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https://github.com/YGGverse/xash3d-fwgs.git
synced 2025-01-13 08:38:59 +00:00
gl2shim: improve shader version handling, fix particle issues
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5df9e57743
commit
cbd10c6279
@ -13,10 +13,10 @@ R"(
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precision mediump float;
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precision mediump float;
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#endif
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#endif
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#if ATTR_TEXCOORD0
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#if ATTR_TEXCOORD0
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layout(location = 5) uniform sampler2D uTex0;
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uniform sampler2D uTex0;
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#endif
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#endif
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#if ATTR_TEXCOORD1
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#if ATTR_TEXCOORD1
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layout(location = 6) uniform sampler2D uTex1;
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uniform sampler2D uTex1;
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#endif
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#endif
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#if FEAT_ALPHA_TEST
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#if FEAT_ALPHA_TEST
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uniform float uAlphaTest;
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uniform float uAlphaTest;
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@ -24,7 +24,7 @@ uniform float uAlphaTest;
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#if FEAT_FOG
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#if FEAT_FOG
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uniform vec4 uFog;
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uniform vec4 uFog;
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#endif
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#endif
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layout(location = 2) uniform vec4 uColor;
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uniform vec4 uColor;
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#if ATTR_COLOR
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#if ATTR_COLOR
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in vec4 vColor;
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in vec4 vColor;
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#endif
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#endif
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@ -117,6 +117,7 @@ static struct
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qboolean async; // enable MAP_UNSYNCHRONIZED_BIT on temporary mappings
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qboolean async; // enable MAP_UNSYNCHRONIZED_BIT on temporary mappings
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qboolean force_flush; // enable MAP_FLUSH_EXPLICIT_BIT and FlushMappedBufferRange calls
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qboolean force_flush; // enable MAP_FLUSH_EXPLICIT_BIT and FlushMappedBufferRange calls
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uint32_t cycle_buffers; // cycle N buffers during draw to reduce locking in non-incremental mode
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uint32_t cycle_buffers; // cycle N buffers during draw to reduce locking in non-incremental mode
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uint32_t version;
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} gl2wrap_config;
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} gl2wrap_config;
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static struct
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static struct
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@ -212,7 +213,7 @@ static GLuint GL2_GenerateShader( gl2wrap_prog_t *prog, GLenum type )
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int i;
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int i;
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GLint status, len;
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GLint status, len;
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GLuint id, loc;
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GLuint id, loc;
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int version = 300;
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int version = gl2wrap_config.version;
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shader = shader_buf;
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shader = shader_buf;
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//shader[0] = '\n';
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//shader[0] = '\n';
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@ -228,19 +229,22 @@ static GLuint GL2_GenerateShader( gl2wrap_prog_t *prog, GLenum type )
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Q_snprintf( tmp, sizeof( tmp ), "#define %s %d\n", gl2wrap_flag_name[i], prog->flags & ( 1 << i ) );
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Q_snprintf( tmp, sizeof( tmp ), "#define %s %d\n", gl2wrap_flag_name[i], prog->flags & ( 1 << i ) );
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Q_strncat( shader, tmp, MAX_SHADERLEN );
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Q_strncat( shader, tmp, MAX_SHADERLEN );
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}
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}
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loc = 0;
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if( version > 310 )
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for ( i = 0; i < GL2_ATTR_MAX; ++i )
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{
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{
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if ( prog->flags & ( 1 << i ) )
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loc = 0;
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for ( i = 0; i < GL2_ATTR_MAX; ++i )
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{
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{
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Q_snprintf( tmp, sizeof( tmp ), "#define LOC_%s %d\n", gl2wrap_flag_name[i], loc++ );
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if ( prog->flags & ( 1 << i ) )
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Q_strncat( shader, tmp, MAX_SHADERLEN );
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{
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prog->attridx[i] = loc;
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Q_snprintf( tmp, sizeof( tmp ), "#define LOC_%s %d\n", gl2wrap_flag_name[i], loc++ );
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Q_strncat( shader, tmp, MAX_SHADERLEN );
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prog->attridx[i] = loc;
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}
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}
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else
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else
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{
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{
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prog->attridx[i] = -1;
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prog->attridx[i] = -1;
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}
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}
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}
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}
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}
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@ -316,7 +320,8 @@ static gl2wrap_prog_t *GL2_GetProg( const GLuint flags )
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if ( flags & ( 1 << i ) )
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if ( flags & ( 1 << i ) )
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{
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{
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prog->attridx[i] = loc;
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prog->attridx[i] = loc;
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pglBindAttribLocationARB( glprog, loc++, gl2wrap_attr_name[i] );
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if(gl2wrap_config.version <= 300)
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pglBindAttribLocationARB( glprog, loc++, gl2wrap_attr_name[i] );
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}
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}
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else
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else
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{
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{
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@ -420,12 +425,12 @@ static gl2wrap_prog_t *GL2_SetProg( const GLuint flags )
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gl2wrap.cur_prog = prog;
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gl2wrap.cur_prog = prog;
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return prog;
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return prog;
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}
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}
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#if 0 //def QUAD_BATCH
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#if 1 //def QUAD_BATCH
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#define TRIQUADS_SIZE 16384
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#define TRIQUADS_SIZE GL2_MAX_VERTS / 4 * 6
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#else
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#else
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#define TRIQUADS_SIZE 256
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#define TRIQUADS_SIZE 256
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#endif
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#endif
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unsigned short triquads_array[ TRIQUADS_SIZE * 6 ];
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unsigned short triquads_array[4][ TRIQUADS_SIZE * 6 ];
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int GL2_ShimInit( void )
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int GL2_ShimInit( void )
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{
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{
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@ -445,13 +450,14 @@ int GL2_ShimInit( void )
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if ( gl2wrap_init )
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if ( gl2wrap_init )
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return 0;
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return 0;
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gl2wrap_config.vao_mandatory = true;
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gl2wrap_config.vao_mandatory = true;
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gl2wrap_config.incremental = true;
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gl2wrap_config.incremental = false;
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gl2wrap_config.async = false;
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gl2wrap_config.async = true;
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gl2wrap_config.force_flush = false;
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gl2wrap_config.force_flush = false;
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gl2wrap_config.buf_storage = true;
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gl2wrap_config.buf_storage = true;
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gl2wrap_config.coherent = true;
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gl2wrap_config.coherent = true;
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gl2wrap_config.supports_mapbuffer = true;
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gl2wrap_config.supports_mapbuffer = false;
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gl2wrap_config.cycle_buffers = 4096;
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gl2wrap_config.cycle_buffers = 1;
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gl2wrap_config.version = 300;
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if(gl2wrap_config.buf_storage)
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if(gl2wrap_config.buf_storage)
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gl2wrap_config.incremental = true;
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gl2wrap_config.incremental = true;
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if(gl2wrap_config.incremental && !gl2wrap_config.buf_storage)
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if(gl2wrap_config.incremental && !gl2wrap_config.buf_storage)
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@ -462,15 +468,19 @@ int GL2_ShimInit( void )
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gl2wrap_config.cycle_buffers = 1;
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gl2wrap_config.cycle_buffers = 1;
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memset( &gl2wrap, 0, sizeof( gl2wrap ) );
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memset( &gl2wrap, 0, sizeof( gl2wrap ) );
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/// TODO: calculate correct TRIQUADS_SIZE
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/// TODO: use IBO
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for( i = 0; i < TRIQUADS_SIZE; i++ )
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for( i = 0; i < 4; i++ )
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{
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{
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triquads_array[i * 6] = i * 4;
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int j;
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triquads_array[i * 6 + 1] = i * 4 + 1;
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for( j = 0; j < TRIQUADS_SIZE; j++ )
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triquads_array[i * 6 + 2] = i * 4 + 2;
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{
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triquads_array[i * 6 + 3] = i * 4;
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triquads_array[i][j * 6] = j * 4 + i;
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triquads_array[i * 6 + 4] = i * 4 + 2;
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triquads_array[i][j * 6 + 1] = j * 4 + 1 + i;
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triquads_array[i * 6 + 5] = i * 4 + 3;
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triquads_array[i][j * 6 + 2] = j * 4 + 2 + i;
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triquads_array[i][j * 6 + 3] = j * 4 + i;
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triquads_array[i][j * 6 + 4] = j * 4 + 2 + i;
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triquads_array[i][j * 6 + 5] = j * 4 + 3 + i;
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}
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}
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}
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gl2wrap.color[0] = 1.f;
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gl2wrap.color[0] = 1.f;
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@ -602,7 +612,7 @@ void GL2_ShimEndFrame( void )
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GL2_FlushPrims();
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GL2_FlushPrims();
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#endif
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#endif
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gl2wrap.end = gl2wrap.begin = 0;
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gl2wrap.end = gl2wrap.begin = 0;
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if(gl2wrap_config.incremental)
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if( 0 && gl2wrap_config.incremental)
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{
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{
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for ( i = 0; i < GL2_ATTR_MAX; ++i )
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for ( i = 0; i < GL2_ATTR_MAX; ++i )
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{
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{
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@ -799,10 +809,11 @@ void GL2_FlushPrims( void )
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{
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{
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if(count == 4)
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if(count == 4)
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rpglDrawArrays( GL_TRIANGLE_FAN, startindex, count );
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rpglDrawArrays( GL_TRIANGLE_FAN, startindex, count );
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/// TODO: use DrawRangeElementsBaseVertex when supported
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else if(rpglDrawRangeElements)
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else if(rpglDrawRangeElements)
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rpglDrawRangeElements( GL_TRIANGLES, startindex, startindex + count, Q_min(count / 4 * 6,sizeof(triquads_array)/2), GL_UNSIGNED_SHORT, triquads_array + (startindex / 4 * 6) );
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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) );
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else
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else
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rpglDrawElements( GL_TRIANGLES, Q_min(count / 4 * 6,sizeof(triquads_array)/2), GL_UNSIGNED_SHORT, triquads_array + (startindex / 4 * 6) );
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rpglDrawElements( GL_TRIANGLES, Q_min(count / 4 * 6,sizeof(triquads_array)/2), GL_UNSIGNED_SHORT, &triquads_array[startindex % 4][0] + (startindex / 4 * 6) );
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}
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}
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else if( gl2wrap.prim == GL_POLYGON )
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else if( gl2wrap.prim == GL_POLYGON )
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rpglDrawArrays( GL_TRIANGLE_FAN, startindex, count );
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rpglDrawArrays( GL_TRIANGLE_FAN, startindex, count );
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@ -910,6 +921,15 @@ static void APIENTRY GL2_Vertex3f( GLfloat x, GLfloat y, GLfloat z )
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*p++ = y;
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*p++ = y;
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*p++ = z;
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*p++ = z;
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++gl2wrap.end;
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++gl2wrap.end;
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if(gl2wrap.cur_flags & 1 << GL2_ATTR_COLOR)
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{
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GLfloat *p = gl2wrap.attrbuf[GL2_ATTR_COLOR] + gl2wrap.end * 4;
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gl2wrap.cur_flags |= 1 << GL2_ATTR_COLOR;
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*p++ = gl2wrap.color[0];
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*p++ = gl2wrap.color[1];
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*p++ = gl2wrap.color[2];
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*p++ = gl2wrap.color[3];
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}
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if ( gl2wrap.end >= GL2_MAX_VERTS )
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if ( gl2wrap.end >= GL2_MAX_VERTS )
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{
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{
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gEngfuncs.Con_DPrintf( S_ERROR "GL2_Vertex3f(): Vertex buffer overflow!\n" );
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gEngfuncs.Con_DPrintf( S_ERROR "GL2_Vertex3f(): Vertex buffer overflow!\n" );
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