DEBUG_BIT_ARB : 0,
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WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
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0
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};
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m_hRC = myWglCreateContextAttribsARB(m_hDC, 0, ctxAttribs);
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}
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}
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if (m_hRC == 0)
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{
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// If we are unable to get a core context, let's try whatever the system gives us.
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@ -222,12 +222,10 @@ void main()
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{
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vec4 frag = ProcessTexel();
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#ifdef CORE_PROFILE
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// alpha testing - only for the core profile, in compatibility mode we use the alpha test.
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#ifndef NO_ALPHATEST
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if (frag.a <= uAlphaThreshold) discard;
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#endif
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switch (uFixedColormap)
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{
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case 0:
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@ -8,9 +8,7 @@ uniform vec4 uCameraPos;
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uniform int uTextureMode;
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uniform float uClipHeightTop, uClipHeightBottom;
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#ifdef CORE_PROFILE
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uniform float uAlphaThreshold;
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#endif
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// colors
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