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- moved to GZDoom's gl_hwtexture.cpp.
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381e53017d
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87a87c155d
18 changed files with 481 additions and 354 deletions
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@ -52,22 +52,6 @@
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float shadediv[MAXPALOOKUPS];
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namespace OpenGLRenderer
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{
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TexFilter_s TexFilter[] = {
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{GL_NEAREST, GL_NEAREST, false},
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{GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST, true},
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{GL_LINEAR, GL_LINEAR, false},
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{GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR, true},
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{GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, true},
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{GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST, true},
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{GL_LINEAR_MIPMAP_LINEAR, GL_NEAREST, true},
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};
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}
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static int blendstyles[] = { GL_ZERO, GL_ONE, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA };
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static int renderops[] = { GL_FUNC_ADD, GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT };
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int depthf[] = { GL_ALWAYS, GL_LESS, GL_EQUAL, GL_LEQUAL };
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@ -99,11 +83,6 @@ TArray<uint8_t> ttf;
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void GLInstance::Init(int ydim)
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{
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if (!mSamplers)
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{
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mSamplers = new OpenGLRenderer::FSamplerManager;
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}
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//glinfo.bufferstorage = !!strstr(glinfo.extensions, "GL_ARB_buffer_storage");
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glinfo.maxanisotropy);
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@ -158,8 +137,6 @@ void GLInstance::Deinit()
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ImGui::DestroyContext(im_ctx);
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}
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#endif
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if (mSamplers) delete mSamplers;
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mSamplers = nullptr;
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if (polymostShader) delete polymostShader;
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polymostShader = nullptr;
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if (surfaceShader) delete surfaceShader;
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@ -169,9 +146,9 @@ void GLInstance::Deinit()
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lastPalswapIndex = -1;
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}
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FHardwareTexture* GLInstance::NewTexture()
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OpenGLRenderer::FHardwareTexture* GLInstance::NewTexture(int numchannels)
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{
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return new FHardwareTexture;
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return new OpenGLRenderer::FHardwareTexture(numchannels);
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}
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void GLInstance::ResetFrame()
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@ -320,7 +297,8 @@ void PolymostRenderState::Apply(PolymostShader* shader, GLState &oldState)
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reset = true;
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}
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glBindTexture(GL_TEXTURE_2D, texIds[i]);
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GLInterface.mSamplers->Bind(i, samplerIds[i], -1);
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if (OpenGLRenderer::GLRenderer)
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OpenGLRenderer::GLRenderer->mSamplerManager->Bind(i, samplerIds[i], -1);
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oldState.TexId[i] = texIds[i];
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oldState.SamplerId[i] = samplerIds[i];
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}
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