Do more aggressive analysis and check all gl Functions that were used and added in 2.0

This commit is contained in:
Jupeyy 2020-09-05 10:22:24 +02:00
parent 145d3244db
commit 7ca716fb3f
3 changed files with 319 additions and 235 deletions

View file

@ -414,6 +414,24 @@ void CCommandProcessorFragment_OpenGL::SetState(const CCommandBuffer::SState &St
{
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, m_aTextures[State.m_Texture].m_Tex);
if(m_aTextures[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);
};
m_aTextures[State.m_Texture].m_LastWrapMode = State.m_WrapMode;
}
}
else
{
@ -435,20 +453,6 @@ void CCommandProcessorFragment_OpenGL::SetState(const CCommandBuffer::SState &St
}
}
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);
};
// screen mapping
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
@ -560,6 +564,7 @@ void CCommandProcessorFragment_OpenGL::DestroyTexture(int Slot)
m_aTextures[Slot].m_Sampler = 0;
m_aTextures[Slot].m_Tex2DArray = 0;
m_aTextures[Slot].m_Sampler2DArray = 0;
m_aTextures[Slot].m_LastWrapMode = CCommandBuffer::WRAP_REPEAT;
}
void CCommandProcessorFragment_OpenGL::Cmd_Texture_Destroy(const CCommandBuffer::SCommand_Texture_Destroy *pCommand)
@ -780,6 +785,9 @@ void CCommandProcessorFragment_OpenGL::Cmd_Texture_Create(const CCommandBuffer::
}
}
// This is the initial value for the wrap modes
m_aTextures[pCommand->m_Slot].m_LastWrapMode = CCommandBuffer::WRAP_REPEAT;
// calculate memory usage
m_aTextures[pCommand->m_Slot].m_MemSize = Width*Height*pCommand->m_PixelSize;
while(Width > 2 && Height > 2)
@ -1110,30 +1118,165 @@ void CCommandProcessorFragment_OpenGL2::SetState(const CCommandBuffer::SState &S
}
}
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 = 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);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// create fake texture 64x64
uint8_t aFakeTexture[64*64*4];
// 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 };
size_t SingleImageSize = 4 * 4 * 4;
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 = aFakeTexture + (ptrdiff_t)(SingleImageSize * d);
uint8_t *pCurFakeTexture = pFakeTexture + (ptrdiff_t)(SingleImageSize * d);
uint8_t aCurColorUint8[4 * 4 * 4];
for(size_t y = 0; y < 4; ++y)
uint8_t aCurColorUint8[SingleImageWidth * SingleImageHeight * 4];
for(size_t y = 0; y < SingleImageHeight; ++y)
{
for(size_t x = 0; x < 4; ++x)
for(size_t x = 0; x < SingleImageWidth; ++x)
{
for(size_t i = 0; i < 4; ++i)
{
aCurColorUint8[(y * 4 * 4) + (x * 4) + i] = (uint8_t)aCurColor[i];
aCurColorUint8[(y * SingleImageWidth * 4) + (x * 4) + i] = (uint8_t)aCurColor[i];
}
}
}
@ -1182,7 +1325,7 @@ bool CCommandProcessorFragment_OpenGL2::IsTileMapAnalysisSucceeded()
glTexParameteri(Target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(Target, GL_TEXTURE_WRAP_R, GL_MIRRORED_REPEAT);
glTexImage3D(Target, 0, GL_RGBA, 64 / 16, 64 / 16, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, aFakeTexture);
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);
@ -1195,7 +1338,7 @@ bool CCommandProcessorFragment_OpenGL2::IsTileMapAnalysisSucceeded()
{
glDisable(m_2DArrayTarget);
}
int Slot = 0;
if(!m_Has2DArrayTextures)
{
glEnable(GL_TEXTURE_3D);
@ -1206,35 +1349,8 @@ bool CCommandProcessorFragment_OpenGL2::IsTileMapAnalysisSucceeded()
glEnable(m_2DArrayTarget);
glBindTexture(m_2DArrayTarget, FakeTexture);
}
if(m_HasShaders)
{
CGLSLPrimitiveProgram *pProgram = m_pPrimitive3DProgramTextured;
UseProgram(pProgram);
pProgram->SetUniform(pProgram->m_LocTextureSampler, Slot);
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);
}
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)));
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)
@ -1293,210 +1409,177 @@ bool CCommandProcessorFragment_OpenGL2::IsTileMapAnalysisSucceeded()
{
pVertexBefore[n].m_Tex.w = i;
}
else {
else
{
pVertexBefore[n].m_Tex.w = (i + 0.5f) / 256.f;
}
}
if(VertexCount > sizeof(m_aStreamVertices) / sizeof(m_aStreamVertices[0]))
{
glDrawArrays(GL_QUADS, 0, VertexCount);
VertexCount = 0;
}
}
glDrawArrays(GL_QUADS, 0, VertexCount);
//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);
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];
// we allocate one more row to use when we are flipping the texture
size_t PixelDataSize = w*(h+1)*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)sizeof(aFakeTexture));
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;
return NoError;
}
void CCommandProcessorFragment_OpenGL2::Cmd_Init(const SCommand_Init *pCommand)
{
CCommandProcessorFragment_OpenGL::Cmd_Init(pCommand);
m_HasShaders = pCommand->m_pCapabilities->m_ShaderSupport;
bool HasAllFunc = true;
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);
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(g_Config.m_GfxDid3DTextureAnalysis == 0)
if(HasAllFunc)
{
AnalysisCorrect = IsTileMapAnalysisSucceeded();
if(AnalysisCorrect)
if(m_HasShaders)
{
g_Config.m_GfxDid3DTextureAnalysis = 1;
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)
if(!AnalysisCorrect || !HasAllFunc)
{
// downgrade to opengl 1.5
*pCommand->m_pInitError = -2;

View file

@ -231,6 +231,7 @@ class CCommandProcessorFragment_OpenGL2 : public CCommandProcessorFragment_OpenG
std::vector<SBufferObject> m_BufferObjectIndices;
bool DoAnalyzeStep(size_t StepN, size_t CheckCount, size_t VerticesCount, uint8_t aFakeTexture[], size_t SingleImageSize);
bool IsTileMapAnalysisSucceeded();
void RenderBorderTileEmulation(SBufferContainer& BufferContainer, const CCommandBuffer::SState& State, const float* pColor, const char *pBuffOffset, unsigned int DrawNum, const float* pOffset, const float* pDir, int JumpIndex);

View file

@ -378,7 +378,7 @@ MACRO_CONFIG_INT(ClDemoKeyboardShortcuts, cl_demo_keyboard_shortcuts, 1, 0, 1, C
MACRO_CONFIG_INT(GfxOpenGLMajor, gfx_opengl_major, 3, 1, 10, CFGFLAG_SAVE|CFGFLAG_CLIENT, "OpenGL major version")
MACRO_CONFIG_INT(GfxOpenGLMinor, gfx_opengl_minor, 0, 0, 10, CFGFLAG_SAVE|CFGFLAG_CLIENT, "OpenGL minor version")
MACRO_CONFIG_INT(GfxOpenGLPatch, gfx_opengl_patch, 0, 0, 10, CFGFLAG_SAVE|CFGFLAG_CLIENT, "OpenGL patch version")
MACRO_CONFIG_INT(GfxDid3DTextureAnalysis, gfx_did_3d_texture_analysis, 0, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Analyzed, if sampling 3D/2D array textures was correct")
MACRO_CONFIG_INT(Gfx3DTextureAnalysisDone, gfx_3d_texture_analysis_done, 0, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Analyzed, if sampling 3D/2D array textures was correct")
#if !defined(CONF_PLATFORM_MACOSX)
MACRO_CONFIG_INT(GfxEnableTextureUnitOptimization, gfx_enable_texture_unit_optimization, 1, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Use multiple texture units, instead of only one.")
#else