Xash3D FWGS engine.
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/*
vgl_shim.c - vitaGL custom immediate mode shim
Copyright (C) 2023 fgsfds
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
/*
this is a "replacement" for vitaGL's immediate mode tailored specifically for xash
this will only provide performance gains if vitaGL is built with DRAW_SPEEDHACK=1
since that makes it assume that all vertex data pointers are GPU-mapped
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <malloc.h>
#include <vitaGL.h>
#include "port.h"
#include "xash3d_types.h"
#include "cvardef.h"
#include "const.h"
#include "com_model.h"
#include "cl_entity.h"
#include "render_api.h"
#include "protocol.h"
#include "dlight.h"
#include "ref_api.h"
#include "com_strings.h"
#include "crtlib.h"
#include "vgl_shim.h"
#define MAX_SHADERLEN 4096
// increase this when adding more attributes
#define MAX_PROGS 32
extern ref_api_t gEngfuncs;
enum vgl_attrib_e
{
VGL_ATTR_POS = 0, // 1
VGL_ATTR_COLOR = 1, // 2
VGL_ATTR_TEXCOORD0 = 2, // 4
VGL_ATTR_TEXCOORD1 = 3, // 8
VGL_ATTR_MAX
};
// continuation of previous enum
enum vgl_flag_e
{
VGL_FLAG_ALPHA_TEST = VGL_ATTR_MAX, // 16
VGL_FLAG_FOG, // 32
VGL_FLAG_MAX
};
typedef struct
{
GLuint flags;
GLint attridx[VGL_ATTR_MAX];
GLuint glprog;
GLint ucolor;
GLint ualpha;
GLint utex0;
GLint utex1;
GLint ufog;
} vgl_prog_t;
static const char *vgl_vert_src =
#include "vgl_shaders/vertex.cg.inc"
;
static const char *vgl_frag_src =
#include "vgl_shaders/fragment.cg.inc"
;
static int vgl_init = 0;
static struct
{
GLfloat *attrbuf[VGL_ATTR_MAX];
GLuint cur_flags;
GLint begin;
GLint end;
GLenum prim;
GLfloat color[4];
GLfloat fog[4]; // color + density
GLfloat alpharef;
vgl_prog_t progs[MAX_PROGS];
vgl_prog_t *cur_prog;
GLboolean uchanged;
} vgl;
static const int vgl_attr_size[VGL_ATTR_MAX] = { 3, 4, 2, 2 };
static const char *vgl_flag_name[VGL_FLAG_MAX] =
{
"ATTR_POSITION",
"ATTR_COLOR",
"ATTR_TEXCOORD0",
"ATTR_TEXCOORD1",
"FEAT_ALPHA_TEST",
"FEAT_FOG",
};
static const char *vgl_attr_name[VGL_ATTR_MAX] =
{
"inPosition",
"inColor",
"inTexCoord0",
"inTexCoord1",
};
// HACK: borrow alpha test and fog flags from internal vitaGL state
extern GLboolean alpha_test_state;
extern GLboolean fogging;
static GLuint VGL_GenerateShader( const vgl_prog_t *prog, GLenum type )
{
char *shader, shader_buf[MAX_SHADERLEN + 1];
char tmp[256];
int i;
GLint status, len;
GLuint id;
shader = shader_buf;
shader[0] = '\n';
shader[1] = 0;
for ( i = 0; i < VGL_FLAG_MAX; ++i )
{
Q_snprintf( tmp, sizeof( tmp ), "#define %s %d\n", vgl_flag_name[i], prog->flags & ( 1 << i ) );
Q_strncat( shader, tmp, MAX_SHADERLEN );
}
if ( type == GL_FRAGMENT_SHADER )
Q_strncat( shader, vgl_frag_src, MAX_SHADERLEN );
else
Q_strncat( shader, vgl_vert_src, MAX_SHADERLEN );
id = glCreateShader( type );
len = Q_strlen( shader );
glShaderSource( id, 1, (const void *)&shader, &len );
glCompileShader( id );
glGetShaderiv( id, GL_COMPILE_STATUS, &status );
if ( status == GL_FALSE )
{
gEngfuncs.Con_Reportf( S_ERROR "VGL_GenerateShader( 0x%04x, 0x%x ): compile failed:\n", prog->flags, type );
gEngfuncs.Con_DPrintf( "Shader text:\n%s\n\n", shader );
glDeleteShader( id );
return 0;
}
return id;
}
static vgl_prog_t *VGL_GetProg( const GLuint flags )
{
int i, loc, status;
GLuint vp, fp, glprog;
vgl_prog_t *prog;
// try to find existing prog matching this feature set
if ( vgl.cur_prog && vgl.cur_prog->flags == flags )
return vgl.cur_prog;
for ( i = 0; i < MAX_PROGS; ++i )
{
if ( vgl.progs[i].flags == flags )
return &vgl.progs[i];
else if ( vgl.progs[i].flags == 0 )
break;
}
if ( i == MAX_PROGS )
{
gEngfuncs.Host_Error( "VGL_GetProg(): Ran out of program slots for 0x%04x\n", flags );
return NULL;
}
// new prog; generate shaders
gEngfuncs.Con_DPrintf( S_NOTE "VGL_GetProg(): Generating progs for 0x%04x\n", flags );
prog = &vgl.progs[i];
prog->flags = flags;
vp = VGL_GenerateShader( prog, GL_VERTEX_SHADER );
fp = VGL_GenerateShader( prog, GL_FRAGMENT_SHADER );
if ( !vp || !fp )
{
prog->flags = 0;
return NULL;
}
glprog = glCreateProgram();
glAttachShader( glprog, vp );
glAttachShader( glprog, fp );
loc = 0;
for ( i = 0; i < VGL_ATTR_MAX; ++i )
{
if ( flags & ( 1 << i ) )
{
prog->attridx[i] = loc;
glBindAttribLocation( glprog, loc++, vgl_attr_name[i] );
}
else
{
prog->attridx[i] = -1;
}
}
glLinkProgram( glprog );
glDeleteShader( vp );
glDeleteShader( fp );
glGetProgramiv( glprog, GL_LINK_STATUS, &status );
if ( status == GL_FALSE )
{
gEngfuncs.Con_Reportf( S_ERROR "VGL_GetProg(): Failed linking progs for 0x%04x!\n", prog->flags );
prog->flags = 0;
glDeleteProgram( glprog );
return NULL;
}
prog->ucolor = glGetUniformLocation( glprog, "uColor" );
prog->ualpha = glGetUniformLocation( glprog, "uAlphaTest" );
prog->utex0 = glGetUniformLocation( glprog, "uTex0" );
prog->utex1 = glGetUniformLocation( glprog, "uTex1" );
prog->ufog = glGetUniformLocation( glprog, "uFog" );
// these never change
if ( prog->utex0 >= 0 )
glUniform1i( prog->utex0, 0 );
if ( prog->utex1 >= 0 )
glUniform1i( prog->utex1, 1 );
prog->glprog = glprog;
gEngfuncs.Con_DPrintf( S_NOTE "VGL_GetProg(): Generated progs for 0x%04x\n", flags );
return prog;
}
static vgl_prog_t *VGL_SetProg( const GLuint flags )
{
vgl_prog_t *prog = NULL;
if ( flags && ( prog = VGL_GetProg( flags ) ) )
{
if ( prog != vgl.cur_prog )
{
glUseProgram( prog->glprog );
vgl.uchanged = GL_TRUE;
}
if ( vgl.uchanged )
{
if ( prog->ualpha >= 0 )
glUniform1f( prog->ualpha, vgl.alpharef );
if ( prog->ucolor >= 0 )
glUniform4fv( prog->ucolor, 1, vgl.color );
if ( prog->ufog >= 0 )
glUniform4fv( prog->ufog, 1, vgl.fog );
vgl.uchanged = GL_FALSE;
}
}
else
{
glUseProgram( 0 );
}
vgl.cur_prog = prog;
return prog;
}
int VGL_ShimInit( void )
{
int i;
GLuint total, size;
static const GLuint precache_progs[] = {
0x0001, // out = ucolor
0x0005, // out = tex0 * ucolor
0x0007, // out = tex0 * vcolor
0x0015, // out = tex0 * ucolor + FEAT_ALPHA_TEST
0x0021, // out = ucolor + FEAT_FOG
0x0025, // out = tex0 * ucolor + FEAT_FOG
0x0027, // out = tex0 * vcolor + FEAT_FOG
0x0035, // out = tex0 * ucolor + FEAT_ALPHA_TEST + FEAT_FOG
};
if ( vgl_init )
return 0;
memset( &vgl, 0, sizeof( vgl ) );
vgl.color[0] = 1.f;
vgl.color[1] = 1.f;
vgl.color[2] = 1.f;
vgl.color[3] = 1.f;
vgl.uchanged = GL_TRUE;
total = 0;
for ( i = 0; i < VGL_ATTR_MAX; ++i )
{
size = VGL_MAX_VERTS * vgl_attr_size[i] * sizeof( GLfloat );
vgl.attrbuf[i] = memalign( 0x100, size );
total += size;
}
VGL_ShimInstall();
gEngfuncs.Con_DPrintf( S_NOTE "VGL_ShimInit(): %u bytes allocated for vertex buffer\n", total );
gEngfuncs.Con_DPrintf( S_NOTE "VGL_ShimInit(): Pre-generating %u progs...\n", sizeof( precache_progs ) / sizeof( *precache_progs ) );
for ( i = 0; i < (int)( sizeof( precache_progs ) / sizeof( *precache_progs ) ); ++i )
VGL_GetProg( precache_progs[i] );
vgl_init = 1;
return 0;
}
void VGL_ShimShutdown( void )
{
int i;
if ( !vgl_init )
return;
glFinish();
glUseProgram( 0 );
/*
// FIXME: this sometimes causes the game to block on glDeleteProgram for up to a minute
// but since this is only called on shutdown or game change, it should be fine to skip
for ( i = 0; i < MAX_PROGS; ++i )
{
if ( vgl.progs[i].flags )
glDeleteProgram( vgl.progs[i].glprog );
}
*/
for ( i = 0; i < VGL_ATTR_MAX; ++i )
free( vgl.attrbuf[i] );
memset( &vgl, 0, sizeof( vgl ) );
vgl_init = 0;
}
void VGL_ShimEndFrame( void )
{
vgl.end = vgl.begin = 0;
}
void VGL_Begin( GLenum prim )
{
int i;
vgl.prim = prim;
vgl.begin = vgl.end;
// pos always enabled
vgl.cur_flags = 1 << VGL_ATTR_POS;
// disable all vertex attrib pointers
for ( i = 0; i < VGL_ATTR_MAX; ++i )
glDisableVertexAttribArray( i );
}
void VGL_End( void )
{
int i;
vgl_prog_t *prog;
GLuint flags = vgl.cur_flags;
GLint count = vgl.end - vgl.begin;
if ( !vgl.prim || !count )
goto _leave; // end without begin
// enable alpha test and fog if needed
if ( alpha_test_state )
flags |= 1 << VGL_FLAG_ALPHA_TEST;
if ( fogging )
flags |= 1 << VGL_FLAG_FOG;
prog = VGL_SetProg( flags );
if ( !prog )
{
gEngfuncs.Host_Error( "VGL_End(): Could not find program for flags 0x%04x!\n", flags );
goto _leave;
}
for ( i = 0; i < VGL_ATTR_MAX; ++i )
{
if ( prog->attridx[i] >= 0 )
{
glEnableVertexAttribArray( prog->attridx[i] );
glVertexAttribPointer( prog->attridx[i], vgl_attr_size[i], GL_FLOAT, GL_FALSE, 0, vgl.attrbuf[i] + vgl_attr_size[i] * vgl.begin );
}
}
glDrawArrays( vgl.prim, 0, count );
_leave:
vgl.prim = GL_NONE;
vgl.begin = vgl.end;
vgl.cur_flags = 0;
}
void VGL_Vertex3f( GLfloat x, GLfloat y, GLfloat z )
{
GLfloat *p = vgl.attrbuf[VGL_ATTR_POS] + vgl.end * 3;
*p++ = x;
*p++ = y;
*p++ = z;
++vgl.end;
if ( vgl.end >= VGL_MAX_VERTS )
{
gEngfuncs.Con_DPrintf( S_ERROR "VGL_Vertex3f(): Vertex buffer overflow!\n" );
vgl.end = vgl.begin = 0;
}
}
void VGL_Vertex2f( GLfloat x, GLfloat y )
{
VGL_Vertex3f( x, y, 0.f );
}
void VGL_Vertex3fv( const GLfloat *v )
{
VGL_Vertex3f( v[0], v[1], v[2] );
}
void VGL_Color4f( GLfloat r, GLfloat g, GLfloat b, GLfloat a )
{
vgl.color[0] = r;
vgl.color[1] = g;
vgl.color[2] = b;
vgl.color[3] = a;
vgl.uchanged = GL_TRUE;
if ( vgl.prim )
{
// HACK: enable color attribute if we're using color inside a Begin-End pair
GLfloat *p = vgl.attrbuf[VGL_ATTR_COLOR] + vgl.end * 4;
vgl.cur_flags |= 1 << VGL_ATTR_COLOR;
*p++ = r;
*p++ = g;
*p++ = b;
*p++ = a;
}
}
void VGL_Color3f( GLfloat r, GLfloat g, GLfloat b )
{
VGL_Color4f( r, g, b, 1.f );
}
void VGL_Color4ub( GLubyte r, GLubyte g, GLubyte b, GLubyte a )
{
VGL_Color4f( (GLfloat)r / 255.f, (GLfloat)g / 255.f, (GLfloat)b / 255.f, (GLfloat)a / 255.f );
}
void VGL_Color4ubv( const GLubyte *v )
{
VGL_Color4ub( v[0], v[1], v[2], v[3] );
}
void VGL_TexCoord2f( GLfloat u, GLfloat v )
{
// by spec glTexCoord always updates texunit 0
GLfloat *p = vgl.attrbuf[VGL_ATTR_TEXCOORD0] + vgl.end * 2;
vgl.cur_flags |= 1 << VGL_ATTR_TEXCOORD0;
*p++ = u;
*p++ = v;
}
void VGL_MultiTexCoord2f( GLenum tex, GLfloat u, GLfloat v )
{
GLfloat *p;
// assume there can only be two
if ( tex == GL_TEXTURE0 )
{
p = vgl.attrbuf[VGL_ATTR_TEXCOORD0] + vgl.end * 2;
vgl.cur_flags |= 1 << VGL_ATTR_TEXCOORD0;
}
else
{
p = vgl.attrbuf[VGL_ATTR_TEXCOORD1] + vgl.end * 2;
vgl.cur_flags |= 1 << VGL_ATTR_TEXCOORD1;
}
*p++ = u;
*p++ = v;
}
void VGL_Normal3fv( const GLfloat *v )
{
/* this does not seem to be necessary */
}
void VGL_ShadeModel( GLenum unused )
{
/* this doesn't do anything in vitaGL except spit errors in debug mode, so stub it out */
}
void VGL_AlphaFunc( GLenum mode, GLfloat ref )
{
vgl.alpharef = ref;
vgl.uchanged = GL_TRUE;
// mode is always GL_GREATER
}
void VGL_Fogf( GLenum param, GLfloat val )
{
if ( param == GL_FOG_DENSITY )
{
vgl.fog[3] = val;
vgl.uchanged = GL_TRUE;
}
}
void VGL_Fogfv( GLenum param, const GLfloat *val )
{
if ( param == GL_FOG_COLOR )
{
vgl.fog[0] = val[0];
vgl.fog[1] = val[1];
vgl.fog[2] = val[2];
vgl.uchanged = GL_TRUE;
}
}
void VGL_DrawBuffer( GLenum mode )
{
/* unsupported */
}
void VGL_Hint( GLenum hint, GLenum val )
{
/* none of the used hints are supported; stub to prevent errors */
}
#define VGL_OVERRIDE_PTR( name ) \
{ \
extern void *pgl ## name; \
pgl ## name = VGL_ ## name; \
}
void VGL_ShimInstall( void )
{
VGL_OVERRIDE_PTR( Vertex2f )
VGL_OVERRIDE_PTR( Vertex3f )
VGL_OVERRIDE_PTR( Vertex3fv )
VGL_OVERRIDE_PTR( Color3f )
VGL_OVERRIDE_PTR( Color4f )
VGL_OVERRIDE_PTR( Color4ub )
VGL_OVERRIDE_PTR( Color4ubv )
VGL_OVERRIDE_PTR( Normal3fv )
VGL_OVERRIDE_PTR( TexCoord2f )
VGL_OVERRIDE_PTR( MultiTexCoord2f )
VGL_OVERRIDE_PTR( ShadeModel )
VGL_OVERRIDE_PTR( DrawBuffer )
VGL_OVERRIDE_PTR( AlphaFunc )
VGL_OVERRIDE_PTR( Fogf )
VGL_OVERRIDE_PTR( Fogfv )
VGL_OVERRIDE_PTR( Hint )
VGL_OVERRIDE_PTR( Begin )
VGL_OVERRIDE_PTR( End )
}