]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
Steel Storm additions for mobile (EluanCM)
[xonotic/darkplaces.git] / gl_backend.c
index 1b32c34662f4b67ab0934972cc383ca77d92afdb..8dc6d2366a40328372738de1932296c80cafcb81 100644 (file)
@@ -1156,7 +1156,6 @@ void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatri
 
 void R_SetViewport(const r_viewport_t *v)
 {
-       float m[16];
        gl_viewport = *v;
 
        // FIXME: v_flipped_state is evil, this probably breaks somewhere
@@ -1171,14 +1170,17 @@ void R_SetViewport(const r_viewport_t *v)
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
        case RENDERPATH_GLES1:
-#ifdef GL_PROJECTION
-               CHECKGLERROR
-               qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
-               // Load the projection matrix into OpenGL
-               qglMatrixMode(GL_PROJECTION);CHECKGLERROR
-               Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
-               qglLoadMatrixf(m);CHECKGLERROR
-               qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+#ifndef USE_GLES2
+               {
+                       float m[16];
+                       CHECKGLERROR
+                       qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR
+                       // Load the projection matrix into OpenGL
+                       qglMatrixMode(GL_PROJECTION);CHECKGLERROR
+                       Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m);
+                       qglLoadMatrixf(m);CHECKGLERROR
+                       qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+               }
 #endif
                break;
        case RENDERPATH_D3D9:
@@ -1246,8 +1248,10 @@ static void GL_BindUBO(int bufferobject)
        if (gl_state.uniformbufferobject != bufferobject)
        {
                gl_state.uniformbufferobject = bufferobject;
+#ifdef GL_UNIFORM_BUFFER
                CHECKGLERROR
                qglBindBufferARB(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR
+#endif
        }
 }
 
@@ -1271,10 +1275,11 @@ int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colorte
 #ifdef USE_GLES2
                        // FIXME: separate stencil attachment on GLES
                        if (depthtexture  && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
+                       if (depthtexture  && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
 #else
                        if (depthtexture  && depthtexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT  , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR
-#endif
                        if (depthtexture  && depthtexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, depthtexture->glisdepthstencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT  , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR
+#endif
                        if (colortexture  && colortexture->texnum ) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , colortexture->gltexturetypeenum , colortexture->texnum , 0);CHECKGLERROR
                        if (colortexture2 && colortexture2->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , colortexture2->gltexturetypeenum, colortexture2->texnum, 0);CHECKGLERROR
                        if (colortexture3 && colortexture3->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , colortexture3->gltexturetypeenum, colortexture3->texnum, 0);CHECKGLERROR
@@ -1602,13 +1607,20 @@ static void GL_Backend_ResetState(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GLES1:
-#ifdef GL_ALPHA_TEST
+#ifndef USE_GLES2
                CHECKGLERROR
 
                qglColorMask(1, 1, 1, 1);CHECKGLERROR
                qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR
                qglDisable(GL_ALPHA_TEST);CHECKGLERROR
-               qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+               if (qglBlendFuncSeparate)
+               {
+                       qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
+               }
+               else
+               {
+                       qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+               }
                qglDisable(GL_BLEND);CHECKGLERROR
                qglCullFace(gl_state.cullface);CHECKGLERROR
                qglDisable(GL_CULL_FACE);CHECKGLERROR
@@ -1767,12 +1779,14 @@ void GL_ClientActiveTexture(unsigned int num)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GLES1:
+#ifndef USE_GLES2
                        if (qglActiveTexture)
                        {
                                CHECKGLERROR
                                qglClientActiveTexture(GL_TEXTURE0 + gl_state.clientunit);
                                CHECKGLERROR
                        }
+#endif
                        break;
                case RENDERPATH_D3D9:
                case RENDERPATH_D3D10:
@@ -1803,7 +1817,14 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2)
                case RENDERPATH_GLES1:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
-                       qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+                       if (qglBlendFuncSeparate)
+                       {
+                               qglBlendFuncSeparate(gl_state.blendfunc1, gl_state.blendfunc2, GL_ZERO, GL_ONE);CHECKGLERROR // ELUAN: Adreno 225 (and others) compositing workaround
+                       }
+                       else
+                       {
+                               qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+                       }
                        if (gl_state.blend != blendenable)
                        {
                                gl_state.blend = blendenable;
@@ -2044,7 +2065,7 @@ void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int fro
                }
                else if (vid.support.ext_stencil_two_side)
                {
-#ifdef GL_STENCIL_TEST_TWO_SIDE_EXT
+#if defined(GL_STENCIL_TEST_TWO_SIDE_EXT) && !defined(USE_GLES2)
                        qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
                        qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR
                        qglStencilMask(writemask);CHECKGLERROR
@@ -2412,9 +2433,11 @@ void GL_Color(float cr, float cg, float cb, float ca)
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GLES1:
+#ifndef USE_GLES2
                        CHECKGLERROR
                        qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]);
                        CHECKGLERROR
+#endif
                        break;
                case RENDERPATH_D3D9:
                case RENDERPATH_D3D10:
@@ -2508,7 +2531,8 @@ void GL_ScissorTest(int state)
 
 void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue)
 {
-       static const float blackcolor[4] = {0, 0, 0, 0};
+       // opaque black - if you want transparent black, you'll need to pass in a colorvalue
+       static const float blackcolor[4] = {0.0f, 0.0f, 0.0f, 1.0f};
        // prevent warnings when trying to clear a buffer that does not exist
        if (!colorvalue)
                colorvalue = blackcolor;
@@ -2573,8 +2597,30 @@ void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpi
        case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
                CHECKGLERROR
+#ifndef GL_BGRA
+               {
+                       int i;
+                       int r;
+               //      int g;
+                       int b;
+               //      int a;
+                       qglReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
+                       for (i = 0;i < width * height * 4;i += 4)
+                       {
+                               r = outpixels[i+0];
+               //              g = outpixels[i+1];
+                               b = outpixels[i+2];
+               //              a = outpixels[i+3];
+                               outpixels[i+0] = b;
+               //              outpixels[i+1] = g;
+                               outpixels[i+2] = r;
+               //              outpixels[i+3] = a;
+                       }
+               }
+#else
                qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR
-               break;
+#endif
+                       break;
        case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
                {
@@ -2696,7 +2742,7 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver
        if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list))
                goto cleanup;
 
-#ifdef GL_GEOMETRY_SHADER
+#if defined(GL_GEOMETRY_SHADER) && !defined(USE_GLES2)
        if (geometrystrings_count && !GL_Backend_CompileShader(programobject, GL_GEOMETRY_SHADER, "geometry", geometrystrings_count, geometrystrings_list))
                goto cleanup;
 #endif
@@ -2707,10 +2753,13 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver
        qglLinkProgram(programobject);CHECKGLERROR
        qglGetProgramiv(programobject, GL_LINK_STATUS, &programlinked);CHECKGLERROR
        qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
+
        if (linklog[0])
        {
+
                if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
                        Con_DPrintf("program link log:\n%s\n", linklog);
+
                // software vertex shader is ok but software fragment shader is WAY
                // too slow, fail program if so.
                // NOTE: this string might be ATI specific, but that's ok because the
@@ -2720,8 +2769,10 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver
                if (strstr(linklog, "fragment shader will run in software"))
                        programlinked = false;
        }
+
        if (!programlinked)
                goto cleanup;
+
        return programobject;
 cleanup:
        qglDeleteProgram(programobject);CHECKGLERROR
@@ -3310,10 +3361,19 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si
                        GL_BindEBO(buffer->bufferobject);
                else
                        GL_BindVBO(buffer->bufferobject);
-               if (subdata)
-                       qglBufferSubDataARB(buffer->isuniformbuffer ? GL_UNIFORM_BUFFER : (buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER), offset, size, data);
-               else
-                       qglBufferDataARB(buffer->isuniformbuffer ? GL_UNIFORM_BUFFER : (buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER), size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
+
+               {
+                       int buffertype;
+                       buffertype = buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
+#ifdef GL_UNIFORM_BUFFER
+                       if (buffer->isuniformbuffer)
+                               buffertype = GL_UNIFORM_BUFFER;
+#endif
+                       if (subdata)
+                               qglBufferSubDataARB(buffertype, offset, size, data);
+                       else
+                               qglBufferDataARB(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW);
+               }
                if (buffer->isuniformbuffer)
                        GL_BindUBO(0);
                break;
@@ -3482,6 +3542,7 @@ void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GLES1:
+#ifndef USE_GLES2
                if (gl_state.pointer_vertex_components != components || gl_state.pointer_vertex_gltype != gltype || gl_state.pointer_vertex_stride != stride || gl_state.pointer_vertex_pointer != pointer || gl_state.pointer_vertex_vertexbuffer != vertexbuffer || gl_state.pointer_vertex_offset != bufferoffset)
                {
                        int bufferobject = vertexbuffer ? vertexbuffer->bufferobject : 0;
@@ -3495,6 +3556,7 @@ void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void
                        GL_BindVBO(bufferobject);
                        qglVertexPointer(components, gltype, stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR
                }
+#endif
                break;
        case RENDERPATH_GL20:
        case RENDERPATH_GLES2:
@@ -3530,7 +3592,7 @@ void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void *
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GLES1:
-#ifdef GL_MODELVIEW
+#ifndef USE_GLES2
                CHECKGLERROR
                if (pointer)
                {
@@ -3628,7 +3690,7 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, si
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GLES1:
-#ifdef GL_MODELVIEW
+#ifndef USE_GLES2
                CHECKGLERROR
                if (pointer)
                {
@@ -3968,7 +4030,6 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
 
 void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
 {
-       gltextureunit_t *unit = gl_state.units + unitnum;
        switch(vid.renderpath)
        {
        case RENDERPATH_GL11:
@@ -3979,6 +4040,7 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
 #ifdef GL_MODELVIEW
                if (matrix && matrix->m[3][3])
                {
+                       gltextureunit_t *unit = gl_state.units + unitnum;
                        // texmatrix specified, check if it is different
                        if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t)))
                        {
@@ -3996,6 +4058,7 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
                else
                {
                        // no texmatrix specified, revert to identity
+                       gltextureunit_t *unit = gl_state.units + unitnum;
                        if (unit->texmatrixenabled)
                        {
                                unit->texmatrixenabled = false;
@@ -4020,6 +4083,7 @@ void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
 
 void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
 {
+#if defined(GL_TEXTURE_ENV) && !defined(USE_GLES2)
        gltextureunit_t *unit = gl_state.units + unitnum;
        CHECKGLERROR
        switch(vid.renderpath)
@@ -4030,7 +4094,6 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i
                break;
        case RENDERPATH_GL13:
        case RENDERPATH_GLES1:
-#ifdef GL_TEXTURE_ENV
                // GL_ARB_texture_env_combine
                if (!combinergb)
                        combinergb = GL_MODULATE;
@@ -4085,11 +4148,9 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i
                                qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
                        }
                }
-#endif
                break;
        case RENDERPATH_GL11:
                // normal GL texenv
-#ifdef GL_TEXTURE_ENV
                if (!combinergb)
                        combinergb = GL_MODULATE;
                if (unit->combine != combinergb)
@@ -4098,7 +4159,6 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i
                        GL_ActiveTexture(unitnum);
                        qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR
                }
-#endif
                break;
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
@@ -4107,6 +4167,7 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i
        case RENDERPATH_SOFT:
                break;
        }
+#endif
 }
 
 void R_Mesh_ResetTextureState(void)