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#include "r_local.h"
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#include "../ref_gl/gl_export.h"
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struct swblit_s
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{
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uint stride;
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uint bpp;
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uint rmask, gmask, bmask;
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void *(*pLockBuffer)( void );
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void (*pUnlockBuffer)( void );
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qboolean(*pCreateBuffer)( int width, int height, uint *stride, uint *bpp, uint *r, uint *g, uint *b );
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} swblit;
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/*
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========================
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DebugCallback
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For ARB_debug_output
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========================
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*/
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static void APIENTRY GL_DebugOutput( GLuint source, GLuint type, GLuint id, GLuint severity, GLint length, const GLcharARB *message, GLvoid *userParam )
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{
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switch( type )
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{
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case GL_DEBUG_TYPE_ERROR_ARB:
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gEngfuncs.Con_Printf( S_OPENGL_ERROR "%s\n", message );
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break;
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case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
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gEngfuncs.Con_Printf( S_OPENGL_WARN "%s\n", message );
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break;
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case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
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gEngfuncs.Con_Printf( S_OPENGL_WARN "%s\n", message );
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break;
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case GL_DEBUG_TYPE_PORTABILITY_ARB:
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gEngfuncs.Con_Reportf( S_OPENGL_WARN "%s\n", message );
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break;
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case GL_DEBUG_TYPE_PERFORMANCE_ARB:
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gEngfuncs.Con_Printf( S_OPENGL_NOTE "%s\n", message );
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break;
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case GL_DEBUG_TYPE_OTHER_ARB:
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default:
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gEngfuncs.Con_Printf( S_OPENGL_NOTE "%s\n", message );
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break;
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}
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}
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static unsigned short *glbuf;
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static int tex;
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#define LOAD(x) p##x = gEngfuncs.GL_GetProcAddress(#x); \
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gEngfuncs.Con_Printf(#x " : %p\n",p##x)
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void GAME_EXPORT GL_SetupAttributes( int safegl )
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{
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#if GLDEBUG
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gEngfuncs.Con_Reportf( "Creating an extended GL context for debug...\n" );
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gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_FLAGS, REF_GL_CONTEXT_DEBUG_FLAG );
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#endif
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// untill we have any blitter in ref api, setup GL
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gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_PROFILE_MASK, REF_GL_CONTEXT_PROFILE_ES );
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gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_EGL, 1 );
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gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_MAJOR_VERSION, 3 );
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gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_MINOR_VERSION, 0 );
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gEngfuncs.GL_SetAttribute( REF_GL_DOUBLEBUFFER, 1 );
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gEngfuncs.GL_SetAttribute( REF_GL_RED_SIZE, 5 );
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gEngfuncs.GL_SetAttribute( REF_GL_GREEN_SIZE, 6 );
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gEngfuncs.GL_SetAttribute( REF_GL_BLUE_SIZE, 5 );
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}
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void (*pglOrthof)(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
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void GL_FUNCTION( glBindBuffer)(GLenum target, GLuint buffer);
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void GL_FUNCTION( glBufferData )(GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage);
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void GL_FUNCTION( glGenBuffers )(GLsizei n, GLuint *buffers);
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void GL_FUNCTION( glDeleteBuffers )(GLsizei n, const GLuint *buffers);
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GLvoid* GL_FUNCTION( glMapBuffer )(GLenum target, GLenum access);
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GLboolean GL_FUNCTION( glUnmapBuffer )(GLenum target);
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#define GL_PIXEL_UNPACK_BUFFER 0x88EC
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#define GL_FRAMEBUFFER 0x8D40
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#define GL_COLOR_ATTACHMENT0 0x8CE0
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#define GL_READ_FRAMEBUFFER 0x8CA8
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#define GL_DRAW_FRAMEBUFFER 0x8CA9
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void GAME_EXPORT GL_InitExtensions( void )
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{
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LOAD(glBegin);
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LOAD(glEnd);
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LOAD(glTexCoord2f);
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LOAD(glVertex2f);
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LOAD(glEnable);
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LOAD(glDisable);
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LOAD(glTexImage2D);
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LOAD(glOrtho);
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LOAD(glOrthof);
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LOAD(glMatrixMode);
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LOAD(glLoadIdentity);
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LOAD(glViewport);
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LOAD(glBindTexture);
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LOAD(glDebugMessageCallbackARB);
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LOAD(glDebugMessageControlARB);
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LOAD(glGetError);
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LOAD(glGenTextures);
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LOAD(glTexParameteri);
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LOAD(glEnableClientState);
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LOAD(glDisableClientState);
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LOAD(glVertexPointer);
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LOAD(glTexCoordPointer);
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LOAD(glDrawElements);
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LOAD(glClear);
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LOAD(glClearColor);
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LOAD(glGetString);
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LOAD(glColor4f);
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LOAD(glDrawArrays);
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LOAD(glBindBuffer);
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LOAD(glBufferData);
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LOAD(glGenBuffers);
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LOAD(glDeleteBuffers);
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LOAD(glMapBuffer);
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LOAD(glUnmapBuffer);
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LOAD(glGenFramebuffers);
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LOAD(glBindFramebuffer);
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LOAD(glFramebufferTexture2D);
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LOAD(glBlitFramebuffer);
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LOAD(glGenTextures);
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gEngfuncs.Con_Printf("version:%s\n",pglGetString(GL_VERSION));
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#if GLDEBUG
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if( gpGlobals->developer )
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{
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gEngfuncs.Con_Reportf( "Installing GL_DebugOutput...\n");
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pglDebugMessageCallbackARB( GL_DebugOutput, NULL );
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// force everything to happen in the main thread instead of in a separate driver thread
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pglEnable( GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB );
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}
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// enable all the low priority messages
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pglDebugMessageControlARB( GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, NULL, true );
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#endif
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}
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void GAME_EXPORT GL_ClearExtensions( void )
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{
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}
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static void *R_Lock_GL1( void )
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{
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return glbuf;
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}
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static void R_Unlock_GL1( void )
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{
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pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vid.width, vid.height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, glbuf );
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//gEngfuncs.Con_Printf("%d\n",pglGetError());
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pglBegin( GL_QUADS );
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pglTexCoord2f( 0, 0 );
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pglVertex2f( 0, 0 );
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pglTexCoord2f( 1, 0 );
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pglVertex2f( 1, 0 );
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pglTexCoord2f( 1, 1 );
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pglVertex2f( 1, 1 );
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pglTexCoord2f( 0, 1 );
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pglVertex2f( 0, 1 );
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pglEnd();
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gEngfuncs.GL_SwapBuffers();
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}
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static void R_Unlock_GLES1( void )
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{
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pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vid.width, vid.height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, glbuf );
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pglDrawArrays( GL_TRIANGLE_FAN, 0,4 );
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gEngfuncs.GL_SwapBuffers();
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}
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static qboolean R_CreateBuffer_GL1( int width, int height, uint *stride, uint *bpp, uint *r, uint *g, uint *b )
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{
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pglViewport( 0, 0, width, height );
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pglMatrixMode( GL_PROJECTION );
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pglLoadIdentity();
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pglOrtho( 0, 1, 1, 0, -99999, 99999 );
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pglMatrixMode( GL_MODELVIEW );
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pglLoadIdentity();
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pglEnable( GL_TEXTURE_2D );
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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if( glbuf )
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Mem_Free(glbuf);
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glbuf = Mem_Malloc( r_temppool, width*height*2 );
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*stride = width;
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*bpp = 2;
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*r = MASK(5) << 6 + 5;
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*g = MASK(6) << 5;
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*b = MASK(5);
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return true;
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}
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static qboolean R_CreateBuffer_GLES1( int width, int height, uint *stride, uint *bpp, uint *r, uint *g, uint *b )
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{
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float data[] = {
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// quad verts match texcoords
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0, 0,
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1, 0,
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1, 1,
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0, 1,
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};
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int vbo;
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pglViewport( 0, 0, width, height );
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pglMatrixMode( GL_PROJECTION );
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pglLoadIdentity();
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// project 0..1 to screen size
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pglOrthof( 0, 1, 1, 0, -99999, 99999 );
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pglMatrixMode( GL_MODELVIEW );
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pglLoadIdentity();
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pglEnable( GL_TEXTURE_2D );
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pglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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pglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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if( vbo )
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pglDeleteBuffers( 1,&vbo );
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pglGenBuffers( 1,&vbo );
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pglBindBuffer( GL_ARRAY_BUFFER_ARB, vbo );
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pglBufferData( GL_ARRAY_BUFFER_ARB, sizeof(data), data, GL_STATIC_DRAW_ARB );
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pglEnableClientState( GL_VERTEX_ARRAY );
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pglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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pglVertexPointer( 2, GL_FLOAT, 8, 0 );
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pglTexCoordPointer( 2, GL_FLOAT, 8, 0 );
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pglBindBuffer( GL_ARRAY_BUFFER_ARB, 0 ) ;
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pglColor4f( 1, 1, 1, 1 );
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if( glbuf )
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Mem_Free( glbuf );
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glbuf = Mem_Malloc( r_temppool, width*height*2 );
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*stride = width;
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*bpp = 2;
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*r = MASK(5) << 6 + 5;
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*g = MASK(6) << 5;
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*b = MASK(5);
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return true;
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}
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static void *R_Lock_GLES3( void )
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{
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pglBufferData( GL_PIXEL_UNPACK_BUFFER, vid.width * vid.height * 2, 0, GL_STREAM_DRAW_ARB );
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return pglMapBuffer( GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY_ARB );
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}
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static void R_Unlock_GLES3( void )
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{
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gEngfuncs.GL_SwapBuffers();
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pglUnmapBuffer( GL_PIXEL_UNPACK_BUFFER );
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pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vid.width, vid.height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0 );
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//pglDrawArrays( GL_TRIANGLE_FAN, 0,4 );
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pglBlitFramebuffer( 0, vid.height, vid.width, 0, 0, 0, vid.width, vid.height, GL_COLOR_BUFFER_BIT, GL_NEAREST );
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}
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static qboolean R_CreateBuffer_GLES3( int width, int height, uint *stride, uint *bpp, uint *r, uint *g, uint *b )
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{
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float data[] = {
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// quad verts match texcoords
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0, 0,
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1, 0,
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1, 1,
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0, 1,
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};
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int vbo, pbo, fbo, to;
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// shitty fbo does not work without texture objects :(
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pglGenTextures( 1, &to );
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pglBindTexture( GL_TEXTURE_2D, to );
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pglViewport( 0, 0, width, height );
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/*pglMatrixMode( GL_PROJECTION );
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pglLoadIdentity();
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// project 0..1 to screen size
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pglOrtho( 0, 1, 1, 0, -99999, 99999 );
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pglMatrixMode( GL_MODELVIEW );
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pglLoadIdentity();
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pglEnable( GL_TEXTURE_2D );
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pglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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pglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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if( vbo )
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pglDeleteBuffers( 1,&vbo );
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*/
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if( pbo )
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pglDeleteBuffers( 1,&pbo );
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//pglGenBuffers( 1,&vbo );
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pglGenBuffers( 1, &pbo );
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//pglBindBuffer( GL_ARRAY_BUFFER_ARB, vbo );
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//pglBufferData( GL_ARRAY_BUFFER_ARB, sizeof(data), data, GL_STATIC_DRAW_ARB );
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//pglEnableClientState( GL_VERTEX_ARRAY );
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//pglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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//pglVertexPointer( 2, GL_FLOAT, 8, 0 );
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//pglTexCoordPointer( 2, GL_FLOAT, 8, 0 );
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//pglBindBuffer( GL_ARRAY_BUFFER_ARB, 0 );
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pglBindBuffer( GL_PIXEL_UNPACK_BUFFER, pbo );
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pglBufferData( GL_PIXEL_UNPACK_BUFFER, width * height * 2, 0, GL_STREAM_DRAW_ARB );
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pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0 );
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pglGenFramebuffers(1, &fbo);
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pglBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
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pglFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, to, 0);
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pglBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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//pglColor4f( 1, 1, 1, 1 );
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*stride = width;
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*bpp = 2;
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*r = MASK(5) << 6 + 5;
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*g = MASK(6) << 5;
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*b = MASK(5);
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return true;
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}
|
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|
|
static int FIRST_BIT( uint mask )
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|
|
{
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|
|
uint i;
|
|
|
|
|
|
|
|
for( i = 0; !(BIT(i) & mask); i++ );
|
|
|
|
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int COUNT_BITS( uint mask )
|
|
|
|
{
|
|
|
|
uint i;
|
|
|
|
|
|
|
|
for( i = 0; mask; mask = mask >> 1 )
|
|
|
|
i += mask & 1;
|
|
|
|
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
|
|
|
|
void R_BuildScreenMap( void )
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
uint rshift = FIRST_BIT(swblit.rmask), gshift = FIRST_BIT(swblit.gmask), bshift = FIRST_BIT(swblit.bmask);
|
|
|
|
uint rbits = COUNT_BITS(swblit.rmask), gbits = COUNT_BITS(swblit.gmask), bbits = COUNT_BITS(swblit.bmask);
|
|
|
|
uint rmult = BIT(rbits), gmult = BIT(gbits), bmult = BIT(bbits);
|
|
|
|
uint rdiv = MASK(5), gdiv = MASK(6), bdiv = MASK(5);
|
|
|
|
|
|
|
|
gEngfuncs.Con_Printf("Blit table: %d %d %d %d %d %d\n", rmult, gmult, bmult, rdiv, gdiv, bdiv );
|
|
|
|
|
|
|
|
#ifdef SEPARATE_BLIT
|
|
|
|
for( i = 0; i < 256; i++ )
|
|
|
|
{
|
|
|
|
unsigned int r,g,b;
|
|
|
|
|
|
|
|
// 332 to 565
|
|
|
|
r = ((i >> (8 - 3) )<< 2 ) & MASK(5);
|
|
|
|
g = ((i >> (8 - 3 - 3)) << 3) & MASK(6);
|
|
|
|
b = ((i >> (8 - 3 - 3 - 2)) << 3) & MASK(5);
|
|
|
|
vid.screen_major[i] = r << (6 + 5) | (g << 5) | b;
|
|
|
|
|
|
|
|
|
|
|
|
// restore minor GBRGBRGB
|
|
|
|
r = MOVE_BIT(i, 5, 1) | MOVE_BIT(i, 2, 0);
|
|
|
|
g = MOVE_BIT(i, 7, 2) | MOVE_BIT(i, 4, 1) | MOVE_BIT(i, 1, 0);
|
|
|
|
b = MOVE_BIT(i, 6, 2) | MOVE_BIT(i, 3, 1) | MOVE_BIT(i, 0, 0);
|
|
|
|
vid.screen_minor[i] = r << (6 + 5) | (g << 5) | b;
|
|
|
|
|
|
|
|
}
|
|
|
|
#else
|
|
|
|
for( i = 0; i < 256; i++ )
|
|
|
|
{
|
|
|
|
unsigned int r,g,b , major, j;
|
|
|
|
|
|
|
|
// 332 to 565
|
|
|
|
r = ((i >> (8 - 3) )<< 2 ) & MASK(5);
|
|
|
|
g = ((i >> (8 - 3 - 3)) << 3) & MASK(6);
|
|
|
|
b = ((i >> (8 - 3 - 3 - 2)) << 3) & MASK(5);
|
|
|
|
//major = r << (6 + 5) | (g << 5) | b;
|
|
|
|
major = (r * rmult / rdiv) << rshift | (g * gmult / gdiv) << gshift | (b * bmult / bdiv) << bshift;
|
|
|
|
|
|
|
|
|
|
|
|
for( j = 0; j < 256; j++ )
|
|
|
|
{
|
|
|
|
uint minor;
|
|
|
|
// restore minor GBRGBRGB
|
|
|
|
r = MOVE_BIT(j, 5, 1) | MOVE_BIT(j, 2, 0);
|
|
|
|
g = MOVE_BIT(j, 7, 2) | MOVE_BIT(j, 4, 1) | MOVE_BIT(j, 1, 0);
|
|
|
|
b = MOVE_BIT(j, 6, 2) | MOVE_BIT(j, 3, 1) | MOVE_BIT(j, 0, 0);
|
|
|
|
//vid.screen[(i<<8)|j] = r << (6 + 5) | (g << 5) | b | major;
|
|
|
|
minor = (r * rmult / rdiv) << rshift | (g * gmult / gdiv) << gshift | (b * bmult / bdiv) << bshift;
|
|
|
|
|
|
|
|
if( swblit.bpp == 2 )
|
|
|
|
vid.screen[(i<<8)|j] = major | minor;
|
|
|
|
else
|
|
|
|
vid.screen32[(i<<8)|j] = major | minor;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
#define FOR_EACH_COLOR(x) for( r##x = 0; r##x < BIT(3); r##x++ ) for( g##x = 0; g##x < BIT(3); g##x++ ) for( b##x = 0; b##x < BIT(2); b##x++ )
|
|
|
|
|
|
|
|
void R_BuildBlendMaps( void )
|
|
|
|
{
|
|
|
|
unsigned int r1, g1, b1;
|
|
|
|
unsigned int r2, g2, b2;
|
|
|
|
unsigned int i, j;
|
|
|
|
|
|
|
|
FOR_EACH_COLOR(1)FOR_EACH_COLOR(2)
|
|
|
|
{
|
|
|
|
unsigned int r, g, b;
|
|
|
|
unsigned short index1 = r1 << (2 + 3) | g1 << 2 | b1;
|
|
|
|
unsigned short index2 = (r2 << (2 + 3) | g2 << 2 | b2) << 8;
|
|
|
|
unsigned int a;
|
|
|
|
|
|
|
|
r = r1 + r2;
|
|
|
|
g = g1 + g2;
|
|
|
|
b = b1 + b2;
|
|
|
|
if( r > MASK(3) )
|
|
|
|
r = MASK(3);
|
|
|
|
if( g > MASK(3) )
|
|
|
|
g = MASK(3);
|
|
|
|
if( b > MASK(2) )
|
|
|
|
b = MASK(2);
|
|
|
|
ASSERT(!vid.addmap[index2|index1]);
|
|
|
|
|
|
|
|
vid.addmap[index2|index1] = r << (2 + 3) | g << 2 | b;
|
|
|
|
r = r1 * r2 / MASK(3);
|
|
|
|
g = g1 * g2 / MASK(3);
|
|
|
|
b = b1 * b2 / MASK(2);
|
|
|
|
|
|
|
|
vid.modmap[index2|index1] = r << (2 + 3) | g << 2 | b;
|
|
|
|
#if 0
|
|
|
|
for( a = 0; a < 8; a++ )
|
|
|
|
{
|
|
|
|
r = r1 * (7 - a) / 7 + r2 * a / 7;
|
|
|
|
g = g1 * (7 - a) / 7 + g2 * a / 7;
|
|
|
|
b = b1 * (7 - a) / 7 + b2 * a / 7;
|
|
|
|
//if( b == 1 ) b = 0;
|
|
|
|
vid.alphamap[a << 16|index2|index1] = r << (2 + 3) | g << 2 | b;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
for( i = 0; i < 8192; i++ )
|
|
|
|
{
|
|
|
|
unsigned int r, g, b;
|
|
|
|
uint color = i << 3;
|
|
|
|
uint m = color >> 8;
|
|
|
|
uint j = color & 0xff;
|
|
|
|
unsigned short index1 = i;
|
|
|
|
|
|
|
|
r1 = ((m >> (8 - 3) )<< 2 ) & MASK(5);
|
|
|
|
g1 = ((m >> (8 - 3 - 3)) << 3) & MASK(6);
|
|
|
|
b1 = ((m >> (8 - 3 - 3 - 2)) << 3) & MASK(5);
|
|
|
|
r1 |= MOVE_BIT(j, 5, 1) | MOVE_BIT(j, 2, 0);
|
|
|
|
g1 |= MOVE_BIT(j, 7, 2) | MOVE_BIT(j, 4, 1) | MOVE_BIT(j, 1, 0);
|
|
|
|
b1 |= MOVE_BIT(j, 6, 2) | MOVE_BIT(j, 3, 1) | MOVE_BIT(j, 0, 0);
|
|
|
|
|
|
|
|
|
|
|
|
for( j = 0; j < 32; j++)
|
|
|
|
{
|
|
|
|
unsigned int index2 = j << 13;
|
|
|
|
unsigned int major, minor;
|
|
|
|
r = r1 * j / 32;
|
|
|
|
g = g1 * j / 32;
|
|
|
|
b = b1 * j / 32;
|
|
|
|
major = (((r >> 2) & MASK(3)) << 5) |( (( (g >> 3) & MASK(3)) << 2 ) )| (((b >> 3) & MASK(2)));
|
|
|
|
|
|
|
|
// save minor GBRGBRGB
|
|
|
|
minor = MOVE_BIT(r,1,5) | MOVE_BIT(r,0,2) | MOVE_BIT(g,2,7) | MOVE_BIT(g,1,4) | MOVE_BIT(g,0,1) | MOVE_BIT(b,2,6)| MOVE_BIT(b,1,3)|MOVE_BIT(b,0,0);
|
|
|
|
|
|
|
|
vid.colormap[index2|index1] = major << 8 | (minor & 0xFF);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#if 1
|
|
|
|
for( i = 0; i < 1024; i++ )
|
|
|
|
{
|
|
|
|
unsigned int r, g, b;
|
|
|
|
uint color = i << 6 | BIT(5) | BIT(4) | BIT(3);
|
|
|
|
uint m = color >> 8;
|
|
|
|
uint j = color & 0xff;
|
|
|
|
unsigned short index1 = i;
|
|
|
|
|
|
|
|
r1 = ((m >> (8 - 3) )<< 2 ) & MASK(5);
|
|
|
|
g1 = ((m >> (8 - 3 - 3)) << 3) & MASK(6);
|
|
|
|
b1 = ((m >> (8 - 3 - 3 - 2)) << 3) & MASK(5);
|
|
|
|
r1 |= MOVE_BIT(j, 5, 1) | MOVE_BIT(j, 2, 0);
|
|
|
|
g1 |= MOVE_BIT(j, 7, 2) | MOVE_BIT(j, 4, 1) | MOVE_BIT(j, 1, 0);
|
|
|
|
b1 |= MOVE_BIT(j, 6, 2) | MOVE_BIT(j, 3, 1) | MOVE_BIT(j, 0, 0);
|
|
|
|
|
|
|
|
|
|
|
|
FOR_EACH_COLOR(2)
|
|
|
|
{
|
|
|
|
unsigned int index2 = (r2 << (2 + 3) | g2 << 2 | b2) << 10;
|
|
|
|
unsigned int k;
|
|
|
|
for( k = 0; k < 3; k++ )
|
|
|
|
{
|
|
|
|
unsigned int major, minor;
|
|
|
|
unsigned int a = k + 2;
|
|
|
|
|
|
|
|
|
|
|
|
r = r1 * (7 - a) / 7 + (r2 << 2 | BIT(2)) * a / 7;
|
|
|
|
g = g1 * (7 - a) / 7 + (g2 << 3 | MASK(2)) * a / 7;
|
|
|
|
b = b1 * (7 - a) / 7 + (b2 << 3 | MASK(2)) * a / 7;
|
|
|
|
if( r > MASK(5) )
|
|
|
|
r = MASK(5);
|
|
|
|
if( g > MASK(6) )
|
|
|
|
g = MASK(6);
|
|
|
|
if( b > MASK(5) )
|
|
|
|
b = MASK(5);
|
|
|
|
|
|
|
|
|
|
|
|
ASSERT( b < 32 );
|
|
|
|
major = (((r >> 2) & MASK(3)) << 5) |( (( (g >> 3) & MASK(3)) << 2 ) )| (((b >> 3) & MASK(2)));
|
|
|
|
|
|
|
|
// save minor GBRGBRGB
|
|
|
|
minor = MOVE_BIT(r,1,5) | MOVE_BIT(r,0,2) | MOVE_BIT(g,2,7) | MOVE_BIT(g,1,4) | MOVE_BIT(g,0,1) | MOVE_BIT(b,2,6)| MOVE_BIT(b,1,3)|MOVE_BIT(b,0,0);
|
|
|
|
minor = minor & ~0x3f;
|
|
|
|
|
|
|
|
|
|
|
|
vid.alphamap[k << 18|index2|index1] = major << 8 | (minor & 0xFF);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
void R_AllocScreen( void );
|
|
|
|
|
|
|
|
void R_InitBlit( qboolean glblit )
|
|
|
|
{
|
|
|
|
R_BuildBlendMaps();
|
|
|
|
|
|
|
|
if( glblit )
|
|
|
|
{
|
|
|
|
swblit.pLockBuffer = R_Lock_GLES3;
|
|
|
|
swblit.pUnlockBuffer = R_Unlock_GLES3;
|
|
|
|
swblit.pCreateBuffer = R_CreateBuffer_GLES3;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
swblit.pLockBuffer = gEngfuncs.SW_LockBuffer;
|
|
|
|
swblit.pUnlockBuffer = gEngfuncs.SW_UnlockBuffer;
|
|
|
|
swblit.pCreateBuffer = gEngfuncs.SW_CreateBuffer;
|
|
|
|
}
|
|
|
|
R_AllocScreen();
|
|
|
|
}
|
|
|
|
|
|
|
|
void R_AllocScreen( void )
|
|
|
|
{
|
|
|
|
if( gpGlobals->width < 320 )
|
|
|
|
gpGlobals->width = 320;
|
|
|
|
if( gpGlobals->height < 200 )
|
|
|
|
gpGlobals->height = 200;
|
|
|
|
|
|
|
|
R_InitCaches();
|
|
|
|
swblit.pCreateBuffer( gpGlobals->width, gpGlobals->height, &swblit.stride, &swblit.bpp,
|
|
|
|
&swblit.rmask, &swblit.gmask, &swblit.bmask);
|
|
|
|
R_BuildScreenMap();
|
|
|
|
vid.width = gpGlobals->width;
|
|
|
|
vid.height = gpGlobals->height;
|
|
|
|
vid.rowbytes = gpGlobals->width; // rowpixels
|
|
|
|
if( d_pzbuffer )
|
|
|
|
Mem_Free( d_pzbuffer );
|
|
|
|
d_pzbuffer = Mem_Calloc( r_temppool, vid.width*vid.height*2 + 64 );
|
|
|
|
if( vid.buffer )
|
|
|
|
Mem_Free( vid.buffer );
|
|
|
|
|
|
|
|
vid.buffer = Mem_Malloc( r_temppool, vid.width * vid.height*sizeof( pixel_t ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
void R_BlitScreen( void )
|
|
|
|
{
|
|
|
|
//memset( vid.buffer, 10, vid.width * vid.height );
|
|
|
|
int u, v;
|
|
|
|
void *buffer = swblit.pLockBuffer();
|
|
|
|
if( !buffer || gpGlobals->width != vid.width || gpGlobals->height != vid.height )
|
|
|
|
{
|
|
|
|
R_AllocScreen();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
//byte *buf = vid.buffer;
|
|
|
|
|
|
|
|
//#pragma omp parallel for schedule(static)
|
|
|
|
if( swblit.bpp == 2 )
|
|
|
|
{
|
|
|
|
unsigned short *pbuf = buffer;
|
|
|
|
for( v = 0; v < vid.height;v++)
|
|
|
|
{
|
|
|
|
uint start = vid.rowbytes * v;
|
|
|
|
uint dstart = swblit.stride * v;
|
|
|
|
|
|
|
|
for( u = 0; u < vid.width; u++ )
|
|
|
|
{
|
|
|
|
unsigned int s = vid.screen[vid.buffer[start + u]];
|
|
|
|
pbuf[dstart + u] = s;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if( swblit.bpp == 4 )
|
|
|
|
{
|
|
|
|
unsigned int *pbuf = buffer;
|
|
|
|
|
|
|
|
for( v = 0; v < vid.height;v++)
|
|
|
|
{
|
|
|
|
uint start = vid.rowbytes * v;
|
|
|
|
uint dstart = swblit.stride * v;
|
|
|
|
|
|
|
|
for( u = 0; u < vid.width; u++ )
|
|
|
|
{
|
|
|
|
unsigned int s = vid.screen32[vid.buffer[start + u]];
|
|
|
|
pbuf[dstart + u] = s;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if( swblit.bpp == 3 )
|
|
|
|
{
|
|
|
|
byte *pbuf = buffer;
|
|
|
|
for( v = 0; v < vid.height;v++)
|
|
|
|
{
|
|
|
|
uint start = vid.rowbytes * v;
|
|
|
|
uint dstart = swblit.stride * v;
|
|
|
|
|
|
|
|
for( u = 0; u < vid.width; u++ )
|
|
|
|
{
|
|
|
|
unsigned int s = vid.screen32[vid.buffer[start + u]];
|
|
|
|
pbuf[(dstart+u)*3] = s;
|
|
|
|
s = s >> 8;
|
|
|
|
pbuf[(dstart+u)*3+1] = s;
|
|
|
|
s = s >> 8;
|
|
|
|
pbuf[(dstart+u)*3+2] = s;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
swblit.pUnlockBuffer();
|
|
|
|
}
|