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https://github.com/ZDoom/raze-gles.git
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- fixed rendering on macOS
This restores support for OpenGL implementations without persistent mapped buffers, and helps with strict core profile GLSL compilers
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parent
687573d4c5
commit
2f4078d99e
3 changed files with 8 additions and 7 deletions
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@ -37,6 +37,7 @@
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#include "gl_load.h"
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#include "gl_load.h"
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//#include "glbackend.h"
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//#include "glbackend.h"
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#include "gl_buffers.h"
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#include "gl_buffers.h"
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#include "v_video.h"
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namespace OpenGLRenderer
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namespace OpenGLRenderer
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{
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{
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@ -79,7 +80,7 @@ void GLBuffer::SetData(size_t size, const void *data, bool staticdata)
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}
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}
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else
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else
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{
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{
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mPersistent = /*screen->BuffersArePersistent() &&*/ !staticdata;
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mPersistent = screen->BuffersArePersistent() && !staticdata;
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if (mPersistent)
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if (mPersistent)
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{
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{
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glBufferStorage(mUseType, size, nullptr, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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glBufferStorage(mUseType, size, nullptr, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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@ -13,9 +13,9 @@ const float c_paletteOffset = 0.5/256.0;
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void main()
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void main()
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{
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{
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vec4 color = texture2D(s_texture, v_texCoord.xy);
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vec4 color = texture(s_texture, v_texCoord.xy);
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color.r = c_paletteOffset + c_paletteScale*color.r;
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color.r = c_paletteOffset + c_paletteScale*color.r;
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color.rgb = texture2D(s_palette, color.rg).rgb;
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color.rgb = texture(s_palette, color.rg).rgb;
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FragColor = color;
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FragColor = color;
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}
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}
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@ -163,13 +163,13 @@ void main()
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newCoord = vec2(coordX, coordY);
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newCoord = vec2(coordX, coordY);
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// Paletted textures are stored in column major order rather than row major so coordinates need to be swapped here.
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// Paletted textures are stored in column major order rather than row major so coordinates need to be swapped here.
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color = texture2D(s_texture, newCoord);
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color = texture(s_texture, newCoord);
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// This was further down but it really should be done before applying any kind of depth fading, not afterward.
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// This was further down but it really should be done before applying any kind of depth fading, not afterward.
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vec4 detailColor = vec4(1.0);
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vec4 detailColor = vec4(1.0);
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if ((u_flags & RF_DetailMapping) != 0)
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if ((u_flags & RF_DetailMapping) != 0)
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{
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{
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detailColor = texture2D(s_detail, v_detailCoord.xy);
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detailColor = texture(s_detail, v_detailCoord.xy);
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detailColor = mix(vec4(1.0), 2.0 * detailColor, detailColor.a);
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detailColor = mix(vec4(1.0), 2.0 * detailColor, detailColor.a);
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// Application of this differs based on render mode because for paletted rendering with palettized shade tables it can only be done after processing the shade table. We only have a palette index before.
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// Application of this differs based on render mode because for paletted rendering with palettized shade tables it can only be done after processing the shade table. We only have a palette index before.
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}
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}
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@ -212,7 +212,7 @@ void main()
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// The lighting model here does not really allow more than a simple on/off brightmap because anything more complex inteferes with the shade ramp... :(
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// The lighting model here does not really allow more than a simple on/off brightmap because anything more complex inteferes with the shade ramp... :(
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if ((u_flags & RF_Brightmapping) != 0)
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if ((u_flags & RF_Brightmapping) != 0)
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{
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{
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vec4 brightcolor = texture2D(s_brightmap, v_texCoord.xy);
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vec4 brightcolor = texture(s_brightmap, v_texCoord.xy);
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if (grayscale(brightcolor) > 0.5)
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if (grayscale(brightcolor) > 0.5)
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{
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{
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shadeIt = false;
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shadeIt = false;
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@ -238,7 +238,7 @@ void main()
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if ((u_flags & (RF_ColorOnly|RF_GlowMapping)) == RF_GlowMapping)
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if ((u_flags & (RF_ColorOnly|RF_GlowMapping)) == RF_GlowMapping)
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{
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{
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vec4 glowColor = texture2D(s_glow, v_texCoord.xy);
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vec4 glowColor = texture(s_glow, v_texCoord.xy);
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color.rgb = mix(color.rgb, glowColor.rgb, glowColor.a);
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color.rgb = mix(color.rgb, glowColor.rgb, glowColor.a);
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}
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}
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