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Diffstat (limited to 'src/renderergl2/tr_dsa.c')
-rw-r--r-- | src/renderergl2/tr_dsa.c | 287 |
1 files changed, 287 insertions, 0 deletions
diff --git a/src/renderergl2/tr_dsa.c b/src/renderergl2/tr_dsa.c new file mode 100644 index 00000000..9cd481bd --- /dev/null +++ b/src/renderergl2/tr_dsa.c @@ -0,0 +1,287 @@ +/* +=========================================================================== +Copyright (C) 2016 James Canete + +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 2 +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. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. +=========================================================================== +*/ + +#include "tr_local.h" + +#include "tr_dsa.h" + +static struct +{ + GLuint textures[NUM_TEXTURE_BUNDLES]; + GLenum texunit; + + GLuint program; + + GLuint drawFramebuffer; + GLuint readFramebuffer; + GLuint renderbuffer; +} +glDsaState; + +void GL_BindNullTextures() +{ + int i; + + if (glRefConfig.directStateAccess) + { + for (i = 0; i < NUM_TEXTURE_BUNDLES; i++) + { + qglBindMultiTexture(GL_TEXTURE0_ARB + i, GL_TEXTURE_2D, 0); + glDsaState.textures[i] = 0; + } + } + else + { + for (i = 0; i < NUM_TEXTURE_BUNDLES; i++) + { + qglActiveTextureARB(GL_TEXTURE0_ARB + i); + qglBindTexture(GL_TEXTURE_2D, 0); + glDsaState.textures[i] = 0; + } + + qglActiveTextureARB(GL_TEXTURE0_ARB); + glDsaState.texunit = GL_TEXTURE0_ARB; + } +} + +int GL_BindMultiTexture(GLenum texunit, GLenum target, GLuint texture) +{ + GLuint tmu = texunit - GL_TEXTURE0_ARB; + + if (glDsaState.textures[tmu] == texture) + return 0; + + if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z) + target = GL_TEXTURE_CUBE_MAP; + + qglBindMultiTexture(texunit, target, texture); + glDsaState.textures[tmu] = texture; + return 1; +} + +GLvoid APIENTRY GLDSA_BindMultiTexture(GLenum texunit, GLenum target, GLuint texture) +{ + if (glDsaState.texunit != texunit) + { + qglActiveTextureARB(texunit); + glDsaState.texunit = texunit; + } + + qglBindTexture(target, texture); +} + +GLvoid APIENTRY GLDSA_TextureParameterf(GLuint texture, GLenum target, GLenum pname, GLfloat param) +{ + GL_BindMultiTexture(glDsaState.texunit, target, texture); + qglTexParameterf(target, pname, param); +} + +GLvoid APIENTRY GLDSA_TextureParameteri(GLuint texture, GLenum target, GLenum pname, GLint param) +{ + GL_BindMultiTexture(glDsaState.texunit, target, texture); + qglTexParameteri(target, pname, param); +} + +GLvoid APIENTRY GLDSA_TextureImage2D(GLuint texture, GLenum target, GLint level, GLint internalformat, + GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) +{ + GL_BindMultiTexture(glDsaState.texunit, target, texture); + qglTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); +} + +GLvoid APIENTRY GLDSA_TextureSubImage2D(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, + GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) +{ + GL_BindMultiTexture(glDsaState.texunit, target, texture); + qglTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); +} + +GLvoid APIENTRY GLDSA_CopyTextureImage2D(GLuint texture, GLenum target, GLint level, GLenum internalformat, + GLint x, GLint y, GLsizei width, GLsizei height, GLint border) +{ + GL_BindMultiTexture(glDsaState.texunit, target, texture); + qglCopyTexImage2D(target, level, internalformat, x, y, width, height, border); +} + +GLvoid APIENTRY GLDSA_CompressedTextureImage2D(GLuint texture, GLenum target, GLint level, GLenum internalformat, + GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data) +{ + GL_BindMultiTexture(glDsaState.texunit, target, texture); + qglCompressedTexImage2DARB(target, level, internalformat, width, height, border, imageSize, data); +} + +GLvoid APIENTRY GLDSA_CompressedTextureSubImage2D(GLuint texture, GLenum target, GLint level, + GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, + GLsizei imageSize, const GLvoid *data) +{ + GL_BindMultiTexture(glDsaState.texunit, target, texture); + qglCompressedTexSubImage2DARB(target, level, xoffset, yoffset, width, height, format, imageSize, data); +} + +GLvoid APIENTRY GLDSA_GenerateTextureMipmap(GLuint texture, GLenum target) +{ + GL_BindMultiTexture(glDsaState.texunit, target, texture); + qglGenerateMipmapEXT(target); +} + +void GL_BindNullProgram() +{ + qglUseProgramObjectARB(0); + glDsaState.program = 0; +} + +int GL_UseProgramObject(GLuint program) +{ + if (glDsaState.program == program) + return 0; + + qglUseProgramObjectARB(program); + glDsaState.program = program; + return 1; +} + +GLvoid APIENTRY GLDSA_ProgramUniform1i(GLuint program, GLint location, GLint v0) +{ + GL_UseProgramObject(program); + qglUniform1iARB(location, v0); +} + +GLvoid APIENTRY GLDSA_ProgramUniform1f(GLuint program, GLint location, GLfloat v0) +{ + GL_UseProgramObject(program); + qglUniform1fARB(location, v0); +} + +GLvoid APIENTRY GLDSA_ProgramUniform2f(GLuint program, GLint location, + GLfloat v0, GLfloat v1) +{ + GL_UseProgramObject(program); + qglUniform2fARB(location, v0, v1); +} + +GLvoid APIENTRY GLDSA_ProgramUniform3f(GLuint program, GLint location, + GLfloat v0, GLfloat v1, GLfloat v2) +{ + GL_UseProgramObject(program); + qglUniform3fARB(location, v0, v1, v2); +} + +GLvoid APIENTRY GLDSA_ProgramUniform4f(GLuint program, GLint location, + GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) +{ + GL_UseProgramObject(program); + qglUniform4fARB(location, v0, v1, v2, v3); +} + +GLvoid APIENTRY GLDSA_ProgramUniform1fv(GLuint program, GLint location, + GLsizei count, const GLfloat *value) +{ + GL_UseProgramObject(program); + qglUniform1fvARB(location, count, value); +} + +GLvoid APIENTRY GLDSA_ProgramUniformMatrix4fv(GLuint program, GLint location, + GLsizei count, GLboolean transpose, + const GLfloat *value) +{ + GL_UseProgramObject(program); + qglUniformMatrix4fvARB(location, count, transpose, value); +} + +void GL_BindNullFramebuffers() +{ + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); + glDsaState.drawFramebuffer = glDsaState.readFramebuffer = 0; + qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); + glDsaState.renderbuffer = 0; +} + +void GL_BindFramebuffer(GLenum target, GLuint framebuffer) +{ + switch (target) + { + case GL_FRAMEBUFFER_EXT: + if (framebuffer != glDsaState.drawFramebuffer || framebuffer != glDsaState.readFramebuffer) + { + qglBindFramebufferEXT(target, framebuffer); + glDsaState.drawFramebuffer = glDsaState.readFramebuffer = framebuffer; + } + break; + + case GL_DRAW_FRAMEBUFFER_EXT: + if (framebuffer != glDsaState.drawFramebuffer) + { + qglBindFramebufferEXT(target, framebuffer); + glDsaState.drawFramebuffer = framebuffer; + } + break; + + case GL_READ_FRAMEBUFFER_EXT: + if (framebuffer != glDsaState.readFramebuffer) + { + qglBindFramebufferEXT(target, framebuffer); + glDsaState.readFramebuffer = framebuffer; + } + break; + } +} + +void GL_BindRenderbuffer(GLuint renderbuffer) +{ + if (renderbuffer != glDsaState.renderbuffer) + { + qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, renderbuffer); + glDsaState.renderbuffer = renderbuffer; + } +} + +GLvoid APIENTRY GLDSA_NamedRenderbufferStorage(GLuint renderbuffer, + GLenum internalformat, GLsizei width, GLsizei height) +{ + GL_BindRenderbuffer(renderbuffer); + qglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, internalformat, width, height); +} + +GLvoid APIENTRY GLDSA_NamedRenderbufferStorageMultisample(GLuint renderbuffer, + GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) +{ + GL_BindRenderbuffer(renderbuffer); + qglRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, internalformat, width, height); +} + +GLenum APIENTRY GLDSA_CheckNamedFramebufferStatus(GLuint framebuffer, GLenum target) +{ + GL_BindFramebuffer(target, framebuffer); + return qglCheckFramebufferStatusEXT(target); +} + +GLvoid APIENTRY GLDSA_NamedFramebufferTexture2D(GLuint framebuffer, + GLenum attachment, GLenum textarget, GLuint texture, GLint level) +{ + GL_BindFramebuffer(GL_FRAMEBUFFER_EXT, framebuffer); + qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment, textarget, texture, level); +} + +GLvoid APIENTRY GLDSA_NamedFramebufferRenderbuffer(GLuint framebuffer, + GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) +{ + GL_BindFramebuffer(GL_FRAMEBUFFER_EXT, framebuffer); + qglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, attachment, renderbuffertarget, renderbuffer); +} |