#include #if defined(CONF_FAMILY_WINDOWS) // For FlashWindowEx, FLASHWINFO, FLASHW_TRAY #define _WIN32_WINNT 0x0501 #define WINVER 0x0501 #endif #include #include #include "SDL.h" #include "SDL_opengl.h" #include "SDL_syswm.h" #include #include #include #include #if defined(SDL_VIDEO_DRIVER_X11) #include #include #endif #include #include #if defined(CONF_VIDEORECORDER) #include "video.h" #endif #include "backend_sdl.h" #include "graphics_threaded.h" #include "opengl_sl.h" #include "opengl_sl_program.h" #include #ifdef __MINGW32__ extern "C" { int putenv(const char *); } #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 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_MACOSX 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; 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; 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(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) { 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); if(!m_HasShaders) { if(m_Has3DTextures) glDisable(GL_TEXTURE_3D); if(m_Has2DArrayTextures) { glDisable(m_2DArrayTarget); } } if(m_HasShaders && IsNewApi()) { glBindSampler(0, 0); } // texture if(IsTexturedState(State)) { if(!Use2DArrayTextures) { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, m_Textures[State.m_Texture].m_Tex); 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); }; m_Textures[State.m_Texture].m_LastWrapMode = State.m_WrapMode; } } else { if(m_Has2DArrayTextures) { if(!m_HasShaders) glEnable(m_2DArrayTarget); glBindTexture(m_2DArrayTarget, m_Textures[State.m_Texture].m_Tex2DArray); } else if(m_Has3DTextures) { if(!m_HasShaders) glEnable(GL_TEXTURE_3D); 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); m_MaxTexSize = -1; 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) { glBindTexture(GL_TEXTURE_2D, m_Textures[pCommand->m_Slot].m_Tex); void *pTexData = pCommand->m_pData; int Width = pCommand->m_Width; int Height = pCommand->m_Height; int X = pCommand->m_X; int Y = pCommand->m_Y; if(!m_HasNPOTTextures) { 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(pTexData)); free(pTexData); pTexData = pTmpData; Width = ResizedW; Height = ResizedH; } } if(m_Textures[pCommand->m_Slot].m_RescaleCount > 0) { int OldWidth = Width; int OldHeight = Height; for(int i = 0; i < m_Textures[pCommand->m_Slot].m_RescaleCount; ++i) { Width >>= 1; Height >>= 1; X /= 2; Y /= 2; } void *pTmpData = Resize(OldWidth, OldHeight, Width, Height, pCommand->m_Format, static_cast(pTexData)); free(pTexData); pTexData = pTmpData; } glTexSubImage2D(GL_TEXTURE_2D, 0, X, Y, Width, Height, TexFormatToOpenGLFormat(pCommand->m_Format), GL_UNSIGNED_BYTE, pTexData); free(pTexData); } void CCommandProcessorFragment_OpenGL::DestroyTexture(int Slot) { m_pTextureMemoryUsage->store(m_pTextureMemoryUsage->load(std::memory_order_relaxed) - m_Textures[Slot].m_MemSize, std::memory_order_relaxed); if(m_Textures[Slot].m_Tex != 0) { glDeleteTextures(1, &m_Textures[Slot].m_Tex); } if(m_Textures[Slot].m_Tex2DArray != 0) { glDeleteTextures(1, &m_Textures[Slot].m_Tex2DArray); } if(IsNewApi()) { if(m_Textures[Slot].m_Sampler != 0) { glDeleteSamplers(1, &m_Textures[Slot].m_Sampler); } if(m_Textures[Slot].m_Sampler2DArray != 0) { glDeleteSamplers(1, &m_Textures[Slot].m_Sampler2DArray); } } 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; } void CCommandProcessorFragment_OpenGL::Cmd_Texture_Destroy(const CCommandBuffer::SCommand_Texture_Destroy *pCommand) { DestroyTexture(pCommand->m_Slot); } void CCommandProcessorFragment_OpenGL::Cmd_Texture_Create(const CCommandBuffer::SCommand_Texture_Create *pCommand) { int Width = pCommand->m_Width; int Height = pCommand->m_Height; void *pTexData = pCommand->m_pData; if(m_MaxTexSize == -1) { // 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); } 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(pTexData)); free(pTexData); pTexData = pTmpData; 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; } } 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; if(Width > m_MaxTexSize || Height > m_MaxTexSize) { do { Width >>= 1; Height >>= 1; ++RescaleCount; } while(Width > m_MaxTexSize || Height > m_MaxTexSize); NeedsResize = true; } else if(pCommand->m_Format != CCommandBuffer::TEXFORMAT_ALPHA && (Width > 16 && Height > 16 && (pCommand->m_Flags & CCommandBuffer::TEXFLAG_QUALITY) == 0)) { Width >>= 1; Height >>= 1; ++RescaleCount; NeedsResize = true; } if(NeedsResize) { void *pTmpData = Resize(OldWidth, OldHeight, Width, Height, pCommand->m_Format, static_cast(pTexData)); free(pTexData); pTexData = pTmpData; } } 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 = TexFormatToOpenGLFormat(pCommand->m_Format); int StoreOglformat = TexFormatToOpenGLFormat(pCommand->m_StoreFormat); if(pCommand->m_Flags & CCommandBuffer::TEXFLAG_COMPRESSED) { 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; } } if((pCommand->m_Flags & CCommandBuffer::TEXFLAG_NO_2D_TEXTURE) == 0) { 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); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); 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; glGenTextures(1, &m_Textures[pCommand->m_Slot].m_Tex2DArray); GLenum Target = GL_TEXTURE_3D; if(Is3DTexture) { Target = GL_TEXTURE_3D; } else { Target = m_2DArrayTarget; } glBindTexture(Target, m_Textures[pCommand->m_Slot].m_Tex2DArray); if(IsNewApi()) { 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()) glSamplerParameteri(m_Textures[pCommand->m_Slot].m_Sampler2DArray, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } else { glTexParameteri(Target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(Target, GL_GENERATE_MIPMAP, GL_TRUE); if(IsNewApi()) 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); if(m_OpenGLTextureLodBIAS != 0) glTexParameterf(Target, GL_TEXTURE_LOD_BIAS, ((GLfloat)m_OpenGLTextureLodBIAS / 1000.0f)); if(IsNewApi()) { 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); if(m_OpenGLTextureLodBIAS != 0) 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(HighestBit(ConvertWidth), 16); int NewHeight = maximum(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); } } // This is the initial value for the wrap modes m_Textures[pCommand->m_Slot].m_LastWrapMode = CCommandBuffer::WRAP_REPEAT; // calculate memory usage m_Textures[pCommand->m_Slot].m_MemSize = Width * Height * pCommand->m_PixelSize; while(Width > 2 && Height > 2) { Width >>= 1; Height >>= 1; m_Textures[pCommand->m_Slot].m_MemSize += Width * Height * pCommand->m_PixelSize; } 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); 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: 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() { 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(pBaseCommand)); break; case CCommandProcessorFragment_OpenGL::CMD_SHUTDOWN: Cmd_Shutdown(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_TEXTURE_CREATE: Cmd_Texture_Create(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_TEXTURE_DESTROY: Cmd_Texture_Destroy(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_TEXTURE_UPDATE: Cmd_Texture_Update(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_CLEAR: Cmd_Clear(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_RENDER: Cmd_Render(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_RENDER_TEX3D: Cmd_RenderTex3D(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_SCREENSHOT: Cmd_Screenshot(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_CREATE_BUFFER_OBJECT: Cmd_CreateBufferObject(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_UPDATE_BUFFER_OBJECT: Cmd_UpdateBufferObject(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_RECREATE_BUFFER_OBJECT: Cmd_RecreateBufferObject(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_COPY_BUFFER_OBJECT: Cmd_CopyBufferObject(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_DELETE_BUFFER_OBJECT: Cmd_DeleteBufferObject(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_CREATE_BUFFER_CONTAINER: Cmd_CreateBufferContainer(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_UPDATE_BUFFER_CONTAINER: Cmd_UpdateBufferContainer(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_DELETE_BUFFER_CONTAINER: Cmd_DeleteBufferContainer(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_INDICES_REQUIRED_NUM_NOTIFY: Cmd_IndicesRequiredNumNotify(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_RENDER_TILE_LAYER: Cmd_RenderTileLayer(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_RENDER_BORDER_TILE: Cmd_RenderBorderTile(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_RENDER_BORDER_TILE_LINE: Cmd_RenderBorderTileLine(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_RENDER_QUAD_LAYER: Cmd_RenderQuadLayer(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_RENDER_TEXT: Cmd_RenderText(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_RENDER_TEXT_STREAM: Cmd_RenderTextStream(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_RENDER_QUAD_CONTAINER: Cmd_RenderQuadContainer(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_RENDER_QUAD_CONTAINER_EX: Cmd_RenderQuadContainerEx(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_RENDER_QUAD_CONTAINER_SPRITE_MULTIPLE: Cmd_RenderQuadContainerAsSpriteMultiple(static_cast(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); if(!m_HasShaders) { 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) { glBindTexture(GL_TEXTURE_2D, m_Textures[State.m_Texture].m_Tex); if(IsNewApi()) glBindSampler(Slot, m_Textures[State.m_Texture].m_Sampler); } else { glBindTexture(GL_TEXTURE_2D_ARRAY, m_Textures[State.m_Texture].m_Tex2DArray); if(IsNewApi()) glBindSampler(Slot, m_Textures[State.m_Texture].m_Sampler2DArray); } } } else { Slot = 0; if(!Use2DArrayTextures) { if(!IsNewApi() && !m_HasShaders) glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, m_Textures[State.m_Texture].m_Tex); if(IsNewApi()) glBindSampler(Slot, m_Textures[State.m_Texture].m_Sampler); } else { if(!m_Has2DArrayTextures) { if(!IsNewApi() && !m_HasShaders) glEnable(GL_TEXTURE_3D); glBindTexture(GL_TEXTURE_3D, m_Textures[State.m_Texture].m_Tex2DArray); if(IsNewApi()) glBindSampler(Slot, m_Textures[State.m_Texture].m_Sampler2DArray); } else { if(!IsNewApi() && !m_HasShaders) glEnable(m_2DArrayTarget); glBindTexture(m_2DArrayTarget, m_Textures[State.m_Texture].m_Tex2DArray); if(IsNewApi()) glBindSampler(Slot, m_Textures[State.m_Texture].m_Sampler2DArray); } } } if(pProgram->m_LastTextureSampler != Slot) { pProgram->SetUniform(pProgram->m_LocTextureSampler, Slot); pProgram->m_LastTextureSampler = Slot; } if(m_Textures[State.m_Texture].m_LastWrapMode != State.m_WrapMode && !Use2DArrayTextures) { switch(State.m_WrapMode) { case CCommandBuffer::WRAP_REPEAT: if(IsNewApi()) { 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()) { 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); }; 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(OffsetPixelData, 0, (ptrdiff_t)PixelDataSize); OffsetFakeTexture = clamp(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 { 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); if(!m_HasShaders) { glDisable(GL_TEXTURE_2D); if(m_Has3DTextures) glDisable(GL_TEXTURE_3D); if(m_Has2DArrayTextures) { glDisable(m_2DArrayTarget); } 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); 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: 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) { for(auto &Attribute : BufferContainer.m_ContainerInfo.m_Attributes) { // set all equal ids to zero to not double delete if(VertBufferID == Attribute.m_VertBufferBindingIndex) { 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; } void CCommandProcessorFragment_OpenGL3_3::UseProgram(CGLSLTWProgram *pProgram) { if(m_LastProgramID != pProgram->GetProgramID()) { 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) { m_OpenGLTextureLodBIAS = g_Config.m_GfxOpenGLTextureLODBIAS; m_UseMultipleTextureUnits = g_Config.m_GfxEnableTextureUnitOptimization; if(!m_UseMultipleTextureUnits) { glActiveTexture(GL_TEXTURE0); } 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); m_LastBlendMode = CCommandBuffer::BLEND_ALPHA; m_LastClipEnable = false; m_pPrimitiveProgram = new CGLSLPrimitiveProgram; m_pPrimitiveProgramTextured = new CGLSLPrimitiveProgram; 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; 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; m_pSpriteProgramMultiple = new CGLSLSpriteMultipleProgram; m_LastProgramID = 0; 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(((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); m_pPrimitiveProgram->CreateProgram(); m_pPrimitiveProgram->AddShader(&PrimitiveVertexShader); m_pPrimitiveProgram->AddShader(&PrimitiveFragmentShader); m_pPrimitiveProgram->LinkProgram(); UseProgram(m_pPrimitiveProgram); 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); m_pTileProgram->CreateProgram(); m_pTileProgram->AddShader(&VertexShader); m_pTileProgram->AddShader(&FragmentShader); m_pTileProgram->LinkProgram(); UseProgram(m_pTileProgram); 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(); m_pTileProgramTextured->CreateProgram(); m_pTileProgramTextured->AddShader(&VertexShader); m_pTileProgramTextured->AddShader(&FragmentShader); 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"); } { 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(); m_pBorderTileProgram->CreateProgram(); m_pBorderTileProgram->AddShader(&VertexShader); m_pBorderTileProgram->AddShader(&FragmentShader); m_pBorderTileProgram->LinkProgram(); UseProgram(m_pBorderTileProgram); 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(); m_pBorderTileProgramTextured->CreateProgram(); m_pBorderTileProgramTextured->AddShader(&VertexShader); m_pBorderTileProgramTextured->AddShader(&FragmentShader); m_pBorderTileProgramTextured->LinkProgram(); UseProgram(m_pBorderTileProgramTextured); 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(); m_pBorderTileLineProgram->CreateProgram(); m_pBorderTileLineProgram->AddShader(&VertexShader); m_pBorderTileLineProgram->AddShader(&FragmentShader); m_pBorderTileLineProgram->LinkProgram(); UseProgram(m_pBorderTileLineProgram); 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(); m_pBorderTileLineProgramTextured->CreateProgram(); m_pBorderTileLineProgramTextured->AddShader(&VertexShader); m_pBorderTileLineProgramTextured->AddShader(&FragmentShader); m_pBorderTileLineProgramTextured->LinkProgram(); 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"); } { 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(); 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"); m_pQuadProgram->m_LocQuadOffset = m_pQuadProgram->GetUniformLoc("gQuadOffset"); } { 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(); 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"); m_pQuadProgramTextured->m_LocQuadOffset = m_pQuadProgramTextured->GetUniformLoc("gQuadOffset"); } { 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); 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"); 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"); } 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); { 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); 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"); float Center[2] = {0.f, 0.f}; 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); m_UsePreinitializedVertexBuffer = g_Config.m_GfxUsePreinitBuffer; 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)); if(m_UsePreinitializedVertexBuffer) glBufferData(GL_ARRAY_BUFFER, sizeof(CCommandBuffer::SVertex) * CCommandBuffer::MAX_VERTICES, NULL, GL_STREAM_DRAW); m_LastIndexBufferBound[i] = 0; } 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); //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); 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); 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); m_CurrentIndicesInBuffer = CCommandBuffer::MAX_VERTICES / 4 * 6; m_Textures.resize(CCommandBuffer::MAX_TEXTURES); m_ClearColor.r = m_ClearColor.g = m_ClearColor.b = -1.f; // fix the alignment to allow even 1byte changes, e.g. for alpha components glPixelStorei(GL_UNPACK_ALIGNMENT, 1); } void CCommandProcessorFragment_OpenGL3_3::Cmd_Shutdown(const SCommand_Shutdown *pCommand) { glUseProgram(0); m_pPrimitiveProgram->DeleteProgram(); m_pPrimitiveProgramTextured->DeleteProgram(); 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(); m_pTextProgram->DeleteProgram(); m_pPrimitiveExProgram->DeleteProgram(); m_pPrimitiveExProgramTextured->DeleteProgram(); m_pPrimitiveExProgramRotationless->DeleteProgram(); m_pPrimitiveExProgramTexturedRotationless->DeleteProgram(); m_pSpriteProgramMultiple->DeleteProgram(); //clean up everything delete m_pPrimitiveProgram; delete m_pPrimitiveProgramTextured; delete m_pBorderTileProgram; delete m_pBorderTileProgramTextured; delete m_pBorderTileLineProgram; delete m_pBorderTileLineProgramTextured; delete m_pQuadProgram; delete m_pQuadProgramTextured; delete m_pTileProgram; delete m_pTileProgramTextured; delete m_pPrimitive3DProgram; delete m_pPrimitive3DProgramTextured; delete m_pTextProgram; delete m_pPrimitiveExProgram; delete m_pPrimitiveExProgramTextured; delete m_pPrimitiveExProgramRotationless; delete m_pPrimitiveExProgramTexturedRotationless; delete m_pSpriteProgramMultiple; glBindVertexArray(0); glDeleteBuffers(MAX_STREAM_BUFFER_COUNT, m_PrimitiveDrawBufferID); glDeleteBuffers(1, &m_QuadDrawIndexBufferID); glDeleteVertexArrays(MAX_STREAM_BUFFER_COUNT, m_PrimitiveDrawVertexID); glDeleteBuffers(1, &m_PrimitiveDrawBufferIDTex3D); glDeleteVertexArrays(1, &m_PrimitiveDrawVertexIDTex3D); for(int i = 0; i < (int)m_Textures.size(); ++i) { DestroyTexture(i); } for(size_t i = 0; i < m_BufferContainers.size(); ++i) { DestroyBufferContainer(i); } 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); glBindSampler(Slot, m_Textures[pCommand->m_Slot].m_Sampler); } glBindTexture(GL_TEXTURE_2D, m_Textures[pCommand->m_Slot].m_Tex); void *pTexData = pCommand->m_pData; int Width = pCommand->m_Width; int Height = pCommand->m_Height; int X = pCommand->m_X; int Y = pCommand->m_Y; if(m_Textures[pCommand->m_Slot].m_RescaleCount > 0) { for(int i = 0; i < m_Textures[pCommand->m_Slot].m_RescaleCount; ++i) { Width >>= 1; Height >>= 1; X /= 2; Y /= 2; } void *pTmpData = Resize(pCommand->m_Width, pCommand->m_Height, Width, Height, pCommand->m_Format, static_cast(pCommand->m_pData)); free(pTexData); 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; if(pCommand->m_Slot >= (int)m_Textures.size()) m_Textures.resize(m_Textures.size() * 2); // resample if needed int RescaleCount = 0; if(pCommand->m_Format == CCommandBuffer::TEXFORMAT_RGBA || pCommand->m_Format == CCommandBuffer::TEXFORMAT_RGB || pCommand->m_Format == CCommandBuffer::TEXFORMAT_ALPHA) { if(Width > m_MaxTexSize || Height > m_MaxTexSize) { do { Width >>= 1; Height >>= 1; ++RescaleCount; } while(Width > m_MaxTexSize || Height > m_MaxTexSize); void *pTmpData = Resize(pCommand->m_Width, pCommand->m_Height, Width, Height, pCommand->m_Format, static_cast(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; ++RescaleCount; void *pTmpData = Resize(pCommand->m_Width, pCommand->m_Height, Width, Height, pCommand->m_Format, static_cast(pCommand->m_pData)); free(pTexData); pTexData = pTmpData; } } 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); m_TextureSlotBoundToUnit[Slot].m_TextureSlot = -1; m_TextureSlotBoundToUnit[Slot].m_Is2DArray = false; } if((pCommand->m_Flags & CCommandBuffer::TEXFLAG_NO_2D_TEXTURE) == 0) { glGenTextures(1, &m_Textures[pCommand->m_Slot].m_Tex); glBindTexture(GL_TEXTURE_2D, m_Textures[pCommand->m_Slot].m_Tex); glGenSamplers(1, &m_Textures[pCommand->m_Slot].m_Sampler); glBindSampler(Slot, m_Textures[pCommand->m_Slot].m_Sampler); } 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; } 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); 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) { 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); if(m_OpenGLTextureLodBIAS != 0) 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) { 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); if(m_OpenGLTextureLodBIAS != 0) 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(HighestBit(ConvertWidth), 16); int NewHeight = maximum(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); } } // This is the initial value for the wrap modes m_Textures[pCommand->m_Slot].m_LastWrapMode = CCommandBuffer::WRAP_REPEAT; // calculate memory usage m_Textures[pCommand->m_Slot].m_MemSize = Width * Height * pCommand->m_PixelSize; while(Width > 2 && Height > 2) { Width >>= 1; Height >>= 1; m_Textures[pCommand->m_Slot].m_MemSize += Width * Height * pCommand->m_PixelSize; } 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_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: Count = PrimitiveCount * 2; break; case CCommandBuffer::PRIMTYPE_TRIANGLES: Count = PrimitiveCount * 3; break; case CCommandBuffer::PRIMTYPE_QUADS: Count = PrimitiveCount * 4; break; default: return; }; if(AsTex3D) glBindBuffer(GL_ARRAY_BUFFER, m_PrimitiveDrawBufferIDTex3D); else glBindBuffer(GL_ARRAY_BUFFER, m_PrimitiveDrawBufferID[m_LastStreamBuffer]); if(!m_UsePreinitializedVertexBuffer) glBufferData(GL_ARRAY_BUFFER, VertSize * Count, pVertices, GL_STREAM_DRAW); else { // 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); glUnmapBuffer(GL_ARRAY_BUFFER); } } 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); UploadStreamBufferData(pCommand->m_PrimType, pCommand->m_pVertices, sizeof(CCommandBuffer::SVertex), pCommand->m_PrimCount); glBindVertexArray(m_PrimitiveDrawVertexID[m_LastStreamBuffer]); 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_TRIANGLES: glDrawArrays(GL_TRIANGLES, 0, pCommand->m_PrimCount * 3); break; case CCommandBuffer::PRIMTYPE_QUADS: if(m_LastIndexBufferBound[m_LastStreamBuffer] != m_QuadDrawIndexBufferID) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID); m_LastIndexBufferBound[m_LastStreamBuffer] = m_QuadDrawIndexBufferID; } glDrawElements(GL_TRIANGLES, pCommand->m_PrimCount * 6, GL_UNSIGNED_INT, 0); break; default: dbg_msg("render", "unknown primtype %d\n", pCommand->m_PrimType); }; 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: 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; } void CCommandProcessorFragment_OpenGL3_3::DestroyBufferContainer(int Index, bool DeleteBOs) { SBufferContainer &BufferContainer = m_BufferContainers[Index]; if(BufferContainer.m_VertArrayID != 0) glDeleteVertexArrays(1, &BufferContainer.m_VertArrayID); // 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) { for(auto &Attribute : BufferContainer.m_ContainerInfo.m_Attributes) { // set all equal ids to zero to not double delete if(VertBufferID == Attribute.m_VertBufferBindingIndex) { Attribute.m_VertBufferBindingIndex = -1; } } glDeleteBuffers(1, &m_BufferObjectIndices[VertBufferID]); } } } 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; } 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); glDeleteBuffers(1, &m_QuadDrawIndexBufferID); m_QuadDrawIndexBufferID = NewIndexBufferID; for(unsigned int &i : m_LastIndexBufferBound) i = 0; for(auto &BufferContainer : m_BufferContainers) { BufferContainer.m_LastIndexBufferBound = 0; } m_CurrentIndicesInBuffer = NewIndicesCount; delete[] Indices; } void CCommandProcessorFragment_OpenGL3_3::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(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); m_BufferObjectIndices[Index] = VertBufferID; if(pCommand->m_DeletePointer) free(pUploadData); } void CCommandProcessorFragment_OpenGL3_3::Cmd_RecreateBufferObject(const CCommandBuffer::SCommand_RecreateBufferObject *pCommand) { void *pUploadData = pCommand->m_pUploadData; 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); } void CCommandProcessorFragment_OpenGL3_3::Cmd_UpdateBufferObject(const CCommandBuffer::SCommand_UpdateBufferObject *pCommand) { void *pUploadData = pCommand->m_pUploadData; 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); } 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); } } SBufferContainer &BufferContainer = m_BufferContainers[Index]; 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]; 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]; glBindVertexArray(BufferContainer.m_VertArrayID); //disable all old attributes for(size_t i = 0; i < BufferContainer.m_ContainerInfo.m_Attributes.size(); ++i) { glDisableVertexAttribArray((GLuint)i); } BufferContainer.m_ContainerInfo.m_Attributes.clear(); 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]; 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); } void CCommandProcessorFragment_OpenGL3_3::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]; if(BufferContainer.m_VertArrayID == 0) return; CGLSLTileProgram *pProgram = NULL; if(IsTexturedState(pCommand->m_State)) { pProgram = m_pBorderTileProgramTextured; } else pProgram = m_pBorderTileProgram; UseProgram(pProgram); 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); pProgram->SetUniform(pProgram->m_LocJumpIndex, (int)pCommand->m_JumpIndex); glBindVertexArray(BufferContainer.m_VertArrayID); if(BufferContainer.m_LastIndexBufferBound != m_QuadDrawIndexBufferID) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID); BufferContainer.m_LastIndexBufferBound = m_QuadDrawIndexBufferID; } glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_INT, pCommand->m_pIndicesOffset, pCommand->m_DrawNum); } void CCommandProcessorFragment_OpenGL3_3::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]; if(BufferContainer.m_VertArrayID == 0) return; CGLSLTileProgram *pProgram = NULL; if(IsTexturedState(pCommand->m_State)) { pProgram = m_pBorderTileLineProgramTextured; } else pProgram = m_pBorderTileLineProgram; UseProgram(pProgram); 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); glBindVertexArray(BufferContainer.m_VertArrayID); if(BufferContainer.m_LastIndexBufferBound != m_QuadDrawIndexBufferID) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID); BufferContainer.m_LastIndexBufferBound = m_QuadDrawIndexBufferID; } glDrawElementsInstanced(GL_TRIANGLES, pCommand->m_IndexDrawNum, GL_UNSIGNED_INT, pCommand->m_pIndicesOffset, pCommand->m_DrawNum); } void CCommandProcessorFragment_OpenGL3_3::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(BufferContainer.m_VertArrayID == 0) return; if(pCommand->m_IndicesDrawNum == 0) { return; //nothing to draw } 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); glBindVertexArray(BufferContainer.m_VertArrayID); if(BufferContainer.m_LastIndexBufferBound != m_QuadDrawIndexBufferID) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID); BufferContainer.m_LastIndexBufferBound = m_QuadDrawIndexBufferID; } for(int i = 0; i < pCommand->m_IndicesDrawNum; ++i) { glDrawElements(GL_TRIANGLES, pCommand->m_pDrawCount[i], GL_UNSIGNED_INT, pCommand->m_pIndicesOffsets[i]); } } void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderQuadLayer(const CCommandBuffer::SCommand_RenderQuadLayer *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(BufferContainer.m_VertArrayID == 0) return; if(pCommand->m_QuadNum == 0) { return; //nothing to draw } CGLSLQuadProgram *pProgram = NULL; if(IsTexturedState(pCommand->m_State)) { pProgram = m_pQuadProgramTextured; } else pProgram = m_pQuadProgram; UseProgram(pProgram); SetState(pCommand->m_State, pProgram); glBindVertexArray(BufferContainer.m_VertArrayID); if(BufferContainer.m_LastIndexBufferBound != m_QuadDrawIndexBufferID) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID); BufferContainer.m_LastIndexBufferBound = m_QuadDrawIndexBufferID; } int QuadsLeft = pCommand->m_QuadNum; size_t QuadOffset = 0; vec4 aColors[m_MaxQuadsPossible]; vec2 aOffsets[m_MaxQuadsPossible]; float aRotations[m_MaxQuadsPossible]; while(QuadsLeft > 0) { int ActualQuadCount = minimum(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); pProgram->SetUniform(pProgram->m_LocQuadOffset, (int)QuadOffset); glDrawElements(GL_TRIANGLES, ActualQuadCount * 6, GL_UNSIGNED_INT, (void *)(QuadOffset * 6 * sizeof(unsigned int))); QuadsLeft -= ActualQuadCount; QuadOffset += (size_t)ActualQuadCount; } } void CCommandProcessorFragment_OpenGL3_3::RenderText(const CCommandBuffer::SState &State, int DrawNum, int TextTextureIndex, int TextOutlineTextureIndex, int TextureSize, const float *pTextColor, const float *pTextOutlineColor) { if(DrawNum == 0) { return; //nothing to draw } 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); glBindTexture(GL_TEXTURE_2D, m_Textures[TextTextureIndex].m_Tex); glBindSampler(SlotText, m_Textures[TextTextureIndex].m_Sampler); } if(!IsAndUpdateTextureSlotBound(SlotTextOutline, TextOutlineTextureIndex)) { glActiveTexture(GL_TEXTURE0 + SlotTextOutline); glBindTexture(GL_TEXTURE_2D, m_Textures[TextOutlineTextureIndex].m_Tex); glBindSampler(SlotTextOutline, m_Textures[TextOutlineTextureIndex].m_Sampler); } } else { SlotText = 0; SlotTextOutline = 1; glBindTexture(GL_TEXTURE_2D, m_Textures[TextTextureIndex].m_Tex); glBindSampler(SlotText, m_Textures[TextTextureIndex].m_Sampler); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, m_Textures[TextOutlineTextureIndex].m_Tex); glBindSampler(SlotTextOutline, m_Textures[TextOutlineTextureIndex].m_Sampler); glActiveTexture(GL_TEXTURE0); } if(m_pTextProgram->m_LastTextSampler != SlotText) { m_pTextProgram->SetUniform(m_pTextProgram->m_LocTextSampler, SlotText); m_pTextProgram->m_LastTextSampler = SlotText; } if(m_pTextProgram->m_LastTextOutlineSampler != SlotTextOutline) { m_pTextProgram->SetUniform(m_pTextProgram->m_LocTextOutlineSampler, SlotTextOutline); 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); 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); 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)); } 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]; 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); } void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderTextStream(const CCommandBuffer::SCommand_RenderTextStream *pCommand) { if(pCommand->m_PrimCount == 0) { return; //nothing to draw } UploadStreamBufferData(CCommandBuffer::PRIMTYPE_QUADS, pCommand->m_pVertices, sizeof(CCommandBuffer::SVertex), pCommand->m_PrimCount); glBindVertexArray(m_PrimitiveDrawVertexID[m_LastStreamBuffer]); 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}; RenderText(pCommand->m_State, pCommand->m_PrimCount * 6, pCommand->m_TextTextureIndex, pCommand->m_TextOutlineTextureIndex, pCommand->m_TextureSize, aTextColor, pCommand->m_aTextOutlineColor); 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 if((size_t)Index >= m_BufferContainers.size()) return; SBufferContainer &BufferContainer = m_BufferContainers[Index]; 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); glDrawElements(GL_TRIANGLES, pCommand->m_DrawNum, GL_UNSIGNED_INT, pCommand->m_pOffset); } void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderQuadContainerEx(const CCommandBuffer::SCommand_RenderQuadContainerEx *pCommand) { if(pCommand->m_DrawNum == 0) { 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]; 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; } CGLSLPrimitiveExProgram *pProgram = m_pPrimitiveExProgramRotationless; if(IsTexturedState(pCommand->m_State)) { if(pCommand->m_Rotation != 0.0f) pProgram = m_pPrimitiveExProgramTextured; else pProgram = m_pPrimitiveExProgramTexturedRotationless; } else { if(pCommand->m_Rotation != 0.0f) pProgram = m_pPrimitiveExProgram; } 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)) { 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; } if(pProgram->m_LastRotation != pCommand->m_Rotation) { pProgram->SetUniform(pProgram->m_LocRotation, pCommand->m_Rotation); pProgram->m_LastRotation = pCommand->m_Rotation; } 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) { 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; } glDrawElements(GL_TRIANGLES, pCommand->m_DrawNum, GL_UNSIGNED_INT, pCommand->m_pOffset); } void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderQuadContainerAsSpriteMultiple(const CCommandBuffer::SCommand_RenderQuadContainerAsSpriteMultiple *pCommand) { if(pCommand->m_DrawNum == 0 || pCommand->m_DrawCount == 0) { 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]; 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; } 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)) { m_pSpriteProgramMultiple->SetUniformVec2(m_pSpriteProgramMultiple->m_LocCenter, 1, (float *)&pCommand->m_Center); m_pSpriteProgramMultiple->m_LastCenter[0] = pCommand->m_Center.x; m_pSpriteProgramMultiple->m_LastCenter[1] = pCommand->m_Center.y; } 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); 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; // 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)); 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]; } } 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) { m_GLContext = pCommand->m_GLContext; m_pWindow = pCommand->m_pWindow; SDL_GL_MakeCurrent(m_pWindow, m_GLContext); // set some default settings glEnable(GL_BLEND); 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); 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); // check what this context can do const char *pVersionString = (const char *)glGetString(GL_VERSION); dbg_msg("opengl", "Version string: %s", pVersionString); // parse version string ParseVersionString(pVersionString, pCommand->m_pCapabilities->m_ContextMajor, pCommand->m_pCapabilities->m_ContextMinor, pCommand->m_pCapabilities->m_ContextPatch); *pCommand->m_pInitError = 0; int BlocklistMajor = -1, BlocklistMinor = -1, BlocklistPatch = -1; const char *pErrString = ParseBlocklistDriverVersions(pVendorString, pVersionString, BlocklistMajor, BlocklistMinor, BlocklistPatch); //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) { // 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) { pCommand->m_pCapabilities->m_ContextMajor = 3; pCommand->m_pCapabilities->m_ContextMinor = 0; pCommand->m_pCapabilities->m_ContextPatch = 0; // tell the caller to reinitialize the context *pCommand->m_pInitError = -2; g_Config.m_GfxDriverIsBlocked = 0; } int MajorV = pCommand->m_pCapabilities->m_ContextMajor; int MinorV = pCommand->m_pCapabilities->m_ContextMinor; if(*pCommand->m_pInitError == 0) { if(MajorV < pCommand->m_RequestedMajor) { *pCommand->m_pInitError = -2; } else if(MajorV == pCommand->m_RequestedMajor) { if(MinorV < pCommand->m_RequestedMinor) { *pCommand->m_pInitError = -2; } 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) { SDL_GL_MakeCurrent(NULL, NULL); } void CCommandProcessorFragment_SDL::Cmd_Swap(const CCommandBuffer::SCommand_Swap *pCommand) { SDL_GL_SwapWindow(m_pWindow); 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) { SDL_DisplayMode mode; int maxModes = SDL_GetNumDisplayModes(pCommand->m_Screen), numModes = 0; for(int i = 0; i < maxModes; i++) { if(SDL_GetDisplayMode(pCommand->m_Screen, i, &mode) < 0) { dbg_msg("gfx", "unable to get display mode: %s", SDL_GetError()); continue; } bool AlreadyFound = false; for(int j = 0; j < numModes; j++) { if(pCommand->m_pModes[j].m_Width == mode.w && pCommand->m_pModes[j].m_Height == mode.h) { AlreadyFound = true; break; } } if(AlreadyFound) continue; 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++; } *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(pBaseCommand)); break; case CCommandBuffer::CMD_VSYNC: Cmd_VSync(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_RESIZE: Cmd_Resize(static_cast(pBaseCommand)); break; case CCommandBuffer::CMD_VIDEOMODES: Cmd_VideoModes(static_cast(pBaseCommand)); break; case CMD_INIT: Cmd_Init(static_cast(pBaseCommand)); break; case CMD_SHUTDOWN: Cmd_Shutdown(static_cast(pBaseCommand)); break; case CMD_UPDATE_VIEWPORT: Cmd_Update_Viewport(static_cast(pBaseCommand)); break; default: return false; } return true; } // ------------ CCommandProcessor_SDL_OpenGL void CCommandProcessor_SDL_OpenGL::RunBuffer(CCommandBuffer *pBuffer) { for(CCommandBuffer::SCommand *pCommand = pBuffer->Head(); pCommand; pCommand = pCommand->m_pNext) { if(m_pOpenGL->RunCommand(pCommand)) continue; if(m_SDL.RunCommand(pCommand)) continue; if(m_General.RunCommand(pCommand)) continue; 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(); } } 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) { // 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); } 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; // 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) { 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) { s_TriedOpenGL3Context = true; 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); 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) { 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); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, s_SDLGLContextMajorVersion); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, s_SDLGLContextMinorVersion); } else { m_UseNewOpenGL = true; 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); } } else { dbg_msg("gfx", "Couldn't create OpenGL %zu.%zu context.", (size_t)g_Config.m_GfxOpenGLMajor, (size_t)g_Config.m_GfxOpenGLMinor); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, s_SDLGLContextMajorVersion); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, s_SDLGLContextMinorVersion); } } } 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 { dbg_msg("gfx", "unable to retrieve number of screens: %s", SDL_GetError()); return EGraphicsBackendErrorCodes::GRAPHICS_BACKEND_ERROR_CODE_SDL_SCREEN_REQUEST_FAILED; } // 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; } // set flags int SdlFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_INPUT_GRABBED | SDL_WINDOW_INPUT_FOCUS | SDL_WINDOW_MOUSE_FOCUS; if(Flags & IGraphicsBackend::INITFLAG_HIGHDPI) SdlFlags |= SDL_WINDOW_ALLOW_HIGHDPI; if(Flags & IGraphicsBackend::INITFLAG_RESIZABLE) SdlFlags |= SDL_WINDOW_RESIZABLE; if(Flags & IGraphicsBackend::INITFLAG_BORDERLESS) SdlFlags |= SDL_WINDOW_BORDERLESS; if(Flags & IGraphicsBackend::INITFLAG_FULLSCREEN) { // 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; int maxModes = SDL_GetNumDisplayModes(g_Config.m_GfxScreen); for(int i = 0; i < maxModes; i++) { if(SDL_GetDisplayMode(g_Config.m_GfxScreen, i, &mode) < 0) { dbg_msg("gfx", "unable to get display mode: %s", SDL_GetError()); continue; } if(*pWidth == mode.w && *pHeight == mode.h) { SupportedResolution = true; break; } } if(SupportedResolution) SdlFlags |= SDL_WINDOW_FULLSCREEN; else SdlFlags |= SDL_WINDOW_FULLSCREEN_DESKTOP; } // set gl attributes 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"); m_pWindow = SDL_CreateWindow( pName, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, *pWidth, *pHeight, SdlFlags); // set caption if(m_pWindow == NULL) { dbg_msg("gfx", "unable to create window: %s", SDL_GetError()); return EGraphicsBackendErrorCodes::GRAPHICS_BACKEND_ERROR_CODE_SDL_WINDOW_CREATE_FAILED; } m_GLContext = SDL_GL_CreateContext(m_pWindow); if(m_GLContext == NULL) { dbg_msg("gfx", "unable to create OpenGL context: %s", SDL_GetError()); return EGraphicsBackendErrorCodes::GRAPHICS_BACKEND_ERROR_CODE_OPENGL_CONTEXT_FAILED; } //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; const char *pErrorStr = NULL; InitError = IsVersionSupportedGlew(g_Config.m_GfxOpenGLMajor, g_Config.m_GfxOpenGLMinor, g_Config.m_GfxOpenGLPatch, GlewMajor, GlewMinor, GlewPatch); SDL_GL_GetDrawableSize(m_pWindow, pCurrentWidth, pCurrentHeight); SDL_GL_SetSwapInterval(Flags & IGraphicsBackend::INITFLAG_VSYNC ? 1 : 0); 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); 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; CmdSDL.m_pErrStringPtr = &pErrorStr; 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) { 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; } if(pErrorStr != NULL) { str_copy(m_aErrorString, pErrorStr, sizeof(m_aErrorString) / sizeof(m_aErrorString[0])); } return EGraphicsBackendErrorCodes::GRAPHICS_BACKEND_ERROR_CODE_OPENGL_VERSION_FAILED; } 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 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); WaitForIdle(); CmdBuffer.Reset(); } } // return return EGraphicsBackendErrorCodes::GRAPHICS_BACKEND_ERROR_CODE_NONE; } int CGraphicsBackend_SDL_OpenGL::Shutdown() { // issue a shutdown command CCommandBuffer CmdBuffer(1024, 512); 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(); // stop and delete the processor StopProcessor(); delete m_pProcessor; m_pProcessor = 0; 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() { SDL_MinimizeWindow(m_pWindow); } void CGraphicsBackend_SDL_OpenGL::Maximize() { // TODO: SDL } bool CGraphicsBackend_SDL_OpenGL::Fullscreen(bool State) { #if defined(CONF_PLATFORM_MACOSX) // 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, 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); } 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() { // 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_MACOSX) 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; }