diff --git a/ref/gl/gl2_shim/fragment.glsl.inc b/ref/gl/gl2_shim/fragment.glsl.inc index 1fafa020..b8725620 100644 --- a/ref/gl/gl2_shim/fragment.glsl.inc +++ b/ref/gl/gl2_shim/fragment.glsl.inc @@ -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; #if FEAT_FOG uniform vec4 uFog; #endif -layout(location = 2) uniform vec4 uColor; +uniform vec4 uColor; #if ATTR_COLOR in vec4 vColor; #endif diff --git a/ref/gl/gl2_shim/gl2_shim.c b/ref/gl/gl2_shim/gl2_shim.c index 8a432106..e9568104 100644 --- a/ref/gl/gl2_shim/gl2_shim.c +++ b/ref/gl/gl2_shim/gl2_shim.c @@ -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 ) 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 ) 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 ) 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 ) 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 ) 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 ) 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 ) 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 ) { 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 ) *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" );