/* 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 #include #include #include #include #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 "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 ) { snprintf( tmp, sizeof( tmp ), "#define %s %d\n", vgl_flag_name[i], prog->flags & ( 1 << i ) ); strncat( shader, tmp, MAX_SHADERLEN ); } if ( type == GL_FRAGMENT_SHADER ) strncat( shader, vgl_frag_src, MAX_SHADERLEN ); else strncat( shader, vgl_vert_src, MAX_SHADERLEN ); id = glCreateShader( type ); len = 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 ) }