X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_backend.c;h=ad4a0cdc21ae05de04e3d487eacfa9f7f822887f;hp=4bde4354a584e15554f27f45c93710b57578b81e;hb=49f0e1cbc8bc4ea8a165e8b86092c40bf4599a8e;hpb=fcca38006977b1073fa82907dd5db8fea339c5f4 diff --git a/gl_backend.c b/gl_backend.c index 4bde4354..ad4a0cdc 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -2,95 +2,19 @@ #include "quakedef.h" #include "cl_collision.h" -// on GLES we have to use some proper #define's -#ifndef GL_FRAMEBUFFER -#define GL_FRAMEBUFFER 0x8D40 -#define GL_DEPTH_ATTACHMENT 0x8D00 -#define GL_COLOR_ATTACHMENT0 0x8CE0 -#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 -#endif -#ifndef GL_COLOR_ATTACHMENT1 -#define GL_COLOR_ATTACHMENT1 0x8CE1 -#define GL_COLOR_ATTACHMENT2 0x8CE2 -#define GL_COLOR_ATTACHMENT3 0x8CE3 -#define GL_COLOR_ATTACHMENT4 0x8CE4 -#define GL_COLOR_ATTACHMENT5 0x8CE5 -#define GL_COLOR_ATTACHMENT6 0x8CE6 -#define GL_COLOR_ATTACHMENT7 0x8CE7 -#define GL_COLOR_ATTACHMENT8 0x8CE8 -#define GL_COLOR_ATTACHMENT9 0x8CE9 -#define GL_COLOR_ATTACHMENT10 0x8CEA -#define GL_COLOR_ATTACHMENT11 0x8CEB -#define GL_COLOR_ATTACHMENT12 0x8CEC -#define GL_COLOR_ATTACHMENT13 0x8CED -#define GL_COLOR_ATTACHMENT14 0x8CEE -#define GL_COLOR_ATTACHMENT15 0x8CEF -#endif -#ifndef GL_ARRAY_BUFFER -#define GL_ARRAY_BUFFER 0x8892 -#define GL_ELEMENT_ARRAY_BUFFER 0x8893 -#endif -#ifndef GL_TEXTURE0 -#define GL_TEXTURE0 0x84C0 -#define GL_TEXTURE1 0x84C1 -#define GL_TEXTURE2 0x84C2 -#define GL_TEXTURE3 0x84C3 -#define GL_TEXTURE4 0x84C4 -#define GL_TEXTURE5 0x84C5 -#define GL_TEXTURE6 0x84C6 -#define GL_TEXTURE7 0x84C7 -#define GL_TEXTURE8 0x84C8 -#define GL_TEXTURE9 0x84C9 -#define GL_TEXTURE10 0x84CA -#define GL_TEXTURE11 0x84CB -#define GL_TEXTURE12 0x84CC -#define GL_TEXTURE13 0x84CD -#define GL_TEXTURE14 0x84CE -#define GL_TEXTURE15 0x84CF -#define GL_TEXTURE16 0x84D0 -#define GL_TEXTURE17 0x84D1 -#define GL_TEXTURE18 0x84D2 -#define GL_TEXTURE19 0x84D3 -#define GL_TEXTURE20 0x84D4 -#define GL_TEXTURE21 0x84D5 -#define GL_TEXTURE22 0x84D6 -#define GL_TEXTURE23 0x84D7 -#define GL_TEXTURE24 0x84D8 -#define GL_TEXTURE25 0x84D9 -#define GL_TEXTURE26 0x84DA -#define GL_TEXTURE27 0x84DB -#define GL_TEXTURE28 0x84DC -#define GL_TEXTURE29 0x84DD -#define GL_TEXTURE30 0x84DE -#define GL_TEXTURE31 0x84DF -#endif - -#ifndef GL_TEXTURE_3D -#define GL_TEXTURE_3D 0x806F -#endif -#ifndef GL_TEXTURE_CUBE_MAP -#define GL_TEXTURE_CUBE_MAP 0x8513 -#endif - - #define MAX_RENDERTARGETS 4 -cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"}; -cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"}; -cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"}; +cvar_t gl_debug = {CF_CLIENT, "gl_debug", "0", "enables OpenGL debug output, 0 = off, 1 = HIGH severity only, 2 = also MEDIUM severity, 3 = also LOW severity messages. (note: enabling may not take effect until vid_restart on some drivers)"}; +cvar_t gl_paranoid = {CF_CLIENT, "gl_paranoid", "0", "enables OpenGL error checking and other tests"}; +cvar_t gl_printcheckerror = {CF_CLIENT, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"}; -cvar_t r_render = {0, "r_render", "1", "enables rendering 3D views (you want this on!)"}; -cvar_t r_renderview = {0, "r_renderview", "1", "enables rendering 3D views (you want this on!)"}; -cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"}; -cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"}; -cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"}; -cvar_t gl_vbo = {CVAR_SAVE, "gl_vbo", "3", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering, 0 disables VBO allocation or use, 1 enables VBOs for vertex and triangle data, 2 only for vertex data, 3 for vertex data and triangle data of simple meshes (ones with only one surface)"}; -cvar_t gl_vbo_dynamicvertex = {CVAR_SAVE, "gl_vbo_dynamicvertex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"}; -cvar_t gl_vbo_dynamicindex = {CVAR_SAVE, "gl_vbo_dynamicindex", "0", "make use of GL_ARB_vertex_buffer_object extension when rendering dynamic (animated/procedural) geometry such as text and particles"}; -cvar_t gl_fbo = {CVAR_SAVE, "gl_fbo", "1", "make use of GL_ARB_framebuffer_object extension to enable shadowmaps and other features using pixel formats different from the framebuffer"}; +cvar_t r_render = {CF_CLIENT, "r_render", "1", "enables rendering 3D views (you want this on!)"}; +cvar_t r_renderview = {CF_CLIENT, "r_renderview", "1", "enables rendering 3D views (you want this on!)"}; +cvar_t r_waterwarp = {CF_CLIENT | CF_ARCHIVE, "r_waterwarp", "1", "warp view while underwater"}; +cvar_t gl_polyblend = {CF_CLIENT | CF_ARCHIVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"}; -cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"}; -qboolean v_flipped_state = false; +cvar_t v_flipped = {CF_CLIENT, "v_flipped", "0", "mirror the screen (poor man's left handed mode)"}; +qbool v_flipped_state = false; r_viewport_t gl_viewport; matrix4x4_t gl_modelmatrix; @@ -100,10 +24,7 @@ matrix4x4_t gl_projectionmatrix; matrix4x4_t gl_modelviewprojectionmatrix; float gl_modelview16f[16]; float gl_modelviewprojection16f[16]; -qboolean gl_modelmatrixchanged; - -int gl_maxdrawrangeelementsvertices; -int gl_maxdrawrangeelementsindices; +qbool gl_modelmatrixchanged; #ifdef DEBUGGL int gl_errornumber = 0; @@ -157,11 +78,41 @@ void GL_PrintError(int errornumber, const char *filename, int linenumber) break; } } + +static void GLAPIENTRY GL_DebugOutputCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const GLvoid* userParam) +{ + const char *sev = "ENUM?", *typ = "ENUM?", *src = "ENUM?"; + switch (severity) + { + case GL_DEBUG_SEVERITY_LOW_ARB: sev = "LOW"; break; + case GL_DEBUG_SEVERITY_MEDIUM_ARB: sev = "MED"; break; + case GL_DEBUG_SEVERITY_HIGH_ARB: sev = "HIGH"; break; + } + switch (type) + { + case GL_DEBUG_TYPE_ERROR_ARB: typ = "ERROR"; break; + case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: typ = "DEPRECATED"; break; + case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: typ = "UNDEFINED"; break; + case GL_DEBUG_TYPE_PORTABILITY_ARB: typ = "PORTABILITY"; break; + case GL_DEBUG_TYPE_PERFORMANCE_ARB: typ = "PERFORMANCE"; break; + case GL_DEBUG_TYPE_OTHER_ARB: typ = "OTHER"; break; + } + switch (source) + { + case GL_DEBUG_SOURCE_API_ARB: src = "API"; break; + case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB: src = "SHADER"; break; + case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB: src = "WIN"; break; + case GL_DEBUG_SOURCE_THIRD_PARTY_ARB: src = "THIRDPARTY"; break; + case GL_DEBUG_SOURCE_APPLICATION_ARB: src = "APP"; break; + case GL_DEBUG_SOURCE_OTHER_ARB: src = "OTHER"; break; + } + Con_Printf("GLDEBUG: %s %s %s: %u: %s\n", sev, typ, src, (unsigned int)id, message); +} #endif #define BACKENDACTIVECHECK if (!gl_state.active) Sys_Error("GL backend function called when backend is not active"); -void SCR_ScreenShot_f (void); +void SCR_ScreenShot_f(cmd_state_t *cmd); typedef struct gltextureunit_s { @@ -175,12 +126,6 @@ typedef struct gltextureunit_s rtexture_t *texture; int t2d, t3d, tcubemap; int arrayenabled; - int rgbscale, alphascale; - int combine; - int combinergb, combinealpha; - // texmatrixenabled exists only to avoid unnecessary texmatrix compares - int texmatrixenabled; - matrix4x4_t matrix; } gltextureunit_t; @@ -190,20 +135,16 @@ typedef struct gl_state_s int cullfaceenable; int blendfunc1; int blendfunc2; - qboolean blend; + qbool blend; GLboolean depthmask; int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order) int depthtest; int depthfunc; float depthrange[2]; float polygonoffset[2]; - int alphatest; - int alphafunc; - float alphafuncvalue; - qboolean alphatocoverage; + qbool alphatocoverage; int scissortest; unsigned int unit; - unsigned int clientunit; gltextureunit_t units[MAX_TEXTUREUNITS]; float color4f[4]; int lockrange_first; @@ -213,7 +154,10 @@ typedef struct gl_state_s int uniformbufferobject; int framebufferobject; int defaultframebufferobject; // deal with platforms that use a non-zero default fbo - qboolean pointer_color_enabled; + qbool pointer_color_enabled; + + // GL3.2 Core requires that we have a GL_VERTEX_ARRAY_OBJECT, but... just one. + unsigned int defaultvao; int pointer_vertex_components; int pointer_vertex_gltype; @@ -233,14 +177,9 @@ typedef struct gl_state_s size_t preparevertices_tempdatamaxsize; int preparevertices_numvertices; - qboolean usevbo_staticvertex; - qboolean usevbo_staticindex; - qboolean usevbo_dynamicvertex; - qboolean usevbo_dynamicindex; - memexpandablearray_t meshbufferarray; - qboolean active; + qbool active; } gl_state_t; @@ -306,58 +245,49 @@ unsigned short polygonelement3s[(POLYGONELEMENTS_MAXPOINTS-2)*3]; int quadelement3i[QUADELEMENTS_MAXQUADS*6]; unsigned short quadelement3s[QUADELEMENTS_MAXQUADS*6]; -static void GL_VBOStats_f(void) +static void GL_VBOStats_f(cmd_state_t *cmd) { GL_Mesh_ListVBOs(true); } static void GL_Backend_ResetState(void); -static void R_Mesh_SetUseVBO(void) -{ - switch(vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_GLES2: - gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo; - gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo; - gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo.integer) || vid.forcevbo; - gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer && gl_vbo.integer) || vid.forcevbo; - break; - } -} - static void gl_backend_start(void) { memset(&gl_state, 0, sizeof(gl_state)); - R_Mesh_SetUseVBO(); Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128); - Con_DPrintf("OpenGL backend started.\n"); + Con_Printf("OpenGL backend started\n"); CHECKGLERROR - GL_Backend_ResetState(); - switch(vid.renderpath) { - case RENDERPATH_GL20: +#ifndef USE_GLES2 + case RENDERPATH_GL32: + // GL3.2 Core requires that we have a VAO bound - but using more than one has no performance benefit so this is just placeholder + qglGenVertexArrays(1, &gl_state.defaultvao); + qglBindVertexArray(gl_state.defaultvao); + // fall through +#endif //USE_GLES2 case RENDERPATH_GLES2: // fetch current fbo here (default fbo is not 0 on some GLES devices) - if (vid.support.ext_framebuffer_object) - qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject); + CHECKGLERROR + qglGetIntegerv(GL_FRAMEBUFFER_BINDING, &gl_state.defaultframebufferobject);CHECKGLERROR break; } + + GL_Backend_ResetState(); } static void gl_backend_shutdown(void) { - Con_DPrint("OpenGL Backend shutting down\n"); + Con_Print("OpenGL backend shutting down\n"); switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: break; } @@ -380,7 +310,7 @@ static void gl_backend_devicelost(void) r_meshbuffer_t *buffer; switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: break; } @@ -392,7 +322,7 @@ static void gl_backend_devicelost(void) continue; switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: break; } @@ -403,7 +333,7 @@ static void gl_backend_devicerestored(void) { switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: break; } @@ -440,21 +370,16 @@ void gl_backend_init(void) Cvar_RegisterVariable(&r_waterwarp); Cvar_RegisterVariable(&gl_polyblend); Cvar_RegisterVariable(&v_flipped); - Cvar_RegisterVariable(&gl_dither); - Cvar_RegisterVariable(&gl_vbo); - Cvar_RegisterVariable(&gl_vbo_dynamicvertex); - Cvar_RegisterVariable(&gl_vbo_dynamicindex); + Cvar_RegisterVariable(&gl_debug); Cvar_RegisterVariable(&gl_paranoid); Cvar_RegisterVariable(&gl_printcheckerror); - Cvar_RegisterVariable(&gl_mesh_drawrangeelements); - - Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them"); + Cmd_AddCommand(CF_CLIENT, "gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them"); R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored); } -void GL_SetMirrorState(qboolean state); +void GL_SetMirrorState(qbool state); void R_Viewport_TransformToScreen(const r_viewport_t *v, const vec4_t in, vec4_t out) { @@ -476,9 +401,10 @@ void GL_Finish(void) { switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: - qglFinish(); + CHECKGLERROR + qglFinish();CHECKGLERROR break; } } @@ -502,7 +428,7 @@ static int bboxedges[12][2] = {3, 7}, // XY, +Z }; -qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor) +qbool R_ScissorForBBox(const float *mins, const float *maxs, int *scissor) { int i, ix1, iy1, ix2, iy2; float x1, y1, x2, y2; @@ -615,7 +541,7 @@ qboolean R_ScissorForBBox(const float *mins, const float *maxs, int *scissor) // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: break; } @@ -637,22 +563,9 @@ static void R_Viewport_ApplyNearClipPlaneFloatGL(const r_viewport_t *v, float *m Matrix4x4_Transform3x3(&v->viewmatrix, normal, clipPlane); VectorScale(normal, -dist, v3); Matrix4x4_Transform(&v->viewmatrix, v3, v4); - // FIXME: LordHavoc: I think this can be done more efficiently somehow but I can't remember the technique + // FIXME: LadyHavoc: I think this can be done more efficiently somehow but I can't remember the technique clipPlane[3] = -DotProduct(v4, clipPlane); -#if 0 -{ - // testing code for comparing results - float clipPlane2[4]; - VectorCopy4(clipPlane, clipPlane2); - R_EntityMatrix(&identitymatrix); - VectorSet(q, normal[0], normal[1], normal[2], -dist); - qglClipPlane(GL_CLIP_PLANE0, q); - qglGetClipPlane(GL_CLIP_PLANE0, q); - VectorCopy4(q, clipPlane); -} -#endif - // Calculate the clip-space corner point opposite the clipping plane // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and // transform it into camera space by multiplying it @@ -695,7 +608,7 @@ void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int m[15] = 1; switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: break; } @@ -995,7 +908,7 @@ void R_SetViewport(const r_viewport_t *v) switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR @@ -1018,7 +931,7 @@ static void GL_BindVBO(int bufferobject) { gl_state.vertexbufferobject = bufferobject; CHECKGLERROR - qglBindBufferARB(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR + qglBindBuffer(GL_ARRAY_BUFFER, bufferobject);CHECKGLERROR } } @@ -1028,7 +941,7 @@ static void GL_BindEBO(int bufferobject) { gl_state.elementbufferobject = bufferobject; CHECKGLERROR - qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR + qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferobject);CHECKGLERROR } } @@ -1039,7 +952,7 @@ static void GL_BindUBO(int bufferobject) gl_state.uniformbufferobject = bufferobject; #ifdef GL_UNIFORM_BUFFER CHECKGLERROR - qglBindBufferARB(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR + qglBindBuffer(GL_UNIFORM_BUFFER, bufferobject);CHECKGLERROR #endif } } @@ -1047,135 +960,77 @@ static void GL_BindUBO(int bufferobject) static const GLuint drawbuffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3}; int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4) { + int temp; + GLuint status; switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: - if (vid.support.arb_framebuffer_object) - { - int temp; - GLuint status; - qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR - R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL); - // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment + CHECKGLERROR + qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR + R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL); + // GL_ARB_framebuffer_object (GL3-class hardware) - depth stencil attachment #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 + // 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, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR - if (depthtexture->glisdepthstencil) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR - } - if (depthtexture && depthtexture->renderbuffernum ) - { - qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR - if (depthtexture->glisdepthstencil) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR - } + if (depthtexture && depthtexture->texnum ) + { + qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR + if (depthtexture->glisdepthstencil) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT , depthtexture->gltexturetypeenum , depthtexture->texnum , 0);CHECKGLERROR + } + if (depthtexture && depthtexture->renderbuffernum ) + { + qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER, depthtexture->renderbuffernum );CHECKGLERROR + if (depthtexture->glisdepthstencil) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_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 - if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR - if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR - if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR - if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR - if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR + 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 + if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR + if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR + if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR + if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR + if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR #ifndef USE_GLES2 - if (colortexture4 && qglDrawBuffersARB) - { - qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR - qglReadBuffer(GL_NONE);CHECKGLERROR - } - else if (colortexture3 && qglDrawBuffersARB) - { - qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR - qglReadBuffer(GL_NONE);CHECKGLERROR - } - else if (colortexture2 && qglDrawBuffersARB) - { - qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR - qglReadBuffer(GL_NONE);CHECKGLERROR - } - else if (colortexture && qglDrawBuffer) - { - qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR - qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR - } - else if (qglDrawBuffer) - { - qglDrawBuffer(GL_NONE);CHECKGLERROR - qglReadBuffer(GL_NONE);CHECKGLERROR - } -#endif - status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR - if (status != GL_FRAMEBUFFER_COMPLETE) - { - Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status); - gl_state.framebufferobject = 0; // GL unbinds it for us - qglDeleteFramebuffers(1, (GLuint*)&temp); - temp = 0; - } - return temp; + if (colortexture4) + { + qglDrawBuffers(4, drawbuffers);CHECKGLERROR + qglReadBuffer(GL_NONE);CHECKGLERROR } - else if (vid.support.ext_framebuffer_object) + else if (colortexture3) { - int temp; - GLuint status; - qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR - R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL); - // GL_EXT_framebuffer_object (GL2-class hardware) - no depth stencil attachment, let it break stencil - 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 - 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 - if (colortexture4 && colortexture4->texnum) qglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , colortexture4->gltexturetypeenum, colortexture4->texnum, 0);CHECKGLERROR - if (colortexture && colortexture->renderbuffernum ) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_RENDERBUFFER, colortexture->renderbuffernum );CHECKGLERROR - if (colortexture2 && colortexture2->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_RENDERBUFFER, colortexture2->renderbuffernum);CHECKGLERROR - if (colortexture3 && colortexture3->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2 , GL_RENDERBUFFER, colortexture3->renderbuffernum);CHECKGLERROR - if (colortexture4 && colortexture4->renderbuffernum) qglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3 , GL_RENDERBUFFER, colortexture4->renderbuffernum);CHECKGLERROR - -#ifndef USE_GLES2 - if (colortexture4 && qglDrawBuffersARB) - { - qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR - qglReadBuffer(GL_NONE);CHECKGLERROR - } - else if (colortexture3 && qglDrawBuffersARB) - { - qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR - qglReadBuffer(GL_NONE);CHECKGLERROR - } - else if (colortexture2 && qglDrawBuffersARB) - { - qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR - qglReadBuffer(GL_NONE);CHECKGLERROR - } - else if (colortexture && qglDrawBuffer) - { - qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR - qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR - } - else if (qglDrawBuffer) - { - qglDrawBuffer(GL_NONE);CHECKGLERROR - qglReadBuffer(GL_NONE);CHECKGLERROR - } + qglDrawBuffers(3, drawbuffers);CHECKGLERROR + qglReadBuffer(GL_NONE);CHECKGLERROR + } + else if (colortexture2) + { + qglDrawBuffers(2, drawbuffers);CHECKGLERROR + qglReadBuffer(GL_NONE);CHECKGLERROR + } + else if (colortexture) + { + qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR + qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR + } + else + { + qglDrawBuffer(GL_NONE);CHECKGLERROR + qglReadBuffer(GL_NONE);CHECKGLERROR + } #endif - status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR - if (status != GL_FRAMEBUFFER_COMPLETE) - { - Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status); - gl_state.framebufferobject = 0; // GL unbinds it for us - qglDeleteFramebuffers(1, (GLuint*)&temp); - temp = 0; - } - return temp; + status = qglCheckFramebufferStatus(GL_FRAMEBUFFER);CHECKGLERROR + if (status != GL_FRAMEBUFFER_COMPLETE) + { + Con_Printf("R_Mesh_CreateFramebufferObject: glCheckFramebufferStatus returned %i\n", status); + gl_state.framebufferobject = 0; // GL unbinds it for us + qglDeleteFramebuffers(1, (GLuint*)&temp);CHECKGLERROR + temp = 0; } - return 0; + return temp; } return 0; } @@ -1184,14 +1039,14 @@ void R_Mesh_DestroyFramebufferObject(int fbo) { switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: if (fbo) { // GL clears the binding if we delete something bound if (gl_state.framebufferobject == fbo) gl_state.framebufferobject = 0; - qglDeleteFramebuffers(1, (GLuint*)&fbo); + qglDeleteFramebuffers(1, (GLuint*)&fbo);CHECKGLERROR } break; } @@ -1207,18 +1062,18 @@ void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colo // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target for (j = 0;j < 5;j++) if (textures[j]) - for (i = 0;i < vid.teximageunits;i++) + for (i = 0;i < MAX_TEXTUREUNITS;i++) if (gl_state.units[i].texture == textures[j]) R_Mesh_TexBind(i, NULL); // set up framebuffer object or render targets for the active rendering API switch (vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: if (gl_state.framebufferobject != fbo) { gl_state.framebufferobject = fbo; - qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject); + qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.framebufferobject ? gl_state.framebufferobject : gl_state.defaultframebufferobject);CHECKGLERROR } break; } @@ -1226,12 +1081,8 @@ void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colo static void GL_Backend_ResetState(void) { - unsigned int i; gl_state.active = true; gl_state.depthtest = true; - gl_state.alphatest = false; - gl_state.alphafunc = GL_GEQUAL; - gl_state.alphafuncvalue = 0.5f; gl_state.alphatocoverage = false; gl_state.blendfunc1 = GL_ONE; gl_state.blendfunc2 = GL_ZERO; @@ -1250,8 +1101,29 @@ static void GL_Backend_ResetState(void) switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: + // set up debug output early +#ifdef DEBUGGL + if (vid.support.arb_debug_output) + { + GLuint unused = 0; + CHECKGLERROR + if (gl_debug.integer >= 1) + qglEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB); + if (gl_debug.integer >= 3) + qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, &unused, gl_debug.integer >= 3 ? GL_TRUE : GL_FALSE); + else if (gl_debug.integer >= 1) + { + qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, &unused, gl_debug.integer >= 3 ? GL_TRUE : GL_FALSE); + qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM_ARB, 0, &unused, gl_debug.integer >= 2 ? GL_TRUE : GL_FALSE); + qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_HIGH_ARB, 0, &unused, gl_debug.integer >= 1 ? GL_TRUE : GL_FALSE); + } + else + qglDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, &unused, GL_FALSE); + qglDebugMessageCallbackARB(GL_DebugOutputCallback, NULL); + } +#endif //DEBUGGL CHECKGLERROR qglColorMask(1, 1, 1, 1);CHECKGLERROR qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR @@ -1262,39 +1134,13 @@ static void GL_Backend_ResetState(void) qglEnable(GL_DEPTH_TEST);CHECKGLERROR qglDepthMask(gl_state.depthmask);CHECKGLERROR qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); - if (vid.support.arb_vertex_buffer_object) - { - qglBindBufferARB(GL_ARRAY_BUFFER, 0); - qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0); - } - if (vid.support.ext_framebuffer_object) - qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject); + qglBindBuffer(GL_ARRAY_BUFFER, 0); + qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + qglBindFramebuffer(GL_FRAMEBUFFER, gl_state.defaultframebufferobject); qglEnableVertexAttribArray(GLSLATTRIB_POSITION); - qglVertexAttribPointer(GLSLATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR qglDisableVertexAttribArray(GLSLATTRIB_COLOR); - qglVertexAttribPointer(GLSLATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR qglVertexAttrib4f(GLSLATTRIB_COLOR, 1, 1, 1, 1); gl_state.unit = MAX_TEXTUREUNITS; - gl_state.clientunit = MAX_TEXTUREUNITS; - for (i = 0;i < vid.teximageunits;i++) - { - GL_ActiveTexture(i); - qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR - if (vid.support.ext_texture_3d) - { - qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR - } - if (vid.support.arb_texture_cube_map) - { - qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR - } - } - for (i = 0;i < vid.texarrayunits;i++) - { - GL_BindVBO(0); - qglVertexAttribPointer(i+GLSLATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR - qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR - } CHECKGLERROR break; } @@ -1307,11 +1153,10 @@ void GL_ActiveTexture(unsigned int num) gl_state.unit = num; switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR - qglActiveTexture(GL_TEXTURE0 + gl_state.unit); - CHECKGLERROR + qglActiveTexture(GL_TEXTURE0 + gl_state.unit);CHECKGLERROR break; } } @@ -1321,13 +1166,13 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2) { if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2) { - qboolean blendenable; + qbool blendenable; gl_state.blendfunc1 = blendfunc1; gl_state.blendfunc2 = blendfunc2; blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO); switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR if (qglBlendFuncSeparate) @@ -1362,7 +1207,7 @@ void GL_DepthMask(int state) gl_state.depthmask = state; switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR qglDepthMask(gl_state.depthmask);CHECKGLERROR @@ -1378,7 +1223,7 @@ void GL_DepthTest(int state) gl_state.depthtest = state; switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR if (gl_state.depthtest) @@ -1401,7 +1246,7 @@ void GL_DepthFunc(int state) gl_state.depthfunc = state; switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR qglDepthFunc(gl_state.depthfunc);CHECKGLERROR @@ -1418,23 +1263,24 @@ void GL_DepthRange(float nearfrac, float farfrac) gl_state.depthrange[1] = farfrac; switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: + CHECKGLERROR #ifdef USE_GLES2 - qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]); + qglDepthRangef(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR #else - qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]); + qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]);CHECKGLERROR #endif break; } } } -void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask) +void R_SetStencil(qbool enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask) { switch (vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR if (enable) @@ -1461,15 +1307,16 @@ void GL_PolygonOffset(float planeoffset, float depthoffset) gl_state.polygonoffset[1] = depthoffset; switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: - qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); + CHECKGLERROR + qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);CHECKGLERROR break; } } } -void GL_SetMirrorState(qboolean state) +void GL_SetMirrorState(qbool state) { if (v_flipped_state != state) { @@ -1482,8 +1329,9 @@ void GL_SetMirrorState(qboolean state) return; switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: + CHECKGLERROR qglCullFace(gl_state.cullface);CHECKGLERROR break; } @@ -1502,7 +1350,7 @@ void GL_CullFace(int state) switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR @@ -1531,7 +1379,7 @@ void GL_CullFace(int state) } } -void GL_AlphaToCoverage(qboolean state) +void GL_AlphaToCoverage(qbool state) { if (gl_state.alphatocoverage != state) { @@ -1540,19 +1388,19 @@ void GL_AlphaToCoverage(qboolean state) { case RENDERPATH_GLES2: break; - case RENDERPATH_GL20: -#ifdef GL_SAMPLE_ALPHA_TO_COVERAGE_ARB + case RENDERPATH_GL32: +#ifndef USE_GLES2 // alpha to coverage turns the alpha value of the pixel into 0%, 25%, 50%, 75% or 100% by masking the multisample fragments accordingly CHECKGLERROR if (gl_state.alphatocoverage) { - qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR -// qglEnable(GL_MULTISAMPLE_ARB);CHECKGLERROR + qglEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);CHECKGLERROR +// qglEnable(GL_MULTISAMPLE);CHECKGLERROR } else { - qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);CHECKGLERROR -// qglDisable(GL_MULTISAMPLE_ARB);CHECKGLERROR + qglDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);CHECKGLERROR +// qglDisable(GL_MULTISAMPLE);CHECKGLERROR } #endif break; @@ -1569,7 +1417,7 @@ void GL_ColorMask(int r, int g, int b, int a) gl_state.colormask = state; switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR @@ -1588,9 +1436,9 @@ void GL_Color(float cr, float cg, float cb, float ca) gl_state.color4f[3] = ca; switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: - qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca); + qglVertexAttrib4f(GLSLATTRIB_COLOR, cr, cg, cb, ca);CHECKGLERROR break; } } @@ -1600,11 +1448,10 @@ void GL_Scissor (int x, int y, int width, int height) { switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR - qglScissor(x, y,width,height); - CHECKGLERROR + qglScissor(x, y,width,height);CHECKGLERROR break; } } @@ -1616,7 +1463,7 @@ void GL_ScissorTest(int state) gl_state.scissortest = state; switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR if(gl_state.scissortest) @@ -1643,7 +1490,7 @@ void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilva } switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR if (mask & GL_COLOR_BUFFER_BIT) @@ -1653,7 +1500,7 @@ void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilva if (mask & GL_DEPTH_BUFFER_BIT) { #ifdef USE_GLES2 - qglClearDepthf(depthvalue);CHECKGLERROR + //qglClearDepthf(depthvalue);CHECKGLERROR #else qglClearDepth(depthvalue);CHECKGLERROR #endif @@ -1671,7 +1518,7 @@ void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpi { switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR #ifndef GL_BGRA @@ -1706,15 +1553,14 @@ void R_Mesh_Start(void) { BACKENDACTIVECHECK R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL); - R_Mesh_SetUseVBO(); if (gl_printcheckerror.integer && !gl_paranoid.integer) { - Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n"); + Con_Printf(CON_WARN "WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n"); Cvar_SetValueQuick(&gl_paranoid, 1); } } -static qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings) +static qbool GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, const char *shadertype, int numstrings, const char **strings) { int shaderobject; int shadercompiled; @@ -1767,9 +1613,9 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD6, "Attrib_SkeletalIndex"); qglBindAttribLocation(programobject, GLSLATTRIB_TEXCOORD7, "Attrib_SkeletalWeight"); #ifndef USE_GLES2 - if(vid.support.gl20shaders130) - qglBindFragDataLocation(programobject, 0, "dp_FragColor"); + qglBindFragDataLocation(programobject, 0, "dp_FragColor"); #endif + CHECKGLERROR if (vertexstrings_count && !GL_Backend_CompileShader(programobject, GL_VERTEX_SHADER, "vertex", vertexstrings_count, vertexstrings_list)) goto cleanup; @@ -1819,7 +1665,6 @@ void GL_Backend_FreeProgram(unsigned int prog) } // renders triangles using vertices from the active arrays -int paranoidblah = 0; void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const r_meshbuffer_t *element3i_indexbuffer, int element3i_bufferoffset, const unsigned short *element3s, const r_meshbuffer_t *element3s_indexbuffer, int element3s_bufferoffset) { unsigned int numelements = numtriangles * 3; @@ -1842,27 +1687,15 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri element3s += firsttriangle * 3; if (element3s_indexbuffer) element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s); - switch(vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_GLES2: - // check if the user specified to ignore static index buffers - if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset))) - { - element3i_indexbuffer = NULL; - element3s_indexbuffer = NULL; - } - break; - } // upload a dynamic index buffer if needed if (element3s) { - if (!element3s_indexbuffer && gl_state.usevbo_dynamicindex) + if (!element3s_indexbuffer) element3s_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3s), (void *)element3s, R_BUFFERDATA_INDEX16, &element3s_bufferoffset); } else if (element3i) { - if (!element3i_indexbuffer && gl_state.usevbo_dynamicindex) + if (!element3i_indexbuffer) element3i_indexbuffer = R_BufferData_Store(numelements * sizeof(*element3i), (void *)element3i, R_BUFFERDATA_INDEX32, &element3i_bufferoffset); } bufferobject3i = element3i_indexbuffer ? element3i_indexbuffer->bufferobject : 0; @@ -1875,44 +1708,6 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri if (gl_paranoid.integer) { unsigned int i; - // LordHavoc: disabled this - it needs to be updated to handle components and gltype and stride in each array -#if 0 - unsigned int j, size; - const int *p; - // note: there's no validation done here on buffer objects because it - // is somewhat difficult to get at the data, and gl_paranoid can be - // used without buffer objects if the need arises - // (the data could be gotten using glMapBuffer but it would be very - // slow due to uncachable video memory reads) - if (!qglIsEnabled(GL_VERTEX_ARRAY)) - Con_Print("R_Mesh_Draw: vertex array not enabled\n"); - CHECKGLERROR - if (gl_state.pointer_vertex_pointer) - for (j = 0, size = numvertices * 3, p = (int *)((float *)gl_state.pointer_vertex + firstvertex * 3);j < size;j++, p++) - paranoidblah += *p; - if (gl_state.pointer_color_enabled) - { - if (!qglIsEnabled(GL_COLOR_ARRAY)) - Con_Print("R_Mesh_Draw: color array set but not enabled\n"); - CHECKGLERROR - if (gl_state.pointer_color && gl_state.pointer_color_enabled) - for (j = 0, size = numvertices * 4, p = (int *)((float *)gl_state.pointer_color + firstvertex * 4);j < size;j++, p++) - paranoidblah += *p; - } - for (i = 0;i < vid.texarrayunits;i++) - { - if (gl_state.units[i].arrayenabled) - { - GL_ClientActiveTexture(i); - if (!qglIsEnabled(GL_TEXTURE_COORD_ARRAY)) - Con_Print("R_Mesh_Draw: texcoord array set but not enabled\n"); - CHECKGLERROR - if (gl_state.units[i].pointer_texcoord && gl_state.units[i].arrayenabled) - for (j = 0, size = numvertices * gl_state.units[i].arraycomponents, p = (int *)((float *)gl_state.units[i].pointer_texcoord + firstvertex * gl_state.units[i].arraycomponents);j < size;j++, p++) - paranoidblah += *p; - } - } -#endif if (element3i) { for (i = 0;i < (unsigned int) numtriangles * 3;i++) @@ -1940,108 +1735,22 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri { switch(vid.renderpath) { - case RENDERPATH_GL20: - CHECKGLERROR - if (bufferobject3s) - { - GL_BindEBO(bufferobject3s); -#ifndef USE_GLES2 - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) - { - qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s); - CHECKGLERROR - } - else -#endif - { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s); - CHECKGLERROR - } - } - else if (bufferobject3i) - { - GL_BindEBO(bufferobject3i); -#ifndef USE_GLES2 - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) - { - qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i); - CHECKGLERROR - } - else -#endif - { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i); - CHECKGLERROR - } - } - else if (element3s) - { - GL_BindEBO(0); -#ifndef USE_GLES2 - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) - { - qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s); - CHECKGLERROR - } - else -#endif - { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s); - CHECKGLERROR - } - } - else if (element3i) - { - GL_BindEBO(0); -#ifndef USE_GLES2 - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) - { - qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i); - CHECKGLERROR - } - else -#endif - { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i); - CHECKGLERROR - } - } - else - { - qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices); - CHECKGLERROR - } - break; + case RENDERPATH_GL32: case RENDERPATH_GLES2: - // GLES does not have glDrawRangeElements so this is a bit shorter than the GL20 path + CHECKGLERROR if (bufferobject3s) { GL_BindEBO(bufferobject3s); - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s); - CHECKGLERROR + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s);CHECKGLERROR } else if (bufferobject3i) { GL_BindEBO(bufferobject3i); - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i); - CHECKGLERROR - } - else if (element3s) - { - GL_BindEBO(0); - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s); - CHECKGLERROR - } - else if (element3i) - { - GL_BindEBO(0); - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i); - CHECKGLERROR + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i);CHECKGLERROR } else { - qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices); - CHECKGLERROR + qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices);CHECKGLERROR } break; } @@ -2054,21 +1763,9 @@ void R_Mesh_Finish(void) R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL); } -r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isuniformbuffer, qboolean isdynamic, qboolean isindex16) +r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qbool isindexbuffer, qbool isuniformbuffer, qbool isdynamic, qbool isindex16) { r_meshbuffer_t *buffer; - if (isuniformbuffer) - { - if (!vid.support.arb_uniform_buffer_object) - return NULL; - } - else - { - if (!vid.support.arb_vertex_buffer_object) - return NULL; - if (!isdynamic && !(isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex)) - return NULL; - } buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray); memset(buffer, 0, sizeof(*buffer)); buffer->bufferobject = 0; @@ -2083,7 +1780,7 @@ r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const cha return buffer; } -void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qboolean subdata, size_t offset) +void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size, qbool subdata, size_t offset) { if (!buffer) return; @@ -2101,10 +1798,11 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si buffer->size = size; switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: if (!buffer->bufferobject) - qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject); + qglGenBuffers(1, (GLuint *)&buffer->bufferobject); + CHECKGLERROR if (buffer->isuniformbuffer) GL_BindUBO(buffer->bufferobject); else if (buffer->isindexbuffer) @@ -2119,10 +1817,12 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si if (buffer->isuniformbuffer) buffertype = GL_UNIFORM_BUFFER; #endif + CHECKGLERROR if (subdata) - qglBufferSubDataARB(buffertype, offset, size, data); + qglBufferSubData(buffertype, offset, size, data); else - qglBufferDataARB(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW); + qglBufferData(buffertype, size, data, buffer->isdynamic ? GL_STREAM_DRAW : GL_STATIC_DRAW); + CHECKGLERROR } if (buffer->isuniformbuffer) GL_BindUBO(0); @@ -2136,7 +1836,7 @@ void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer) return; switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: // GL clears the binding if we delete something bound if (gl_state.uniformbufferobject == buffer->bufferobject) @@ -2145,14 +1845,15 @@ void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer) gl_state.vertexbufferobject = 0; if (gl_state.elementbufferobject == buffer->bufferobject) gl_state.elementbufferobject = 0; - qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject); + CHECKGLERROR + qglDeleteBuffers(1, (GLuint *)&buffer->bufferobject);CHECKGLERROR break; } Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer); } static const char *buffertypename[R_BUFFERDATA_COUNT] = {"vertex", "index16", "index32", "uniform"}; -void GL_Mesh_ListVBOs(qboolean printeach) +void GL_Mesh_ListVBOs(qbool printeach) { int i, endindex; int type; @@ -2204,11 +1905,13 @@ void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void { switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_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; + if (!bufferobject && gl_paranoid.integer) + Con_DPrintf("Warning: no bufferobject in R_Mesh_VertexPointer(%i, %i, %i, %p, %p, %08x)", components, gltype, (int)stride, pointer, (void *)vertexbuffer, (unsigned int)bufferoffset); gl_state.pointer_vertex_components = components; gl_state.pointer_vertex_gltype = gltype; gl_state.pointer_vertex_stride = stride; @@ -2217,7 +1920,7 @@ void R_Mesh_VertexPointer(int components, int gltype, size_t stride, const void gl_state.pointer_vertex_offset = bufferoffset; CHECKGLERROR GL_BindVBO(bufferobject); - // LordHavoc: special flag added to gltype for unnormalized types + // LadyHavoc: special flag added to gltype for unnormalized types qglVertexAttribPointer(GLSLATTRIB_POSITION, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR } break; @@ -2230,7 +1933,7 @@ void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void * // the pointer only. switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR if (pointer) @@ -2253,7 +1956,7 @@ void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void * gl_state.pointer_color_offset = bufferoffset; CHECKGLERROR GL_BindVBO(bufferobject); - // LordHavoc: special flag added to gltype for unnormalized types + // LadyHavoc: special flag added to gltype for unnormalized types qglVertexAttribPointer(GLSLATTRIB_COLOR, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR } } @@ -2276,12 +1979,14 @@ void R_Mesh_ColorPointer(int components, int gltype, size_t stride, const void * void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, size_t stride, const void *pointer, const r_meshbuffer_t *vertexbuffer, size_t bufferoffset) { gltextureunit_t *unit = gl_state.units + unitnum; + if (unitnum >= MAX_TEXTUREUNITS) + Sys_Error("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS); // update array settings // note: there is no need to check bufferobject here because all cases // that involve a valid bufferobject also supply a texcoord array switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR if (pointer) @@ -2303,7 +2008,7 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, si unit->pointer_texcoord_vertexbuffer = vertexbuffer; unit->pointer_texcoord_offset = bufferoffset; GL_BindVBO(bufferobject); - // LordHavoc: special flag added to gltype for unnormalized types + // LadyHavoc: special flag added to gltype for unnormalized types qglVertexAttribPointer(unitnum+GLSLATTRIB_TEXCOORD0, components, gltype & ~0x80000000, (gltype & 0x80000000) == 0, (GLsizei)stride, bufferobject ? (void *)bufferoffset : pointer);CHECKGLERROR } } @@ -2323,8 +2028,8 @@ void R_Mesh_TexCoordPointer(unsigned int unitnum, int components, int gltype, si int R_Mesh_TexBound(unsigned int unitnum, int id) { gltextureunit_t *unit = gl_state.units + unitnum; - if (unitnum >= vid.teximageunits) - return 0; + if (unitnum >= MAX_TEXTUREUNITS) + Sys_Error("R_Mesh_TexCoordPointer: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS); if (id == GL_TEXTURE_2D) return unit->t2d; if (id == GL_TEXTURE_3D) @@ -2338,7 +2043,7 @@ void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int w { switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: R_Mesh_TexBind(0, tex); GL_ActiveTexture(0);CHECKGLERROR @@ -2351,16 +2056,12 @@ void R_Mesh_ClearBindingsForTexture(int texnum) { gltextureunit_t *unit; unsigned int unitnum; - // this doesn't really unbind the texture, but it does prevent a mistaken "do nothing" behavior on the next time this same texnum is bound on the same unit as the same type (this mainly affects r_shadow_bouncegrid because 3D textures are so rarely used) - for (unitnum = 0;unitnum < vid.teximageunits;unitnum++) + // unbind the texture from any units it is bound on - this prevents accidental reuse of certain textures whose bindings can linger far too long otherwise (e.g. bouncegrid which is a 3D texture) and confuse the driver later. + for (unitnum = 0; unitnum < MAX_TEXTUREUNITS; unitnum++) { unit = gl_state.units + unitnum; - if (unit->t2d == texnum) - unit->t2d = -1; - if (unit->t3d == texnum) - unit->t3d = -1; - if (unit->tcubemap == texnum) - unit->tcubemap = -1; + if (unit->texture && unit->texture->texnum == texnum) + R_Mesh_TexBind(unitnum, NULL); } } @@ -2368,179 +2069,151 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex) { gltextureunit_t *unit = gl_state.units + unitnum; int texnum; - if (unitnum >= vid.teximageunits) - return; - if (unit->texture == tex) - return; + if (unitnum >= MAX_TEXTUREUNITS) + Sys_Error("R_Mesh_TexBind: unitnum %i > max units %i\n", unitnum, MAX_TEXTUREUNITS); switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: - if (!tex) + if (tex) { - tex = r_texture_white; - // not initialized enough yet... - if (!tex) - return; + texnum = R_GetTexture(tex); + switch (tex->gltexturetypeenum) + { + case GL_TEXTURE_2D: + if (unit->t2d != texnum) { GL_ActiveTexture(unitnum);qglBindTexture(GL_TEXTURE_2D, texnum); CHECKGLERROR unit->t2d = texnum; } + if (unit->t3d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_3D, 0); CHECKGLERROR unit->t3d = 0; } + if (unit->tcubemap) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP, 0); CHECKGLERROR unit->tcubemap = 0; } + break; + case GL_TEXTURE_3D: + if (unit->t2d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_2D, 0); CHECKGLERROR unit->t2d = 0; } + if (unit->t3d != texnum) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_3D, texnum); CHECKGLERROR unit->t3d = texnum; } + if (unit->tcubemap) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP, 0); CHECKGLERROR unit->tcubemap = 0; } + break; + case GL_TEXTURE_CUBE_MAP: + if (unit->t2d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_2D, 0); CHECKGLERROR unit->t2d = 0; } + if (unit->t3d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_3D, 0); CHECKGLERROR unit->t3d = 0; } + if (unit->tcubemap != texnum) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP, texnum); CHECKGLERROR unit->tcubemap = texnum; } + break; + } } - unit->texture = tex; - texnum = R_GetTexture(tex); - switch(tex->gltexturetypeenum) + else { - case GL_TEXTURE_2D: if (unit->t2d != texnum) {GL_ActiveTexture(unitnum);unit->t2d = texnum;qglBindTexture(GL_TEXTURE_2D, unit->t2d);CHECKGLERROR}break; - case GL_TEXTURE_3D: if (unit->t3d != texnum) {GL_ActiveTexture(unitnum);unit->t3d = texnum;qglBindTexture(GL_TEXTURE_3D, unit->t3d);CHECKGLERROR}break; - case GL_TEXTURE_CUBE_MAP: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP, unit->tcubemap);CHECKGLERROR}break; + if (unit->t2d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_2D, 0); CHECKGLERROR unit->t2d = 0; } + if (unit->t3d) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_3D, 0); CHECKGLERROR unit->t3d = 0; } + if (unit->tcubemap) { GL_ActiveTexture(unitnum); qglBindTexture(GL_TEXTURE_CUBE_MAP, 0); CHECKGLERROR unit->tcubemap = 0; } } - break; } + unit->texture = tex; } void R_Mesh_ResetTextureState(void) { +#if 0 unsigned int unitnum; - + BACKENDACTIVECHECK - for (unitnum = 0;unitnum < vid.teximageunits;unitnum++) + for (unitnum = 0;unitnum < MAX_TEXTUREUNITS;unitnum++) R_Mesh_TexBind(unitnum, NULL); - for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++) - R_Mesh_TexCoordPointer(unitnum, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); +#endif } void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, const r_meshbuffer_t *vertexbuffer, int bufferoffset) { // upload temporary vertexbuffer for this rendering - if (!gl_state.usevbo_staticvertex) - vertexbuffer = NULL; - if (!vertexbuffer && gl_state.usevbo_dynamicvertex) + if (!vertexbuffer) vertexbuffer = R_BufferData_Store(numvertices * sizeof(float[3]), (void *)vertex3f, R_BUFFERDATA_VERTEX, &bufferoffset); - if (vertexbuffer) - { - R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, bufferoffset); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); - } - else - { - R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, vertexbuffer, 0); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); - } + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , vertexbuffer , bufferoffset ); + R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , NULL , NULL , 0 ); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 ); + R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 ); + R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 ); + R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 ); + R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 ); + R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 ); + R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 ); + R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 ); } void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3f, const float *color4f, const float *texcoord2f) { - if (gl_state.usevbo_dynamicvertex) - { - r_meshbuffer_t *buffer_vertex3f = NULL; - r_meshbuffer_t *buffer_color4f = NULL; - r_meshbuffer_t *buffer_texcoord2f = NULL; - int bufferoffset_vertex3f = 0; - int bufferoffset_color4f = 0; - int bufferoffset_texcoord2f = 0; + r_meshbuffer_t *buffer_vertex3f = NULL; + r_meshbuffer_t *buffer_color4f = NULL; + r_meshbuffer_t *buffer_texcoord2f = NULL; + int bufferoffset_vertex3f = 0; + int bufferoffset_color4f = 0; + int bufferoffset_texcoord2f = 0; + if (color4f) buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f ); + if (vertex3f) buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f ); + if (texcoord2f) buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f); - R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f ); - R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f ); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoord2f , buffer_texcoord2f , bufferoffset_texcoord2f ); - R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 ); - R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 ); - R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 ); - R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 ); - R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 ); - R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 ); - R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 ); - } - else - { - R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoord2f, NULL, 0); - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); - } + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f ); + R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f ); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoord2f , buffer_texcoord2f , bufferoffset_texcoord2f ); + R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 ); + R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 ); + R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , NULL , NULL , 0 ); + R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 ); + R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 ); + R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 ); + R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 ); } void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *color4f, const float *texcoordtexture2f, const float *texcoordlightmap2f) { - if (gl_state.usevbo_dynamicvertex) - { - r_meshbuffer_t *buffer_vertex3f = NULL; - r_meshbuffer_t *buffer_color4f = NULL; - r_meshbuffer_t *buffer_texcoordtexture2f = NULL; - r_meshbuffer_t *buffer_svector3f = NULL; - r_meshbuffer_t *buffer_tvector3f = NULL; - r_meshbuffer_t *buffer_normal3f = NULL; - r_meshbuffer_t *buffer_texcoordlightmap2f = NULL; - int bufferoffset_vertex3f = 0; - int bufferoffset_color4f = 0; - int bufferoffset_texcoordtexture2f = 0; - int bufferoffset_svector3f = 0; - int bufferoffset_tvector3f = 0; - int bufferoffset_normal3f = 0; - int bufferoffset_texcoordlightmap2f = 0; + r_meshbuffer_t *buffer_vertex3f = NULL; + r_meshbuffer_t *buffer_color4f = NULL; + r_meshbuffer_t *buffer_texcoordtexture2f = NULL; + r_meshbuffer_t *buffer_svector3f = NULL; + r_meshbuffer_t *buffer_tvector3f = NULL; + r_meshbuffer_t *buffer_normal3f = NULL; + r_meshbuffer_t *buffer_texcoordlightmap2f = NULL; + int bufferoffset_vertex3f = 0; + int bufferoffset_color4f = 0; + int bufferoffset_texcoordtexture2f = 0; + int bufferoffset_svector3f = 0; + int bufferoffset_tvector3f = 0; + int bufferoffset_normal3f = 0; + int bufferoffset_texcoordlightmap2f = 0; + if (color4f) buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f ); + if (vertex3f) buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f ); + if (svector3f) buffer_svector3f = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f ); + if (tvector3f) buffer_tvector3f = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f ); + if (normal3f) buffer_normal3f = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f ); + if (texcoordtexture2f) buffer_texcoordtexture2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f ); + if (texcoordlightmap2f) buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f); - R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f ); - R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f ); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f ); - R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , svector3f , buffer_svector3f , bufferoffset_svector3f ); - R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , tvector3f , buffer_tvector3f , bufferoffset_tvector3f ); - R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , normal3f , buffer_normal3f , bufferoffset_normal3f ); - R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f); - R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 ); - R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 ); - R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 ); - } - else - { - R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), color4f, NULL, 0); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), texcoordtexture2f, NULL, 0); - R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), svector3f, NULL, 0); - R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), tvector3f, NULL, 0); - R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), normal3f, NULL, 0); - R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), texcoordlightmap2f, NULL, 0); - R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL, NULL, 0); - } + R_Mesh_VertexPointer( 3, GL_FLOAT , sizeof(float[3]) , vertex3f , buffer_vertex3f , bufferoffset_vertex3f ); + R_Mesh_ColorPointer( 4, GL_FLOAT , sizeof(float[4]) , color4f , buffer_color4f , bufferoffset_color4f ); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(float[2]) , texcoordtexture2f , buffer_texcoordtexture2f , bufferoffset_texcoordtexture2f ); + R_Mesh_TexCoordPointer(1, 3, GL_FLOAT , sizeof(float[3]) , svector3f , buffer_svector3f , bufferoffset_svector3f ); + R_Mesh_TexCoordPointer(2, 3, GL_FLOAT , sizeof(float[3]) , tvector3f , buffer_tvector3f , bufferoffset_tvector3f ); + R_Mesh_TexCoordPointer(3, 3, GL_FLOAT , sizeof(float[3]) , normal3f , buffer_normal3f , bufferoffset_normal3f ); + R_Mesh_TexCoordPointer(4, 2, GL_FLOAT , sizeof(float[2]) , texcoordlightmap2f, buffer_texcoordlightmap2f, bufferoffset_texcoordlightmap2f); + R_Mesh_TexCoordPointer(5, 2, GL_FLOAT , sizeof(float[2]) , NULL , NULL , 0 ); + R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 ); + R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), NULL , NULL , 0 ); } -void GL_BlendEquationSubtract(qboolean negated) +void GL_BlendEquationSubtract(qbool negated) { + CHECKGLERROR if(negated) { switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: - qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT); + qglBlendEquation(GL_FUNC_REVERSE_SUBTRACT);CHECKGLERROR break; } } @@ -2548,9 +2221,9 @@ void GL_BlendEquationSubtract(qboolean negated) { switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: - qglBlendEquationEXT(GL_FUNC_ADD); + qglBlendEquation(GL_FUNC_ADD);CHECKGLERROR break; } }