Xash3D FWGS engine.
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#include "r_local.h"
#include "../ref_gl/gl_export.h"
struct swblit_s
{
uint stride;
uint bpp;
uint rmask, gmask, bmask;
void *(*pLockBuffer)( void );
void (*pUnlockBuffer)( void );
qboolean(*pCreateBuffer)( int width, int height, uint *stride, uint *bpp, uint *r, uint *g, uint *b );
uint rotate;
} swblit;
qboolean R_SetDisplayTransform( ref_screen_rotation_t rotate, int offset_x, int offset_y, float scale_x, float scale_y )
{
qboolean ret = true;
if( rotate > 1 )
{
gEngfuncs.Con_Printf("only 0-1 rotation supported\n");
ret = false;
}
else
swblit.rotate = rotate;
if( offset_x || offset_y )
{
// it is possible implement for offset > 0
gEngfuncs.Con_Printf("offset transform not supported\n");
ret = false;
}
if( scale_x != 1.0f || scale_y != 1.0f )
{
// maybe implement 2x2?
gEngfuncs.Con_Printf("scale transform not supported\n");
ret = false;
}
return ret;
}
/*
========================
DebugCallback
For ARB_debug_output
========================
*/
static void APIENTRY GL_DebugOutput( GLuint source, GLuint type, GLuint id, GLuint severity, GLint length, const GLcharARB *message, GLvoid *userParam )
{
switch( type )
{
case GL_DEBUG_TYPE_ERROR_ARB:
gEngfuncs.Con_Printf( S_OPENGL_ERROR "%s\n", message );
break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
gEngfuncs.Con_Printf( S_OPENGL_WARN "%s\n", message );
break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
gEngfuncs.Con_Printf( S_OPENGL_WARN "%s\n", message );
break;
case GL_DEBUG_TYPE_PORTABILITY_ARB:
gEngfuncs.Con_Reportf( S_OPENGL_WARN "%s\n", message );
break;
case GL_DEBUG_TYPE_PERFORMANCE_ARB:
gEngfuncs.Con_Printf( S_OPENGL_NOTE "%s\n", message );
break;
case GL_DEBUG_TYPE_OTHER_ARB:
default:
gEngfuncs.Con_Printf( S_OPENGL_NOTE "%s\n", message );
break;
}
}
static unsigned short *glbuf;
static int tex;
#define LOAD(x) p##x = gEngfuncs.GL_GetProcAddress(#x); \
gEngfuncs.Con_Printf(#x " : %p\n",p##x)
void GAME_EXPORT GL_SetupAttributes( int safegl )
{
#if GLDEBUG
gEngfuncs.Con_Reportf( "Creating an extended GL context for debug...\n" );
gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_FLAGS, REF_GL_CONTEXT_DEBUG_FLAG );
#endif
// untill we have any blitter in ref api, setup GL
gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_PROFILE_MASK, REF_GL_CONTEXT_PROFILE_ES );
gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_EGL, 1 );
gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_MAJOR_VERSION, 3 );
gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_MINOR_VERSION, 0 );
gEngfuncs.GL_SetAttribute( REF_GL_DOUBLEBUFFER, 1 );
gEngfuncs.GL_SetAttribute( REF_GL_RED_SIZE, 5 );
gEngfuncs.GL_SetAttribute( REF_GL_GREEN_SIZE, 6 );
gEngfuncs.GL_SetAttribute( REF_GL_BLUE_SIZE, 5 );
}
void (*pglOrthof)(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
void GL_FUNCTION( glBindBuffer)(GLenum target, GLuint buffer);
void GL_FUNCTION( glBufferData )(GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage);
void GL_FUNCTION( glGenBuffers )(GLsizei n, GLuint *buffers);
void GL_FUNCTION( glDeleteBuffers )(GLsizei n, const GLuint *buffers);
GLvoid* GL_FUNCTION( glMapBuffer )(GLenum target, GLenum access);
GLboolean GL_FUNCTION( glUnmapBuffer )(GLenum target);
#define GL_PIXEL_UNPACK_BUFFER 0x88EC
#define GL_FRAMEBUFFER 0x8D40
#define GL_COLOR_ATTACHMENT0 0x8CE0
#define GL_READ_FRAMEBUFFER 0x8CA8
#define GL_DRAW_FRAMEBUFFER 0x8CA9
void GAME_EXPORT GL_InitExtensions( void )
{
LOAD(glBegin);
LOAD(glEnd);
LOAD(glTexCoord2f);
LOAD(glVertex2f);
LOAD(glEnable);
LOAD(glDisable);
LOAD(glTexImage2D);
LOAD(glOrtho);
LOAD(glOrthof);
LOAD(glMatrixMode);
LOAD(glLoadIdentity);
LOAD(glViewport);
LOAD(glBindTexture);
LOAD(glDebugMessageCallbackARB);
LOAD(glDebugMessageControlARB);
LOAD(glGetError);
LOAD(glGenTextures);
LOAD(glTexParameteri);
LOAD(glEnableClientState);
LOAD(glDisableClientState);
LOAD(glVertexPointer);
LOAD(glTexCoordPointer);
LOAD(glDrawElements);
LOAD(glClear);
LOAD(glClearColor);
LOAD(glGetString);
LOAD(glColor4f);
LOAD(glDrawArrays);
LOAD(glBindBuffer);
LOAD(glBufferData);
LOAD(glGenBuffers);
LOAD(glDeleteBuffers);
LOAD(glMapBuffer);
LOAD(glUnmapBuffer);
LOAD(glGenFramebuffers);
LOAD(glBindFramebuffer);
LOAD(glFramebufferTexture2D);
LOAD(glBlitFramebuffer);
LOAD(glGenTextures);
gEngfuncs.Con_Printf("version:%s\n",pglGetString(GL_VERSION));
#if GLDEBUG
if( gpGlobals->developer )
{
gEngfuncs.Con_Reportf( "Installing GL_DebugOutput...\n");
pglDebugMessageCallbackARB( GL_DebugOutput, NULL );
// force everything to happen in the main thread instead of in a separate driver thread
pglEnable( GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB );
}
// enable all the low priority messages
pglDebugMessageControlARB( GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, NULL, true );
#endif
}
void GAME_EXPORT GL_ClearExtensions( void )
{
}
static void *R_Lock_GL1( void )
{
return glbuf;
}
static void R_Unlock_GL1( void )
{
pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vid.width, vid.height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, glbuf );
//gEngfuncs.Con_Printf("%d\n",pglGetError());
pglBegin( GL_QUADS );
pglTexCoord2f( 0, 0 );
pglVertex2f( 0, 0 );
pglTexCoord2f( 1, 0 );
pglVertex2f( 1, 0 );
pglTexCoord2f( 1, 1 );
pglVertex2f( 1, 1 );
pglTexCoord2f( 0, 1 );
pglVertex2f( 0, 1 );
pglEnd();
gEngfuncs.GL_SwapBuffers();
}
static void R_Unlock_GLES1( void )
{
pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vid.width, vid.height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, glbuf );
pglDrawArrays( GL_TRIANGLE_FAN, 0,4 );
gEngfuncs.GL_SwapBuffers();
}
static qboolean R_CreateBuffer_GL1( int width, int height, uint *stride, uint *bpp, uint *r, uint *g, uint *b )
{
pglViewport( 0, 0, width, height );
pglMatrixMode( GL_PROJECTION );
pglLoadIdentity();
pglOrtho( 0, 1, 1, 0, -99999, 99999 );
pglMatrixMode( GL_MODELVIEW );
pglLoadIdentity();
pglEnable( GL_TEXTURE_2D );
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
if( glbuf )
Mem_Free(glbuf);
glbuf = Mem_Malloc( r_temppool, width*height*2 );
*stride = width;
*bpp = 2;
*r = MASK(5) << (6 + 5);
*g = MASK(6) << 5;
*b = MASK(5);
return true;
}
static qboolean R_CreateBuffer_GLES1( int width, int height, uint *stride, uint *bpp, uint *r, uint *g, uint *b )
{
float data[] = {
// quad verts match texcoords
0, 0,
1, 0,
1, 1,
0, 1,
};
int vbo;
pglViewport( 0, 0, width, height );
pglMatrixMode( GL_PROJECTION );
pglLoadIdentity();
// project 0..1 to screen size
pglOrthof( 0, 1, 1, 0, -99999, 99999 );
pglMatrixMode( GL_MODELVIEW );
pglLoadIdentity();
pglEnable( GL_TEXTURE_2D );
pglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
pglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
if( vbo )
pglDeleteBuffers( 1,&vbo );
pglGenBuffers( 1,&vbo );
pglBindBuffer( GL_ARRAY_BUFFER_ARB, vbo );
pglBufferData( GL_ARRAY_BUFFER_ARB, sizeof(data), data, GL_STATIC_DRAW_ARB );
pglEnableClientState( GL_VERTEX_ARRAY );
pglEnableClientState( GL_TEXTURE_COORD_ARRAY );
pglVertexPointer( 2, GL_FLOAT, 8, 0 );
pglTexCoordPointer( 2, GL_FLOAT, 8, 0 );
pglBindBuffer( GL_ARRAY_BUFFER_ARB, 0 ) ;
pglColor4f( 1, 1, 1, 1 );
if( glbuf )
Mem_Free( glbuf );
glbuf = Mem_Malloc( r_temppool, width*height*2 );
*stride = width;
*bpp = 2;
*r = MASK(5) << (6 + 5);
*g = MASK(6) << 5;
*b = MASK(5);
return true;
}
static void *R_Lock_GLES3( void )
{
pglBufferData( GL_PIXEL_UNPACK_BUFFER, vid.width * vid.height * 2, 0, GL_STREAM_DRAW_ARB );
return pglMapBuffer( GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY_ARB );
}
static void R_Unlock_GLES3( void )
{
gEngfuncs.GL_SwapBuffers();
pglUnmapBuffer( GL_PIXEL_UNPACK_BUFFER );
pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vid.width, vid.height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0 );
//pglDrawArrays( GL_TRIANGLE_FAN, 0,4 );
pglBlitFramebuffer( 0, vid.height, vid.width, 0, 0, 0, vid.width, vid.height, GL_COLOR_BUFFER_BIT, GL_NEAREST );
}
static qboolean R_CreateBuffer_GLES3( int width, int height, uint *stride, uint *bpp, uint *r, uint *g, uint *b )
{
float data[] = {
// quad verts match texcoords
0, 0,
1, 0,
1, 1,
0, 1,
};
int vbo, pbo, fbo, to;
// shitty fbo does not work without texture objects :(
pglGenTextures( 1, &to );
pglBindTexture( GL_TEXTURE_2D, to );
pglViewport( 0, 0, width, height );
/*pglMatrixMode( GL_PROJECTION );
pglLoadIdentity();
// project 0..1 to screen size
pglOrtho( 0, 1, 1, 0, -99999, 99999 );
pglMatrixMode( GL_MODELVIEW );
pglLoadIdentity();
pglEnable( GL_TEXTURE_2D );
pglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
pglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
if( vbo )
pglDeleteBuffers( 1,&vbo );
*/
if( pbo )
pglDeleteBuffers( 1,&pbo );
//pglGenBuffers( 1,&vbo );
pglGenBuffers( 1, &pbo );
//pglBindBuffer( GL_ARRAY_BUFFER_ARB, vbo );
//pglBufferData( GL_ARRAY_BUFFER_ARB, sizeof(data), data, GL_STATIC_DRAW_ARB );
//pglEnableClientState( GL_VERTEX_ARRAY );
//pglEnableClientState( GL_TEXTURE_COORD_ARRAY );
//pglVertexPointer( 2, GL_FLOAT, 8, 0 );
//pglTexCoordPointer( 2, GL_FLOAT, 8, 0 );
//pglBindBuffer( GL_ARRAY_BUFFER_ARB, 0 );
pglBindBuffer( GL_PIXEL_UNPACK_BUFFER, pbo );
pglBufferData( GL_PIXEL_UNPACK_BUFFER, width * height * 2, 0, GL_STREAM_DRAW_ARB );
pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0 );
pglGenFramebuffers(1, &fbo);
pglBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
pglFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, to, 0);
pglBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
//pglColor4f( 1, 1, 1, 1 );
*stride = width;
*bpp = 2;
*r = MASK(5) << (6 + 5);
*g = MASK(6) << 5;
*b = MASK(5);
return true;
}
static int FIRST_BIT( uint mask )
{
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 )
{
int w, h;
if( gpGlobals->width < 128 )
gpGlobals->width = 128;
if( gpGlobals->height < 128 )
gpGlobals->height = 128;
R_InitCaches();
if( swblit.rotate )
w = gpGlobals->height, h = gpGlobals->width;
else
h = gpGlobals->height, w = gpGlobals->width;
swblit.pCreateBuffer( w, h, &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 )
free( d_pzbuffer );
d_pzbuffer = malloc( vid.width*vid.height*2 + 64 );
if( vid.buffer )
free( vid.buffer );
vid.buffer = malloc( vid.width * vid.height*sizeof( pixel_t ) );
}
void R_BlitScreen( void )
{
int u, v;
void *buffer = swblit.pLockBuffer();
// gEngfuncs.Con_Printf("blit begin\n");
//memset( vid.buffer, 10, vid.width * vid.height );
if( !buffer || gpGlobals->width != vid.width || gpGlobals->height != vid.height )
{
gEngfuncs.Con_Printf("pre allocscrn\n");
R_AllocScreen();
gEngfuncs.Con_Printf("post allocscrn\n");
return;
}
//return;
//byte *buf = vid.buffer;
//#pragma omp parallel for schedule(static)
//gEngfuncs.Con_Printf("swblit %d %d", swblit.bpp, vid.height );
if( swblit.rotate )
{
if( swblit.bpp == 2 )
{
unsigned short *pbuf = buffer;
for( v = 0; v < vid.height;v++)
{
uint start = vid.rowbytes * v;
uint d = swblit.stride - v - 1;
for( u = 0; u < vid.width; u++ )
{
unsigned int s = vid.screen[vid.buffer[start + u]];
pbuf[d] = s;
d += swblit.stride;
}
}
}
else if( swblit.bpp == 4 )
{
unsigned int *pbuf = buffer;
for( v = 0; v < vid.height;v++)
{
uint start = vid.rowbytes * v;
uint d = swblit.stride - v - 1;
for( u = 0; u < vid.width; u++ )
{
unsigned int s = vid.screen32[vid.buffer[start + u]];
pbuf[d] = s;
d += swblit.stride;
}
}
}
else if( swblit.bpp == 3 )
{
byte *pbuf = buffer;
for( v = 0; v < vid.height;v++)
{
uint start = vid.rowbytes * v;
uint d = swblit.stride - v - 1;
for( u = 0; u < vid.width; u++ )
{
unsigned int s = vid.screen32[vid.buffer[start + u]];
pbuf[(d)*3] = s;
s = s >> 8;
pbuf[(d)*3+1] = s;
s = s >> 8;
pbuf[(d)*3+2] = s;
d += swblit.stride;
}
}
}
}
else
{
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();
// gEngfuncs.Con_Printf("blit end\n");
}