]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
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[xonotic/darkplaces.git] / gl_backend.c
index 3596dc4f73d07215621a874efe92b60c93aea408..15adfc73832cd2947119079c5f8cf942b7d5ea16 100644 (file)
@@ -110,7 +110,7 @@ typedef struct gltextureunit_s
        size_t pointer_texcoord_offset;
 
        rtexture_t *texture;
-       int t2d, t3d, tcubemap;
+       int t2d, t3d, tcubemap, trectangle;
        int arrayenabled;
        int rgbscale, alphascale;
        int combine;
@@ -183,8 +183,8 @@ typedef struct gl_state_s
        qboolean active;
 
 #ifdef SUPPORTD3D
-//     rtexture_t *d3drt_depthtexture;
-//     rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
+       rtexture_t *d3drt_depthtexture;
+       rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS];
        IDirect3DSurface9 *d3drt_depthsurface;
        IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS];
        IDirect3DSurface9 *d3drt_backbufferdepthsurface;
@@ -379,26 +379,6 @@ static void gl_backend_devicelost(void)
 #ifdef SUPPORTD3D
        gl_state.d3dvertexbuffer = NULL;
 #endif
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
-               break;
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-               IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface);
-               IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface);
-#endif
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       }
        endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
        for (i = 0;i < endindex;i++)
        {
@@ -436,26 +416,6 @@ static void gl_backend_devicelost(void)
 
 static void gl_backend_devicerestored(void)
 {
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
-               break;
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-               IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface);
-               IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface);
-#endif
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       }
 }
 
 void gl_backend_init(void)
@@ -988,42 +948,6 @@ void R_Mesh_DestroyFramebufferObject(int fbo)
        }
 }
 
-#ifdef SUPPORTD3D
-void R_Mesh_SetRenderTargetsD3D9(IDirect3DSurface9 *depthsurface, IDirect3DSurface9 *colorsurface0, IDirect3DSurface9 *colorsurface1, IDirect3DSurface9 *colorsurface2, IDirect3DSurface9 *colorsurface3)
-{
-// LordHavoc: for some weird reason the redundant SetDepthStencilSurface calls are necessary (otherwise the lights fail depth test, as if they were using the shadowmap depth surface and render target still)
-//     if (gl_state.d3drt_depthsurface == depthsurface && gl_state.d3drt_colorsurfaces[0] == colorsurface0 && gl_state.d3drt_colorsurfaces[1] == colorsurface1 && gl_state.d3drt_colorsurfaces[2] == colorsurface2 && gl_state.d3drt_colorsurfaces[3] == colorsurface3)
-//             return;
-
-       gl_state.framebufferobject = depthsurface != gl_state.d3drt_backbufferdepthsurface || colorsurface0 != gl_state.d3drt_backbuffercolorsurface;
-//     if (gl_state.d3drt_depthsurface != depthsurface)
-       {
-               gl_state.d3drt_depthsurface = depthsurface;
-               IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface);
-       }
-       if (gl_state.d3drt_colorsurfaces[0] != colorsurface0)
-       {
-               gl_state.d3drt_colorsurfaces[0] = colorsurface0;
-               IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_colorsurfaces[0]);
-       }
-       if (gl_state.d3drt_colorsurfaces[1] != colorsurface1)
-       {
-               gl_state.d3drt_colorsurfaces[1] = colorsurface1;
-               IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 1, gl_state.d3drt_colorsurfaces[1]);
-       }
-       if (gl_state.d3drt_colorsurfaces[2] != colorsurface2)
-       {
-               gl_state.d3drt_colorsurfaces[2] = colorsurface2;
-               IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 2, gl_state.d3drt_colorsurfaces[2]);
-       }
-       if (gl_state.d3drt_colorsurfaces[3] != colorsurface3)
-       {
-               gl_state.d3drt_colorsurfaces[3] = colorsurface3;
-               IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 3, gl_state.d3drt_colorsurfaces[3]);
-       }
-}
-#endif
-
 void R_Mesh_ResetRenderTargets(void)
 {
        switch(vid.renderpath)
@@ -1040,7 +964,22 @@ void R_Mesh_ResetRenderTargets(void)
                break;
        case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
-               R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
+               if (gl_state.framebufferobject)
+               {
+                       unsigned int i;
+                       gl_state.framebufferobject = 0;
+                       IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_backbufferdepthsurface);
+                       IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_backbuffercolorsurface);
+                       gl_state.d3drt_depthsurface = NULL;
+                       for (i = 1;i < vid.maxdrawbuffers;i++)
+                       {
+                               if (gl_state.d3drt_colorsurfaces[i])
+                               {
+                                       gl_state.d3drt_colorsurfaces[i] = NULL;
+                                       IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, NULL);
+                               }
+                       }
+               }
 #endif
                break;
        case RENDERPATH_D3D10:
@@ -1084,22 +1023,27 @@ void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colo
                // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost
                if (fbo)
                {
-                       IDirect3DSurface9 *colorsurfaces[4];
-                       for (i = 0;i < 4;i++)
+                       gl_state.framebufferobject = 1;
+                       gl_state.d3drt_depthtexture = depthtexture;
+                       if (gl_state.d3drt_depthtexture)
+                               IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, (IDirect3DSurface9 *)gl_state.d3drt_depthtexture->d3dtexture);
+                       else
+                               IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, NULL);
+                       for (i = 0;i < vid.maxdrawbuffers;i++)
                        {
-                               colorsurfaces[i] = NULL;
-                               if (textures[i])
-                                       IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)textures[i]->d3dtexture, 0, &colorsurfaces[i]);
+                               gl_state.d3drt_colortextures[i] = textures[i];
+                               if (gl_state.d3drt_colortextures[i])
+                               {
+                                       IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)gl_state.d3drt_colortextures[i]->d3dtexture, 0, &gl_state.d3drt_colorsurfaces[i]);
+                                       IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, gl_state.d3drt_colorsurfaces[i]);
+                                       IDirect3DSurface9_Release(gl_state.d3drt_colorsurfaces[i]);
+                               }
+                               else
+                                       IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, i ? NULL : gl_state.d3drt_backbuffercolorsurface);
                        }
-                       // set the render targets for real
-                       R_Mesh_SetRenderTargetsD3D9(depthtexture ? (IDirect3DSurface9 *)depthtexture->d3dtexture : NULL, colorsurfaces[0], colorsurfaces[1], colorsurfaces[2], colorsurfaces[3]);
-                       // release the texture surface levels (they won't be lost while bound...)
-                       for (i = 0;i < 4;i++)
-                               if (textures[i])
-                                       IDirect3DSurface9_Release(colorsurfaces[i]);
                }
                else
-                       R_Mesh_SetRenderTargetsD3D9(gl_state.d3drt_backbufferdepthsurface, gl_state.d3drt_backbuffercolorsurface, NULL, NULL, NULL);
+                       R_Mesh_ResetRenderTargets();
 #endif
                break;
        case RENDERPATH_D3D10:
@@ -1240,6 +1184,10 @@ static void GL_Backend_ResetState(void)
                        {
                                qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
                        }
+                       if (vid.support.arb_texture_rectangle)
+                       {
+                               qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
+                       }
                }
 
                for (i = 0;i < vid.texarrayunits;i++)
@@ -1307,6 +1255,11 @@ static void GL_Backend_ResetState(void)
                                qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
                                qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
                        }
+                       if (vid.support.arb_texture_rectangle)
+                       {
+                               qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+                               qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);CHECKGLERROR
+                       }
                        GL_BindVBO(0);
                        qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
                        qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
@@ -2122,7 +2075,6 @@ void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpi
 void R_Mesh_Start(void)
 {
        BACKENDACTIVECHECK
-       R_Mesh_ResetRenderTargets();
        R_Mesh_SetUseVBO();
        if (gl_printcheckerror.integer && !gl_paranoid.integer)
        {
@@ -2607,7 +2559,6 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
 // restores backend state, used when done with 3D rendering
 void R_Mesh_Finish(void)
 {
-       R_Mesh_ResetRenderTargets();
 }
 
 r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16)
@@ -2885,6 +2836,8 @@ int R_Mesh_TexBound(unsigned int unitnum, int id)
                return unit->t3d;
        if (id == GL_TEXTURE_CUBE_MAP_ARB)
                return unit->tcubemap;
+       if (id == GL_TEXTURE_RECTANGLE_ARB)
+               return unit->trectangle;
        return 0;
 }
 
@@ -2966,6 +2919,7 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
                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_ARB: if (unit->tcubemap != texnum) {GL_ActiveTexture(unitnum);unit->tcubemap = texnum;qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR}break;
+               case GL_TEXTURE_RECTANGLE_ARB: if (unit->trectangle != texnum) {GL_ActiveTexture(unitnum);unit->trectangle = texnum;qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR}break;
                }
                break;
        case RENDERPATH_GL13:
@@ -3258,6 +3212,12 @@ void R_Mesh_ResetTextureState(void)
                                GL_ActiveTexture(unitnum);
                                qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
                        }
+                       if (unit->trectangle)
+                       {
+                               unit->trectangle = 0;
+                               GL_ActiveTexture(unitnum);
+                               qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+                       }
                }
                for (unitnum = 0;unitnum < vid.texarrayunits;unitnum++)
                {
@@ -3310,6 +3270,13 @@ void R_Mesh_ResetTextureState(void)
                                qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
                                qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR
                        }
+                       if (unit->trectangle)
+                       {
+                               unit->trectangle = 0;
+                               GL_ActiveTexture(unitnum);
+                               qglDisable(GL_TEXTURE_RECTANGLE_ARB);CHECKGLERROR
+                               qglBindTexture(GL_TEXTURE_RECTANGLE_ARB, unit->trectangle);CHECKGLERROR
+                       }
                        if (unit->arrayenabled)
                        {
                                unit->arrayenabled = false;