ddnet/src/engine/client/backend_sdl.cpp

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#include <base/detect.h>
#if defined(CONF_FAMILY_WINDOWS)
// For FlashWindowEx, FLASHWINFO, FLASHW_TRAY
#define _WIN32_WINNT 0x0501
#define WINVER 0x0501
#endif
#include <GL/glew.h>
#include <engine/storage.h>
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#include "SDL.h"
#include "SDL_opengl.h"
#include "SDL_syswm.h"
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#include <base/detect.h>
#include <base/math.h>
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#include <cmath>
#include <stdlib.h>
#if defined(SDL_VIDEO_DRIVER_X11)
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#endif
#include <engine/shared/config.h>
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#include <base/tl/threading.h>
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#if defined(CONF_VIDEORECORDER)
#include "video.h"
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#endif
#include "backend_sdl.h"
#include "graphics_threaded.h"
#include "opengl_sl.h"
#include "opengl_sl_program.h"
#include <engine/shared/image_manipulation.h>
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#ifdef __MINGW32__
extern "C" {
int putenv(const char *);
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}
#endif
/*
sync_barrier - creates a full hardware fence
*/
#if defined(__GNUC__)
inline void sync_barrier()
{
__sync_synchronize();
}
#elif defined(_MSC_VER)
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
inline void sync_barrier()
{
MemoryBarrier();
}
#else
#error missing atomic implementation for this compiler
#endif
// ------------ CGraphicsBackend_Threaded
void CGraphicsBackend_Threaded::ThreadFunc(void *pUser)
{
CGraphicsBackend_Threaded *pThis = (CGraphicsBackend_Threaded *)pUser;
while(!pThis->m_Shutdown)
{
pThis->m_Activity.Wait();
if(pThis->m_pBuffer)
{
#ifdef CONF_PLATFORM_MACOS
CAutoreleasePool AutoreleasePool;
#endif
pThis->m_pProcessor->RunBuffer(pThis->m_pBuffer);
sync_barrier();
pThis->m_pBuffer = 0x0;
pThis->m_BufferDone.Signal();
}
#if defined(CONF_VIDEORECORDER)
if(IVideo::Current())
IVideo::Current()->NextVideoFrameThread();
#endif
}
}
CGraphicsBackend_Threaded::CGraphicsBackend_Threaded()
{
m_pBuffer = 0x0;
m_pProcessor = 0x0;
m_pThread = 0x0;
}
void CGraphicsBackend_Threaded::StartProcessor(ICommandProcessor *pProcessor)
{
m_Shutdown = false;
m_pProcessor = pProcessor;
m_pThread = thread_init(ThreadFunc, this, "CGraphicsBackend_Threaded");
m_BufferDone.Signal();
}
void CGraphicsBackend_Threaded::StopProcessor()
{
m_Shutdown = true;
m_Activity.Signal();
if(m_pThread)
thread_wait(m_pThread);
}
void CGraphicsBackend_Threaded::RunBuffer(CCommandBuffer *pBuffer)
{
WaitForIdle();
m_pBuffer = pBuffer;
m_Activity.Signal();
}
bool CGraphicsBackend_Threaded::IsIdle() const
{
return m_pBuffer == 0x0;
}
void CGraphicsBackend_Threaded::WaitForIdle()
{
while(m_pBuffer != 0x0)
m_BufferDone.Wait();
}
static bool Texture2DTo3D(void *pImageBuffer, int ImageWidth, int ImageHeight, int ImageColorChannelCount, int SplitCountWidth, int SplitCountHeight, void *pTarget3DImageData, int &Target3DImageWidth, int &Target3DImageHeight)
{
Target3DImageWidth = ImageWidth / SplitCountWidth;
Target3DImageHeight = ImageHeight / SplitCountHeight;
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size_t FullImageWidth = (size_t)ImageWidth * ImageColorChannelCount;
for(int Y = 0; Y < SplitCountHeight; ++Y)
{
for(int X = 0; X < SplitCountWidth; ++X)
{
for(int Y3D = 0; Y3D < Target3DImageHeight; ++Y3D)
{
int DepthIndex = X + Y * SplitCountWidth;
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size_t TargetImageFullWidth = (size_t)Target3DImageWidth * ImageColorChannelCount;
size_t TargetImageFullSize = (size_t)TargetImageFullWidth * Target3DImageHeight;
ptrdiff_t ImageOffset = (ptrdiff_t)(((size_t)Y * FullImageWidth * (size_t)Target3DImageHeight) + ((size_t)Y3D * FullImageWidth) + ((size_t)X * TargetImageFullWidth));
ptrdiff_t TargetImageOffset = (ptrdiff_t)(TargetImageFullSize * (size_t)DepthIndex + ((size_t)Y3D * TargetImageFullWidth));
mem_copy(((uint8_t *)pTarget3DImageData) + TargetImageOffset, ((uint8_t *)pImageBuffer) + (ptrdiff_t)(ImageOffset), TargetImageFullWidth);
}
}
}
return true;
}
// ------------ CCommandProcessorFragment_General
void CCommandProcessorFragment_General::Cmd_Signal(const CCommandBuffer::SCommand_Signal *pCommand)
{
pCommand->m_pSemaphore->Signal();
}
bool CCommandProcessorFragment_General::RunCommand(const CCommandBuffer::SCommand *pBaseCommand)
{
switch(pBaseCommand->m_Cmd)
{
case CCommandBuffer::CMD_NOP: break;
case CCommandBuffer::CMD_SIGNAL: Cmd_Signal(static_cast<const CCommandBuffer::SCommand_Signal *>(pBaseCommand)); break;
default: return false;
}
return true;
}
// ------------ CCommandProcessorFragment_OpenGL
int CCommandProcessorFragment_OpenGL::TexFormatToOpenGLFormat(int TexFormat)
{
if(TexFormat == CCommandBuffer::TEXFORMAT_RGB)
return GL_RGB;
if(TexFormat == CCommandBuffer::TEXFORMAT_ALPHA)
return GL_ALPHA;
if(TexFormat == CCommandBuffer::TEXFORMAT_RGBA)
return GL_RGBA;
return GL_RGBA;
}
int CCommandProcessorFragment_OpenGL::TexFormatToImageColorChannelCount(int TexFormat)
{
if(TexFormat == CCommandBuffer::TEXFORMAT_RGB)
return 3;
if(TexFormat == CCommandBuffer::TEXFORMAT_ALPHA)
return 1;
if(TexFormat == CCommandBuffer::TEXFORMAT_RGBA)
return 4;
return 4;
}
void *CCommandProcessorFragment_OpenGL::Resize(int Width, int Height, int NewWidth, int NewHeight, int Format, const unsigned char *pData)
{
int Bpp = TexFormatToImageColorChannelCount(Format);
return ResizeImage((const uint8_t *)pData, Width, Height, NewWidth, NewHeight, Bpp);
}
bool CCommandProcessorFragment_OpenGL::IsTexturedState(const CCommandBuffer::SState &State)
{
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return State.m_Texture >= 0 && State.m_Texture < (int)m_Textures.size();
}
void CCommandProcessorFragment_OpenGL::SetState(const CCommandBuffer::SState &State, bool Use2DArrayTextures)
{
// blend
switch(State.m_BlendMode)
{
case CCommandBuffer::BLEND_NONE:
glDisable(GL_BLEND);
break;
case CCommandBuffer::BLEND_ALPHA:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case CCommandBuffer::BLEND_ADDITIVE:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
default:
dbg_msg("render", "unknown blendmode %d\n", State.m_BlendMode);
};
m_LastBlendMode = State.m_BlendMode;
// clip
if(State.m_ClipEnable)
{
glScissor(State.m_ClipX, State.m_ClipY, State.m_ClipW, State.m_ClipH);
glEnable(GL_SCISSOR_TEST);
m_LastClipEnable = true;
}
else if(m_LastClipEnable)
{
// Don't disable it always
glDisable(GL_SCISSOR_TEST);
m_LastClipEnable = false;
}
glDisable(GL_TEXTURE_2D);
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if(!m_HasShaders)
{
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if(m_Has3DTextures)
glDisable(GL_TEXTURE_3D);
if(m_Has2DArrayTextures)
{
glDisable(m_2DArrayTarget);
}
}
if(m_HasShaders && IsNewApi())
{
glBindSampler(0, 0);
}
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// texture
if(IsTexturedState(State))
{
if(!Use2DArrayTextures)
{
glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, m_Textures[State.m_Texture].m_Tex);
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if(m_Textures[State.m_Texture].m_LastWrapMode != State.m_WrapMode)
{
switch(State.m_WrapMode)
{
case CCommandBuffer::WRAP_REPEAT:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
break;
case CCommandBuffer::WRAP_CLAMP:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
break;
default:
dbg_msg("render", "unknown wrapmode %d\n", State.m_WrapMode);
};
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m_Textures[State.m_Texture].m_LastWrapMode = State.m_WrapMode;
}
}
else
{
if(m_Has2DArrayTextures)
{
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if(!m_HasShaders)
glEnable(m_2DArrayTarget);
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glBindTexture(m_2DArrayTarget, m_Textures[State.m_Texture].m_Tex2DArray);
}
else if(m_Has3DTextures)
{
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if(!m_HasShaders)
glEnable(GL_TEXTURE_3D);
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glBindTexture(GL_TEXTURE_3D, m_Textures[State.m_Texture].m_Tex2DArray);
}
else
{
dbg_msg("opengl", "Error: this call should not happen.");
}
}
}
// screen mapping
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(State.m_ScreenTL.x, State.m_ScreenBR.x, State.m_ScreenBR.y, State.m_ScreenTL.y, -10.0f, 10.f);
}
void CCommandProcessorFragment_OpenGL::Cmd_Init(const SCommand_Init *pCommand)
{
m_pTextureMemoryUsage = pCommand->m_pTextureMemoryUsage;
m_pTextureMemoryUsage->store(0, std::memory_order_relaxed);
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m_MaxTexSize = -1;
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m_OpenGLTextureLodBIAS = 0;
m_Has2DArrayTextures = pCommand->m_pCapabilities->m_2DArrayTextures;
if(pCommand->m_pCapabilities->m_2DArrayTexturesAsExtension)
{
m_Has2DArrayTexturesAsExtension = true;
m_2DArrayTarget = GL_TEXTURE_2D_ARRAY_EXT;
}
else
{
m_Has2DArrayTexturesAsExtension = false;
m_2DArrayTarget = GL_TEXTURE_2D_ARRAY;
}
m_Has3DTextures = pCommand->m_pCapabilities->m_3DTextures;
m_HasMipMaps = pCommand->m_pCapabilities->m_MipMapping;
m_HasNPOTTextures = pCommand->m_pCapabilities->m_NPOTTextures;
m_LastBlendMode = CCommandBuffer::BLEND_ALPHA;
m_LastClipEnable = false;
}
void CCommandProcessorFragment_OpenGL::Cmd_Texture_Update(const CCommandBuffer::SCommand_Texture_Update *pCommand)
{
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glBindTexture(GL_TEXTURE_2D, m_Textures[pCommand->m_Slot].m_Tex);
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void *pTexData = pCommand->m_pData;
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int Width = pCommand->m_Width;
int Height = pCommand->m_Height;
int X = pCommand->m_X;
int Y = pCommand->m_Y;
if(!m_HasNPOTTextures)
{
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float ResizeW = m_Textures[pCommand->m_Slot].m_ResizeWidth;
float ResizeH = m_Textures[pCommand->m_Slot].m_ResizeHeight;
if(ResizeW > 0 && ResizeH > 0)
{
int ResizedW = (int)(Width * ResizeW);
int ResizedH = (int)(Height * ResizeH);
void *pTmpData = Resize(Width, Height, ResizedW, ResizedH, pCommand->m_Format, static_cast<const unsigned char *>(pTexData));
free(pTexData);
pTexData = pTmpData;
Width = ResizedW;
Height = ResizedH;
}
}
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if(m_Textures[pCommand->m_Slot].m_RescaleCount > 0)
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{
int OldWidth = Width;
int OldHeight = Height;
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for(int i = 0; i < m_Textures[pCommand->m_Slot].m_RescaleCount; ++i)
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{
Width >>= 1;
Height >>= 1;
X /= 2;
Y /= 2;
}
void *pTmpData = Resize(OldWidth, OldHeight, Width, Height, pCommand->m_Format, static_cast<const unsigned char *>(pTexData));
free(pTexData);
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pTexData = pTmpData;
}
glTexSubImage2D(GL_TEXTURE_2D, 0, X, Y, Width, Height,
TexFormatToOpenGLFormat(pCommand->m_Format), GL_UNSIGNED_BYTE, pTexData);
free(pTexData);
}
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void CCommandProcessorFragment_OpenGL::DestroyTexture(int Slot)
{
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m_pTextureMemoryUsage->store(m_pTextureMemoryUsage->load(std::memory_order_relaxed) - m_Textures[Slot].m_MemSize, std::memory_order_relaxed);
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if(m_Textures[Slot].m_Tex != 0)
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{
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glDeleteTextures(1, &m_Textures[Slot].m_Tex);
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}
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if(m_Textures[Slot].m_Tex2DArray != 0)
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{
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glDeleteTextures(1, &m_Textures[Slot].m_Tex2DArray);
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}
if(IsNewApi())
{
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if(m_Textures[Slot].m_Sampler != 0)
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{
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glDeleteSamplers(1, &m_Textures[Slot].m_Sampler);
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}
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if(m_Textures[Slot].m_Sampler2DArray != 0)
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{
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glDeleteSamplers(1, &m_Textures[Slot].m_Sampler2DArray);
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}
}
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m_Textures[Slot].m_Tex = 0;
m_Textures[Slot].m_Sampler = 0;
m_Textures[Slot].m_Tex2DArray = 0;
m_Textures[Slot].m_Sampler2DArray = 0;
m_Textures[Slot].m_LastWrapMode = CCommandBuffer::WRAP_REPEAT;
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}
void CCommandProcessorFragment_OpenGL::Cmd_Texture_Destroy(const CCommandBuffer::SCommand_Texture_Destroy *pCommand)
{
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DestroyTexture(pCommand->m_Slot);
}
void CCommandProcessorFragment_OpenGL::Cmd_Texture_Create(const CCommandBuffer::SCommand_Texture_Create *pCommand)
{
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int Width = pCommand->m_Width;
int Height = pCommand->m_Height;
void *pTexData = pCommand->m_pData;
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if(m_MaxTexSize == -1)
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{
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// fix the alignment to allow even 1byte changes, e.g. for alpha components
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &m_MaxTexSize);
}
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if(pCommand->m_Slot >= (int)m_Textures.size())
m_Textures.resize(m_Textures.size() * 2);
m_Textures[pCommand->m_Slot].m_ResizeWidth = -1.f;
m_Textures[pCommand->m_Slot].m_ResizeHeight = -1.f;
if(!m_HasNPOTTextures)
{
int PowerOfTwoWidth = HighestBit(Width);
int PowerOfTwoHeight = HighestBit(Height);
if(Width != PowerOfTwoWidth || Height != PowerOfTwoHeight)
{
void *pTmpData = Resize(Width, Height, PowerOfTwoWidth, PowerOfTwoHeight, pCommand->m_Format, static_cast<const unsigned char *>(pTexData));
free(pTexData);
pTexData = pTmpData;
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m_Textures[pCommand->m_Slot].m_ResizeWidth = (float)PowerOfTwoWidth / (float)Width;
m_Textures[pCommand->m_Slot].m_ResizeHeight = (float)PowerOfTwoHeight / (float)Height;
Width = PowerOfTwoWidth;
Height = PowerOfTwoHeight;
}
}
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int RescaleCount = 0;
if(pCommand->m_Format == CCommandBuffer::TEXFORMAT_RGBA || pCommand->m_Format == CCommandBuffer::TEXFORMAT_RGB || pCommand->m_Format == CCommandBuffer::TEXFORMAT_ALPHA)
{
int OldWidth = Width;
int OldHeight = Height;
bool NeedsResize = false;
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if(Width > m_MaxTexSize || Height > m_MaxTexSize)
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{
do
{
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Width >>= 1;
Height >>= 1;
++RescaleCount;
} while(Width > m_MaxTexSize || Height > m_MaxTexSize);
NeedsResize = true;
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}
else if(pCommand->m_Format != CCommandBuffer::TEXFORMAT_ALPHA && (Width > 16 && Height > 16 && (pCommand->m_Flags & CCommandBuffer::TEXFLAG_QUALITY) == 0))
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{
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Width >>= 1;
Height >>= 1;
++RescaleCount;
NeedsResize = true;
}
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if(NeedsResize)
{
void *pTmpData = Resize(OldWidth, OldHeight, Width, Height, pCommand->m_Format, static_cast<const unsigned char *>(pTexData));
free(pTexData);
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pTexData = pTmpData;
}
}
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m_Textures[pCommand->m_Slot].m_Width = Width;
m_Textures[pCommand->m_Slot].m_Height = Height;
m_Textures[pCommand->m_Slot].m_RescaleCount = RescaleCount;
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int Oglformat = TexFormatToOpenGLFormat(pCommand->m_Format);
int StoreOglformat = TexFormatToOpenGLFormat(pCommand->m_StoreFormat);
if(pCommand->m_Flags & CCommandBuffer::TEXFLAG_COMPRESSED)
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{
switch(StoreOglformat)
{
case GL_RGB: StoreOglformat = GL_COMPRESSED_RGB_ARB; break;
case GL_ALPHA: StoreOglformat = GL_COMPRESSED_ALPHA_ARB; break;
case GL_RGBA: StoreOglformat = GL_COMPRESSED_RGBA_ARB; break;
default: StoreOglformat = GL_COMPRESSED_RGBA_ARB;
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}
}
if((pCommand->m_Flags & CCommandBuffer::TEXFLAG_NO_2D_TEXTURE) == 0)
{
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glGenTextures(1, &m_Textures[pCommand->m_Slot].m_Tex);
glBindTexture(GL_TEXTURE_2D, m_Textures[pCommand->m_Slot].m_Tex);
}
if(pCommand->m_Flags & CCommandBuffer::TEXFLAG_NOMIPMAPS || !m_HasMipMaps)
{
if((pCommand->m_Flags & CCommandBuffer::TEXFLAG_NO_2D_TEXTURE) == 0)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, StoreOglformat, Width, Height, 0, Oglformat, GL_UNSIGNED_BYTE, pTexData);
}
}
else
{
if((pCommand->m_Flags & CCommandBuffer::TEXFLAG_NO_2D_TEXTURE) == 0)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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if(m_OpenGLTextureLodBIAS != 0)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, ((GLfloat)m_OpenGLTextureLodBIAS / 1000.0f));
glTexImage2D(GL_TEXTURE_2D, 0, StoreOglformat, Width, Height, 0, Oglformat, GL_UNSIGNED_BYTE, pTexData);
}
int Flag2DArrayTexture = (CCommandBuffer::TEXFLAG_TO_2D_ARRAY_TEXTURE | CCommandBuffer::TEXFLAG_TO_2D_ARRAY_TEXTURE_SINGLE_LAYER);
int Flag3DTexture = (CCommandBuffer::TEXFLAG_TO_3D_TEXTURE | CCommandBuffer::TEXFLAG_TO_3D_TEXTURE_SINGLE_LAYER);
if((pCommand->m_Flags & (Flag2DArrayTexture | Flag3DTexture)) != 0)
{
bool Is3DTexture = (pCommand->m_Flags & Flag3DTexture) != 0;
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glGenTextures(1, &m_Textures[pCommand->m_Slot].m_Tex2DArray);
GLenum Target = GL_TEXTURE_3D;
if(Is3DTexture)
{
Target = GL_TEXTURE_3D;
}
else
{
Target = m_2DArrayTarget;
}
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glBindTexture(Target, m_Textures[pCommand->m_Slot].m_Tex2DArray);
if(IsNewApi())
{
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glGenSamplers(1, &m_Textures[pCommand->m_Slot].m_Sampler2DArray);
glBindSampler(0, m_Textures[pCommand->m_Slot].m_Sampler2DArray);
}
glTexParameteri(Target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if(Is3DTexture)
{
glTexParameteri(Target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
if(IsNewApi())
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glSamplerParameteri(m_Textures[pCommand->m_Slot].m_Sampler2DArray, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
else
{
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glTexParameteri(Target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(Target, GL_GENERATE_MIPMAP, GL_TRUE);
if(IsNewApi())
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glSamplerParameteri(m_Textures[pCommand->m_Slot].m_Sampler2DArray, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
}
glTexParameteri(Target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(Target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(Target, GL_TEXTURE_WRAP_R, GL_MIRRORED_REPEAT);
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if(m_OpenGLTextureLodBIAS != 0)
glTexParameterf(Target, GL_TEXTURE_LOD_BIAS, ((GLfloat)m_OpenGLTextureLodBIAS / 1000.0f));
if(IsNewApi())
{
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glSamplerParameteri(m_Textures[pCommand->m_Slot].m_Sampler2DArray, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(m_Textures[pCommand->m_Slot].m_Sampler2DArray, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameteri(m_Textures[pCommand->m_Slot].m_Sampler2DArray, GL_TEXTURE_WRAP_R, GL_MIRRORED_REPEAT);
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if(m_OpenGLTextureLodBIAS != 0)
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glSamplerParameterf(m_Textures[pCommand->m_Slot].m_Sampler2DArray, GL_TEXTURE_LOD_BIAS, ((GLfloat)m_OpenGLTextureLodBIAS / 1000.0f));
glBindSampler(0, 0);
}
int ImageColorChannels = TexFormatToImageColorChannelCount(pCommand->m_Format);
uint8_t *p3DImageData = NULL;
bool IsSingleLayer = (pCommand->m_Flags & (CCommandBuffer::TEXFLAG_TO_2D_ARRAY_TEXTURE_SINGLE_LAYER | CCommandBuffer::TEXFLAG_TO_3D_TEXTURE_SINGLE_LAYER)) != 0;
if(!IsSingleLayer)
p3DImageData = (uint8_t *)malloc((size_t)ImageColorChannels * Width * Height);
int Image3DWidth, Image3DHeight;
int ConvertWidth = Width;
int ConvertHeight = Height;
if(!IsSingleLayer)
{
if(ConvertWidth == 0 || (ConvertWidth % 16) != 0 || ConvertHeight == 0 || (ConvertHeight % 16) != 0)
{
dbg_msg("gfx", "3D/2D array texture was resized");
int NewWidth = maximum<int>(HighestBit(ConvertWidth), 16);
int NewHeight = maximum<int>(HighestBit(ConvertHeight), 16);
uint8_t *pNewTexData = (uint8_t *)Resize(ConvertWidth, ConvertHeight, NewWidth, NewHeight, pCommand->m_Format, (const uint8_t *)pTexData);
ConvertWidth = NewWidth;
ConvertHeight = NewHeight;
free(pTexData);
pTexData = pNewTexData;
}
}
if(IsSingleLayer || (Texture2DTo3D(pTexData, ConvertWidth, ConvertHeight, ImageColorChannels, 16, 16, p3DImageData, Image3DWidth, Image3DHeight)))
{
if(IsSingleLayer)
{
glTexImage3D(Target, 0, StoreOglformat, ConvertWidth, ConvertHeight, 1, 0, Oglformat, GL_UNSIGNED_BYTE, pTexData);
}
else
{
glTexImage3D(Target, 0, StoreOglformat, Image3DWidth, Image3DHeight, 256, 0, Oglformat, GL_UNSIGNED_BYTE, p3DImageData);
}
/*if(StoreOglformat == GL_R8)
{
//Bind the texture 2D.
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_RED};
glTexParameteriv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}*/
}
if(!IsSingleLayer)
free(p3DImageData);
}
}
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// This is the initial value for the wrap modes
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m_Textures[pCommand->m_Slot].m_LastWrapMode = CCommandBuffer::WRAP_REPEAT;
// calculate memory usage
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m_Textures[pCommand->m_Slot].m_MemSize = Width * Height * pCommand->m_PixelSize;
while(Width > 2 && Height > 2)
{
Width >>= 1;
Height >>= 1;
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m_Textures[pCommand->m_Slot].m_MemSize += Width * Height * pCommand->m_PixelSize;
}
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m_pTextureMemoryUsage->store(m_pTextureMemoryUsage->load(std::memory_order_relaxed) + m_Textures[pCommand->m_Slot].m_MemSize, std::memory_order_relaxed);
free(pTexData);
}
void CCommandProcessorFragment_OpenGL::Cmd_Clear(const CCommandBuffer::SCommand_Clear *pCommand)
{
glClearColor(pCommand->m_Color.r, pCommand->m_Color.g, pCommand->m_Color.b, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void CCommandProcessorFragment_OpenGL::Cmd_Render(const CCommandBuffer::SCommand_Render *pCommand)
{
SetState(pCommand->m_State);
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glVertexPointer(2, GL_FLOAT, sizeof(CCommandBuffer::SVertex), (char *)pCommand->m_pVertices);
glTexCoordPointer(2, GL_FLOAT, sizeof(CCommandBuffer::SVertex), (char *)pCommand->m_pVertices + sizeof(float) * 2);
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(CCommandBuffer::SVertex), (char *)pCommand->m_pVertices + sizeof(float) * 4);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
switch(pCommand->m_PrimType)
{
case CCommandBuffer::PRIMTYPE_QUADS:
glDrawArrays(GL_QUADS, 0, pCommand->m_PrimCount * 4);
break;
case CCommandBuffer::PRIMTYPE_LINES:
glDrawArrays(GL_LINES, 0, pCommand->m_PrimCount * 2);
break;
case CCommandBuffer::PRIMTYPE_TRIANGLES:
glDrawArrays(GL_TRIANGLES, 0, pCommand->m_PrimCount * 3);
break;
default:
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dbg_msg("render", "unknown primtype %d\n", pCommand->m_PrimType);
};
}
void CCommandProcessorFragment_OpenGL::Cmd_Screenshot(const CCommandBuffer::SCommand_Screenshot *pCommand)
{
// fetch image data
GLint aViewport[4] = {0, 0, 0, 0};
glGetIntegerv(GL_VIEWPORT, aViewport);
int w = aViewport[2];
int h = aViewport[3];
// we allocate one more row to use when we are flipping the texture
unsigned char *pPixelData = (unsigned char *)malloc((size_t)w * (h + 1) * 3);
unsigned char *pTempRow = pPixelData + w * h * 3;
// fetch the pixels
GLint Alignment;
glGetIntegerv(GL_PACK_ALIGNMENT, &Alignment);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, pPixelData);
glPixelStorei(GL_PACK_ALIGNMENT, Alignment);
// flip the pixel because opengl works from bottom left corner
for(int y = 0; y < h / 2; y++)
{
mem_copy(pTempRow, pPixelData + y * w * 3, w * 3);
mem_copy(pPixelData + y * w * 3, pPixelData + (h - y - 1) * w * 3, w * 3);
mem_copy(pPixelData + (h - y - 1) * w * 3, pTempRow, w * 3);
}
// fill in the information
pCommand->m_pImage->m_Width = w;
pCommand->m_pImage->m_Height = h;
pCommand->m_pImage->m_Format = CImageInfo::FORMAT_RGB;
pCommand->m_pImage->m_pData = pPixelData;
}
CCommandProcessorFragment_OpenGL::CCommandProcessorFragment_OpenGL()
{
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m_Textures.resize(CCommandBuffer::MAX_TEXTURES);
m_HasShaders = false;
}
bool CCommandProcessorFragment_OpenGL::RunCommand(const CCommandBuffer::SCommand *pBaseCommand)
{
switch(pBaseCommand->m_Cmd)
{
case CCommandProcessorFragment_OpenGL::CMD_INIT:
Cmd_Init(static_cast<const SCommand_Init *>(pBaseCommand));
break;
case CCommandProcessorFragment_OpenGL::CMD_SHUTDOWN:
Cmd_Shutdown(static_cast<const SCommand_Shutdown *>(pBaseCommand));
break;
case CCommandBuffer::CMD_TEXTURE_CREATE:
Cmd_Texture_Create(static_cast<const CCommandBuffer::SCommand_Texture_Create *>(pBaseCommand));
break;
case CCommandBuffer::CMD_TEXTURE_DESTROY:
Cmd_Texture_Destroy(static_cast<const CCommandBuffer::SCommand_Texture_Destroy *>(pBaseCommand));
break;
case CCommandBuffer::CMD_TEXTURE_UPDATE:
Cmd_Texture_Update(static_cast<const CCommandBuffer::SCommand_Texture_Update *>(pBaseCommand));
break;
case CCommandBuffer::CMD_CLEAR:
Cmd_Clear(static_cast<const CCommandBuffer::SCommand_Clear *>(pBaseCommand));
break;
case CCommandBuffer::CMD_RENDER:
Cmd_Render(static_cast<const CCommandBuffer::SCommand_Render *>(pBaseCommand));
break;
case CCommandBuffer::CMD_RENDER_TEX3D:
Cmd_RenderTex3D(static_cast<const CCommandBuffer::SCommand_RenderTex3D *>(pBaseCommand));
break;
case CCommandBuffer::CMD_SCREENSHOT:
Cmd_Screenshot(static_cast<const CCommandBuffer::SCommand_Screenshot *>(pBaseCommand));
break;
case CCommandBuffer::CMD_CREATE_BUFFER_OBJECT: Cmd_CreateBufferObject(static_cast<const CCommandBuffer::SCommand_CreateBufferObject *>(pBaseCommand)); break;
case CCommandBuffer::CMD_UPDATE_BUFFER_OBJECT: Cmd_UpdateBufferObject(static_cast<const CCommandBuffer::SCommand_UpdateBufferObject *>(pBaseCommand)); break;
case CCommandBuffer::CMD_RECREATE_BUFFER_OBJECT: Cmd_RecreateBufferObject(static_cast<const CCommandBuffer::SCommand_RecreateBufferObject *>(pBaseCommand)); break;
case CCommandBuffer::CMD_COPY_BUFFER_OBJECT: Cmd_CopyBufferObject(static_cast<const CCommandBuffer::SCommand_CopyBufferObject *>(pBaseCommand)); break;
case CCommandBuffer::CMD_DELETE_BUFFER_OBJECT: Cmd_DeleteBufferObject(static_cast<const CCommandBuffer::SCommand_DeleteBufferObject *>(pBaseCommand)); break;
case CCommandBuffer::CMD_CREATE_BUFFER_CONTAINER: Cmd_CreateBufferContainer(static_cast<const CCommandBuffer::SCommand_CreateBufferContainer *>(pBaseCommand)); break;
case CCommandBuffer::CMD_UPDATE_BUFFER_CONTAINER: Cmd_UpdateBufferContainer(static_cast<const CCommandBuffer::SCommand_UpdateBufferContainer *>(pBaseCommand)); break;
case CCommandBuffer::CMD_DELETE_BUFFER_CONTAINER: Cmd_DeleteBufferContainer(static_cast<const CCommandBuffer::SCommand_DeleteBufferContainer *>(pBaseCommand)); break;
case CCommandBuffer::CMD_INDICES_REQUIRED_NUM_NOTIFY: Cmd_IndicesRequiredNumNotify(static_cast<const CCommandBuffer::SCommand_IndicesRequiredNumNotify *>(pBaseCommand)); break;
case CCommandBuffer::CMD_RENDER_TILE_LAYER: Cmd_RenderTileLayer(static_cast<const CCommandBuffer::SCommand_RenderTileLayer *>(pBaseCommand)); break;
case CCommandBuffer::CMD_RENDER_BORDER_TILE: Cmd_RenderBorderTile(static_cast<const CCommandBuffer::SCommand_RenderBorderTile *>(pBaseCommand)); break;
case CCommandBuffer::CMD_RENDER_BORDER_TILE_LINE: Cmd_RenderBorderTileLine(static_cast<const CCommandBuffer::SCommand_RenderBorderTileLine *>(pBaseCommand)); break;
case CCommandBuffer::CMD_RENDER_QUAD_LAYER: Cmd_RenderQuadLayer(static_cast<const CCommandBuffer::SCommand_RenderQuadLayer *>(pBaseCommand)); break;
case CCommandBuffer::CMD_RENDER_TEXT: Cmd_RenderText(static_cast<const CCommandBuffer::SCommand_RenderText *>(pBaseCommand)); break;
case CCommandBuffer::CMD_RENDER_TEXT_STREAM: Cmd_RenderTextStream(static_cast<const CCommandBuffer::SCommand_RenderTextStream *>(pBaseCommand)); break;
case CCommandBuffer::CMD_RENDER_QUAD_CONTAINER: Cmd_RenderQuadContainer(static_cast<const CCommandBuffer::SCommand_RenderQuadContainer *>(pBaseCommand)); break;
case CCommandBuffer::CMD_RENDER_QUAD_CONTAINER_EX: Cmd_RenderQuadContainerEx(static_cast<const CCommandBuffer::SCommand_RenderQuadContainerEx *>(pBaseCommand)); break;
case CCommandBuffer::CMD_RENDER_QUAD_CONTAINER_SPRITE_MULTIPLE: Cmd_RenderQuadContainerAsSpriteMultiple(static_cast<const CCommandBuffer::SCommand_RenderQuadContainerAsSpriteMultiple *>(pBaseCommand)); break;
default: return false;
}
return true;
}
// ------------ CCommandProcessorFragment_OpenGL2
void CCommandProcessorFragment_OpenGL2::UseProgram(CGLSLTWProgram *pProgram)
{
pProgram->UseProgram();
}
bool CCommandProcessorFragment_OpenGL2::IsAndUpdateTextureSlotBound(int IDX, int Slot, bool Is2DArray)
{
if(m_TextureSlotBoundToUnit[IDX].m_TextureSlot == Slot && m_TextureSlotBoundToUnit[IDX].m_Is2DArray == Is2DArray)
return true;
else
{
//the texture slot uses this index now
m_TextureSlotBoundToUnit[IDX].m_TextureSlot = Slot;
m_TextureSlotBoundToUnit[IDX].m_Is2DArray = Is2DArray;
return false;
}
}
void CCommandProcessorFragment_OpenGL2::SetState(const CCommandBuffer::SState &State, CGLSLTWProgram *pProgram, bool Use2DArrayTextures)
{
if(m_LastBlendMode == CCommandBuffer::BLEND_NONE)
{
m_LastBlendMode = CCommandBuffer::BLEND_ALPHA;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
if(State.m_BlendMode != m_LastBlendMode && State.m_BlendMode != CCommandBuffer::BLEND_NONE)
{
// blend
switch(State.m_BlendMode)
{
case CCommandBuffer::BLEND_NONE:
// We don't really need this anymore
//glDisable(GL_BLEND);
break;
case CCommandBuffer::BLEND_ALPHA:
//glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case CCommandBuffer::BLEND_ADDITIVE:
//glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
default:
dbg_msg("render", "unknown blendmode %d\n", State.m_BlendMode);
};
m_LastBlendMode = State.m_BlendMode;
}
// clip
if(State.m_ClipEnable)
{
glScissor(State.m_ClipX, State.m_ClipY, State.m_ClipW, State.m_ClipH);
glEnable(GL_SCISSOR_TEST);
m_LastClipEnable = true;
}
else if(m_LastClipEnable)
{
// Don't disable it always
glDisable(GL_SCISSOR_TEST);
m_LastClipEnable = false;
}
if(!IsNewApi())
{
glDisable(GL_TEXTURE_2D);
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if(!m_HasShaders)
{
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if(m_Has3DTextures)
glDisable(GL_TEXTURE_3D);
if(m_Has2DArrayTextures)
{
glDisable(m_2DArrayTarget);
}
}
}
// texture
if(IsTexturedState(State))
{
int Slot = 0;
if(m_UseMultipleTextureUnits)
{
Slot = State.m_Texture % m_MaxTextureUnits;
if(!IsAndUpdateTextureSlotBound(Slot, State.m_Texture, Use2DArrayTextures))
{
glActiveTexture(GL_TEXTURE0 + Slot);
if(!Use2DArrayTextures)
{
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glBindTexture(GL_TEXTURE_2D, m_Textures[State.m_Texture].m_Tex);
if(IsNewApi())
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glBindSampler(Slot, m_Textures[State.m_Texture].m_Sampler);
}
else
{
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_Textures[State.m_Texture].m_Tex2DArray);
if(IsNewApi())
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glBindSampler(Slot, m_Textures[State.m_Texture].m_Sampler2DArray);
}
}
}
else
{
Slot = 0;
if(!Use2DArrayTextures)
{
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if(!IsNewApi() && !m_HasShaders)
glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, m_Textures[State.m_Texture].m_Tex);
if(IsNewApi())
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glBindSampler(Slot, m_Textures[State.m_Texture].m_Sampler);
}
else
{
if(!m_Has2DArrayTextures)
{
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if(!IsNewApi() && !m_HasShaders)
glEnable(GL_TEXTURE_3D);
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glBindTexture(GL_TEXTURE_3D, m_Textures[State.m_Texture].m_Tex2DArray);
if(IsNewApi())
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glBindSampler(Slot, m_Textures[State.m_Texture].m_Sampler2DArray);
}
else
{
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if(!IsNewApi() && !m_HasShaders)
glEnable(m_2DArrayTarget);
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glBindTexture(m_2DArrayTarget, m_Textures[State.m_Texture].m_Tex2DArray);
if(IsNewApi())
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glBindSampler(Slot, m_Textures[State.m_Texture].m_Sampler2DArray);
}
}
}
if(pProgram->m_LastTextureSampler != Slot)
{
pProgram->SetUniform(pProgram->m_LocTextureSampler, Slot);
pProgram->m_LastTextureSampler = Slot;
}
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if(m_Textures[State.m_Texture].m_LastWrapMode != State.m_WrapMode && !Use2DArrayTextures)
{
switch(State.m_WrapMode)
{
case CCommandBuffer::WRAP_REPEAT:
if(IsNewApi())
{
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glSamplerParameteri(m_Textures[State.m_Texture].m_Sampler, GL_TEXTURE_WRAP_S, GL_REPEAT);
glSamplerParameteri(m_Textures[State.m_Texture].m_Sampler, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
break;
case CCommandBuffer::WRAP_CLAMP:
if(IsNewApi())
{
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glSamplerParameteri(m_Textures[State.m_Texture].m_Sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(m_Textures[State.m_Texture].m_Sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
break;
default:
dbg_msg("render", "unknown wrapmode %d\n", State.m_WrapMode);
};
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m_Textures[State.m_Texture].m_LastWrapMode = State.m_WrapMode;
}
}
if(pProgram->m_LastScreen[0] != State.m_ScreenTL.x || pProgram->m_LastScreen[1] != State.m_ScreenTL.y || pProgram->m_LastScreen[2] != State.m_ScreenBR.x || pProgram->m_LastScreen[3] != State.m_ScreenBR.y)
{
pProgram->m_LastScreen[0] = State.m_ScreenTL.x;
pProgram->m_LastScreen[1] = State.m_ScreenTL.y;
pProgram->m_LastScreen[2] = State.m_ScreenBR.x;
pProgram->m_LastScreen[3] = State.m_ScreenBR.y;
// screen mapping
// orthographic projection matrix
// the z coordinate is the same for every vertex, so just ignore the z coordinate and set it in the shaders
float m[2 * 4] = {
2.f / (State.m_ScreenBR.x - State.m_ScreenTL.x), 0, 0, -((State.m_ScreenBR.x + State.m_ScreenTL.x) / (State.m_ScreenBR.x - State.m_ScreenTL.x)),
0, (2.f / (State.m_ScreenTL.y - State.m_ScreenBR.y)), 0, -((State.m_ScreenTL.y + State.m_ScreenBR.y) / (State.m_ScreenTL.y - State.m_ScreenBR.y)),
//0, 0, -(2.f/(9.f)), -((11.f)/(9.f)),
//0, 0, 0, 1.0f
};
// transpose bcs of column-major order of opengl
glUniformMatrix4x2fv(pProgram->m_LocPos, 1, true, (float *)&m);
}
}
bool CCommandProcessorFragment_OpenGL2::DoAnalyzeStep(size_t StepN, size_t CheckCount, size_t VerticesCount, uint8_t aFakeTexture[], size_t SingleImageSize)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
int Slot = 0;
if(m_HasShaders)
{
CGLSLTWProgram *pProgram = m_pPrimitive3DProgramTextured;
if(StepN == 1)
pProgram = m_pTileProgramTextured;
UseProgram(pProgram);
pProgram->SetUniform(pProgram->m_LocTextureSampler, Slot);
if(StepN == 1)
{
float aColor[4] = {1.f, 1.f, 1.f, 1.f};
pProgram->SetUniformVec4(((CGLSLTileProgram *)pProgram)->m_LocColor, 1, aColor);
}
float m[2 * 4] = {
1, 0, 0, 0,
0, 1, 0, 0};
// transpose bcs of column-major order of opengl
glUniformMatrix4x2fv(pProgram->m_LocPos, 1, true, (float *)&m);
}
else
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1, 1, -1, 1, -10.0f, 10.f);
}
GLuint BufferID = 0;
if(StepN == 1 && m_HasShaders)
{
glGenBuffers(1, &BufferID);
glBindBuffer(GL_ARRAY_BUFFER, BufferID);
glBufferData(GL_ARRAY_BUFFER, VerticesCount * sizeof((m_aStreamVertices[0])), m_aStreamVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, false, sizeof((m_aStreamVertices[0])), 0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, false, sizeof((m_aStreamVertices[0])), (GLvoid *)(sizeof(vec4) + sizeof(vec2)));
}
else
{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, sizeof(m_aStreamVertices[0]), m_aStreamVertices);
glColorPointer(4, GL_FLOAT, sizeof(m_aStreamVertices[0]), (uint8_t *)m_aStreamVertices + (ptrdiff_t)(sizeof(vec2)));
glTexCoordPointer(3, GL_FLOAT, sizeof(m_aStreamVertices[0]), (uint8_t *)m_aStreamVertices + (ptrdiff_t)(sizeof(vec2) + sizeof(vec4)));
}
glDrawArrays(GL_QUADS, 0, VerticesCount);
if(StepN == 1 && m_HasShaders)
{
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &BufferID);
}
else
{
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
if(m_HasShaders)
{
glUseProgram(0);
}
glFinish();
GLint aViewport[4] = {0, 0, 0, 0};
glGetIntegerv(GL_VIEWPORT, aViewport);
int w = aViewport[2];
int h = aViewport[3];
size_t PixelDataSize = (size_t)w * h * 3;
if(PixelDataSize == 0)
return false;
uint8_t *pPixelData = (uint8_t *)malloc(PixelDataSize);
// fetch the pixels
GLint Alignment;
glGetIntegerv(GL_PACK_ALIGNMENT, &Alignment);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, pPixelData);
glPixelStorei(GL_PACK_ALIGNMENT, Alignment);
// now analyse the image data
bool CheckFailed = false;
int WidthTile = w / 16;
int HeightTile = h / 16;
int StartX = WidthTile / 2;
int StartY = HeightTile / 2;
for(size_t d = 0; d < CheckCount; ++d)
{
int CurX = (int)d % 16;
int CurY = (int)d / 16;
int CheckX = StartX + CurX * WidthTile;
int CheckY = StartY + CurY * HeightTile;
ptrdiff_t OffsetPixelData = (CheckY * (w * 3)) + (CheckX * 3);
ptrdiff_t OffsetFakeTexture = SingleImageSize * d;
OffsetPixelData = clamp<ptrdiff_t>(OffsetPixelData, 0, (ptrdiff_t)PixelDataSize);
OffsetFakeTexture = clamp<ptrdiff_t>(OffsetFakeTexture, 0, (ptrdiff_t)(SingleImageSize * CheckCount));
uint8_t *pPixel = pPixelData + OffsetPixelData;
uint8_t *pPixelTex = aFakeTexture + OffsetFakeTexture;
for(size_t i = 0; i < 3; ++i)
{
if((pPixel[i] < pPixelTex[i] - 25) || (pPixel[i] > pPixelTex[i] + 25))
{
CheckFailed = true;
break;
}
}
}
free(pPixelData);
return !CheckFailed;
}
bool CCommandProcessorFragment_OpenGL2::IsTileMapAnalysisSucceeded()
{
glClearColor(0, 0, 0, 1);
// create fake texture 1024x1024
const size_t ImageWidth = 1024;
const size_t ImageHeight = 1024;
uint8_t *pFakeTexture = (uint8_t *)malloc(sizeof(uint8_t) * ImageWidth * ImageHeight * 4);
// fill by colors stepping by 50 => (255 / 50 ~ 5) => 5 times 3(color channels) = 5 ^ 3 = 125 possibilities to check
size_t CheckCount = 5 * 5 * 5;
// always fill 4 pixels of the texture, so the sampling is accurate
int aCurColor[4] = {25, 25, 25, 255};
const size_t SingleImageWidth = 64;
const size_t SingleImageHeight = 64;
size_t SingleImageSize = SingleImageWidth * SingleImageHeight * 4;
for(size_t d = 0; d < CheckCount; ++d)
{
uint8_t *pCurFakeTexture = pFakeTexture + (ptrdiff_t)(SingleImageSize * d);
uint8_t aCurColorUint8[SingleImageWidth * SingleImageHeight * 4];
for(size_t y = 0; y < SingleImageHeight; ++y)
{
for(size_t x = 0; x < SingleImageWidth; ++x)
{
for(size_t i = 0; i < 4; ++i)
{
aCurColorUint8[(y * SingleImageWidth * 4) + (x * 4) + i] = (uint8_t)aCurColor[i];
}
}
}
mem_copy(pCurFakeTexture, aCurColorUint8, sizeof(aCurColorUint8));
aCurColor[2] += 50;
if(aCurColor[2] > 225)
{
aCurColor[2] -= 250;
aCurColor[1] += 50;
}
if(aCurColor[1] > 225)
{
aCurColor[1] -= 250;
aCurColor[0] += 50;
}
if(aCurColor[0] > 225)
{
break;
}
}
// upload the texture
GLuint FakeTexture;
glGenTextures(1, &FakeTexture);
GLenum Target = GL_TEXTURE_3D;
if(m_Has2DArrayTextures)
{
Target = m_2DArrayTarget;
}
glBindTexture(Target, FakeTexture);
glTexParameteri(Target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if(!m_Has2DArrayTextures)
{
glTexParameteri(Target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
else
{
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glTexParameteri(Target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(Target, GL_GENERATE_MIPMAP, GL_TRUE);
}
glTexParameteri(Target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(Target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(Target, GL_TEXTURE_WRAP_R, GL_MIRRORED_REPEAT);
glTexImage3D(Target, 0, GL_RGBA, ImageWidth / 16, ImageHeight / 16, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, pFakeTexture);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_SCISSOR_TEST);
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if(!m_HasShaders)
{
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glDisable(GL_TEXTURE_2D);
if(m_Has3DTextures)
glDisable(GL_TEXTURE_3D);
if(m_Has2DArrayTextures)
{
glDisable(m_2DArrayTarget);
}
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if(!m_Has2DArrayTextures)
{
glEnable(GL_TEXTURE_3D);
glBindTexture(GL_TEXTURE_3D, FakeTexture);
}
else
{
glEnable(m_2DArrayTarget);
glBindTexture(m_2DArrayTarget, FakeTexture);
}
}
static_assert(sizeof(m_aStreamVertices) / sizeof(m_aStreamVertices[0]) >= 256 * 4, "Keep the number of stream vertices >= 256 * 4.");
size_t VertexCount = 0;
for(size_t i = 0; i < CheckCount; ++i)
{
float XPos = (float)(i % 16);
float YPos = (float)(i / 16);
GL_SVertexTex3D *pVertex = &m_aStreamVertices[VertexCount++];
GL_SVertexTex3D *pVertexBefore = pVertex;
pVertex->m_Pos.x = XPos / 16.f;
pVertex->m_Pos.y = YPos / 16.f;
pVertex->m_Color.r = 1;
pVertex->m_Color.g = 1;
pVertex->m_Color.b = 1;
pVertex->m_Color.a = 1;
pVertex->m_Tex.u = 0;
pVertex->m_Tex.v = 0;
pVertex = &m_aStreamVertices[VertexCount++];
pVertex->m_Pos.x = XPos / 16.f + 1.f / 16.f;
pVertex->m_Pos.y = YPos / 16.f;
pVertex->m_Color.r = 1;
pVertex->m_Color.g = 1;
pVertex->m_Color.b = 1;
pVertex->m_Color.a = 1;
pVertex->m_Tex.u = 1;
pVertex->m_Tex.v = 0;
pVertex = &m_aStreamVertices[VertexCount++];
pVertex->m_Pos.x = XPos / 16.f + 1.f / 16.f;
pVertex->m_Pos.y = YPos / 16.f + 1.f / 16.f;
pVertex->m_Color.r = 1;
pVertex->m_Color.g = 1;
pVertex->m_Color.b = 1;
pVertex->m_Color.a = 1;
pVertex->m_Tex.u = 1;
pVertex->m_Tex.v = 1;
pVertex = &m_aStreamVertices[VertexCount++];
pVertex->m_Pos.x = XPos / 16.f;
pVertex->m_Pos.y = YPos / 16.f + 1.f / 16.f;
pVertex->m_Color.r = 1;
pVertex->m_Color.g = 1;
pVertex->m_Color.b = 1;
pVertex->m_Color.a = 1;
pVertex->m_Tex.u = 0;
pVertex->m_Tex.v = 1;
for(size_t n = 0; n < 4; ++n)
{
pVertexBefore[n].m_Pos.x *= 2;
pVertexBefore[n].m_Pos.x -= 1;
pVertexBefore[n].m_Pos.y *= 2;
pVertexBefore[n].m_Pos.y -= 1;
if(m_Has2DArrayTextures)
{
pVertexBefore[n].m_Tex.w = i;
}
else
{
pVertexBefore[n].m_Tex.w = (i + 0.5f) / 256.f;
}
}
}
//everything build up, now do the analyze steps
bool NoError = DoAnalyzeStep(0, CheckCount, VertexCount, pFakeTexture, SingleImageSize);
if(NoError && m_HasShaders)
NoError &= DoAnalyzeStep(1, CheckCount, VertexCount, pFakeTexture, SingleImageSize);
glDeleteTextures(1, &FakeTexture);
free(pFakeTexture);
return NoError;
}
void CCommandProcessorFragment_OpenGL2::Cmd_Init(const SCommand_Init *pCommand)
{
CCommandProcessorFragment_OpenGL::Cmd_Init(pCommand);
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m_OpenGLTextureLodBIAS = g_Config.m_GfxOpenGLTextureLODBIAS;
m_HasShaders = pCommand->m_pCapabilities->m_ShaderSupport;
bool HasAllFunc = true;
if(m_HasShaders)
{
HasAllFunc &= (glUniformMatrix4x2fv != NULL) && (glGenBuffers != NULL);
HasAllFunc &= (glBindBuffer != NULL) && (glBufferData != NULL);
HasAllFunc &= (glEnableVertexAttribArray != NULL) && (glVertexAttribPointer != NULL);
HasAllFunc &= (glDisableVertexAttribArray != NULL) && (glDeleteBuffers != NULL);
HasAllFunc &= (glUseProgram != NULL) && (glTexImage3D != NULL);
HasAllFunc &= (glBindAttribLocation != NULL) && (glTexImage3D != NULL);
HasAllFunc &= (glBufferSubData != NULL) && (glGetUniformLocation != NULL);
HasAllFunc &= (glUniform1i != NULL) && (glUniform1f != NULL);
HasAllFunc &= (glUniform1ui != NULL) && (glUniform1i != NULL);
HasAllFunc &= (glUniform1fv != NULL) && (glUniform2fv != NULL);
HasAllFunc &= (glUniform4fv != NULL) && (glGetAttachedShaders != NULL);
HasAllFunc &= (glGetProgramInfoLog != NULL) && (glGetProgramiv != NULL);
HasAllFunc &= (glLinkProgram != NULL) && (glDetachShader != NULL);
HasAllFunc &= (glAttachShader != NULL) && (glDeleteProgram != NULL);
HasAllFunc &= (glCreateProgram != NULL) && (glShaderSource != NULL);
HasAllFunc &= (glCompileShader != NULL) && (glGetShaderiv != NULL);
HasAllFunc &= (glGetShaderInfoLog != NULL) && (glDeleteShader != NULL);
HasAllFunc &= (glCreateShader != NULL);
}
bool AnalysisCorrect = true;
if(HasAllFunc)
{
if(m_HasShaders)
{
m_pTileProgram = new CGLSLTileProgram;
m_pTileProgramTextured = new CGLSLTileProgram;
m_pPrimitive3DProgram = new CGLSLPrimitiveProgram;
m_pPrimitive3DProgramTextured = new CGLSLPrimitiveProgram;
CGLSLCompiler ShaderCompiler(g_Config.m_GfxOpenGLMajor, g_Config.m_GfxOpenGLMinor, g_Config.m_GfxOpenGLPatch);
ShaderCompiler.SetHasTextureArray(pCommand->m_pCapabilities->m_2DArrayTextures);
if(pCommand->m_pCapabilities->m_2DArrayTextures)
ShaderCompiler.SetTextureReplaceType(CGLSLCompiler::GLSL_COMPILER_TEXTURE_REPLACE_TYPE_2D_ARRAY);
else
ShaderCompiler.SetTextureReplaceType(CGLSLCompiler::GLSL_COMPILER_TEXTURE_REPLACE_TYPE_3D);
{
CGLSL PrimitiveVertexShader;
CGLSL PrimitiveFragmentShader;
PrimitiveVertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/pipeline.vert", GL_VERTEX_SHADER);
PrimitiveFragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/pipeline.frag", GL_FRAGMENT_SHADER);
m_pPrimitive3DProgram->CreateProgram();
m_pPrimitive3DProgram->AddShader(&PrimitiveVertexShader);
m_pPrimitive3DProgram->AddShader(&PrimitiveFragmentShader);
m_pPrimitive3DProgram->LinkProgram();
UseProgram(m_pPrimitive3DProgram);
m_pPrimitive3DProgram->m_LocPos = m_pPrimitive3DProgram->GetUniformLoc("gPos");
}
if(pCommand->m_pCapabilities->m_2DArrayTextures)
ShaderCompiler.SetTextureReplaceType(CGLSLCompiler::GLSL_COMPILER_TEXTURE_REPLACE_TYPE_2D_ARRAY);
else
ShaderCompiler.SetTextureReplaceType(CGLSLCompiler::GLSL_COMPILER_TEXTURE_REPLACE_TYPE_3D);
{
CGLSL PrimitiveVertexShader;
CGLSL PrimitiveFragmentShader;
ShaderCompiler.AddDefine("TW_TEXTURED", "");
if(!pCommand->m_pCapabilities->m_2DArrayTextures)
ShaderCompiler.AddDefine("TW_3D_TEXTURED", "");
PrimitiveVertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/pipeline.vert", GL_VERTEX_SHADER);
PrimitiveFragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/pipeline.frag", GL_FRAGMENT_SHADER);
ShaderCompiler.ClearDefines();
m_pPrimitive3DProgramTextured->CreateProgram();
m_pPrimitive3DProgramTextured->AddShader(&PrimitiveVertexShader);
m_pPrimitive3DProgramTextured->AddShader(&PrimitiveFragmentShader);
m_pPrimitive3DProgramTextured->LinkProgram();
UseProgram(m_pPrimitive3DProgramTextured);
m_pPrimitive3DProgramTextured->m_LocPos = m_pPrimitive3DProgramTextured->GetUniformLoc("gPos");
m_pPrimitive3DProgramTextured->m_LocTextureSampler = m_pPrimitive3DProgramTextured->GetUniformLoc("gTextureSampler");
}
if(pCommand->m_pCapabilities->m_2DArrayTextures)
ShaderCompiler.SetTextureReplaceType(CGLSLCompiler::GLSL_COMPILER_TEXTURE_REPLACE_TYPE_2D_ARRAY);
else
ShaderCompiler.SetTextureReplaceType(CGLSLCompiler::GLSL_COMPILER_TEXTURE_REPLACE_TYPE_3D);
{
CGLSL VertexShader;
CGLSL FragmentShader;
VertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/tile.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/tile.frag", GL_FRAGMENT_SHADER);
m_pTileProgram->CreateProgram();
m_pTileProgram->AddShader(&VertexShader);
m_pTileProgram->AddShader(&FragmentShader);
glBindAttribLocation(m_pTileProgram->GetProgramID(), 0, "inVertex");
m_pTileProgram->LinkProgram();
UseProgram(m_pTileProgram);
m_pTileProgram->m_LocPos = m_pTileProgram->GetUniformLoc("gPos");
m_pTileProgram->m_LocColor = m_pTileProgram->GetUniformLoc("gVertColor");
}
if(pCommand->m_pCapabilities->m_2DArrayTextures)
ShaderCompiler.SetTextureReplaceType(CGLSLCompiler::GLSL_COMPILER_TEXTURE_REPLACE_TYPE_2D_ARRAY);
else
ShaderCompiler.SetTextureReplaceType(CGLSLCompiler::GLSL_COMPILER_TEXTURE_REPLACE_TYPE_3D);
{
CGLSL VertexShader;
CGLSL FragmentShader;
ShaderCompiler.AddDefine("TW_TILE_TEXTURED", "");
if(!pCommand->m_pCapabilities->m_2DArrayTextures)
ShaderCompiler.AddDefine("TW_TILE_3D_TEXTURED", "");
VertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/tile.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/tile.frag", GL_FRAGMENT_SHADER);
ShaderCompiler.ClearDefines();
m_pTileProgramTextured->CreateProgram();
m_pTileProgramTextured->AddShader(&VertexShader);
m_pTileProgramTextured->AddShader(&FragmentShader);
glBindAttribLocation(m_pTileProgram->GetProgramID(), 0, "inVertex");
glBindAttribLocation(m_pTileProgram->GetProgramID(), 1, "inVertexTexCoord");
m_pTileProgramTextured->LinkProgram();
UseProgram(m_pTileProgramTextured);
m_pTileProgramTextured->m_LocPos = m_pTileProgramTextured->GetUniformLoc("gPos");
m_pTileProgramTextured->m_LocTextureSampler = m_pTileProgramTextured->GetUniformLoc("gTextureSampler");
m_pTileProgramTextured->m_LocColor = m_pTileProgramTextured->GetUniformLoc("gVertColor");
}
glUseProgram(0);
}
if(g_Config.m_Gfx3DTextureAnalysisDone == 0)
{
AnalysisCorrect = IsTileMapAnalysisSucceeded();
if(AnalysisCorrect)
{
g_Config.m_Gfx3DTextureAnalysisDone = 1;
}
}
}
if(!AnalysisCorrect || !HasAllFunc)
{
// downgrade to opengl 1.5
*pCommand->m_pInitError = -2;
pCommand->m_pCapabilities->m_ContextMajor = 1;
pCommand->m_pCapabilities->m_ContextMinor = 5;
pCommand->m_pCapabilities->m_ContextPatch = 0;
}
}
void CCommandProcessorFragment_OpenGL2::Cmd_RenderTex3D(const CCommandBuffer::SCommand_RenderTex3D *pCommand)
{
if(m_HasShaders)
{
CGLSLPrimitiveProgram *pProgram = NULL;
if(IsTexturedState(pCommand->m_State))
{
pProgram = m_pPrimitive3DProgramTextured;
}
else
pProgram = m_pPrimitive3DProgram;
UseProgram(pProgram);
SetState(pCommand->m_State, pProgram, true);
}
else
{
CCommandProcessorFragment_OpenGL::SetState(pCommand->m_State, true);
}
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, sizeof(pCommand->m_pVertices[0]), pCommand->m_pVertices);
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(pCommand->m_pVertices[0]), (uint8_t *)pCommand->m_pVertices + (ptrdiff_t)(sizeof(vec2)));
glTexCoordPointer(3, GL_FLOAT, sizeof(pCommand->m_pVertices[0]), (uint8_t *)pCommand->m_pVertices + (ptrdiff_t)(sizeof(vec2) + sizeof(unsigned char) * 4));
switch(pCommand->m_PrimType)
{
case CCommandBuffer::PRIMTYPE_QUADS:
glDrawArrays(GL_QUADS, 0, pCommand->m_PrimCount * 4);
break;
case CCommandBuffer::PRIMTYPE_TRIANGLES:
glDrawArrays(GL_TRIANGLES, 0, pCommand->m_PrimCount * 3);
break;
default:
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dbg_msg("render", "unknown primtype %d\n", pCommand->m_PrimType);
};
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if(m_HasShaders)
{
glUseProgram(0);
}
}
void CCommandProcessorFragment_OpenGL2::Cmd_CreateBufferObject(const CCommandBuffer::SCommand_CreateBufferObject *pCommand)
{
void *pUploadData = pCommand->m_pUploadData;
int Index = pCommand->m_BufferIndex;
//create necessary space
if((size_t)Index >= m_BufferObjectIndices.size())
{
for(int i = m_BufferObjectIndices.size(); i < Index + 1; ++i)
{
m_BufferObjectIndices.push_back(SBufferObject(0));
}
}
GLuint VertBufferID = 0;
if(m_HasShaders)
{
glGenBuffers(1, &VertBufferID);
glBindBuffer(GL_COPY_WRITE_BUFFER, VertBufferID);
glBufferData(GL_COPY_WRITE_BUFFER, (GLsizeiptr)(pCommand->m_DataSize), pUploadData, GL_STATIC_DRAW);
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
}
SBufferObject &BufferObject = m_BufferObjectIndices[Index];
BufferObject.m_BufferObjectID = VertBufferID;
BufferObject.m_DataSize = pCommand->m_DataSize;
BufferObject.m_pData = malloc(pCommand->m_DataSize);
if(pUploadData)
mem_copy(BufferObject.m_pData, pUploadData, pCommand->m_DataSize);
if(pCommand->m_DeletePointer)
free(pUploadData);
}
void CCommandProcessorFragment_OpenGL2::Cmd_RecreateBufferObject(const CCommandBuffer::SCommand_RecreateBufferObject *pCommand)
{
void *pUploadData = pCommand->m_pUploadData;
int Index = pCommand->m_BufferIndex;
SBufferObject &BufferObject = m_BufferObjectIndices[Index];
if(m_HasShaders)
{
glBindBuffer(GL_COPY_WRITE_BUFFER, BufferObject.m_BufferObjectID);
glBufferData(GL_COPY_WRITE_BUFFER, (GLsizeiptr)(pCommand->m_DataSize), pUploadData, GL_STATIC_DRAW);
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
}
BufferObject.m_DataSize = pCommand->m_DataSize;
if(BufferObject.m_pData)
free(BufferObject.m_pData);
BufferObject.m_pData = malloc(pCommand->m_DataSize);
if(pUploadData)
mem_copy(BufferObject.m_pData, pUploadData, pCommand->m_DataSize);
if(pCommand->m_DeletePointer)
free(pUploadData);
}
void CCommandProcessorFragment_OpenGL2::Cmd_UpdateBufferObject(const CCommandBuffer::SCommand_UpdateBufferObject *pCommand)
{
void *pUploadData = pCommand->m_pUploadData;
int Index = pCommand->m_BufferIndex;
SBufferObject &BufferObject = m_BufferObjectIndices[Index];
if(m_HasShaders)
{
glBindBuffer(GL_COPY_WRITE_BUFFER, BufferObject.m_BufferObjectID);
glBufferSubData(GL_COPY_WRITE_BUFFER, (GLintptr)(pCommand->m_pOffset), (GLsizeiptr)(pCommand->m_DataSize), pUploadData);
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
}
if(pUploadData)
mem_copy(((uint8_t *)BufferObject.m_pData) + (ptrdiff_t)pCommand->m_pOffset, pUploadData, pCommand->m_DataSize);
if(pCommand->m_DeletePointer)
free(pUploadData);
}
void CCommandProcessorFragment_OpenGL2::Cmd_CopyBufferObject(const CCommandBuffer::SCommand_CopyBufferObject *pCommand)
{
int WriteIndex = pCommand->m_WriteBufferIndex;
int ReadIndex = pCommand->m_ReadBufferIndex;
SBufferObject &ReadBufferObject = m_BufferObjectIndices[ReadIndex];
SBufferObject &WriteBufferObject = m_BufferObjectIndices[WriteIndex];
mem_copy(((uint8_t *)WriteBufferObject.m_pData) + (ptrdiff_t)pCommand->m_pWriteOffset, ((uint8_t *)ReadBufferObject.m_pData) + (ptrdiff_t)pCommand->m_pReadOffset, pCommand->m_CopySize);
if(m_HasShaders)
{
glBindBuffer(GL_COPY_WRITE_BUFFER, WriteBufferObject.m_BufferObjectID);
glBufferSubData(GL_COPY_WRITE_BUFFER, (GLintptr)(pCommand->m_pWriteOffset), (GLsizeiptr)(pCommand->m_CopySize), ((uint8_t *)WriteBufferObject.m_pData) + (ptrdiff_t)pCommand->m_pWriteOffset);
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
}
}
void CCommandProcessorFragment_OpenGL2::Cmd_DeleteBufferObject(const CCommandBuffer::SCommand_DeleteBufferObject *pCommand)
{
int Index = pCommand->m_BufferIndex;
SBufferObject &BufferObject = m_BufferObjectIndices[Index];
if(m_HasShaders)
{
glDeleteBuffers(1, &BufferObject.m_BufferObjectID);
}
if(BufferObject.m_pData)
{
free(BufferObject.m_pData);
BufferObject.m_pData = NULL;
}
}
void CCommandProcessorFragment_OpenGL2::Cmd_CreateBufferContainer(const CCommandBuffer::SCommand_CreateBufferContainer *pCommand)
{
int Index = pCommand->m_BufferContainerIndex;
//create necessary space
if((size_t)Index >= m_BufferContainers.size())
{
for(int i = m_BufferContainers.size(); i < Index + 1; ++i)
{
SBufferContainer Container;
Container.m_ContainerInfo.m_Stride = 0;
m_BufferContainers.push_back(Container);
}
}
SBufferContainer &BufferContainer = m_BufferContainers[Index];
for(int i = 0; i < pCommand->m_AttrCount; ++i)
{
SBufferContainerInfo::SAttribute &Attr = pCommand->m_Attributes[i];
BufferContainer.m_ContainerInfo.m_Attributes.push_back(Attr);
}
BufferContainer.m_ContainerInfo.m_Stride = pCommand->m_Stride;
}
void CCommandProcessorFragment_OpenGL2::Cmd_UpdateBufferContainer(const CCommandBuffer::SCommand_UpdateBufferContainer *pCommand)
{
SBufferContainer &BufferContainer = m_BufferContainers[pCommand->m_BufferContainerIndex];
BufferContainer.m_ContainerInfo.m_Attributes.clear();
for(int i = 0; i < pCommand->m_AttrCount; ++i)
{
SBufferContainerInfo::SAttribute &Attr = pCommand->m_Attributes[i];
BufferContainer.m_ContainerInfo.m_Attributes.push_back(Attr);
}
BufferContainer.m_ContainerInfo.m_Stride = pCommand->m_Stride;
}
void CCommandProcessorFragment_OpenGL2::Cmd_DeleteBufferContainer(const CCommandBuffer::SCommand_DeleteBufferContainer *pCommand)
{
SBufferContainer &BufferContainer = m_BufferContainers[pCommand->m_BufferContainerIndex];
if(pCommand->m_DestroyAllBO)
{
for(size_t i = 0; i < BufferContainer.m_ContainerInfo.m_Attributes.size(); ++i)
{
int VertBufferID = BufferContainer.m_ContainerInfo.m_Attributes[i].m_VertBufferBindingIndex;
if(VertBufferID != -1)
{
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for(auto &Attribute : BufferContainer.m_ContainerInfo.m_Attributes)
{
// set all equal ids to zero to not double delete
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if(VertBufferID == Attribute.m_VertBufferBindingIndex)
{
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Attribute.m_VertBufferBindingIndex = -1;
}
}
if(m_HasShaders)
{
glDeleteBuffers(1, &m_BufferObjectIndices[VertBufferID].m_BufferObjectID);
}
if(m_BufferObjectIndices[VertBufferID].m_pData)
{
free(m_BufferObjectIndices[VertBufferID].m_pData);
m_BufferObjectIndices[VertBufferID].m_pData = NULL;
}
}
}
}
BufferContainer.m_ContainerInfo.m_Attributes.clear();
}
void CCommandProcessorFragment_OpenGL2::Cmd_IndicesRequiredNumNotify(const CCommandBuffer::SCommand_IndicesRequiredNumNotify *pCommand)
{
}
void CCommandProcessorFragment_OpenGL2::RenderBorderTileEmulation(SBufferContainer &BufferContainer, const CCommandBuffer::SState &State, const float *pColor, const char *pBuffOffset, unsigned int DrawNum, const float *pOffset, const float *pDir, int JumpIndex)
{
if(m_HasShaders)
{
CGLSLPrimitiveProgram *pProgram = NULL;
if(IsTexturedState(State))
{
pProgram = m_pPrimitive3DProgramTextured;
}
else
pProgram = m_pPrimitive3DProgram;
UseProgram(pProgram);
SetState(State, pProgram, true);
}
else
{
CCommandProcessorFragment_OpenGL::SetState(State, true);
}
bool IsTextured = BufferContainer.m_ContainerInfo.m_Attributes.size() == 2;
SBufferObject &BufferObject = m_BufferObjectIndices[(size_t)BufferContainer.m_ContainerInfo.m_Attributes[0].m_VertBufferBindingIndex];
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
if(IsTextured)
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, sizeof(m_aStreamVertices[0]), m_aStreamVertices);
glColorPointer(4, GL_FLOAT, sizeof(m_aStreamVertices[0]), (uint8_t *)m_aStreamVertices + (ptrdiff_t)(sizeof(vec2)));
if(IsTextured)
glTexCoordPointer(3, GL_FLOAT, sizeof(m_aStreamVertices[0]), (uint8_t *)m_aStreamVertices + (ptrdiff_t)(sizeof(vec2) + sizeof(vec4)));
size_t VertexCount = 0;
for(size_t i = 0; i < DrawNum; ++i)
{
GLint RealOffset = (GLint)((((size_t)(uintptr_t)(pBuffOffset)) / (6 * sizeof(unsigned int))) * 4);
size_t SingleVertSize = (sizeof(vec2) + (IsTextured ? sizeof(vec3) : 0));
size_t CurBufferOffset = (RealOffset)*SingleVertSize;
for(size_t n = 0; n < 4; ++n)
{
int XCount = i - (int(i / JumpIndex) * JumpIndex);
int YCount = (int(i / JumpIndex));
ptrdiff_t VertOffset = (ptrdiff_t)(CurBufferOffset + (n * SingleVertSize));
vec2 *pPos = (vec2 *)((uint8_t *)BufferObject.m_pData + VertOffset);
GL_SVertexTex3D &Vertex = m_aStreamVertices[VertexCount++];
mem_copy(&Vertex.m_Pos, pPos, sizeof(vec2));
mem_copy(&Vertex.m_Color, pColor, sizeof(vec4));
if(IsTextured)
{
vec3 *pTex = (vec3 *)((uint8_t *)BufferObject.m_pData + VertOffset + (ptrdiff_t)sizeof(vec2));
mem_copy(&Vertex.m_Tex, pTex, sizeof(vec3));
}
Vertex.m_Pos.x += pOffset[0] + pDir[0] * XCount;
Vertex.m_Pos.y += pOffset[1] + pDir[1] * YCount;
if(VertexCount >= sizeof(m_aStreamVertices) / sizeof(m_aStreamVertices[0]))
{
glDrawArrays(GL_QUADS, 0, VertexCount);
VertexCount = 0;
}
}
}
if(VertexCount > 0)
glDrawArrays(GL_QUADS, 0, VertexCount);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
if(IsTextured)
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if(m_HasShaders)
{
glUseProgram(0);
}
}
void CCommandProcessorFragment_OpenGL2::RenderBorderTileLineEmulation(SBufferContainer &BufferContainer, const CCommandBuffer::SState &State, const float *pColor, const char *pBuffOffset, unsigned int IndexDrawNum, unsigned int DrawNum, const float *pOffset, const float *pDir)
{
if(m_HasShaders)
{
CGLSLPrimitiveProgram *pProgram = NULL;
if(IsTexturedState(State))
{
pProgram = m_pPrimitive3DProgramTextured;
}
else
pProgram = m_pPrimitive3DProgram;
UseProgram(pProgram);
SetState(State, pProgram, true);
}
else
{
CCommandProcessorFragment_OpenGL::SetState(State, true);
}
bool IsTextured = BufferContainer.m_ContainerInfo.m_Attributes.size() == 2;
SBufferObject &BufferObject = m_BufferObjectIndices[(size_t)BufferContainer.m_ContainerInfo.m_Attributes[0].m_VertBufferBindingIndex];
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
if(IsTextured)
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, sizeof(m_aStreamVertices[0]), m_aStreamVertices);
glColorPointer(4, GL_FLOAT, sizeof(m_aStreamVertices[0]), (uint8_t *)m_aStreamVertices + (ptrdiff_t)(sizeof(vec2)));
if(IsTextured)
glTexCoordPointer(3, GL_FLOAT, sizeof(m_aStreamVertices[0]), (uint8_t *)m_aStreamVertices + (ptrdiff_t)(sizeof(vec2) + sizeof(vec4)));
size_t VertexCount = 0;
for(size_t i = 0; i < DrawNum; ++i)
{
GLint RealOffset = (GLint)((((size_t)(uintptr_t)(pBuffOffset)) / (6 * sizeof(unsigned int))) * 4);
size_t SingleVertSize = (sizeof(vec2) + (IsTextured ? sizeof(vec3) : 0));
size_t CurBufferOffset = (RealOffset)*SingleVertSize;
size_t VerticesPerLine = (size_t)IndexDrawNum / 6;
for(size_t n = 0; n < 4 * (size_t)VerticesPerLine; ++n)
{
ptrdiff_t VertOffset = (ptrdiff_t)(CurBufferOffset + (n * SingleVertSize));
vec2 *pPos = (vec2 *)((uint8_t *)BufferObject.m_pData + VertOffset);
GL_SVertexTex3D &Vertex = m_aStreamVertices[VertexCount++];
mem_copy(&Vertex.m_Pos, pPos, sizeof(vec2));
mem_copy(&Vertex.m_Color, pColor, sizeof(vec4));
if(IsTextured)
{
vec3 *pTex = (vec3 *)((uint8_t *)BufferObject.m_pData + VertOffset + (ptrdiff_t)sizeof(vec2));
mem_copy(&Vertex.m_Tex, pTex, sizeof(vec3));
}
Vertex.m_Pos.x += pOffset[0] + pDir[0] * i;
Vertex.m_Pos.y += pOffset[1] + pDir[1] * i;
if(VertexCount >= sizeof(m_aStreamVertices) / sizeof(m_aStreamVertices[0]))
{
glDrawArrays(GL_QUADS, 0, VertexCount);
VertexCount = 0;
}
}
}
if(VertexCount > 0)
glDrawArrays(GL_QUADS, 0, VertexCount);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
if(IsTextured)
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if(m_HasShaders)
{
glUseProgram(0);
}
}
void CCommandProcessorFragment_OpenGL2::Cmd_RenderBorderTile(const CCommandBuffer::SCommand_RenderBorderTile *pCommand)
{
int Index = pCommand->m_BufferContainerIndex;
//if space not there return
if((size_t)Index >= m_BufferContainers.size())
return;
SBufferContainer &BufferContainer = m_BufferContainers[Index];
RenderBorderTileEmulation(BufferContainer, pCommand->m_State, (float *)&pCommand->m_Color, pCommand->m_pIndicesOffset, pCommand->m_DrawNum, pCommand->m_Offset, pCommand->m_Dir, pCommand->m_JumpIndex);
}
void CCommandProcessorFragment_OpenGL2::Cmd_RenderBorderTileLine(const CCommandBuffer::SCommand_RenderBorderTileLine *pCommand)
{
int Index = pCommand->m_BufferContainerIndex;
//if space not there return
if((size_t)Index >= m_BufferContainers.size())
return;
SBufferContainer &BufferContainer = m_BufferContainers[Index];
RenderBorderTileLineEmulation(BufferContainer, pCommand->m_State, (float *)&pCommand->m_Color, pCommand->m_pIndicesOffset, pCommand->m_IndexDrawNum, pCommand->m_DrawNum, pCommand->m_Offset, pCommand->m_Dir);
}
void CCommandProcessorFragment_OpenGL2::Cmd_RenderTileLayer(const CCommandBuffer::SCommand_RenderTileLayer *pCommand)
{
int Index = pCommand->m_BufferContainerIndex;
//if space not there return
if((size_t)Index >= m_BufferContainers.size())
return;
SBufferContainer &BufferContainer = m_BufferContainers[Index];
if(pCommand->m_IndicesDrawNum == 0)
{
return; //nothing to draw
}
if(m_HasShaders)
{
CGLSLTileProgram *pProgram = NULL;
if(IsTexturedState(pCommand->m_State))
{
pProgram = m_pTileProgramTextured;
}
else
pProgram = m_pTileProgram;
UseProgram(pProgram);
SetState(pCommand->m_State, pProgram, true);
pProgram->SetUniformVec4(pProgram->m_LocColor, 1, (float *)&pCommand->m_Color);
}
else
{
CCommandProcessorFragment_OpenGL::SetState(pCommand->m_State, true);
}
bool IsTextured = BufferContainer.m_ContainerInfo.m_Attributes.size() == 2;
SBufferObject &BufferObject = m_BufferObjectIndices[(size_t)BufferContainer.m_ContainerInfo.m_Attributes[0].m_VertBufferBindingIndex];
if(m_HasShaders)
glBindBuffer(GL_ARRAY_BUFFER, BufferObject.m_BufferObjectID);
if(!m_HasShaders)
{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
if(IsTextured)
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
if(m_HasShaders)
{
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, false, BufferContainer.m_ContainerInfo.m_Stride, BufferContainer.m_ContainerInfo.m_Attributes[0].m_pOffset);
if(IsTextured)
{
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, false, BufferContainer.m_ContainerInfo.m_Stride, BufferContainer.m_ContainerInfo.m_Attributes[1].m_pOffset);
}
for(int i = 0; i < pCommand->m_IndicesDrawNum; ++i)
{
size_t RealDrawCount = (pCommand->m_pDrawCount[i] / 6) * 4;
GLint RealOffset = (GLint)((((size_t)(uintptr_t)(pCommand->m_pIndicesOffsets[i])) / (6 * sizeof(unsigned int))) * 4);
glDrawArrays(GL_QUADS, RealOffset, RealDrawCount);
}
}
else
{
glVertexPointer(2, GL_FLOAT, sizeof(m_aStreamVertices[0]), m_aStreamVertices);
glColorPointer(4, GL_FLOAT, sizeof(m_aStreamVertices[0]), (uint8_t *)m_aStreamVertices + (ptrdiff_t)(sizeof(vec2)));
if(IsTextured)
glTexCoordPointer(3, GL_FLOAT, sizeof(m_aStreamVertices[0]), (uint8_t *)m_aStreamVertices + (ptrdiff_t)(sizeof(vec2) + sizeof(vec4)));
size_t VertexCount = 0;
for(int i = 0; i < pCommand->m_IndicesDrawNum; ++i)
{
size_t RealDrawCount = (pCommand->m_pDrawCount[i] / 6) * 4;
GLint RealOffset = (GLint)((((size_t)(uintptr_t)(pCommand->m_pIndicesOffsets[i])) / (6 * sizeof(unsigned int))) * 4);
size_t SingleVertSize = (sizeof(vec2) + (IsTextured ? sizeof(vec3) : 0));
size_t CurBufferOffset = RealOffset * SingleVertSize;
for(size_t n = 0; n < RealDrawCount; ++n)
{
ptrdiff_t VertOffset = (ptrdiff_t)(CurBufferOffset + (n * SingleVertSize));
vec2 *pPos = (vec2 *)((uint8_t *)BufferObject.m_pData + VertOffset);
GL_SVertexTex3D &Vertex = m_aStreamVertices[VertexCount++];
mem_copy(&Vertex.m_Pos, pPos, sizeof(vec2));
mem_copy(&Vertex.m_Color, &pCommand->m_Color, sizeof(vec4));
if(IsTextured)
{
vec3 *pTex = (vec3 *)((uint8_t *)BufferObject.m_pData + VertOffset + (ptrdiff_t)sizeof(vec2));
mem_copy(&Vertex.m_Tex, pTex, sizeof(vec3));
}
if(VertexCount >= sizeof(m_aStreamVertices) / sizeof(m_aStreamVertices[0]))
{
glDrawArrays(GL_QUADS, 0, VertexCount);
VertexCount = 0;
}
}
}
if(VertexCount > 0)
glDrawArrays(GL_QUADS, 0, VertexCount);
}
if(!m_HasShaders)
{
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
if(IsTextured)
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
else
{
glDisableVertexAttribArray(0);
if(IsTextured)
glDisableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(0);
}
}
// ------------ CCommandProcessorFragment_OpenGL3_3
int CCommandProcessorFragment_OpenGL3_3::TexFormatToNewOpenGLFormat(int TexFormat)
{
if(TexFormat == CCommandBuffer::TEXFORMAT_RGB)
return GL_RGB;
if(TexFormat == CCommandBuffer::TEXFORMAT_ALPHA)
return GL_RED;
if(TexFormat == CCommandBuffer::TEXFORMAT_RGBA)
return GL_RGBA;
return GL_RGBA;
}
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void CCommandProcessorFragment_OpenGL3_3::UseProgram(CGLSLTWProgram *pProgram)
{
if(m_LastProgramID != pProgram->GetProgramID())
{
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pProgram->UseProgram();
m_LastProgramID = pProgram->GetProgramID();
}
}
void CCommandProcessorFragment_OpenGL3_3::InitPrimExProgram(CGLSLPrimitiveExProgram *pProgram, CGLSLCompiler *pCompiler, IStorage *pStorage, bool Textured, bool Rotationless)
{
CGLSL PrimitiveVertexShader;
CGLSL PrimitiveFragmentShader;
if(Textured)
pCompiler->AddDefine("TW_TEXTURED", "");
if(Rotationless)
pCompiler->AddDefine("TW_ROTATIONLESS", "");
PrimitiveVertexShader.LoadShader(pCompiler, pStorage, "shader/primex.vert", GL_VERTEX_SHADER);
PrimitiveFragmentShader.LoadShader(pCompiler, pStorage, "shader/primex.frag", GL_FRAGMENT_SHADER);
if(Textured || Rotationless)
pCompiler->ClearDefines();
pProgram->CreateProgram();
pProgram->AddShader(&PrimitiveVertexShader);
pProgram->AddShader(&PrimitiveFragmentShader);
pProgram->LinkProgram();
UseProgram(pProgram);
pProgram->m_LocPos = pProgram->GetUniformLoc("gPos");
pProgram->m_LocTextureSampler = pProgram->GetUniformLoc("gTextureSampler");
pProgram->m_LocRotation = pProgram->GetUniformLoc("gRotation");
pProgram->m_LocCenter = pProgram->GetUniformLoc("gCenter");
pProgram->m_LocVertciesColor = pProgram->GetUniformLoc("gVerticesColor");
pProgram->SetUniform(pProgram->m_LocRotation, 0.0f);
float Center[2] = {0.f, 0.f};
pProgram->SetUniformVec2(pProgram->m_LocCenter, 1, Center);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand)
{
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m_OpenGLTextureLodBIAS = g_Config.m_GfxOpenGLTextureLODBIAS;
m_UseMultipleTextureUnits = g_Config.m_GfxEnableTextureUnitOptimization;
if(!m_UseMultipleTextureUnits)
{
glActiveTexture(GL_TEXTURE0);
}
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m_Has2DArrayTextures = true;
m_Has2DArrayTexturesAsExtension = false;
m_2DArrayTarget = GL_TEXTURE_2D_ARRAY;
m_Has3DTextures = false;
m_HasMipMaps = true;
m_HasNPOTTextures = true;
m_HasShaders = true;
m_pTextureMemoryUsage = pCommand->m_pTextureMemoryUsage;
m_pTextureMemoryUsage->store(0, std::memory_order_relaxed);
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m_LastBlendMode = CCommandBuffer::BLEND_ALPHA;
m_LastClipEnable = false;
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m_pPrimitiveProgram = new CGLSLPrimitiveProgram;
m_pPrimitiveProgramTextured = new CGLSLPrimitiveProgram;
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m_pTileProgram = new CGLSLTileProgram;
m_pTileProgramTextured = new CGLSLTileProgram;
m_pPrimitive3DProgram = new CGLSLPrimitiveProgram;
m_pPrimitive3DProgramTextured = new CGLSLPrimitiveProgram;
m_pBorderTileProgram = new CGLSLTileProgram;
m_pBorderTileProgramTextured = new CGLSLTileProgram;
m_pBorderTileLineProgram = new CGLSLTileProgram;
m_pBorderTileLineProgramTextured = new CGLSLTileProgram;
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m_pQuadProgram = new CGLSLQuadProgram;
m_pQuadProgramTextured = new CGLSLQuadProgram;
m_pTextProgram = new CGLSLTextProgram;
m_pPrimitiveExProgram = new CGLSLPrimitiveExProgram;
m_pPrimitiveExProgramTextured = new CGLSLPrimitiveExProgram;
m_pPrimitiveExProgramRotationless = new CGLSLPrimitiveExProgram;
m_pPrimitiveExProgramTexturedRotationless = new CGLSLPrimitiveExProgram;
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m_pSpriteProgramMultiple = new CGLSLSpriteMultipleProgram;
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m_LastProgramID = 0;
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CGLSLCompiler ShaderCompiler(g_Config.m_GfxOpenGLMajor, g_Config.m_GfxOpenGLMinor, g_Config.m_GfxOpenGLPatch);
GLint CapVal;
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &CapVal);
;
m_MaxQuadsAtOnce = minimum<int>(((CapVal - 20) / (3 * 4)), m_MaxQuadsPossible);
{
CGLSL PrimitiveVertexShader;
CGLSL PrimitiveFragmentShader;
PrimitiveVertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/prim.vert", GL_VERTEX_SHADER);
PrimitiveFragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/prim.frag", GL_FRAGMENT_SHADER);
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m_pPrimitiveProgram->CreateProgram();
m_pPrimitiveProgram->AddShader(&PrimitiveVertexShader);
m_pPrimitiveProgram->AddShader(&PrimitiveFragmentShader);
m_pPrimitiveProgram->LinkProgram();
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UseProgram(m_pPrimitiveProgram);
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m_pPrimitiveProgram->m_LocPos = m_pPrimitiveProgram->GetUniformLoc("gPos");
m_pPrimitiveProgram->m_LocTextureSampler = m_pPrimitiveProgram->GetUniformLoc("gTextureSampler");
}
{
CGLSL PrimitiveVertexShader;
CGLSL PrimitiveFragmentShader;
ShaderCompiler.AddDefine("TW_TEXTURED", "");
PrimitiveVertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/prim.vert", GL_VERTEX_SHADER);
PrimitiveFragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/prim.frag", GL_FRAGMENT_SHADER);
ShaderCompiler.ClearDefines();
m_pPrimitiveProgramTextured->CreateProgram();
m_pPrimitiveProgramTextured->AddShader(&PrimitiveVertexShader);
m_pPrimitiveProgramTextured->AddShader(&PrimitiveFragmentShader);
m_pPrimitiveProgramTextured->LinkProgram();
UseProgram(m_pPrimitiveProgramTextured);
m_pPrimitiveProgramTextured->m_LocPos = m_pPrimitiveProgramTextured->GetUniformLoc("gPos");
m_pPrimitiveProgramTextured->m_LocTextureSampler = m_pPrimitiveProgramTextured->GetUniformLoc("gTextureSampler");
}
{
CGLSL PrimitiveVertexShader;
CGLSL PrimitiveFragmentShader;
ShaderCompiler.AddDefine("TW_MODERN_GL", "");
PrimitiveVertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/pipeline.vert", GL_VERTEX_SHADER);
PrimitiveFragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/pipeline.frag", GL_FRAGMENT_SHADER);
ShaderCompiler.ClearDefines();
m_pPrimitive3DProgram->CreateProgram();
m_pPrimitive3DProgram->AddShader(&PrimitiveVertexShader);
m_pPrimitive3DProgram->AddShader(&PrimitiveFragmentShader);
m_pPrimitive3DProgram->LinkProgram();
UseProgram(m_pPrimitive3DProgram);
m_pPrimitive3DProgram->m_LocPos = m_pPrimitive3DProgram->GetUniformLoc("gPos");
}
{
CGLSL PrimitiveVertexShader;
CGLSL PrimitiveFragmentShader;
ShaderCompiler.AddDefine("TW_MODERN_GL", "");
ShaderCompiler.AddDefine("TW_TEXTURED", "");
if(!pCommand->m_pCapabilities->m_2DArrayTextures)
ShaderCompiler.AddDefine("TW_3D_TEXTURED", "");
PrimitiveVertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/pipeline.vert", GL_VERTEX_SHADER);
PrimitiveFragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/pipeline.frag", GL_FRAGMENT_SHADER);
ShaderCompiler.ClearDefines();
m_pPrimitive3DProgramTextured->CreateProgram();
m_pPrimitive3DProgramTextured->AddShader(&PrimitiveVertexShader);
m_pPrimitive3DProgramTextured->AddShader(&PrimitiveFragmentShader);
m_pPrimitive3DProgramTextured->LinkProgram();
UseProgram(m_pPrimitive3DProgramTextured);
m_pPrimitive3DProgramTextured->m_LocPos = m_pPrimitive3DProgramTextured->GetUniformLoc("gPos");
m_pPrimitive3DProgramTextured->m_LocTextureSampler = m_pPrimitive3DProgramTextured->GetUniformLoc("gTextureSampler");
}
{
CGLSL VertexShader;
CGLSL FragmentShader;
VertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/tile.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/tile.frag", GL_FRAGMENT_SHADER);
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m_pTileProgram->CreateProgram();
m_pTileProgram->AddShader(&VertexShader);
m_pTileProgram->AddShader(&FragmentShader);
m_pTileProgram->LinkProgram();
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UseProgram(m_pTileProgram);
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m_pTileProgram->m_LocPos = m_pTileProgram->GetUniformLoc("gPos");
m_pTileProgram->m_LocColor = m_pTileProgram->GetUniformLoc("gVertColor");
}
{
CGLSL VertexShader;
CGLSL FragmentShader;
ShaderCompiler.AddDefine("TW_TILE_TEXTURED", "");
VertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/tile.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/tile.frag", GL_FRAGMENT_SHADER);
ShaderCompiler.ClearDefines();
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m_pTileProgramTextured->CreateProgram();
m_pTileProgramTextured->AddShader(&VertexShader);
m_pTileProgramTextured->AddShader(&FragmentShader);
m_pTileProgramTextured->LinkProgram();
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UseProgram(m_pTileProgramTextured);
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m_pTileProgramTextured->m_LocPos = m_pTileProgramTextured->GetUniformLoc("gPos");
m_pTileProgramTextured->m_LocTextureSampler = m_pTileProgramTextured->GetUniformLoc("gTextureSampler");
m_pTileProgramTextured->m_LocColor = m_pTileProgramTextured->GetUniformLoc("gVertColor");
}
{
CGLSL VertexShader;
CGLSL FragmentShader;
ShaderCompiler.AddDefine("TW_TILE_BORDER", "");
VertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/tile.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/tile.frag", GL_FRAGMENT_SHADER);
ShaderCompiler.ClearDefines();
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m_pBorderTileProgram->CreateProgram();
m_pBorderTileProgram->AddShader(&VertexShader);
m_pBorderTileProgram->AddShader(&FragmentShader);
m_pBorderTileProgram->LinkProgram();
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UseProgram(m_pBorderTileProgram);
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m_pBorderTileProgram->m_LocPos = m_pBorderTileProgram->GetUniformLoc("gPos");
m_pBorderTileProgram->m_LocColor = m_pBorderTileProgram->GetUniformLoc("gVertColor");
m_pBorderTileProgram->m_LocOffset = m_pBorderTileProgram->GetUniformLoc("gOffset");
m_pBorderTileProgram->m_LocDir = m_pBorderTileProgram->GetUniformLoc("gDir");
m_pBorderTileProgram->m_LocJumpIndex = m_pBorderTileProgram->GetUniformLoc("gJumpIndex");
}
{
CGLSL VertexShader;
CGLSL FragmentShader;
ShaderCompiler.AddDefine("TW_TILE_BORDER", "");
ShaderCompiler.AddDefine("TW_TILE_TEXTURED", "");
VertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/tile.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/tile.frag", GL_FRAGMENT_SHADER);
ShaderCompiler.ClearDefines();
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m_pBorderTileProgramTextured->CreateProgram();
m_pBorderTileProgramTextured->AddShader(&VertexShader);
m_pBorderTileProgramTextured->AddShader(&FragmentShader);
m_pBorderTileProgramTextured->LinkProgram();
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UseProgram(m_pBorderTileProgramTextured);
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m_pBorderTileProgramTextured->m_LocPos = m_pBorderTileProgramTextured->GetUniformLoc("gPos");
m_pBorderTileProgramTextured->m_LocTextureSampler = m_pBorderTileProgramTextured->GetUniformLoc("gTextureSampler");
m_pBorderTileProgramTextured->m_LocColor = m_pBorderTileProgramTextured->GetUniformLoc("gVertColor");
m_pBorderTileProgramTextured->m_LocOffset = m_pBorderTileProgramTextured->GetUniformLoc("gOffset");
m_pBorderTileProgramTextured->m_LocDir = m_pBorderTileProgramTextured->GetUniformLoc("gDir");
m_pBorderTileProgramTextured->m_LocJumpIndex = m_pBorderTileProgramTextured->GetUniformLoc("gJumpIndex");
}
{
CGLSL VertexShader;
CGLSL FragmentShader;
ShaderCompiler.AddDefine("TW_TILE_BORDER_LINE", "");
VertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/tile.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/tile.frag", GL_FRAGMENT_SHADER);
ShaderCompiler.ClearDefines();
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m_pBorderTileLineProgram->CreateProgram();
m_pBorderTileLineProgram->AddShader(&VertexShader);
m_pBorderTileLineProgram->AddShader(&FragmentShader);
m_pBorderTileLineProgram->LinkProgram();
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UseProgram(m_pBorderTileLineProgram);
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m_pBorderTileLineProgram->m_LocPos = m_pBorderTileLineProgram->GetUniformLoc("gPos");
m_pBorderTileLineProgram->m_LocColor = m_pBorderTileLineProgram->GetUniformLoc("gVertColor");
m_pBorderTileLineProgram->m_LocOffset = m_pBorderTileLineProgram->GetUniformLoc("gOffset");
m_pBorderTileLineProgram->m_LocDir = m_pBorderTileLineProgram->GetUniformLoc("gDir");
}
{
CGLSL VertexShader;
CGLSL FragmentShader;
ShaderCompiler.AddDefine("TW_TILE_BORDER_LINE", "");
ShaderCompiler.AddDefine("TW_TILE_TEXTURED", "");
VertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/tile.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/tile.frag", GL_FRAGMENT_SHADER);
ShaderCompiler.ClearDefines();
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m_pBorderTileLineProgramTextured->CreateProgram();
m_pBorderTileLineProgramTextured->AddShader(&VertexShader);
m_pBorderTileLineProgramTextured->AddShader(&FragmentShader);
m_pBorderTileLineProgramTextured->LinkProgram();
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UseProgram(m_pBorderTileLineProgramTextured);
m_pBorderTileLineProgramTextured->m_LocPos = m_pBorderTileLineProgramTextured->GetUniformLoc("gPos");
m_pBorderTileLineProgramTextured->m_LocTextureSampler = m_pBorderTileLineProgramTextured->GetUniformLoc("gTextureSampler");
m_pBorderTileLineProgramTextured->m_LocColor = m_pBorderTileLineProgramTextured->GetUniformLoc("gVertColor");
m_pBorderTileLineProgramTextured->m_LocOffset = m_pBorderTileLineProgramTextured->GetUniformLoc("gOffset");
m_pBorderTileLineProgramTextured->m_LocDir = m_pBorderTileLineProgramTextured->GetUniformLoc("gDir");
}
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{
CGLSL VertexShader;
CGLSL FragmentShader;
ShaderCompiler.AddDefine("TW_MAX_QUADS", std::to_string(m_MaxQuadsAtOnce).c_str());
VertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/quad.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/quad.frag", GL_FRAGMENT_SHADER);
ShaderCompiler.ClearDefines();
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m_pQuadProgram->CreateProgram();
m_pQuadProgram->AddShader(&VertexShader);
m_pQuadProgram->AddShader(&FragmentShader);
m_pQuadProgram->LinkProgram();
UseProgram(m_pQuadProgram);
m_pQuadProgram->m_LocPos = m_pQuadProgram->GetUniformLoc("gPos");
m_pQuadProgram->m_LocColors = m_pQuadProgram->GetUniformLoc("gVertColors");
m_pQuadProgram->m_LocRotations = m_pQuadProgram->GetUniformLoc("gRotations");
m_pQuadProgram->m_LocOffsets = m_pQuadProgram->GetUniformLoc("gOffsets");
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m_pQuadProgram->m_LocQuadOffset = m_pQuadProgram->GetUniformLoc("gQuadOffset");
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}
{
CGLSL VertexShader;
CGLSL FragmentShader;
ShaderCompiler.AddDefine("TW_QUAD_TEXTURED", "");
ShaderCompiler.AddDefine("TW_MAX_QUADS", std::to_string(m_MaxQuadsAtOnce).c_str());
VertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/quad.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/quad.frag", GL_FRAGMENT_SHADER);
ShaderCompiler.ClearDefines();
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m_pQuadProgramTextured->CreateProgram();
m_pQuadProgramTextured->AddShader(&VertexShader);
m_pQuadProgramTextured->AddShader(&FragmentShader);
m_pQuadProgramTextured->LinkProgram();
UseProgram(m_pQuadProgramTextured);
m_pQuadProgramTextured->m_LocPos = m_pQuadProgramTextured->GetUniformLoc("gPos");
m_pQuadProgramTextured->m_LocTextureSampler = m_pQuadProgramTextured->GetUniformLoc("gTextureSampler");
m_pQuadProgramTextured->m_LocColors = m_pQuadProgramTextured->GetUniformLoc("gVertColors");
m_pQuadProgramTextured->m_LocRotations = m_pQuadProgramTextured->GetUniformLoc("gRotations");
m_pQuadProgramTextured->m_LocOffsets = m_pQuadProgramTextured->GetUniformLoc("gOffsets");
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m_pQuadProgramTextured->m_LocQuadOffset = m_pQuadProgramTextured->GetUniformLoc("gQuadOffset");
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}
{
CGLSL VertexShader;
CGLSL FragmentShader;
VertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/text.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/text.frag", GL_FRAGMENT_SHADER);
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m_pTextProgram->CreateProgram();
m_pTextProgram->AddShader(&VertexShader);
m_pTextProgram->AddShader(&FragmentShader);
m_pTextProgram->LinkProgram();
UseProgram(m_pTextProgram);
m_pTextProgram->m_LocPos = m_pTextProgram->GetUniformLoc("gPos");
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m_pTextProgram->m_LocTextureSampler = -1;
m_pTextProgram->m_LocTextSampler = m_pTextProgram->GetUniformLoc("gTextSampler");
m_pTextProgram->m_LocTextOutlineSampler = m_pTextProgram->GetUniformLoc("gTextOutlineSampler");
m_pTextProgram->m_LocColor = m_pTextProgram->GetUniformLoc("gVertColor");
m_pTextProgram->m_LocOutlineColor = m_pTextProgram->GetUniformLoc("gVertOutlineColor");
m_pTextProgram->m_LocTextureSize = m_pTextProgram->GetUniformLoc("gTextureSize");
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}
InitPrimExProgram(m_pPrimitiveExProgram, &ShaderCompiler, pCommand->m_pStorage, false, false);
InitPrimExProgram(m_pPrimitiveExProgramTextured, &ShaderCompiler, pCommand->m_pStorage, true, false);
InitPrimExProgram(m_pPrimitiveExProgramRotationless, &ShaderCompiler, pCommand->m_pStorage, false, true);
InitPrimExProgram(m_pPrimitiveExProgramTexturedRotationless, &ShaderCompiler, pCommand->m_pStorage, true, true);
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{
CGLSL PrimitiveVertexShader;
CGLSL PrimitiveFragmentShader;
PrimitiveVertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/spritemulti.vert", GL_VERTEX_SHADER);
PrimitiveFragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/spritemulti.frag", GL_FRAGMENT_SHADER);
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m_pSpriteProgramMultiple->CreateProgram();
m_pSpriteProgramMultiple->AddShader(&PrimitiveVertexShader);
m_pSpriteProgramMultiple->AddShader(&PrimitiveFragmentShader);
m_pSpriteProgramMultiple->LinkProgram();
UseProgram(m_pSpriteProgramMultiple);
m_pSpriteProgramMultiple->m_LocPos = m_pSpriteProgramMultiple->GetUniformLoc("gPos");
m_pSpriteProgramMultiple->m_LocTextureSampler = m_pSpriteProgramMultiple->GetUniformLoc("gTextureSampler");
m_pSpriteProgramMultiple->m_LocRSP = m_pSpriteProgramMultiple->GetUniformLoc("gRSP[0]");
m_pSpriteProgramMultiple->m_LocCenter = m_pSpriteProgramMultiple->GetUniformLoc("gCenter");
m_pSpriteProgramMultiple->m_LocVertciesColor = m_pSpriteProgramMultiple->GetUniformLoc("gVerticesColor");
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float Center[2] = {0.f, 0.f};
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m_pSpriteProgramMultiple->SetUniformVec2(m_pSpriteProgramMultiple->m_LocCenter, 1, Center);
}
m_LastStreamBuffer = 0;
glGenBuffers(MAX_STREAM_BUFFER_COUNT, m_PrimitiveDrawBufferID);
glGenVertexArrays(MAX_STREAM_BUFFER_COUNT, m_PrimitiveDrawVertexID);
glGenBuffers(1, &m_PrimitiveDrawBufferIDTex3D);
glGenVertexArrays(1, &m_PrimitiveDrawVertexIDTex3D);
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m_UsePreinitializedVertexBuffer = g_Config.m_GfxUsePreinitBuffer;
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for(int i = 0; i < MAX_STREAM_BUFFER_COUNT; ++i)
{
glBindBuffer(GL_ARRAY_BUFFER, m_PrimitiveDrawBufferID[i]);
glBindVertexArray(m_PrimitiveDrawVertexID[i]);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(CCommandBuffer::SVertex), 0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(CCommandBuffer::SVertex), (void *)(sizeof(float) * 2));
glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(CCommandBuffer::SVertex), (void *)(sizeof(float) * 4));
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if(m_UsePreinitializedVertexBuffer)
glBufferData(GL_ARRAY_BUFFER, sizeof(CCommandBuffer::SVertex) * CCommandBuffer::MAX_VERTICES, NULL, GL_STREAM_DRAW);
m_LastIndexBufferBound[i] = 0;
}
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glBindBuffer(GL_ARRAY_BUFFER, m_PrimitiveDrawBufferIDTex3D);
glBindVertexArray(m_PrimitiveDrawVertexIDTex3D);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(CCommandBuffer::SVertexTex3DStream), 0);
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(CCommandBuffer::SVertexTex3DStream), (void *)(sizeof(float) * 2));
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(CCommandBuffer::SVertexTex3DStream), (void *)(sizeof(float) * 2 + sizeof(unsigned char) * 4));
if(m_UsePreinitializedVertexBuffer)
glBufferData(GL_ARRAY_BUFFER, sizeof(CCommandBuffer::SVertexTex3DStream) * CCommandBuffer::MAX_VERTICES, NULL, GL_STREAM_DRAW);
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//query the image max size only once
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &m_MaxTexSize);
//query maximum of allowed textures
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &m_MaxTextureUnits);
m_TextureSlotBoundToUnit.resize(m_MaxTextureUnits);
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for(int i = 0; i < m_MaxTextureUnits; ++i)
{
m_TextureSlotBoundToUnit[i].m_TextureSlot = -1;
m_TextureSlotBoundToUnit[i].m_Is2DArray = false;
}
glBindVertexArray(0);
glGenBuffers(1, &m_QuadDrawIndexBufferID);
glBindBuffer(GL_COPY_WRITE_BUFFER, m_QuadDrawIndexBufferID);
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unsigned int Indices[CCommandBuffer::MAX_VERTICES / 4 * 6];
int Primq = 0;
for(int i = 0; i < CCommandBuffer::MAX_VERTICES / 4 * 6; i += 6)
{
Indices[i] = Primq;
Indices[i + 1] = Primq + 1;
Indices[i + 2] = Primq + 2;
Indices[i + 3] = Primq;
Indices[i + 4] = Primq + 2;
Indices[i + 5] = Primq + 3;
Primq += 4;
}
glBufferData(GL_COPY_WRITE_BUFFER, sizeof(unsigned int) * CCommandBuffer::MAX_VERTICES / 4 * 6, Indices, GL_STATIC_DRAW);
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m_CurrentIndicesInBuffer = CCommandBuffer::MAX_VERTICES / 4 * 6;
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m_Textures.resize(CCommandBuffer::MAX_TEXTURES);
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m_ClearColor.r = m_ClearColor.g = m_ClearColor.b = -1.f;
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// fix the alignment to allow even 1byte changes, e.g. for alpha components
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_Shutdown(const SCommand_Shutdown *pCommand)
{
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glUseProgram(0);
m_pPrimitiveProgram->DeleteProgram();
m_pPrimitiveProgramTextured->DeleteProgram();
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m_pBorderTileProgram->DeleteProgram();
m_pBorderTileProgramTextured->DeleteProgram();
m_pBorderTileLineProgram->DeleteProgram();
m_pBorderTileLineProgramTextured->DeleteProgram();
m_pQuadProgram->DeleteProgram();
m_pQuadProgramTextured->DeleteProgram();
m_pTileProgram->DeleteProgram();
m_pTileProgramTextured->DeleteProgram();
m_pPrimitive3DProgram->DeleteProgram();
m_pPrimitive3DProgramTextured->DeleteProgram();
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m_pTextProgram->DeleteProgram();
m_pPrimitiveExProgram->DeleteProgram();
m_pPrimitiveExProgramTextured->DeleteProgram();
m_pPrimitiveExProgramRotationless->DeleteProgram();
m_pPrimitiveExProgramTexturedRotationless->DeleteProgram();
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m_pSpriteProgramMultiple->DeleteProgram();
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//clean up everything
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delete m_pPrimitiveProgram;
delete m_pPrimitiveProgramTextured;
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delete m_pBorderTileProgram;
delete m_pBorderTileProgramTextured;
delete m_pBorderTileLineProgram;
delete m_pBorderTileLineProgramTextured;
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delete m_pQuadProgram;
delete m_pQuadProgramTextured;
delete m_pTileProgram;
delete m_pTileProgramTextured;
delete m_pPrimitive3DProgram;
delete m_pPrimitive3DProgramTextured;
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delete m_pTextProgram;
delete m_pPrimitiveExProgram;
delete m_pPrimitiveExProgramTextured;
delete m_pPrimitiveExProgramRotationless;
delete m_pPrimitiveExProgramTexturedRotationless;
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delete m_pSpriteProgramMultiple;
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glBindVertexArray(0);
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glDeleteBuffers(MAX_STREAM_BUFFER_COUNT, m_PrimitiveDrawBufferID);
glDeleteBuffers(1, &m_QuadDrawIndexBufferID);
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glDeleteVertexArrays(MAX_STREAM_BUFFER_COUNT, m_PrimitiveDrawVertexID);
glDeleteBuffers(1, &m_PrimitiveDrawBufferIDTex3D);
glDeleteVertexArrays(1, &m_PrimitiveDrawVertexIDTex3D);
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for(int i = 0; i < (int)m_Textures.size(); ++i)
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{
DestroyTexture(i);
}
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for(size_t i = 0; i < m_BufferContainers.size(); ++i)
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{
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DestroyBufferContainer(i);
}
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m_BufferContainers.clear();
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_Texture_Update(const CCommandBuffer::SCommand_Texture_Update *pCommand)
{
if(m_UseMultipleTextureUnits)
{
int Slot = pCommand->m_Slot % m_MaxTextureUnits;
//just tell, that we using this texture now
IsAndUpdateTextureSlotBound(Slot, pCommand->m_Slot);
glActiveTexture(GL_TEXTURE0 + Slot);
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glBindSampler(Slot, m_Textures[pCommand->m_Slot].m_Sampler);
}
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glBindTexture(GL_TEXTURE_2D, m_Textures[pCommand->m_Slot].m_Tex);
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void *pTexData = pCommand->m_pData;
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int Width = pCommand->m_Width;
int Height = pCommand->m_Height;
int X = pCommand->m_X;
int Y = pCommand->m_Y;
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if(m_Textures[pCommand->m_Slot].m_RescaleCount > 0)
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{
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for(int i = 0; i < m_Textures[pCommand->m_Slot].m_RescaleCount; ++i)
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{
Width >>= 1;
Height >>= 1;
X /= 2;
Y /= 2;
}
void *pTmpData = Resize(pCommand->m_Width, pCommand->m_Height, Width, Height, pCommand->m_Format, static_cast<const unsigned char *>(pCommand->m_pData));
free(pTexData);
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pTexData = pTmpData;
}
glTexSubImage2D(GL_TEXTURE_2D, 0, X, Y, Width, Height,
TexFormatToNewOpenGLFormat(pCommand->m_Format), GL_UNSIGNED_BYTE, pTexData);
free(pTexData);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_Texture_Destroy(const CCommandBuffer::SCommand_Texture_Destroy *pCommand)
{
int Slot = 0;
if(m_UseMultipleTextureUnits)
{
Slot = pCommand->m_Slot % m_MaxTextureUnits;
IsAndUpdateTextureSlotBound(Slot, pCommand->m_Slot);
glActiveTexture(GL_TEXTURE0 + Slot);
}
glBindTexture(GL_TEXTURE_2D, 0);
glBindSampler(Slot, 0);
m_TextureSlotBoundToUnit[Slot].m_TextureSlot = -1;
m_TextureSlotBoundToUnit[Slot].m_Is2DArray = false;
DestroyTexture(pCommand->m_Slot);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_Texture_Create(const CCommandBuffer::SCommand_Texture_Create *pCommand)
{
int Width = pCommand->m_Width;
int Height = pCommand->m_Height;
void *pTexData = pCommand->m_pData;
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if(pCommand->m_Slot >= (int)m_Textures.size())
m_Textures.resize(m_Textures.size() * 2);
// resample if needed
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int RescaleCount = 0;
if(pCommand->m_Format == CCommandBuffer::TEXFORMAT_RGBA || pCommand->m_Format == CCommandBuffer::TEXFORMAT_RGB || pCommand->m_Format == CCommandBuffer::TEXFORMAT_ALPHA)
{
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if(Width > m_MaxTexSize || Height > m_MaxTexSize)
{
do
{
Width >>= 1;
Height >>= 1;
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++RescaleCount;
} while(Width > m_MaxTexSize || Height > m_MaxTexSize);
void *pTmpData = Resize(pCommand->m_Width, pCommand->m_Height, Width, Height, pCommand->m_Format, static_cast<const unsigned char *>(pCommand->m_pData));
free(pTexData);
pTexData = pTmpData;
}
else if(pCommand->m_Format != CCommandBuffer::TEXFORMAT_ALPHA && (Width > 16 && Height > 16 && (pCommand->m_Flags & CCommandBuffer::TEXFLAG_QUALITY) == 0))
{
Width >>= 1;
Height >>= 1;
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++RescaleCount;
void *pTmpData = Resize(pCommand->m_Width, pCommand->m_Height, Width, Height, pCommand->m_Format, static_cast<const unsigned char *>(pCommand->m_pData));
free(pTexData);
pTexData = pTmpData;
}
}
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m_Textures[pCommand->m_Slot].m_Width = Width;
m_Textures[pCommand->m_Slot].m_Height = Height;
m_Textures[pCommand->m_Slot].m_RescaleCount = RescaleCount;
int Oglformat = TexFormatToNewOpenGLFormat(pCommand->m_Format);
int StoreOglformat = TexFormatToNewOpenGLFormat(pCommand->m_StoreFormat);
if(pCommand->m_Flags & CCommandBuffer::TEXFLAG_COMPRESSED)
{
switch(StoreOglformat)
{
case GL_RGB: StoreOglformat = GL_COMPRESSED_RGB; break;
// COMPRESSED_ALPHA is deprecated, so use different single channel format.
case GL_RED: StoreOglformat = GL_COMPRESSED_RED; break;
case GL_RGBA: StoreOglformat = GL_COMPRESSED_RGBA; break;
default: StoreOglformat = GL_COMPRESSED_RGBA;
}
}
int Slot = 0;
if(m_UseMultipleTextureUnits)
{
Slot = pCommand->m_Slot % m_MaxTextureUnits;
//just tell, that we using this texture now
IsAndUpdateTextureSlotBound(Slot, pCommand->m_Slot);
glActiveTexture(GL_TEXTURE0 + Slot);
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m_TextureSlotBoundToUnit[Slot].m_TextureSlot = -1;
m_TextureSlotBoundToUnit[Slot].m_Is2DArray = false;
}
if((pCommand->m_Flags & CCommandBuffer::TEXFLAG_NO_2D_TEXTURE) == 0)
{
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glGenTextures(1, &m_Textures[pCommand->m_Slot].m_Tex);
glBindTexture(GL_TEXTURE_2D, m_Textures[pCommand->m_Slot].m_Tex);
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glGenSamplers(1, &m_Textures[pCommand->m_Slot].m_Sampler);
glBindSampler(Slot, m_Textures[pCommand->m_Slot].m_Sampler);
}
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if(Oglformat == GL_RED)
{
//Bind the texture 2D.
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_RED};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
StoreOglformat = GL_R8;
}
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if(pCommand->m_Flags & CCommandBuffer::TEXFLAG_NOMIPMAPS)
{
if((pCommand->m_Flags & CCommandBuffer::TEXFLAG_NO_2D_TEXTURE) == 0)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glSamplerParameteri(m_Textures[pCommand->m_Slot].m_Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(m_Textures[pCommand->m_Slot].m_Sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, StoreOglformat, Width, Height, 0, Oglformat, GL_UNSIGNED_BYTE, pTexData);
}
}
else
{
if((pCommand->m_Flags & CCommandBuffer::TEXFLAG_NO_2D_TEXTURE) == 0)
{
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glSamplerParameteri(m_Textures[pCommand->m_Slot].m_Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(m_Textures[pCommand->m_Slot].m_Sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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if(m_OpenGLTextureLodBIAS != 0)
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glSamplerParameterf(m_Textures[pCommand->m_Slot].m_Sampler, GL_TEXTURE_LOD_BIAS, ((GLfloat)m_OpenGLTextureLodBIAS / 1000.0f));
//prevent mipmap display bugs, when zooming out far
if(Width >= 1024 && Height >= 1024)
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 5.f);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 5);
}
glTexImage2D(GL_TEXTURE_2D, 0, StoreOglformat, Width, Height, 0, Oglformat, GL_UNSIGNED_BYTE, pTexData);
glGenerateMipmap(GL_TEXTURE_2D);
}
if((pCommand->m_Flags & (CCommandBuffer::TEXFLAG_TO_2D_ARRAY_TEXTURE | CCommandBuffer::TEXFLAG_TO_2D_ARRAY_TEXTURE_SINGLE_LAYER)) != 0)
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{
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glGenTextures(1, &m_Textures[pCommand->m_Slot].m_Tex2DArray);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_Textures[pCommand->m_Slot].m_Tex2DArray);
glGenSamplers(1, &m_Textures[pCommand->m_Slot].m_Sampler2DArray);
glBindSampler(Slot, m_Textures[pCommand->m_Slot].m_Sampler2DArray);
glSamplerParameteri(m_Textures[pCommand->m_Slot].m_Sampler2DArray, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(m_Textures[pCommand->m_Slot].m_Sampler2DArray, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glSamplerParameteri(m_Textures[pCommand->m_Slot].m_Sampler2DArray, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(m_Textures[pCommand->m_Slot].m_Sampler2DArray, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameteri(m_Textures[pCommand->m_Slot].m_Sampler2DArray, GL_TEXTURE_WRAP_R, GL_MIRRORED_REPEAT);
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if(m_OpenGLTextureLodBIAS != 0)
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glSamplerParameterf(m_Textures[pCommand->m_Slot].m_Sampler2DArray, GL_TEXTURE_LOD_BIAS, ((GLfloat)m_OpenGLTextureLodBIAS / 1000.0f));
int ImageColorChannels = TexFormatToImageColorChannelCount(pCommand->m_Format);
uint8_t *p3DImageData = NULL;
bool IsSingleLayer = (pCommand->m_Flags & CCommandBuffer::TEXFLAG_TO_2D_ARRAY_TEXTURE_SINGLE_LAYER) != 0;
if(!IsSingleLayer)
p3DImageData = (uint8_t *)malloc((size_t)ImageColorChannels * Width * Height);
int Image3DWidth, Image3DHeight;
int ConvertWidth = Width;
int ConvertHeight = Height;
if(!IsSingleLayer)
{
if(ConvertWidth == 0 || (ConvertWidth % 16) != 0 || ConvertHeight == 0 || (ConvertHeight % 16) != 0)
{
dbg_msg("gfx", "3D/2D array texture was resized");
int NewWidth = maximum<int>(HighestBit(ConvertWidth), 16);
int NewHeight = maximum<int>(HighestBit(ConvertHeight), 16);
uint8_t *pNewTexData = (uint8_t *)Resize(ConvertWidth, ConvertHeight, NewWidth, NewHeight, pCommand->m_Format, (const uint8_t *)pTexData);
ConvertWidth = NewWidth;
ConvertHeight = NewHeight;
free(pTexData);
pTexData = pNewTexData;
}
}
if(IsSingleLayer || (Texture2DTo3D(pTexData, ConvertWidth, ConvertHeight, ImageColorChannels, 16, 16, p3DImageData, Image3DWidth, Image3DHeight)))
{
if(IsSingleLayer)
{
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, StoreOglformat, ConvertWidth, ConvertHeight, 1, 0, Oglformat, GL_UNSIGNED_BYTE, pTexData);
}
else
{
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, StoreOglformat, Image3DWidth, Image3DHeight, 256, 0, Oglformat, GL_UNSIGNED_BYTE, p3DImageData);
}
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
if(StoreOglformat == GL_R8)
{
//Bind the texture 2D.
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_RED};
glTexParameteriv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
}
if(!IsSingleLayer)
free(p3DImageData);
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}
}
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// This is the initial value for the wrap modes
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m_Textures[pCommand->m_Slot].m_LastWrapMode = CCommandBuffer::WRAP_REPEAT;
// calculate memory usage
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m_Textures[pCommand->m_Slot].m_MemSize = Width * Height * pCommand->m_PixelSize;
while(Width > 2 && Height > 2)
{
Width >>= 1;
Height >>= 1;
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m_Textures[pCommand->m_Slot].m_MemSize += Width * Height * pCommand->m_PixelSize;
}
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m_pTextureMemoryUsage->store(m_pTextureMemoryUsage->load(std::memory_order_relaxed) + m_Textures[pCommand->m_Slot].m_MemSize, std::memory_order_relaxed);
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free(pTexData);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_Clear(const CCommandBuffer::SCommand_Clear *pCommand)
{
if(pCommand->m_Color.r != m_ClearColor.r || pCommand->m_Color.g != m_ClearColor.g || pCommand->m_Color.b != m_ClearColor.b)
{
glClearColor(pCommand->m_Color.r, pCommand->m_Color.g, pCommand->m_Color.b, 0.0f);
m_ClearColor = pCommand->m_Color;
}
glClear(GL_COLOR_BUFFER_BIT);
}
void CCommandProcessorFragment_OpenGL3_3::UploadStreamBufferData(unsigned int PrimitiveType, const void *pVertices, size_t VertSize, unsigned int PrimitiveCount, bool AsTex3D)
{
int Count = 0;
switch(PrimitiveType)
{
case CCommandBuffer::PRIMTYPE_LINES:
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Count = PrimitiveCount * 2;
break;
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case CCommandBuffer::PRIMTYPE_TRIANGLES:
Count = PrimitiveCount * 3;
break;
case CCommandBuffer::PRIMTYPE_QUADS:
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Count = PrimitiveCount * 4;
break;
default:
return;
};
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if(AsTex3D)
glBindBuffer(GL_ARRAY_BUFFER, m_PrimitiveDrawBufferIDTex3D);
else
glBindBuffer(GL_ARRAY_BUFFER, m_PrimitiveDrawBufferID[m_LastStreamBuffer]);
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if(!m_UsePreinitializedVertexBuffer)
glBufferData(GL_ARRAY_BUFFER, VertSize * Count, pVertices, GL_STREAM_DRAW);
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else
{
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// This is better for some iGPUs. Probably due to not initializing a new buffer in the system memory again and again...(driver dependent)
void *pData = glMapBufferRange(GL_ARRAY_BUFFER, 0, VertSize * Count, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
mem_copy(pData, pVertices, VertSize * Count);
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glUnmapBuffer(GL_ARRAY_BUFFER);
}
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}
void CCommandProcessorFragment_OpenGL3_3::Cmd_Render(const CCommandBuffer::SCommand_Render *pCommand)
{
CGLSLTWProgram *pProgram = m_pPrimitiveProgram;
if(IsTexturedState(pCommand->m_State))
pProgram = m_pPrimitiveProgramTextured;
UseProgram(pProgram);
SetState(pCommand->m_State, pProgram);
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UploadStreamBufferData(pCommand->m_PrimType, pCommand->m_pVertices, sizeof(CCommandBuffer::SVertex), pCommand->m_PrimCount);
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glBindVertexArray(m_PrimitiveDrawVertexID[m_LastStreamBuffer]);
switch(pCommand->m_PrimType)
{
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// We don't support GL_QUADS due to core profile
case CCommandBuffer::PRIMTYPE_LINES:
glDrawArrays(GL_LINES, 0, pCommand->m_PrimCount * 2);
break;
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case CCommandBuffer::PRIMTYPE_TRIANGLES:
glDrawArrays(GL_TRIANGLES, 0, pCommand->m_PrimCount * 3);
break;
case CCommandBuffer::PRIMTYPE_QUADS:
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if(m_LastIndexBufferBound[m_LastStreamBuffer] != m_QuadDrawIndexBufferID)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID);
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m_LastIndexBufferBound[m_LastStreamBuffer] = m_QuadDrawIndexBufferID;
}
glDrawElements(GL_TRIANGLES, pCommand->m_PrimCount * 6, GL_UNSIGNED_INT, 0);
break;
default:
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dbg_msg("render", "unknown primtype %d\n", pCommand->m_PrimType);
};
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m_LastStreamBuffer = (m_LastStreamBuffer + 1 >= MAX_STREAM_BUFFER_COUNT ? 0 : m_LastStreamBuffer + 1);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderTex3D(const CCommandBuffer::SCommand_RenderTex3D *pCommand)
{
CGLSLPrimitiveProgram *pProg = m_pPrimitive3DProgram;
if(IsTexturedState(pCommand->m_State))
pProg = m_pPrimitive3DProgramTextured;
UseProgram(pProg);
SetState(pCommand->m_State, pProg, true);
UploadStreamBufferData(pCommand->m_PrimType, pCommand->m_pVertices, sizeof(CCommandBuffer::SVertexTex3DStream), pCommand->m_PrimCount, true);
glBindVertexArray(m_PrimitiveDrawVertexIDTex3D);
switch(pCommand->m_PrimType)
{
// We don't support GL_QUADS due to core profile
case CCommandBuffer::PRIMTYPE_LINES:
glDrawArrays(GL_LINES, 0, pCommand->m_PrimCount * 2);
break;
case CCommandBuffer::PRIMTYPE_QUADS:
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID);
glDrawElements(GL_TRIANGLES, pCommand->m_PrimCount * 6, GL_UNSIGNED_INT, 0);
break;
default:
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dbg_msg("render", "unknown primtype %d\n", pCommand->m_PrimType);
};
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_Screenshot(const CCommandBuffer::SCommand_Screenshot *pCommand)
{
// fetch image data
GLint aViewport[4] = {0, 0, 0, 0};
glGetIntegerv(GL_VIEWPORT, aViewport);
int w = aViewport[2];
int h = aViewport[3];
// we allocate one more row to use when we are flipping the texture
unsigned char *pPixelData = (unsigned char *)malloc((size_t)w * (h + 1) * 3);
unsigned char *pTempRow = pPixelData + w * h * 3;
// fetch the pixels
GLint Alignment;
glGetIntegerv(GL_PACK_ALIGNMENT, &Alignment);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, pPixelData);
glPixelStorei(GL_PACK_ALIGNMENT, Alignment);
// flip the pixel because opengl works from bottom left corner
for(int y = 0; y < h / 2; y++)
{
mem_copy(pTempRow, pPixelData + y * w * 3, w * 3);
mem_copy(pPixelData + y * w * 3, pPixelData + (h - y - 1) * w * 3, w * 3);
mem_copy(pPixelData + (h - y - 1) * w * 3, pTempRow, w * 3);
}
// fill in the information
pCommand->m_pImage->m_Width = w;
pCommand->m_pImage->m_Height = h;
pCommand->m_pImage->m_Format = CImageInfo::FORMAT_RGB;
pCommand->m_pImage->m_pData = pPixelData;
}
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void CCommandProcessorFragment_OpenGL3_3::DestroyBufferContainer(int Index, bool DeleteBOs)
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{
SBufferContainer &BufferContainer = m_BufferContainers[Index];
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if(BufferContainer.m_VertArrayID != 0)
glDeleteVertexArrays(1, &BufferContainer.m_VertArrayID);
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// all buffer objects can deleted automatically, so the program doesn't need to deal with them (e.g. causing crashes because of driver bugs)
if(DeleteBOs)
{
for(size_t i = 0; i < BufferContainer.m_ContainerInfo.m_Attributes.size(); ++i)
{
int VertBufferID = BufferContainer.m_ContainerInfo.m_Attributes[i].m_VertBufferBindingIndex;
if(VertBufferID != -1)
{
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for(auto &Attribute : BufferContainer.m_ContainerInfo.m_Attributes)
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{
// set all equal ids to zero to not double delete
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if(VertBufferID == Attribute.m_VertBufferBindingIndex)
{
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Attribute.m_VertBufferBindingIndex = -1;
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}
}
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glDeleteBuffers(1, &m_BufferObjectIndices[VertBufferID]);
}
}
}
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BufferContainer.m_LastIndexBufferBound = 0;
BufferContainer.m_ContainerInfo.m_Attributes.clear();
}
void CCommandProcessorFragment_OpenGL3_3::AppendIndices(unsigned int NewIndicesCount)
{
if(NewIndicesCount <= m_CurrentIndicesInBuffer)
return;
unsigned int AddCount = NewIndicesCount - m_CurrentIndicesInBuffer;
unsigned int *Indices = new unsigned int[AddCount];
int Primq = (m_CurrentIndicesInBuffer / 6) * 4;
for(unsigned int i = 0; i < AddCount; i += 6)
{
Indices[i] = Primq;
Indices[i + 1] = Primq + 1;
Indices[i + 2] = Primq + 2;
Indices[i + 3] = Primq;
Indices[i + 4] = Primq + 2;
Indices[i + 5] = Primq + 3;
Primq += 4;
}
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glBindBuffer(GL_COPY_READ_BUFFER, m_QuadDrawIndexBufferID);
GLuint NewIndexBufferID;
glGenBuffers(1, &NewIndexBufferID);
glBindBuffer(GL_COPY_WRITE_BUFFER, NewIndexBufferID);
GLsizeiptr size = sizeof(unsigned int);
glBufferData(GL_COPY_WRITE_BUFFER, (GLsizeiptr)NewIndicesCount * size, NULL, GL_STATIC_DRAW);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, (GLsizeiptr)m_CurrentIndicesInBuffer * size);
glBufferSubData(GL_COPY_WRITE_BUFFER, (GLsizeiptr)m_CurrentIndicesInBuffer * size, (GLsizeiptr)AddCount * size, Indices);
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
glBindBuffer(GL_COPY_READ_BUFFER, 0);
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glDeleteBuffers(1, &m_QuadDrawIndexBufferID);
m_QuadDrawIndexBufferID = NewIndexBufferID;
for(unsigned int &i : m_LastIndexBufferBound)
i = 0;
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for(auto &BufferContainer : m_BufferContainers)
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{
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BufferContainer.m_LastIndexBufferBound = 0;
}
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m_CurrentIndicesInBuffer = NewIndicesCount;
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delete[] Indices;
}
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void CCommandProcessorFragment_OpenGL3_3::Cmd_CreateBufferObject(const CCommandBuffer::SCommand_CreateBufferObject *pCommand)
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{
void *pUploadData = pCommand->m_pUploadData;
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int Index = pCommand->m_BufferIndex;
//create necessary space
if((size_t)Index >= m_BufferObjectIndices.size())
{
for(int i = m_BufferObjectIndices.size(); i < Index + 1; ++i)
{
m_BufferObjectIndices.push_back(0);
}
}
GLuint VertBufferID = 0;
glGenBuffers(1, &VertBufferID);
glBindBuffer(GL_COPY_WRITE_BUFFER, VertBufferID);
glBufferData(GL_COPY_WRITE_BUFFER, (GLsizeiptr)(pCommand->m_DataSize), pUploadData, GL_STATIC_DRAW);
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m_BufferObjectIndices[Index] = VertBufferID;
if(pCommand->m_DeletePointer)
free(pUploadData);
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}
void CCommandProcessorFragment_OpenGL3_3::Cmd_RecreateBufferObject(const CCommandBuffer::SCommand_RecreateBufferObject *pCommand)
{
void *pUploadData = pCommand->m_pUploadData;
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int Index = pCommand->m_BufferIndex;
glBindBuffer(GL_COPY_WRITE_BUFFER, m_BufferObjectIndices[Index]);
glBufferData(GL_COPY_WRITE_BUFFER, (GLsizeiptr)(pCommand->m_DataSize), pUploadData, GL_STATIC_DRAW);
if(pCommand->m_DeletePointer)
free(pUploadData);
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}
void CCommandProcessorFragment_OpenGL3_3::Cmd_UpdateBufferObject(const CCommandBuffer::SCommand_UpdateBufferObject *pCommand)
{
void *pUploadData = pCommand->m_pUploadData;
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int Index = pCommand->m_BufferIndex;
glBindBuffer(GL_COPY_WRITE_BUFFER, m_BufferObjectIndices[Index]);
glBufferSubData(GL_COPY_WRITE_BUFFER, (GLintptr)(pCommand->m_pOffset), (GLsizeiptr)(pCommand->m_DataSize), pUploadData);
if(pCommand->m_DeletePointer)
free(pUploadData);
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}
void CCommandProcessorFragment_OpenGL3_3::Cmd_CopyBufferObject(const CCommandBuffer::SCommand_CopyBufferObject *pCommand)
{
int WriteIndex = pCommand->m_WriteBufferIndex;
int ReadIndex = pCommand->m_ReadBufferIndex;
glBindBuffer(GL_COPY_WRITE_BUFFER, m_BufferObjectIndices[WriteIndex]);
glBindBuffer(GL_COPY_READ_BUFFER, m_BufferObjectIndices[ReadIndex]);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, (GLsizeiptr)(pCommand->m_pReadOffset), (GLsizeiptr)(pCommand->m_pWriteOffset), (GLsizeiptr)pCommand->m_CopySize);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_DeleteBufferObject(const CCommandBuffer::SCommand_DeleteBufferObject *pCommand)
{
int Index = pCommand->m_BufferIndex;
glDeleteBuffers(1, &m_BufferObjectIndices[Index]);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_CreateBufferContainer(const CCommandBuffer::SCommand_CreateBufferContainer *pCommand)
{
int Index = pCommand->m_BufferContainerIndex;
//create necessary space
if((size_t)Index >= m_BufferContainers.size())
{
for(int i = m_BufferContainers.size(); i < Index + 1; ++i)
{
SBufferContainer Container;
Container.m_ContainerInfo.m_Stride = 0;
m_BufferContainers.push_back(Container);
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}
}
SBufferContainer &BufferContainer = m_BufferContainers[Index];
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glGenVertexArrays(1, &BufferContainer.m_VertArrayID);
glBindVertexArray(BufferContainer.m_VertArrayID);
BufferContainer.m_LastIndexBufferBound = 0;
for(int i = 0; i < pCommand->m_AttrCount; ++i)
{
glEnableVertexAttribArray((GLuint)i);
glBindBuffer(GL_ARRAY_BUFFER, m_BufferObjectIndices[pCommand->m_Attributes[i].m_VertBufferBindingIndex]);
SBufferContainerInfo::SAttribute &Attr = pCommand->m_Attributes[i];
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if(Attr.m_FuncType == 0)
glVertexAttribPointer((GLuint)i, Attr.m_DataTypeCount, Attr.m_Type, (GLboolean)Attr.m_Normalized, pCommand->m_Stride, Attr.m_pOffset);
else if(Attr.m_FuncType == 1)
glVertexAttribIPointer((GLuint)i, Attr.m_DataTypeCount, Attr.m_Type, pCommand->m_Stride, Attr.m_pOffset);
BufferContainer.m_ContainerInfo.m_Attributes.push_back(Attr);
}
BufferContainer.m_ContainerInfo.m_Stride = pCommand->m_Stride;
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_UpdateBufferContainer(const CCommandBuffer::SCommand_UpdateBufferContainer *pCommand)
{
SBufferContainer &BufferContainer = m_BufferContainers[pCommand->m_BufferContainerIndex];
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glBindVertexArray(BufferContainer.m_VertArrayID);
//disable all old attributes
for(size_t i = 0; i < BufferContainer.m_ContainerInfo.m_Attributes.size(); ++i)
{
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glDisableVertexAttribArray((GLuint)i);
}
BufferContainer.m_ContainerInfo.m_Attributes.clear();
for(int i = 0; i < pCommand->m_AttrCount; ++i)
{
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glEnableVertexAttribArray((GLuint)i);
glBindBuffer(GL_ARRAY_BUFFER, m_BufferObjectIndices[pCommand->m_Attributes[i].m_VertBufferBindingIndex]);
SBufferContainerInfo::SAttribute &Attr = pCommand->m_Attributes[i];
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if(Attr.m_FuncType == 0)
glVertexAttribPointer((GLuint)i, Attr.m_DataTypeCount, Attr.m_Type, Attr.m_Normalized, pCommand->m_Stride, Attr.m_pOffset);
else if(Attr.m_FuncType == 1)
glVertexAttribIPointer((GLuint)i, Attr.m_DataTypeCount, Attr.m_Type, pCommand->m_Stride, Attr.m_pOffset);
BufferContainer.m_ContainerInfo.m_Attributes.push_back(Attr);
}
BufferContainer.m_ContainerInfo.m_Stride = pCommand->m_Stride;
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_DeleteBufferContainer(const CCommandBuffer::SCommand_DeleteBufferContainer *pCommand)
{
DestroyBufferContainer(pCommand->m_BufferContainerIndex, pCommand->m_DestroyAllBO);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_IndicesRequiredNumNotify(const CCommandBuffer::SCommand_IndicesRequiredNumNotify *pCommand)
{
if(pCommand->m_RequiredIndicesNum > m_CurrentIndicesInBuffer)
AppendIndices(pCommand->m_RequiredIndicesNum);
}
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void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderBorderTile(const CCommandBuffer::SCommand_RenderBorderTile *pCommand)
{
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int Index = pCommand->m_BufferContainerIndex;
//if space not there return
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if((size_t)Index >= m_BufferContainers.size())
return;
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SBufferContainer &BufferContainer = m_BufferContainers[Index];
if(BufferContainer.m_VertArrayID == 0)
return;
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CGLSLTileProgram *pProgram = NULL;
if(IsTexturedState(pCommand->m_State))
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{
pProgram = m_pBorderTileProgramTextured;
}
else
pProgram = m_pBorderTileProgram;
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UseProgram(pProgram);
SetState(pCommand->m_State, pProgram, true);
pProgram->SetUniformVec4(pProgram->m_LocColor, 1, (float *)&pCommand->m_Color);
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pProgram->SetUniformVec2(pProgram->m_LocOffset, 1, (float *)&pCommand->m_Offset);
pProgram->SetUniformVec2(pProgram->m_LocDir, 1, (float *)&pCommand->m_Dir);
pProgram->SetUniform(pProgram->m_LocJumpIndex, (int)pCommand->m_JumpIndex);
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glBindVertexArray(BufferContainer.m_VertArrayID);
if(BufferContainer.m_LastIndexBufferBound != m_QuadDrawIndexBufferID)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID);
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BufferContainer.m_LastIndexBufferBound = m_QuadDrawIndexBufferID;
}
glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_INT, pCommand->m_pIndicesOffset, pCommand->m_DrawNum);
}
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void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderBorderTileLine(const CCommandBuffer::SCommand_RenderBorderTileLine *pCommand)
{
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int Index = pCommand->m_BufferContainerIndex;
//if space not there return
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if((size_t)Index >= m_BufferContainers.size())
return;
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SBufferContainer &BufferContainer = m_BufferContainers[Index];
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if(BufferContainer.m_VertArrayID == 0)
return;
CGLSLTileProgram *pProgram = NULL;
if(IsTexturedState(pCommand->m_State))
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{
pProgram = m_pBorderTileLineProgramTextured;
}
else
pProgram = m_pBorderTileLineProgram;
UseProgram(pProgram);
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SetState(pCommand->m_State, pProgram, true);
pProgram->SetUniformVec4(pProgram->m_LocColor, 1, (float *)&pCommand->m_Color);
pProgram->SetUniformVec2(pProgram->m_LocOffset, 1, (float *)&pCommand->m_Offset);
pProgram->SetUniformVec2(pProgram->m_LocDir, 1, (float *)&pCommand->m_Dir);
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glBindVertexArray(BufferContainer.m_VertArrayID);
if(BufferContainer.m_LastIndexBufferBound != m_QuadDrawIndexBufferID)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID);
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BufferContainer.m_LastIndexBufferBound = m_QuadDrawIndexBufferID;
}
glDrawElementsInstanced(GL_TRIANGLES, pCommand->m_IndexDrawNum, GL_UNSIGNED_INT, pCommand->m_pIndicesOffset, pCommand->m_DrawNum);
}
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void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderTileLayer(const CCommandBuffer::SCommand_RenderTileLayer *pCommand)
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{
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int Index = pCommand->m_BufferContainerIndex;
//if space not there return
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if((size_t)Index >= m_BufferContainers.size())
return;
SBufferContainer &BufferContainer = m_BufferContainers[Index];
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if(BufferContainer.m_VertArrayID == 0)
return;
if(pCommand->m_IndicesDrawNum == 0)
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{
return; //nothing to draw
}
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CGLSLTileProgram *pProgram = NULL;
if(IsTexturedState(pCommand->m_State))
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{
pProgram = m_pTileProgramTextured;
}
else
pProgram = m_pTileProgram;
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UseProgram(pProgram);
SetState(pCommand->m_State, pProgram, true);
pProgram->SetUniformVec4(pProgram->m_LocColor, 1, (float *)&pCommand->m_Color);
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glBindVertexArray(BufferContainer.m_VertArrayID);
if(BufferContainer.m_LastIndexBufferBound != m_QuadDrawIndexBufferID)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID);
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BufferContainer.m_LastIndexBufferBound = m_QuadDrawIndexBufferID;
}
for(int i = 0; i < pCommand->m_IndicesDrawNum; ++i)
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{
glDrawElements(GL_TRIANGLES, pCommand->m_pDrawCount[i], GL_UNSIGNED_INT, pCommand->m_pIndicesOffsets[i]);
}
}
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void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderQuadLayer(const CCommandBuffer::SCommand_RenderQuadLayer *pCommand)
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{
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int Index = pCommand->m_BufferContainerIndex;
//if space not there return
if((size_t)Index >= m_BufferContainers.size())
return;
SBufferContainer &BufferContainer = m_BufferContainers[Index];
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if(BufferContainer.m_VertArrayID == 0)
return;
if(pCommand->m_QuadNum == 0)
{
return; //nothing to draw
}
CGLSLQuadProgram *pProgram = NULL;
if(IsTexturedState(pCommand->m_State))
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{
pProgram = m_pQuadProgramTextured;
}
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else
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pProgram = m_pQuadProgram;
UseProgram(pProgram);
SetState(pCommand->m_State, pProgram);
glBindVertexArray(BufferContainer.m_VertArrayID);
if(BufferContainer.m_LastIndexBufferBound != m_QuadDrawIndexBufferID)
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID);
BufferContainer.m_LastIndexBufferBound = m_QuadDrawIndexBufferID;
}
int QuadsLeft = pCommand->m_QuadNum;
size_t QuadOffset = 0;
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// the extra offset is not related to the information from the command, but an actual offset in the buffer
size_t QuadOffsetExtra = pCommand->m_QuadOffset;
vec4 aColors[m_MaxQuadsPossible];
vec2 aOffsets[m_MaxQuadsPossible];
float aRotations[m_MaxQuadsPossible];
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while(QuadsLeft > 0)
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{
int ActualQuadCount = minimum<int>(QuadsLeft, m_MaxQuadsAtOnce);
for(size_t i = 0; i < (size_t)ActualQuadCount; ++i)
{
mem_copy(&aColors[i], pCommand->m_pQuadInfo[i + QuadOffset].m_aColor, sizeof(vec4));
mem_copy(&aOffsets[i], pCommand->m_pQuadInfo[i + QuadOffset].m_aOffsets, sizeof(vec2));
mem_copy(&aRotations[i], &pCommand->m_pQuadInfo[i + QuadOffset].m_Rotation, sizeof(float));
}
pProgram->SetUniformVec4(pProgram->m_LocColors, ActualQuadCount, (float *)aColors);
pProgram->SetUniformVec2(pProgram->m_LocOffsets, ActualQuadCount, (float *)aOffsets);
pProgram->SetUniform(pProgram->m_LocRotations, ActualQuadCount, (float *)aRotations);
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pProgram->SetUniform(pProgram->m_LocQuadOffset, (int)(QuadOffset + QuadOffsetExtra));
glDrawElements(GL_TRIANGLES, ActualQuadCount * 6, GL_UNSIGNED_INT, (void *)((QuadOffset + QuadOffsetExtra) * 6 * sizeof(unsigned int)));
QuadsLeft -= ActualQuadCount;
QuadOffset += (size_t)ActualQuadCount;
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}
}
void CCommandProcessorFragment_OpenGL3_3::RenderText(const CCommandBuffer::SState &State, int DrawNum, int TextTextureIndex, int TextOutlineTextureIndex, int TextureSize, const float *pTextColor, const float *pTextOutlineColor)
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{
if(DrawNum == 0)
{
return; //nothing to draw
}
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UseProgram(m_pTextProgram);
int SlotText = 0;
int SlotTextOutline = 0;
if(m_UseMultipleTextureUnits)
{
SlotText = TextTextureIndex % m_MaxTextureUnits;
SlotTextOutline = TextOutlineTextureIndex % m_MaxTextureUnits;
if(SlotText == SlotTextOutline)
SlotTextOutline = (TextOutlineTextureIndex + 1) % m_MaxTextureUnits;
if(!IsAndUpdateTextureSlotBound(SlotText, TextTextureIndex))
{
glActiveTexture(GL_TEXTURE0 + SlotText);
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glBindTexture(GL_TEXTURE_2D, m_Textures[TextTextureIndex].m_Tex);
glBindSampler(SlotText, m_Textures[TextTextureIndex].m_Sampler);
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}
if(!IsAndUpdateTextureSlotBound(SlotTextOutline, TextOutlineTextureIndex))
{
glActiveTexture(GL_TEXTURE0 + SlotTextOutline);
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glBindTexture(GL_TEXTURE_2D, m_Textures[TextOutlineTextureIndex].m_Tex);
glBindSampler(SlotTextOutline, m_Textures[TextOutlineTextureIndex].m_Sampler);
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}
}
else
{
SlotText = 0;
SlotTextOutline = 1;
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glBindTexture(GL_TEXTURE_2D, m_Textures[TextTextureIndex].m_Tex);
glBindSampler(SlotText, m_Textures[TextTextureIndex].m_Sampler);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_Textures[TextOutlineTextureIndex].m_Tex);
glBindSampler(SlotTextOutline, m_Textures[TextOutlineTextureIndex].m_Sampler);
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glActiveTexture(GL_TEXTURE0);
}
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if(m_pTextProgram->m_LastTextSampler != SlotText)
{
m_pTextProgram->SetUniform(m_pTextProgram->m_LocTextSampler, SlotText);
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m_pTextProgram->m_LastTextSampler = SlotText;
}
if(m_pTextProgram->m_LastTextOutlineSampler != SlotTextOutline)
{
m_pTextProgram->SetUniform(m_pTextProgram->m_LocTextOutlineSampler, SlotTextOutline);
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m_pTextProgram->m_LastTextOutlineSampler = SlotTextOutline;
}
SetState(State, m_pTextProgram);
if(m_pTextProgram->m_LastTextureSize != TextureSize)
{
m_pTextProgram->SetUniform(m_pTextProgram->m_LocTextureSize, (float)TextureSize);
m_pTextProgram->m_LastTextureSize = TextureSize;
}
if(m_pTextProgram->m_LastOutlineColor[0] != pTextOutlineColor[0] || m_pTextProgram->m_LastOutlineColor[1] != pTextOutlineColor[1] || m_pTextProgram->m_LastOutlineColor[2] != pTextOutlineColor[2] || m_pTextProgram->m_LastOutlineColor[3] != pTextOutlineColor[3])
{
m_pTextProgram->SetUniformVec4(m_pTextProgram->m_LocOutlineColor, 1, (float *)pTextOutlineColor);
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m_pTextProgram->m_LastOutlineColor[0] = pTextOutlineColor[0];
m_pTextProgram->m_LastOutlineColor[1] = pTextOutlineColor[1];
m_pTextProgram->m_LastOutlineColor[2] = pTextOutlineColor[2];
m_pTextProgram->m_LastOutlineColor[3] = pTextOutlineColor[3];
}
if(m_pTextProgram->m_LastColor[0] != pTextColor[0] || m_pTextProgram->m_LastColor[1] != pTextColor[1] || m_pTextProgram->m_LastColor[2] != pTextColor[2] || m_pTextProgram->m_LastColor[3] != pTextColor[3])
{
m_pTextProgram->SetUniformVec4(m_pTextProgram->m_LocColor, 1, (float *)pTextColor);
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m_pTextProgram->m_LastColor[0] = pTextColor[0];
m_pTextProgram->m_LastColor[1] = pTextColor[1];
m_pTextProgram->m_LastColor[2] = pTextColor[2];
m_pTextProgram->m_LastColor[3] = pTextColor[3];
}
glDrawElements(GL_TRIANGLES, DrawNum, GL_UNSIGNED_INT, (void *)(0));
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}
void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderText(const CCommandBuffer::SCommand_RenderText *pCommand)
{
int Index = pCommand->m_BufferContainerIndex;
//if space not there return
if((size_t)Index >= m_BufferContainers.size())
return;
SBufferContainer &BufferContainer = m_BufferContainers[Index];
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if(BufferContainer.m_VertArrayID == 0)
return;
glBindVertexArray(BufferContainer.m_VertArrayID);
if(BufferContainer.m_LastIndexBufferBound != m_QuadDrawIndexBufferID)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID);
BufferContainer.m_LastIndexBufferBound = m_QuadDrawIndexBufferID;
}
RenderText(pCommand->m_State, pCommand->m_DrawNum, pCommand->m_TextTextureIndex, pCommand->m_TextOutlineTextureIndex, pCommand->m_TextureSize, pCommand->m_aTextColor, pCommand->m_aTextOutlineColor);
}
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void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderTextStream(const CCommandBuffer::SCommand_RenderTextStream *pCommand)
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{
if(pCommand->m_PrimCount == 0)
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{
return; //nothing to draw
}
UploadStreamBufferData(CCommandBuffer::PRIMTYPE_QUADS, pCommand->m_pVertices, sizeof(CCommandBuffer::SVertex), pCommand->m_PrimCount);
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glBindVertexArray(m_PrimitiveDrawVertexID[m_LastStreamBuffer]);
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if(m_LastIndexBufferBound[m_LastStreamBuffer] != m_QuadDrawIndexBufferID)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID);
m_LastIndexBufferBound[m_LastStreamBuffer] = m_QuadDrawIndexBufferID;
}
float aTextColor[4] = {1.f, 1.f, 1.f, 1.f};
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RenderText(pCommand->m_State, pCommand->m_PrimCount * 6, pCommand->m_TextTextureIndex, pCommand->m_TextOutlineTextureIndex, pCommand->m_TextureSize, aTextColor, pCommand->m_aTextOutlineColor);
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m_LastStreamBuffer = (m_LastStreamBuffer + 1 >= MAX_STREAM_BUFFER_COUNT ? 0 : m_LastStreamBuffer + 1);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderQuadContainer(const CCommandBuffer::SCommand_RenderQuadContainer *pCommand)
{
if(pCommand->m_DrawNum == 0)
{
return; //nothing to draw
}
int Index = pCommand->m_BufferContainerIndex;
//if space not there return
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if((size_t)Index >= m_BufferContainers.size())
return;
SBufferContainer &BufferContainer = m_BufferContainers[Index];
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if(BufferContainer.m_VertArrayID == 0)
return;
glBindVertexArray(BufferContainer.m_VertArrayID);
if(BufferContainer.m_LastIndexBufferBound != m_QuadDrawIndexBufferID)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID);
BufferContainer.m_LastIndexBufferBound = m_QuadDrawIndexBufferID;
}
CGLSLTWProgram *pProgram = m_pPrimitiveProgram;
if(IsTexturedState(pCommand->m_State))
pProgram = m_pPrimitiveProgramTextured;
UseProgram(pProgram);
SetState(pCommand->m_State, pProgram);
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glDrawElements(GL_TRIANGLES, pCommand->m_DrawNum, GL_UNSIGNED_INT, pCommand->m_pOffset);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderQuadContainerEx(const CCommandBuffer::SCommand_RenderQuadContainerEx *pCommand)
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{
if(pCommand->m_DrawNum == 0)
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{
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return; //nothing to draw
}
int Index = pCommand->m_BufferContainerIndex;
//if space not there return
if((size_t)Index >= m_BufferContainers.size())
return;
SBufferContainer &BufferContainer = m_BufferContainers[Index];
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if(BufferContainer.m_VertArrayID == 0)
return;
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glBindVertexArray(BufferContainer.m_VertArrayID);
if(BufferContainer.m_LastIndexBufferBound != m_QuadDrawIndexBufferID)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID);
BufferContainer.m_LastIndexBufferBound = m_QuadDrawIndexBufferID;
}
CGLSLPrimitiveExProgram *pProgram = m_pPrimitiveExProgramRotationless;
if(IsTexturedState(pCommand->m_State))
{
if(pCommand->m_Rotation != 0.0f)
pProgram = m_pPrimitiveExProgramTextured;
else
pProgram = m_pPrimitiveExProgramTexturedRotationless;
}
else
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{
if(pCommand->m_Rotation != 0.0f)
pProgram = m_pPrimitiveExProgram;
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}
UseProgram(pProgram);
SetState(pCommand->m_State, pProgram);
if(pCommand->m_Rotation != 0.0f && (pProgram->m_LastCenter[0] != pCommand->m_Center.x || pProgram->m_LastCenter[1] != pCommand->m_Center.y))
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{
pProgram->SetUniformVec2(pProgram->m_LocCenter, 1, (float *)&pCommand->m_Center);
pProgram->m_LastCenter[0] = pCommand->m_Center.x;
pProgram->m_LastCenter[1] = pCommand->m_Center.y;
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}
if(pProgram->m_LastRotation != pCommand->m_Rotation)
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{
pProgram->SetUniform(pProgram->m_LocRotation, pCommand->m_Rotation);
pProgram->m_LastRotation = pCommand->m_Rotation;
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}
if(pProgram->m_LastVertciesColor[0] != pCommand->m_VertexColor.r || pProgram->m_LastVertciesColor[1] != pCommand->m_VertexColor.g || pProgram->m_LastVertciesColor[2] != pCommand->m_VertexColor.b || pProgram->m_LastVertciesColor[3] != pCommand->m_VertexColor.a)
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{
pProgram->SetUniformVec4(pProgram->m_LocVertciesColor, 1, (float *)&pCommand->m_VertexColor);
pProgram->m_LastVertciesColor[0] = pCommand->m_VertexColor.r;
pProgram->m_LastVertciesColor[1] = pCommand->m_VertexColor.g;
pProgram->m_LastVertciesColor[2] = pCommand->m_VertexColor.b;
pProgram->m_LastVertciesColor[3] = pCommand->m_VertexColor.a;
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}
glDrawElements(GL_TRIANGLES, pCommand->m_DrawNum, GL_UNSIGNED_INT, pCommand->m_pOffset);
}
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void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderQuadContainerAsSpriteMultiple(const CCommandBuffer::SCommand_RenderQuadContainerAsSpriteMultiple *pCommand)
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{
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if(pCommand->m_DrawNum == 0 || pCommand->m_DrawCount == 0)
{
return; //nothing to draw
}
int Index = pCommand->m_BufferContainerIndex;
//if space not there return
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if((size_t)Index >= m_BufferContainers.size())
return;
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SBufferContainer &BufferContainer = m_BufferContainers[Index];
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if(BufferContainer.m_VertArrayID == 0)
return;
glBindVertexArray(BufferContainer.m_VertArrayID);
if(BufferContainer.m_LastIndexBufferBound != m_QuadDrawIndexBufferID)
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID);
BufferContainer.m_LastIndexBufferBound = m_QuadDrawIndexBufferID;
}
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UseProgram(m_pSpriteProgramMultiple);
SetState(pCommand->m_State, m_pSpriteProgramMultiple);
if((m_pSpriteProgramMultiple->m_LastCenter[0] != pCommand->m_Center.x || m_pSpriteProgramMultiple->m_LastCenter[1] != pCommand->m_Center.y))
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{
m_pSpriteProgramMultiple->SetUniformVec2(m_pSpriteProgramMultiple->m_LocCenter, 1, (float *)&pCommand->m_Center);
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m_pSpriteProgramMultiple->m_LastCenter[0] = pCommand->m_Center.x;
m_pSpriteProgramMultiple->m_LastCenter[1] = pCommand->m_Center.y;
}
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if(m_pSpriteProgramMultiple->m_LastVertciesColor[0] != pCommand->m_VertexColor.r || m_pSpriteProgramMultiple->m_LastVertciesColor[1] != pCommand->m_VertexColor.g || m_pSpriteProgramMultiple->m_LastVertciesColor[2] != pCommand->m_VertexColor.b || m_pSpriteProgramMultiple->m_LastVertciesColor[3] != pCommand->m_VertexColor.a)
{
m_pSpriteProgramMultiple->SetUniformVec4(m_pSpriteProgramMultiple->m_LocVertciesColor, 1, (float *)&pCommand->m_VertexColor);
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m_pSpriteProgramMultiple->m_LastVertciesColor[0] = pCommand->m_VertexColor.r;
m_pSpriteProgramMultiple->m_LastVertciesColor[1] = pCommand->m_VertexColor.g;
m_pSpriteProgramMultiple->m_LastVertciesColor[2] = pCommand->m_VertexColor.b;
m_pSpriteProgramMultiple->m_LastVertciesColor[3] = pCommand->m_VertexColor.a;
}
int DrawCount = pCommand->m_DrawCount;
size_t RenderOffset = 0;
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// 4 for the center (always use vec4) and 16 for the matrix(just to be sure), 4 for the sampler and vertex color
const int RSPCount = 256 - 4 - 16 - 8;
while(DrawCount > 0)
{
int UniformCount = (DrawCount > RSPCount ? RSPCount : DrawCount);
m_pSpriteProgramMultiple->SetUniformVec4(m_pSpriteProgramMultiple->m_LocRSP, UniformCount, (float *)(pCommand->m_pRenderInfo + RenderOffset));
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glDrawElementsInstanced(GL_TRIANGLES, pCommand->m_DrawNum, GL_UNSIGNED_INT, pCommand->m_pOffset, UniformCount);
RenderOffset += RSPCount;
DrawCount -= RSPCount;
}
}
// ------------ CCommandProcessorFragment_SDL
static void ParseVersionString(const char *pStr, int &VersionMajor, int &VersionMinor, int &VersionPatch)
{
if(pStr)
{
char aCurNumberStr[32];
size_t CurNumberStrLen = 0;
size_t TotalNumbersPassed = 0;
int aNumbers[3] = {0};
bool LastWasNumber = false;
while(*pStr && TotalNumbersPassed < 3)
{
if(*pStr >= '0' && *pStr <= '9')
{
aCurNumberStr[CurNumberStrLen++] = (char)*pStr;
LastWasNumber = true;
}
else if(LastWasNumber && (*pStr == '.' || *pStr == ' ' || *pStr == '\0'))
{
int CurNumber = 0;
if(CurNumberStrLen > 0)
{
aCurNumberStr[CurNumberStrLen] = 0;
CurNumber = str_toint(aCurNumberStr);
aNumbers[TotalNumbersPassed++] = CurNumber;
CurNumberStrLen = 0;
}
LastWasNumber = false;
if(*pStr != '.')
break;
}
else
{
break;
}
++pStr;
}
VersionMajor = aNumbers[0];
VersionMinor = aNumbers[1];
VersionPatch = aNumbers[2];
}
}
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static const char *GetGLErrorName(GLenum Type)
{
if(Type == GL_DEBUG_TYPE_ERROR)
return "ERROR";
else if(Type == GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR)
return "DEPRECATED BEHAVIOR";
else if(Type == GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR)
return "UNDEFINED BEHAVIOR";
else if(Type == GL_DEBUG_TYPE_PORTABILITY)
return "PORTABILITY";
else if(Type == GL_DEBUG_TYPE_PERFORMANCE)
return "PERFORMANCE";
else if(Type == GL_DEBUG_TYPE_OTHER)
return "OTHER";
else if(Type == GL_DEBUG_TYPE_MARKER)
return "MARKER";
else if(Type == GL_DEBUG_TYPE_PUSH_GROUP)
return "PUSH_GROUP";
else if(Type == GL_DEBUG_TYPE_POP_GROUP)
return "POP_GROUP";
return "UNKNOWN";
};
static const char *GetGLSeverity(GLenum Type)
{
if(Type == GL_DEBUG_SEVERITY_HIGH)
return "high"; // All OpenGL Errors, shader compilation/linking errors, or highly-dangerous undefined behavior
else if(Type == GL_DEBUG_SEVERITY_MEDIUM)
return "medium"; // Major performance warnings, shader compilation/linking warnings, or the use of deprecated functionality
else if(Type == GL_DEBUG_SEVERITY_LOW)
return "low"; // Redundant state change performance warning, or unimportant undefined behavior
else if(Type == GL_DEBUG_SEVERITY_NOTIFICATION)
return "notification"; // Anything that isn't an error or performance issue.
return "unknown";
}
static void GLAPIENTRY
GfxOpenGLMessageCallback(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar *message,
const void *userParam)
{
dbg_msg("gfx", "[%s] (importance: %s) %s", GetGLErrorName(type), GetGLSeverity(severity), message);
}
void CCommandProcessorFragment_SDL::Cmd_Init(const SCommand_Init *pCommand)
{
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m_GLContext = pCommand->m_GLContext;
m_pWindow = pCommand->m_pWindow;
SDL_GL_MakeCurrent(m_pWindow, m_GLContext);
// set some default settings
glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glAlphaFunc(GL_GREATER, 0);
glEnable(GL_ALPHA_TEST);
glDepthMask(0);
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if(g_Config.m_DbgGfx)
{
if(GLEW_KHR_debug || GLEW_ARB_debug_output)
{
// During init, enable debug output
if(GLEW_KHR_debug)
{
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback(GfxOpenGLMessageCallback, 0);
}
else if(GLEW_ARB_debug_output)
{
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
glDebugMessageCallbackARB(GfxOpenGLMessageCallback, 0);
}
dbg_msg("gfx", "Enabled OpenGL debug mode");
}
else
dbg_msg("gfx", "Requested OpenGL debug mode, but the driver does not support the required extension");
}
const char *pVendorString = (const char *)glGetString(GL_VENDOR);
dbg_msg("opengl", "Vendor string: %s", pVendorString);
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// check what this context can do
const char *pVersionString = (const char *)glGetString(GL_VERSION);
dbg_msg("opengl", "Version string: %s", pVersionString);
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const char *pRendererString = (const char *)glGetString(GL_RENDERER);
str_copy(pCommand->m_pVendorString, pVendorString, gs_GPUInfoStringSize);
str_copy(pCommand->m_pVersionString, pVersionString, gs_GPUInfoStringSize);
str_copy(pCommand->m_pRendererString, pRendererString, gs_GPUInfoStringSize);
// parse version string
ParseVersionString(pVersionString, pCommand->m_pCapabilities->m_ContextMajor, pCommand->m_pCapabilities->m_ContextMinor, pCommand->m_pCapabilities->m_ContextPatch);
*pCommand->m_pInitError = 0;
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int BlocklistMajor = -1, BlocklistMinor = -1, BlocklistPatch = -1;
const char *pErrString = ParseBlocklistDriverVersions(pVendorString, pVersionString, BlocklistMajor, BlocklistMinor, BlocklistPatch);
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//if the driver is buggy, and the requested GL version is the default, fallback
if(pErrString != NULL && pCommand->m_RequestedMajor == 3 && pCommand->m_RequestedMinor == 0 && pCommand->m_RequestedPatch == 0)
{
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// if not already in the error state, set the GL version
if(g_Config.m_GfxDriverIsBlocked == 0)
{
// fallback to known good GL version
pCommand->m_pCapabilities->m_ContextMajor = BlocklistMajor;
pCommand->m_pCapabilities->m_ContextMinor = BlocklistMinor;
pCommand->m_pCapabilities->m_ContextPatch = BlocklistPatch;
// set backend error string
*pCommand->m_pErrStringPtr = pErrString;
*pCommand->m_pInitError = -2;
g_Config.m_GfxDriverIsBlocked = 1;
}
}
// if the driver was in a blocked error state, but is not anymore, reset all config variables
else if(pErrString == NULL && g_Config.m_GfxDriverIsBlocked == 1)
{
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pCommand->m_pCapabilities->m_ContextMajor = 3;
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pCommand->m_pCapabilities->m_ContextMinor = 0;
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pCommand->m_pCapabilities->m_ContextPatch = 0;
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// tell the caller to reinitialize the context
*pCommand->m_pInitError = -2;
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g_Config.m_GfxDriverIsBlocked = 0;
}
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int MajorV = pCommand->m_pCapabilities->m_ContextMajor;
int MinorV = pCommand->m_pCapabilities->m_ContextMinor;
if(*pCommand->m_pInitError == 0)
{
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if(MajorV < pCommand->m_RequestedMajor)
{
*pCommand->m_pInitError = -2;
}
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else if(MajorV == pCommand->m_RequestedMajor)
{
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if(MinorV < pCommand->m_RequestedMinor)
{
*pCommand->m_pInitError = -2;
}
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else if(MinorV == pCommand->m_RequestedMinor)
{
int PatchV = pCommand->m_pCapabilities->m_ContextPatch;
if(PatchV < pCommand->m_RequestedPatch)
{
*pCommand->m_pInitError = -2;
}
}
}
}
if(*pCommand->m_pInitError == 0)
{
MajorV = pCommand->m_RequestedMajor;
MinorV = pCommand->m_RequestedMinor;
pCommand->m_pCapabilities->m_2DArrayTexturesAsExtension = false;
pCommand->m_pCapabilities->m_NPOTTextures = true;
if(MajorV >= 4 || (MajorV == 3 && MinorV == 3))
{
pCommand->m_pCapabilities->m_TileBuffering = true;
pCommand->m_pCapabilities->m_QuadBuffering = true;
pCommand->m_pCapabilities->m_TextBuffering = true;
pCommand->m_pCapabilities->m_QuadContainerBuffering = true;
pCommand->m_pCapabilities->m_ShaderSupport = true;
pCommand->m_pCapabilities->m_MipMapping = true;
pCommand->m_pCapabilities->m_3DTextures = true;
pCommand->m_pCapabilities->m_2DArrayTextures = true;
}
else if(MajorV == 3)
{
pCommand->m_pCapabilities->m_MipMapping = true;
// check for context native 2D array texture size
pCommand->m_pCapabilities->m_3DTextures = false;
pCommand->m_pCapabilities->m_2DArrayTextures = false;
pCommand->m_pCapabilities->m_ShaderSupport = true;
int TextureLayers = 0;
glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &TextureLayers);
if(TextureLayers >= 256)
{
pCommand->m_pCapabilities->m_2DArrayTextures = true;
}
int Texture3DSize = 0;
glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &Texture3DSize);
if(Texture3DSize >= 256)
{
pCommand->m_pCapabilities->m_3DTextures = true;
}
if(!pCommand->m_pCapabilities->m_3DTextures && !pCommand->m_pCapabilities->m_2DArrayTextures)
{
*pCommand->m_pInitError = -2;
pCommand->m_pCapabilities->m_ContextMajor = 1;
pCommand->m_pCapabilities->m_ContextMinor = 5;
pCommand->m_pCapabilities->m_ContextPatch = 0;
}
pCommand->m_pCapabilities->m_TileBuffering = pCommand->m_pCapabilities->m_2DArrayTextures || pCommand->m_pCapabilities->m_3DTextures;
pCommand->m_pCapabilities->m_QuadBuffering = false;
pCommand->m_pCapabilities->m_TextBuffering = false;
pCommand->m_pCapabilities->m_QuadContainerBuffering = false;
}
else if(MajorV == 2)
{
pCommand->m_pCapabilities->m_MipMapping = true;
// check for context extension: 2D array texture and its max size
pCommand->m_pCapabilities->m_3DTextures = false;
pCommand->m_pCapabilities->m_2DArrayTextures = false;
pCommand->m_pCapabilities->m_ShaderSupport = false;
if(MinorV >= 1)
pCommand->m_pCapabilities->m_ShaderSupport = true;
int Texture3DSize = 0;
glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &Texture3DSize);
if(Texture3DSize >= 256)
{
pCommand->m_pCapabilities->m_3DTextures = true;
}
// check for array texture extension
if(pCommand->m_pCapabilities->m_ShaderSupport && GLEW_EXT_texture_array)
{
int TextureLayers = 0;
glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS_EXT, &TextureLayers);
if(TextureLayers >= 256)
{
pCommand->m_pCapabilities->m_2DArrayTextures = true;
pCommand->m_pCapabilities->m_2DArrayTexturesAsExtension = true;
}
}
pCommand->m_pCapabilities->m_TileBuffering = pCommand->m_pCapabilities->m_2DArrayTextures || pCommand->m_pCapabilities->m_3DTextures;
pCommand->m_pCapabilities->m_QuadBuffering = false;
pCommand->m_pCapabilities->m_TextBuffering = false;
pCommand->m_pCapabilities->m_QuadContainerBuffering = false;
if(GLEW_ARB_texture_non_power_of_two || pCommand->m_GlewMajor > 2)
pCommand->m_pCapabilities->m_NPOTTextures = true;
else
{
pCommand->m_pCapabilities->m_NPOTTextures = false;
}
if(!pCommand->m_pCapabilities->m_NPOTTextures || (!pCommand->m_pCapabilities->m_3DTextures && !pCommand->m_pCapabilities->m_2DArrayTextures))
{
*pCommand->m_pInitError = -2;
pCommand->m_pCapabilities->m_ContextMajor = 1;
pCommand->m_pCapabilities->m_ContextMinor = 5;
pCommand->m_pCapabilities->m_ContextPatch = 0;
}
}
else if(MajorV < 2)
{
pCommand->m_pCapabilities->m_TileBuffering = false;
pCommand->m_pCapabilities->m_QuadBuffering = false;
pCommand->m_pCapabilities->m_TextBuffering = false;
pCommand->m_pCapabilities->m_QuadContainerBuffering = false;
pCommand->m_pCapabilities->m_ShaderSupport = false;
pCommand->m_pCapabilities->m_MipMapping = false;
pCommand->m_pCapabilities->m_3DTextures = false;
pCommand->m_pCapabilities->m_2DArrayTextures = false;
pCommand->m_pCapabilities->m_NPOTTextures = false;
}
}
}
void CCommandProcessorFragment_SDL::Cmd_Update_Viewport(const SCommand_Update_Viewport *pCommand)
{
glViewport(pCommand->m_X, pCommand->m_Y, pCommand->m_Width, pCommand->m_Height);
}
void CCommandProcessorFragment_SDL::Cmd_Shutdown(const SCommand_Shutdown *pCommand)
{
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SDL_GL_MakeCurrent(NULL, NULL);
}
void CCommandProcessorFragment_SDL::Cmd_Swap(const CCommandBuffer::SCommand_Swap *pCommand)
{
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SDL_GL_SwapWindow(m_pWindow);
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if(pCommand->m_Finish)
glFinish();
}
void CCommandProcessorFragment_SDL::Cmd_VSync(const CCommandBuffer::SCommand_VSync *pCommand)
{
*pCommand->m_pRetOk = SDL_GL_SetSwapInterval(pCommand->m_VSync) == 0;
}
void CCommandProcessorFragment_SDL::Cmd_Resize(const CCommandBuffer::SCommand_Resize *pCommand)
{
glViewport(0, 0, pCommand->m_Width, pCommand->m_Height);
}
void CCommandProcessorFragment_SDL::Cmd_VideoModes(const CCommandBuffer::SCommand_VideoModes *pCommand)
{
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SDL_DisplayMode mode;
int maxModes = SDL_GetNumDisplayModes(pCommand->m_Screen),
numModes = 0;
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for(int i = 0; i < maxModes; i++)
{
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if(SDL_GetDisplayMode(pCommand->m_Screen, i, &mode) < 0)
{
dbg_msg("gfx", "unable to get display mode: %s", SDL_GetError());
continue;
}
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bool AlreadyFound = false;
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for(int j = 0; j < numModes; j++)
{
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if(pCommand->m_pModes[j].m_Width == mode.w && pCommand->m_pModes[j].m_Height == mode.h)
{
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AlreadyFound = true;
break;
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}
}
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if(AlreadyFound)
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continue;
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pCommand->m_pModes[numModes].m_Width = mode.w;
pCommand->m_pModes[numModes].m_Height = mode.h;
pCommand->m_pModes[numModes].m_Red = 8;
pCommand->m_pModes[numModes].m_Green = 8;
pCommand->m_pModes[numModes].m_Blue = 8;
numModes++;
}
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*pCommand->m_pNumModes = numModes;
}
CCommandProcessorFragment_SDL::CCommandProcessorFragment_SDL()
{
}
bool CCommandProcessorFragment_SDL::RunCommand(const CCommandBuffer::SCommand *pBaseCommand)
{
switch(pBaseCommand->m_Cmd)
{
case CCommandBuffer::CMD_SWAP: Cmd_Swap(static_cast<const CCommandBuffer::SCommand_Swap *>(pBaseCommand)); break;
case CCommandBuffer::CMD_VSYNC: Cmd_VSync(static_cast<const CCommandBuffer::SCommand_VSync *>(pBaseCommand)); break;
case CCommandBuffer::CMD_RESIZE: Cmd_Resize(static_cast<const CCommandBuffer::SCommand_Resize *>(pBaseCommand)); break;
case CCommandBuffer::CMD_VIDEOMODES: Cmd_VideoModes(static_cast<const CCommandBuffer::SCommand_VideoModes *>(pBaseCommand)); break;
case CMD_INIT: Cmd_Init(static_cast<const SCommand_Init *>(pBaseCommand)); break;
case CMD_SHUTDOWN: Cmd_Shutdown(static_cast<const SCommand_Shutdown *>(pBaseCommand)); break;
case CMD_UPDATE_VIEWPORT: Cmd_Update_Viewport(static_cast<const SCommand_Update_Viewport *>(pBaseCommand)); break;
default: return false;
}
return true;
}
// ------------ CCommandProcessor_SDL_OpenGL
void CCommandProcessor_SDL_OpenGL::RunBuffer(CCommandBuffer *pBuffer)
{
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for(CCommandBuffer::SCommand *pCommand = pBuffer->Head(); pCommand; pCommand = pCommand->m_pNext)
{
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if(m_pOpenGL->RunCommand(pCommand))
continue;
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if(m_SDL.RunCommand(pCommand))
continue;
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if(m_General.RunCommand(pCommand))
continue;
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dbg_msg("gfx", "unknown command %d", pCommand->m_Cmd);
}
}
CCommandProcessor_SDL_OpenGL::CCommandProcessor_SDL_OpenGL(int OpenGLMajor, int OpenGLMinor, int OpenGLPatch)
{
if(OpenGLMajor < 2)
{
m_pOpenGL = new CCommandProcessorFragment_OpenGL();
}
if(OpenGLMajor == 2)
{
m_pOpenGL = new CCommandProcessorFragment_OpenGL2();
}
if(OpenGLMajor == 3 && OpenGLMinor == 0)
{
m_pOpenGL = new CCommandProcessorFragment_OpenGL3();
}
else if((OpenGLMajor == 3 && OpenGLMinor == 3) || OpenGLMajor >= 4)
{
m_pOpenGL = new CCommandProcessorFragment_OpenGL3_3();
}
}
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CCommandProcessor_SDL_OpenGL::~CCommandProcessor_SDL_OpenGL()
{
delete m_pOpenGL;
}
// ------------ CGraphicsBackend_SDL_OpenGL
static void GetGlewVersion(int &GlewMajor, int &GlewMinor, int &GlewPatch)
{
#ifdef GLEW_VERSION_4_6
if(GLEW_VERSION_4_6)
{
GlewMajor = 4;
GlewMinor = 6;
GlewPatch = 0;
return;
}
#endif
if(GLEW_VERSION_4_5)
{
GlewMajor = 4;
GlewMinor = 5;
GlewPatch = 0;
return;
}
if(GLEW_VERSION_4_4)
{
GlewMajor = 4;
GlewMinor = 4;
GlewPatch = 0;
return;
}
if(GLEW_VERSION_4_3)
{
GlewMajor = 4;
GlewMinor = 3;
GlewPatch = 0;
return;
}
if(GLEW_VERSION_4_2)
{
GlewMajor = 4;
GlewMinor = 2;
GlewPatch = 0;
return;
}
if(GLEW_VERSION_4_1)
{
GlewMajor = 4;
GlewMinor = 1;
GlewPatch = 0;
return;
}
if(GLEW_VERSION_4_0)
{
GlewMajor = 4;
GlewMinor = 0;
GlewPatch = 0;
return;
}
if(GLEW_VERSION_3_3)
{
GlewMajor = 3;
GlewMinor = 3;
GlewPatch = 0;
return;
}
if(GLEW_VERSION_3_0)
{
GlewMajor = 3;
GlewMinor = 0;
GlewPatch = 0;
return;
}
if(GLEW_VERSION_2_1)
{
GlewMajor = 2;
GlewMinor = 1;
GlewPatch = 0;
return;
}
if(GLEW_VERSION_2_0)
{
GlewMajor = 2;
GlewMinor = 0;
GlewPatch = 0;
return;
}
if(GLEW_VERSION_1_5)
{
GlewMajor = 1;
GlewMinor = 5;
GlewPatch = 0;
return;
}
if(GLEW_VERSION_1_4)
{
GlewMajor = 1;
GlewMinor = 4;
GlewPatch = 0;
return;
}
if(GLEW_VERSION_1_3)
{
GlewMajor = 1;
GlewMinor = 3;
GlewPatch = 0;
return;
}
if(GLEW_VERSION_1_2_1)
{
GlewMajor = 1;
GlewMinor = 2;
GlewPatch = 1;
return;
}
if(GLEW_VERSION_1_2)
{
GlewMajor = 1;
GlewMinor = 2;
GlewPatch = 0;
return;
}
if(GLEW_VERSION_1_1)
{
GlewMajor = 1;
GlewMinor = 1;
GlewPatch = 0;
return;
}
}
static int IsVersionSupportedGlew(int VersionMajor, int VersionMinor, int VersionPatch, int GlewMajor, int GlewMinor, int GlewPatch)
{
int InitError = 0;
if(VersionMajor >= 4 && GlewMajor < 4)
{
InitError = -1;
}
else if(VersionMajor >= 3 && GlewMajor < 3)
{
InitError = -1;
}
else if(VersionMajor == 3 && GlewMajor == 3)
{
if(VersionMinor >= 3 && GlewMinor < 3)
{
InitError = -1;
}
if(VersionMinor >= 2 && GlewMinor < 2)
{
InitError = -1;
}
if(VersionMinor >= 1 && GlewMinor < 1)
{
InitError = -1;
}
if(VersionMinor >= 0 && GlewMinor < 0)
{
InitError = -1;
}
}
else if(VersionMajor >= 2 && GlewMajor < 2)
{
InitError = -1;
}
else if(VersionMajor == 2 && GlewMajor == 2)
{
if(VersionMinor >= 1 && GlewMinor < 1)
{
InitError = -1;
}
if(VersionMinor >= 0 && GlewMinor < 0)
{
InitError = -1;
}
}
else if(VersionMajor >= 1 && GlewMajor < 1)
{
InitError = -1;
}
else if(VersionMajor == 1 && GlewMajor == 1)
{
if(VersionMinor >= 5 && GlewMinor < 5)
{
InitError = -1;
}
if(VersionMinor >= 4 && GlewMinor < 4)
{
InitError = -1;
}
if(VersionMinor >= 3 && GlewMinor < 3)
{
InitError = -1;
}
if(VersionMinor >= 2 && GlewMinor < 2)
{
InitError = -1;
}
else if(VersionMinor == 2 && GlewMinor == 2)
{
if(VersionPatch >= 1 && GlewPatch < 1)
{
InitError = -1;
}
if(VersionPatch >= 0 && GlewPatch < 0)
{
InitError = -1;
}
}
if(VersionMinor >= 1 && GlewMinor < 1)
{
InitError = -1;
}
if(VersionMinor >= 0 && GlewMinor < 0)
{
InitError = -1;
}
}
return InitError;
}
int CGraphicsBackend_SDL_OpenGL::Init(const char *pName, int *Screen, int *pWidth, int *pHeight, int FsaaSamples, int Flags, int *pDesktopWidth, int *pDesktopHeight, int *pCurrentWidth, int *pCurrentHeight, IStorage *pStorage)
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{
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// print sdl version
{
SDL_version Compiled;
SDL_version Linked;
SDL_VERSION(&Compiled);
SDL_GetVersion(&Linked);
dbg_msg("sdl", "SDL version %d.%d.%d (compiled = %d.%d.%d)", Linked.major, Linked.minor, Linked.patch,
Compiled.major, Compiled.minor, Compiled.patch);
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}
if(!SDL_WasInit(SDL_INIT_VIDEO))
{
if(SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
{
dbg_msg("gfx", "unable to init SDL video: %s", SDL_GetError());
return EGraphicsBackendErrorCodes::GRAPHICS_BACKEND_ERROR_CODE_SDL_INIT_FAILED;
}
}
SDL_ClearError();
const char *pErr = NULL;
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// Query default values, since they are platform dependent
static bool s_InitDefaultParams = false;
static int s_SDLGLContextProfileMask, s_SDLGLContextMajorVersion, s_SDLGLContextMinorVersion;
static bool s_TriedOpenGL3Context = false;
if(!s_InitDefaultParams)
{
SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &s_SDLGLContextProfileMask);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &s_SDLGLContextMajorVersion);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &s_SDLGLContextMinorVersion);
s_InitDefaultParams = true;
}
//clamp the versions to existing versions(only for OpenGL major <= 3)
if(g_Config.m_GfxOpenGLMajor == 1)
{
g_Config.m_GfxOpenGLMinor = clamp(g_Config.m_GfxOpenGLMinor, 1, 5);
if(g_Config.m_GfxOpenGLMinor == 2)
g_Config.m_GfxOpenGLPatch = clamp(g_Config.m_GfxOpenGLPatch, 0, 1);
else
g_Config.m_GfxOpenGLPatch = 0;
}
else if(g_Config.m_GfxOpenGLMajor == 2)
{
g_Config.m_GfxOpenGLMinor = clamp(g_Config.m_GfxOpenGLMinor, 0, 1);
g_Config.m_GfxOpenGLPatch = 0;
}
else if(g_Config.m_GfxOpenGLMajor == 3)
{
g_Config.m_GfxOpenGLMinor = clamp(g_Config.m_GfxOpenGLMinor, 0, 3);
if(g_Config.m_GfxOpenGLMinor < 3)
g_Config.m_GfxOpenGLMinor = 0;
g_Config.m_GfxOpenGLPatch = 0;
}
// if OpenGL3 context was tried to be created, but failed, we have to restore the old context attributes
bool IsNewOpenGL = (g_Config.m_GfxOpenGLMajor == 3 && g_Config.m_GfxOpenGLMinor == 3) || g_Config.m_GfxOpenGLMajor >= 4;
if(s_TriedOpenGL3Context && !IsNewOpenGL)
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{
s_TriedOpenGL3Context = false;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, s_SDLGLContextProfileMask);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, s_SDLGLContextMajorVersion);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, s_SDLGLContextMinorVersion);
}
m_UseNewOpenGL = false;
if(IsNewOpenGL)
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{
s_TriedOpenGL3Context = true;
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if(SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE) == 0)
{
pErr = SDL_GetError();
if(pErr[0] != '\0')
{
dbg_msg("gfx", "Using old OpenGL context, because an error occurred while trying to use OpenGL context %zu.%zu: %s.", (size_t)g_Config.m_GfxOpenGLMajor, (size_t)g_Config.m_GfxOpenGLMinor, pErr);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, s_SDLGLContextProfileMask);
}
else
{
if(SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, g_Config.m_GfxOpenGLMajor) == 0 && SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, g_Config.m_GfxOpenGLMinor) == 0)
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{
pErr = SDL_GetError();
if(pErr[0] != '\0')
{
dbg_msg("gfx", "Using old OpenGL context, because an error occurred while trying to use OpenGL context %zu.%zu: %s.", (size_t)g_Config.m_GfxOpenGLMajor, (size_t)g_Config.m_GfxOpenGLMinor, pErr);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, s_SDLGLContextMajorVersion);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, s_SDLGLContextMinorVersion);
}
else
{
m_UseNewOpenGL = true;
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int vMaj, vMin;
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &vMaj);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &vMin);
dbg_msg("gfx", "Using OpenGL version %d.%d.", vMaj, vMin);
}
}
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else
{
dbg_msg("gfx", "Couldn't create OpenGL %zu.%zu context.", (size_t)g_Config.m_GfxOpenGLMajor, (size_t)g_Config.m_GfxOpenGLMinor);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, s_SDLGLContextMajorVersion);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, s_SDLGLContextMinorVersion);
}
}
}
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else
{
//set default attributes
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, s_SDLGLContextProfileMask);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, s_SDLGLContextMajorVersion);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, s_SDLGLContextMinorVersion);
}
}
//if non standard opengl, set it
else if(s_SDLGLContextMajorVersion != g_Config.m_GfxOpenGLMajor || s_SDLGLContextMinorVersion != g_Config.m_GfxOpenGLMinor)
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, g_Config.m_GfxOpenGLMajor);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, g_Config.m_GfxOpenGLMinor);
dbg_msg("gfx", "Created OpenGL %zu.%zu context.", (size_t)g_Config.m_GfxOpenGLMajor, (size_t)g_Config.m_GfxOpenGLMinor);
if(g_Config.m_GfxOpenGLMajor == 3 && g_Config.m_GfxOpenGLMinor == 0)
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
}
}
// set screen
SDL_Rect ScreenPos;
m_NumScreens = SDL_GetNumVideoDisplays();
if(m_NumScreens > 0)
{
if(*Screen < 0 || *Screen >= m_NumScreens)
*Screen = 0;
if(SDL_GetDisplayBounds(*Screen, &ScreenPos) != 0)
{
dbg_msg("gfx", "unable to retrieve screen information: %s", SDL_GetError());
return EGraphicsBackendErrorCodes::GRAPHICS_BACKEND_ERROR_CODE_SDL_SCREEN_INFO_REQUEST_FAILED;
}
}
else
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{
dbg_msg("gfx", "unable to retrieve number of screens: %s", SDL_GetError());
return EGraphicsBackendErrorCodes::GRAPHICS_BACKEND_ERROR_CODE_SDL_SCREEN_REQUEST_FAILED;
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}
// store desktop resolution for settings reset button
SDL_DisplayMode DisplayMode;
if(SDL_GetDesktopDisplayMode(*Screen, &DisplayMode))
{
dbg_msg("gfx", "unable to get desktop resolution: %s", SDL_GetError());
return EGraphicsBackendErrorCodes::GRAPHICS_BACKEND_ERROR_CODE_SDL_SCREEN_RESOLUTION_REQUEST_FAILED;
}
*pDesktopWidth = DisplayMode.w;
*pDesktopHeight = DisplayMode.h;
// use desktop resolution as default resolution
if(*pWidth == 0 || *pHeight == 0)
{
*pWidth = *pDesktopWidth;
*pHeight = *pDesktopHeight;
}
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// set flags
int SdlFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_INPUT_GRABBED | SDL_WINDOW_INPUT_FOCUS | SDL_WINDOW_MOUSE_FOCUS;
if(Flags & IGraphicsBackend::INITFLAG_HIGHDPI)
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SdlFlags |= SDL_WINDOW_ALLOW_HIGHDPI;
if(Flags & IGraphicsBackend::INITFLAG_RESIZABLE)
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SdlFlags |= SDL_WINDOW_RESIZABLE;
if(Flags & IGraphicsBackend::INITFLAG_BORDERLESS)
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SdlFlags |= SDL_WINDOW_BORDERLESS;
if(Flags & IGraphicsBackend::INITFLAG_FULLSCREEN)
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{
// when we are at fullscreen, we really shouldn't allow window sizes, that aren't supported by the driver
bool SupportedResolution = false;
SDL_DisplayMode mode;
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int maxModes = SDL_GetNumDisplayModes(g_Config.m_GfxScreen);
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for(int i = 0; i < maxModes; i++)
{
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if(SDL_GetDisplayMode(g_Config.m_GfxScreen, i, &mode) < 0)
{
dbg_msg("gfx", "unable to get display mode: %s", SDL_GetError());
continue;
}
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if(*pWidth == mode.w && *pHeight == mode.h)
{
SupportedResolution = true;
break;
}
}
if(SupportedResolution)
SdlFlags |= SDL_WINDOW_FULLSCREEN;
else
SdlFlags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
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}
// set gl attributes
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
if(FsaaSamples)
{
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, FsaaSamples);
}
else
{
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
}
if(g_Config.m_InpMouseOld)
SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_MODE_WARP, "1");
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m_pWindow = SDL_CreateWindow(
pName,
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SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
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*pWidth,
*pHeight,
SdlFlags);
// set caption
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if(m_pWindow == NULL)
{
dbg_msg("gfx", "unable to create window: %s", SDL_GetError());
return EGraphicsBackendErrorCodes::GRAPHICS_BACKEND_ERROR_CODE_SDL_WINDOW_CREATE_FAILED;
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}
m_GLContext = SDL_GL_CreateContext(m_pWindow);
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if(m_GLContext == NULL)
{
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dbg_msg("gfx", "unable to create OpenGL context: %s", SDL_GetError());
return EGraphicsBackendErrorCodes::GRAPHICS_BACKEND_ERROR_CODE_OPENGL_CONTEXT_FAILED;
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}
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//support graphic cards that are pretty old(and linux)
glewExperimental = GL_TRUE;
if(GLEW_OK != glewInit())
return EGraphicsBackendErrorCodes::GRAPHICS_BACKEND_ERROR_CODE_UNKNOWN;
int GlewMajor = 0;
int GlewMinor = 0;
int GlewPatch = 0;
GetGlewVersion(GlewMajor, GlewMinor, GlewPatch);
int InitError = 0;
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const char *pErrorStr = NULL;
InitError = IsVersionSupportedGlew(g_Config.m_GfxOpenGLMajor, g_Config.m_GfxOpenGLMinor, g_Config.m_GfxOpenGLPatch, GlewMajor, GlewMinor, GlewPatch);
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SDL_GL_GetDrawableSize(m_pWindow, pCurrentWidth, pCurrentHeight);
SDL_GL_SetSwapInterval(Flags & IGraphicsBackend::INITFLAG_VSYNC ? 1 : 0);
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SDL_GL_MakeCurrent(NULL, NULL);
if(InitError != 0)
{
SDL_GL_DeleteContext(m_GLContext);
SDL_DestroyWindow(m_pWindow);
// try setting to glew supported version
g_Config.m_GfxOpenGLMajor = GlewMajor;
g_Config.m_GfxOpenGLMinor = GlewMinor;
g_Config.m_GfxOpenGLPatch = GlewPatch;
return EGraphicsBackendErrorCodes::GRAPHICS_BACKEND_ERROR_CODE_OPENGL_VERSION_FAILED;
}
// start the command processor
m_pProcessor = new CCommandProcessor_SDL_OpenGL(g_Config.m_GfxOpenGLMajor, g_Config.m_GfxOpenGLMinor, g_Config.m_GfxOpenGLPatch);
StartProcessor(m_pProcessor);
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mem_zero(m_aErrorString, sizeof(m_aErrorString) / sizeof(m_aErrorString[0]));
// issue init commands for OpenGL and SDL
CCommandBuffer CmdBuffer(1024, 512);
//run sdl first to have the context in the thread
CCommandProcessorFragment_SDL::SCommand_Init CmdSDL;
CmdSDL.m_pWindow = m_pWindow;
CmdSDL.m_GLContext = m_GLContext;
CmdSDL.m_pCapabilities = &m_Capabilites;
CmdSDL.m_RequestedMajor = g_Config.m_GfxOpenGLMajor;
CmdSDL.m_RequestedMinor = g_Config.m_GfxOpenGLMinor;
CmdSDL.m_RequestedPatch = g_Config.m_GfxOpenGLPatch;
CmdSDL.m_GlewMajor = GlewMajor;
CmdSDL.m_GlewMinor = GlewMinor;
CmdSDL.m_GlewPatch = GlewPatch;
CmdSDL.m_pInitError = &InitError;
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CmdSDL.m_pErrStringPtr = &pErrorStr;
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CmdSDL.m_pVendorString = m_aVendorString;
CmdSDL.m_pVersionString = m_aVersionString;
CmdSDL.m_pRendererString = m_aRendererString;
CmdBuffer.AddCommand(CmdSDL);
RunBuffer(&CmdBuffer);
WaitForIdle();
CmdBuffer.Reset();
if(InitError == 0)
{
CCommandProcessorFragment_OpenGL::SCommand_Init CmdOpenGL;
CmdOpenGL.m_pTextureMemoryUsage = &m_TextureMemoryUsage;
CmdOpenGL.m_pStorage = pStorage;
CmdOpenGL.m_pCapabilities = &m_Capabilites;
CmdOpenGL.m_pInitError = &InitError;
CmdBuffer.AddCommand(CmdOpenGL);
RunBuffer(&CmdBuffer);
WaitForIdle();
CmdBuffer.Reset();
if(InitError == -2)
{
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CCommandProcessorFragment_OpenGL::SCommand_Shutdown CmdGL;
CmdBuffer.AddCommand(CmdGL);
RunBuffer(&CmdBuffer);
WaitForIdle();
CmdBuffer.Reset();
g_Config.m_GfxOpenGLMajor = 1;
g_Config.m_GfxOpenGLMinor = 5;
g_Config.m_GfxOpenGLPatch = 0;
}
}
if(InitError != 0)
{
CCommandProcessorFragment_SDL::SCommand_Shutdown Cmd;
CmdBuffer.AddCommand(Cmd);
RunBuffer(&CmdBuffer);
WaitForIdle();
CmdBuffer.Reset();
// stop and delete the processor
StopProcessor();
delete m_pProcessor;
m_pProcessor = 0;
SDL_GL_DeleteContext(m_GLContext);
SDL_DestroyWindow(m_pWindow);
// try setting to version string's supported version
if(InitError == -2)
{
g_Config.m_GfxOpenGLMajor = m_Capabilites.m_ContextMajor;
g_Config.m_GfxOpenGLMinor = m_Capabilites.m_ContextMinor;
g_Config.m_GfxOpenGLPatch = m_Capabilites.m_ContextPatch;
}
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if(pErrorStr != NULL)
{
str_copy(m_aErrorString, pErrorStr, sizeof(m_aErrorString) / sizeof(m_aErrorString[0]));
}
return EGraphicsBackendErrorCodes::GRAPHICS_BACKEND_ERROR_CODE_OPENGL_VERSION_FAILED;
}
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if(SetWindowScreen(g_Config.m_GfxScreen))
{
// query the current displaymode, when running in fullscreen
// this is required if DPI scaling is active
if(SdlFlags & SDL_WINDOW_FULLSCREEN)
{
SDL_DisplayMode CurrentDisplayMode;
SDL_GetCurrentDisplayMode(g_Config.m_GfxScreen, &CurrentDisplayMode);
*pCurrentWidth = CurrentDisplayMode.w;
*pCurrentHeight = CurrentDisplayMode.h;
// since the window is centered, calculate how much the viewport has to be fixed
//int XOverflow = (*pWidth > *pCurrentWidth ? (*pWidth - *pCurrentWidth) : 0);
//int YOverflow = (*pHeight > *pCurrentHeight ? (*pHeight - *pCurrentHeight) : 0);
//TODO: current problem is, that the opengl driver knows about the scaled display,
//so the viewport cannot be adjusted for resolutions, that are higher than allowed by the display driver
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CCommandProcessorFragment_SDL::SCommand_Update_Viewport CmdSDL;
CmdSDL.m_X = 0;
CmdSDL.m_Y = 0;
CmdSDL.m_Width = CurrentDisplayMode.w;
CmdSDL.m_Height = CurrentDisplayMode.h;
CmdBuffer.AddCommand(CmdSDL);
RunBuffer(&CmdBuffer);
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WaitForIdle();
CmdBuffer.Reset();
}
}
// return
return EGraphicsBackendErrorCodes::GRAPHICS_BACKEND_ERROR_CODE_NONE;
}
int CGraphicsBackend_SDL_OpenGL::Shutdown()
{
// issue a shutdown command
CCommandBuffer CmdBuffer(1024, 512);
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CCommandProcessorFragment_OpenGL::SCommand_Shutdown CmdGL;
CmdBuffer.AddCommand(CmdGL);
RunBuffer(&CmdBuffer);
WaitForIdle();
CmdBuffer.Reset();
CCommandProcessorFragment_SDL::SCommand_Shutdown Cmd;
CmdBuffer.AddCommand(Cmd);
RunBuffer(&CmdBuffer);
WaitForIdle();
CmdBuffer.Reset();
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// stop and delete the processor
StopProcessor();
delete m_pProcessor;
m_pProcessor = 0;
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SDL_GL_DeleteContext(m_GLContext);
SDL_DestroyWindow(m_pWindow);
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return 0;
}
int CGraphicsBackend_SDL_OpenGL::MemoryUsage() const
{
return m_TextureMemoryUsage;
}
void CGraphicsBackend_SDL_OpenGL::Minimize()
{
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SDL_MinimizeWindow(m_pWindow);
}
void CGraphicsBackend_SDL_OpenGL::Maximize()
{
// TODO: SDL
}
bool CGraphicsBackend_SDL_OpenGL::Fullscreen(bool State)
{
#if defined(CONF_PLATFORM_MACOS) // Todo SDL: remove this when fixed (game freezes when losing focus in fullscreen)
return SDL_SetWindowFullscreen(m_pWindow, State ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0) == 0;
#else
return SDL_SetWindowFullscreen(m_pWindow, State ? SDL_WINDOW_FULLSCREEN : 0) == 0;
#endif
}
void CGraphicsBackend_SDL_OpenGL::SetWindowBordered(bool State)
{
SDL_SetWindowBordered(m_pWindow, SDL_bool(State));
}
bool CGraphicsBackend_SDL_OpenGL::SetWindowScreen(int Index)
{
if(Index >= 0 && Index < m_NumScreens)
{
SDL_Rect ScreenPos;
if(SDL_GetDisplayBounds(Index, &ScreenPos) == 0)
{
SDL_SetWindowPosition(m_pWindow,
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SDL_WINDOWPOS_CENTERED_DISPLAY(Index),
SDL_WINDOWPOS_CENTERED_DISPLAY(Index));
return true;
}
}
return false;
}
int CGraphicsBackend_SDL_OpenGL::GetWindowScreen()
{
return SDL_GetWindowDisplayIndex(m_pWindow);
}
int CGraphicsBackend_SDL_OpenGL::WindowActive()
{
return SDL_GetWindowFlags(m_pWindow) & SDL_WINDOW_INPUT_FOCUS;
}
int CGraphicsBackend_SDL_OpenGL::WindowOpen()
{
return SDL_GetWindowFlags(m_pWindow) & SDL_WINDOW_SHOWN;
}
void CGraphicsBackend_SDL_OpenGL::SetWindowGrab(bool Grab)
{
SDL_SetWindowGrab(m_pWindow, Grab ? SDL_TRUE : SDL_FALSE);
}
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void CGraphicsBackend_SDL_OpenGL::ResizeWindow(int w, int h)
{
SDL_SetWindowSize(m_pWindow, w, h);
}
void CGraphicsBackend_SDL_OpenGL::GetViewportSize(int &w, int &h)
{
SDL_GL_GetDrawableSize(m_pWindow, &w, &h);
}
void CGraphicsBackend_SDL_OpenGL::NotifyWindow()
{
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// get window handle
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if(!SDL_GetWindowWMInfo(m_pWindow, &info))
{
dbg_msg("gfx", "unable to obtain window handle");
return;
}
#if defined(CONF_FAMILY_WINDOWS)
FLASHWINFO desc;
desc.cbSize = sizeof(desc);
desc.hwnd = info.info.win.window;
desc.dwFlags = FLASHW_TRAY;
desc.uCount = 3; // flash 3 times
desc.dwTimeout = 0;
FlashWindowEx(&desc);
#elif defined(SDL_VIDEO_DRIVER_X11) && !defined(CONF_PLATFORM_MACOS)
Display *dpy = info.info.x11.display;
Window win = info.info.x11.window;
// Old hints
XWMHints *wmhints;
wmhints = XAllocWMHints();
wmhints->flags = XUrgencyHint;
XSetWMHints(dpy, win, wmhints);
XFree(wmhints);
// More modern way of notifying
static Atom demandsAttention = XInternAtom(dpy, "_NET_WM_STATE_DEMANDS_ATTENTION", true);
static Atom wmState = XInternAtom(dpy, "_NET_WM_STATE", true);
XChangeProperty(dpy, win, wmState, XA_ATOM, 32, PropModeReplace,
(unsigned char *)&demandsAttention, 1);
#endif
}
IGraphicsBackend *CreateGraphicsBackend() { return new CGraphicsBackend_SDL_OpenGL; }