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gl2shim: improve shader version handling, fix particle issues

pull/2/head
mittorn 1 year ago committed by Alibek Omarov
parent
commit
cbd10c6279
  1. 6
      ref/gl/gl2_shim/fragment.glsl.inc
  2. 80
      ref/gl/gl2_shim/gl2_shim.c

6
ref/gl/gl2_shim/fragment.glsl.inc

@ -13,10 +13,10 @@ R"( @@ -13,10 +13,10 @@ R"(
precision mediump float;
#endif
#if ATTR_TEXCOORD0
layout(location = 5) uniform sampler2D uTex0;
uniform sampler2D uTex0;
#endif
#if ATTR_TEXCOORD1
layout(location = 6) uniform sampler2D uTex1;
uniform sampler2D uTex1;
#endif
#if FEAT_ALPHA_TEST
uniform float uAlphaTest;
@ -24,7 +24,7 @@ uniform float uAlphaTest; @@ -24,7 +24,7 @@ uniform float uAlphaTest;
#if FEAT_FOG
uniform vec4 uFog;
#endif
layout(location = 2) uniform vec4 uColor;
uniform vec4 uColor;
#if ATTR_COLOR
in vec4 vColor;
#endif

80
ref/gl/gl2_shim/gl2_shim.c

@ -117,6 +117,7 @@ static struct @@ -117,6 +117,7 @@ static struct
qboolean async; // enable MAP_UNSYNCHRONIZED_BIT on temporary mappings
qboolean force_flush; // enable MAP_FLUSH_EXPLICIT_BIT and FlushMappedBufferRange calls
uint32_t cycle_buffers; // cycle N buffers during draw to reduce locking in non-incremental mode
uint32_t version;
} gl2wrap_config;
static struct
@ -212,7 +213,7 @@ static GLuint GL2_GenerateShader( gl2wrap_prog_t *prog, GLenum type ) @@ -212,7 +213,7 @@ static GLuint GL2_GenerateShader( gl2wrap_prog_t *prog, GLenum type )
int i;
GLint status, len;
GLuint id, loc;
int version = 300;
int version = gl2wrap_config.version;
shader = shader_buf;
//shader[0] = '\n';
@ -228,19 +229,22 @@ static GLuint GL2_GenerateShader( gl2wrap_prog_t *prog, GLenum type ) @@ -228,19 +229,22 @@ static GLuint GL2_GenerateShader( gl2wrap_prog_t *prog, GLenum type )
Q_snprintf( tmp, sizeof( tmp ), "#define %s %d\n", gl2wrap_flag_name[i], prog->flags & ( 1 << i ) );
Q_strncat( shader, tmp, MAX_SHADERLEN );
}
loc = 0;
for ( i = 0; i < GL2_ATTR_MAX; ++i )
if( version > 310 )
{
if ( prog->flags & ( 1 << i ) )
loc = 0;
for ( i = 0; i < GL2_ATTR_MAX; ++i )
{
Q_snprintf( tmp, sizeof( tmp ), "#define LOC_%s %d\n", gl2wrap_flag_name[i], loc++ );
Q_strncat( shader, tmp, MAX_SHADERLEN );
prog->attridx[i] = loc;
if ( prog->flags & ( 1 << i ) )
{
Q_snprintf( tmp, sizeof( tmp ), "#define LOC_%s %d\n", gl2wrap_flag_name[i], loc++ );
Q_strncat( shader, tmp, MAX_SHADERLEN );
prog->attridx[i] = loc;
}
else
{
prog->attridx[i] = -1;
}
else
{
prog->attridx[i] = -1;
}
}
}
@ -316,7 +320,8 @@ static gl2wrap_prog_t *GL2_GetProg( const GLuint flags ) @@ -316,7 +320,8 @@ static gl2wrap_prog_t *GL2_GetProg( const GLuint flags )
if ( flags & ( 1 << i ) )
{
prog->attridx[i] = loc;
pglBindAttribLocationARB( glprog, loc++, gl2wrap_attr_name[i] );
if(gl2wrap_config.version <= 300)
pglBindAttribLocationARB( glprog, loc++, gl2wrap_attr_name[i] );
}
else
{
@ -420,12 +425,12 @@ static gl2wrap_prog_t *GL2_SetProg( const GLuint flags ) @@ -420,12 +425,12 @@ static gl2wrap_prog_t *GL2_SetProg( const GLuint flags )
gl2wrap.cur_prog = prog;
return prog;
}
#if 0 //def QUAD_BATCH
#define TRIQUADS_SIZE 16384
#if 1 //def QUAD_BATCH
#define TRIQUADS_SIZE GL2_MAX_VERTS / 4 * 6
#else
#define TRIQUADS_SIZE 256
#endif
unsigned short triquads_array[ TRIQUADS_SIZE * 6 ];
unsigned short triquads_array[4][ TRIQUADS_SIZE * 6 ];
int GL2_ShimInit( void )
{
@ -445,13 +450,14 @@ int GL2_ShimInit( void ) @@ -445,13 +450,14 @@ int GL2_ShimInit( void )
if ( gl2wrap_init )
return 0;
gl2wrap_config.vao_mandatory = true;
gl2wrap_config.incremental = true;
gl2wrap_config.async = false;
gl2wrap_config.incremental = false;
gl2wrap_config.async = true;
gl2wrap_config.force_flush = false;
gl2wrap_config.buf_storage = true;
gl2wrap_config.coherent = true;
gl2wrap_config.supports_mapbuffer = true;
gl2wrap_config.cycle_buffers = 4096;
gl2wrap_config.supports_mapbuffer = false;
gl2wrap_config.cycle_buffers = 1;
gl2wrap_config.version = 300;
if(gl2wrap_config.buf_storage)
gl2wrap_config.incremental = true;
if(gl2wrap_config.incremental && !gl2wrap_config.buf_storage)
@ -462,15 +468,19 @@ int GL2_ShimInit( void ) @@ -462,15 +468,19 @@ int GL2_ShimInit( void )
gl2wrap_config.cycle_buffers = 1;
memset( &gl2wrap, 0, sizeof( gl2wrap ) );
/// TODO: calculate correct TRIQUADS_SIZE
for( i = 0; i < TRIQUADS_SIZE; i++ )
/// TODO: use IBO
for( i = 0; i < 4; i++ )
{
triquads_array[i * 6] = i * 4;
triquads_array[i * 6 + 1] = i * 4 + 1;
triquads_array[i * 6 + 2] = i * 4 + 2;
triquads_array[i * 6 + 3] = i * 4;
triquads_array[i * 6 + 4] = i * 4 + 2;
triquads_array[i * 6 + 5] = i * 4 + 3;
int j;
for( j = 0; j < TRIQUADS_SIZE; j++ )
{
triquads_array[i][j * 6] = j * 4 + i;
triquads_array[i][j * 6 + 1] = j * 4 + 1 + i;
triquads_array[i][j * 6 + 2] = j * 4 + 2 + i;
triquads_array[i][j * 6 + 3] = j * 4 + i;
triquads_array[i][j * 6 + 4] = j * 4 + 2 + i;
triquads_array[i][j * 6 + 5] = j * 4 + 3 + i;
}
}
gl2wrap.color[0] = 1.f;
@ -602,7 +612,7 @@ void GL2_ShimEndFrame( void ) @@ -602,7 +612,7 @@ void GL2_ShimEndFrame( void )
GL2_FlushPrims();
#endif
gl2wrap.end = gl2wrap.begin = 0;
if(gl2wrap_config.incremental)
if( 0 && gl2wrap_config.incremental)
{
for ( i = 0; i < GL2_ATTR_MAX; ++i )
{
@ -799,10 +809,11 @@ void GL2_FlushPrims( void ) @@ -799,10 +809,11 @@ void GL2_FlushPrims( void )
{
if(count == 4)
rpglDrawArrays( GL_TRIANGLE_FAN, startindex, count );
/// TODO: use DrawRangeElementsBaseVertex when supported
else if(rpglDrawRangeElements)
rpglDrawRangeElements( GL_TRIANGLES, startindex, startindex + count, Q_min(count / 4 * 6,sizeof(triquads_array)/2), GL_UNSIGNED_SHORT, triquads_array + (startindex / 4 * 6) );
rpglDrawRangeElements( GL_TRIANGLES, startindex, startindex + count, Q_min(count / 4 * 6,sizeof(triquads_array)/2 - startindex), GL_UNSIGNED_SHORT, &triquads_array[startindex % 4][0] + (startindex / 4 * 6) );
else
rpglDrawElements( GL_TRIANGLES, Q_min(count / 4 * 6,sizeof(triquads_array)/2), GL_UNSIGNED_SHORT, triquads_array + (startindex / 4 * 6) );
rpglDrawElements( GL_TRIANGLES, Q_min(count / 4 * 6,sizeof(triquads_array)/2), GL_UNSIGNED_SHORT, &triquads_array[startindex % 4][0] + (startindex / 4 * 6) );
}
else if( gl2wrap.prim == GL_POLYGON )
rpglDrawArrays( GL_TRIANGLE_FAN, startindex, count );
@ -910,6 +921,15 @@ static void APIENTRY GL2_Vertex3f( GLfloat x, GLfloat y, GLfloat z ) @@ -910,6 +921,15 @@ static void APIENTRY GL2_Vertex3f( GLfloat x, GLfloat y, GLfloat z )
*p++ = y;
*p++ = z;
++gl2wrap.end;
if(gl2wrap.cur_flags & 1 << GL2_ATTR_COLOR)
{
GLfloat *p = gl2wrap.attrbuf[GL2_ATTR_COLOR] + gl2wrap.end * 4;
gl2wrap.cur_flags |= 1 << GL2_ATTR_COLOR;
*p++ = gl2wrap.color[0];
*p++ = gl2wrap.color[1];
*p++ = gl2wrap.color[2];
*p++ = gl2wrap.color[3];
}
if ( gl2wrap.end >= GL2_MAX_VERTS )
{
gEngfuncs.Con_DPrintf( S_ERROR "GL2_Vertex3f(): Vertex buffer overflow!\n" );

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