X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=gl_backend.c;h=096147429da5eace2afd4f49fea5d8898a2fdfcb;hb=4223c283a73c5f2774a6e01515246dfc511889b7;hp=a975133663a3ccaabec9f145d69b3ddc7c091503;hpb=1da6c44635f21581e349b289a47c5f7fc715b398;p=xonotic%2Fdarkplaces.git diff --git a/gl_backend.c b/gl_backend.c index a9751336..09614742 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -2,91 +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_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_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; @@ -96,15 +24,10 @@ 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; - -void GL_PrintError(int errornumber, const char *filename, int linenumber) +void GL_PrintError(GLenum errornumber, const char *filename, unsigned int linenumber) { switch(errornumber) { @@ -153,11 +76,41 @@ 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"); +#define BACKENDACTIVECHECK if (!gl_state.active) Sys_Abort("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 { @@ -171,12 +124,6 @@ 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; @@ -186,20 +133,16 @@ 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; @@ -209,7 +152,10 @@ 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; @@ -231,7 +177,7 @@ typedef struct gl_state_s memexpandablearray_t meshbufferarray; - qboolean active; + qbool active; } gl_state_t; @@ -297,7 +243,7 @@ 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); } @@ -310,30 +256,36 @@ static void gl_backend_start(void) 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) 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; } @@ -356,7 +308,7 @@ static void gl_backend_devicelost(void) r_meshbuffer_t *buffer; switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: break; } @@ -368,7 +320,7 @@ static void gl_backend_devicelost(void) continue; switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: break; } @@ -379,7 +331,7 @@ static void gl_backend_devicerestored(void) { switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: break; } @@ -416,16 +368,16 @@ void gl_backend_init(void) Cvar_RegisterVariable(&r_waterwarp); Cvar_RegisterVariable(&gl_polyblend); Cvar_RegisterVariable(&v_flipped); - Cvar_RegisterVariable(&gl_dither); + Cvar_RegisterVariable(&gl_debug); Cvar_RegisterVariable(&gl_paranoid); Cvar_RegisterVariable(&gl_printcheckerror); - 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) { @@ -447,7 +399,7 @@ void GL_Finish(void) { switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR qglFinish();CHECKGLERROR @@ -474,7 +426,7 @@ 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; @@ -587,7 +539,7 @@ 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; } @@ -609,7 +561,7 @@ 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); // Calculate the clip-space corner point opposite the clipping plane @@ -654,7 +606,7 @@ 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; } @@ -954,7 +906,7 @@ 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 @@ -1010,7 +962,7 @@ int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colorte GLuint status; switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR qglGenFramebuffers(1, (GLuint*)&temp);CHECKGLERROR @@ -1018,51 +970,51 @@ int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colorte // 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 + 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->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->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) + if (colortexture4) { - qglDrawBuffersARB(4, drawbuffers);CHECKGLERROR + qglDrawBuffers(4, drawbuffers);CHECKGLERROR qglReadBuffer(GL_NONE);CHECKGLERROR } - else if (colortexture3 && qglDrawBuffersARB) + else if (colortexture3) { - qglDrawBuffersARB(3, drawbuffers);CHECKGLERROR + qglDrawBuffers(3, drawbuffers);CHECKGLERROR qglReadBuffer(GL_NONE);CHECKGLERROR } - else if (colortexture2 && qglDrawBuffersARB) + else if (colortexture2) { - qglDrawBuffersARB(2, drawbuffers);CHECKGLERROR + qglDrawBuffers(2, drawbuffers);CHECKGLERROR qglReadBuffer(GL_NONE);CHECKGLERROR } - else if (colortexture && qglDrawBuffer) + else if (colortexture) { qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR } - else if (qglDrawBuffer) + else { qglDrawBuffer(GL_NONE);CHECKGLERROR qglReadBuffer(GL_NONE);CHECKGLERROR @@ -1085,7 +1037,7 @@ void R_Mesh_DestroyFramebufferObject(int fbo) { switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: if (fbo) { @@ -1108,13 +1060,13 @@ 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) { @@ -1127,12 +1079,8 @@ 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; @@ -1151,8 +1099,29 @@ 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 @@ -1170,19 +1139,6 @@ static void GL_Backend_ResetState(void) qglDisableVertexAttribArray(GLSLATTRIB_COLOR); 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 - qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR - qglBindTexture(GL_TEXTURE_CUBE_MAP, 0);CHECKGLERROR - } - for (i = 0;i < vid.texarrayunits;i++) - { - GL_BindVBO(0); - qglDisableVertexAttribArray(i+GLSLATTRIB_TEXCOORD0);CHECKGLERROR - } CHECKGLERROR break; } @@ -1195,7 +1151,7 @@ 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 @@ -1208,13 +1164,13 @@ 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) @@ -1249,7 +1205,7 @@ 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 @@ -1265,7 +1221,7 @@ 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) @@ -1288,7 +1244,7 @@ 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 @@ -1305,7 +1261,7 @@ 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 @@ -1318,11 +1274,11 @@ void GL_DepthRange(float nearfrac, float farfrac) } } -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) @@ -1349,7 +1305,7 @@ void GL_PolygonOffset(float planeoffset, float depthoffset) gl_state.polygonoffset[1] = depthoffset; switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);CHECKGLERROR @@ -1358,7 +1314,7 @@ void GL_PolygonOffset(float planeoffset, float depthoffset) } } -void GL_SetMirrorState(qboolean state) +void GL_SetMirrorState(qbool state) { if (v_flipped_state != state) { @@ -1371,7 +1327,7 @@ void GL_SetMirrorState(qboolean state) return; switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR qglCullFace(gl_state.cullface);CHECKGLERROR @@ -1392,7 +1348,7 @@ void GL_CullFace(int state) switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR @@ -1421,7 +1377,7 @@ void GL_CullFace(int state) } } -void GL_AlphaToCoverage(qboolean state) +void GL_AlphaToCoverage(qbool state) { if (gl_state.alphatocoverage != state) { @@ -1430,19 +1386,19 @@ 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; @@ -1459,7 +1415,7 @@ 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 @@ -1478,7 +1434,7 @@ 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);CHECKGLERROR break; @@ -1490,7 +1446,7 @@ 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 @@ -1505,7 +1461,7 @@ 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) @@ -1532,7 +1488,7 @@ 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) @@ -1542,7 +1498,7 @@ 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 @@ -1560,7 +1516,7 @@ 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 @@ -1597,12 +1553,12 @@ void R_Mesh_Start(void) R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL); 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; @@ -1655,8 +1611,7 @@ 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 @@ -1778,7 +1733,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri { switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: CHECKGLERROR if (bufferobject3s) @@ -1806,7 +1761,7 @@ 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; buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray); @@ -1818,12 +1773,12 @@ r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const cha buffer->isuniformbuffer = isuniformbuffer; buffer->isdynamic = isdynamic; buffer->isindex16 = isindex16; - strlcpy(buffer->name, name, sizeof(buffer->name)); + dp_strlcpy(buffer->name, name, sizeof(buffer->name)); R_Mesh_UpdateMeshBuffer(buffer, data, size, false, 0); 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; @@ -1841,7 +1796,7 @@ 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) qglGenBuffers(1, (GLuint *)&buffer->bufferobject); @@ -1879,7 +1834,7 @@ 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) @@ -1896,7 +1851,7 @@ void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *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; @@ -1948,13 +1903,13 @@ 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, vertexbuffer, (unsigned int)bufferoffset); + 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; @@ -1963,7 +1918,7 @@ 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; @@ -1976,7 +1931,7 @@ 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) @@ -1999,7 +1954,7 @@ 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 } } @@ -2022,12 +1977,14 @@ 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_Abort("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) @@ -2049,7 +2006,7 @@ 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 } } @@ -2069,8 +2026,8 @@ 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_Abort("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) @@ -2084,7 +2041,7 @@ 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 @@ -2097,16 +2054,12 @@ 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); } } @@ -2114,43 +2067,54 @@ 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_Abort("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) @@ -2158,32 +2122,16 @@ void R_Mesh_PrepareVertices_Vertex3f(int numvertices, const float *vertex3f, con // upload temporary vertexbuffer for this rendering 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) @@ -2194,9 +2142,12 @@ void R_Mesh_PrepareVertices_Generic_Arrays(int numvertices, const float *vertex3 int bufferoffset_vertex3f = 0; int bufferoffset_color4f = 0; int bufferoffset_texcoord2f = 0; - buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f ); - buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f ); - buffer_texcoord2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoord2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoord2f); + 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 ); @@ -2225,13 +2176,20 @@ void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, int bufferoffset_tvector3f = 0; int bufferoffset_normal3f = 0; int bufferoffset_texcoordlightmap2f = 0; - buffer_color4f = R_BufferData_Store(numvertices * sizeof(float[4]), color4f , R_BUFFERDATA_VERTEX, &bufferoffset_color4f ); - buffer_vertex3f = R_BufferData_Store(numvertices * sizeof(float[3]), vertex3f , R_BUFFERDATA_VERTEX, &bufferoffset_vertex3f ); - buffer_svector3f = R_BufferData_Store(numvertices * sizeof(float[3]), svector3f , R_BUFFERDATA_VERTEX, &bufferoffset_svector3f ); - buffer_tvector3f = R_BufferData_Store(numvertices * sizeof(float[3]), tvector3f , R_BUFFERDATA_VERTEX, &bufferoffset_tvector3f ); - buffer_normal3f = R_BufferData_Store(numvertices * sizeof(float[3]), normal3f , R_BUFFERDATA_VERTEX, &bufferoffset_normal3f ); - buffer_texcoordtexture2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordtexture2f , R_BUFFERDATA_VERTEX, &bufferoffset_texcoordtexture2f ); - buffer_texcoordlightmap2f = R_BufferData_Store(numvertices * sizeof(float[2]), texcoordlightmap2f, R_BUFFERDATA_VERTEX, &bufferoffset_texcoordlightmap2f); + 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 ); @@ -2244,16 +2202,16 @@ void R_Mesh_PrepareVertices_Mesh_Arrays(int numvertices, const float *vertex3f, 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);CHECKGLERROR + qglBlendEquation(GL_FUNC_REVERSE_SUBTRACT);CHECKGLERROR break; } } @@ -2261,9 +2219,9 @@ void GL_BlendEquationSubtract(qboolean negated) { switch(vid.renderpath) { - case RENDERPATH_GL20: + case RENDERPATH_GL32: case RENDERPATH_GLES2: - qglBlendEquationEXT(GL_FUNC_ADD);CHECKGLERROR + qglBlendEquation(GL_FUNC_ADD);CHECKGLERROR break; } }