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Diffstat (limited to 'src/renderergl2/tr_glsl.c')
-rw-r--r--src/renderergl2/tr_glsl.c84
1 files changed, 13 insertions, 71 deletions
diff --git a/src/renderergl2/tr_glsl.c b/src/renderergl2/tr_glsl.c
index 14e20105..eaa7c8f5 100644
--- a/src/renderergl2/tr_glsl.c
+++ b/src/renderergl2/tr_glsl.c
@@ -22,7 +22,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
// tr_glsl.c
#include "tr_local.h"
-void GLSL_BindNullProgram(void);
+#include "tr_dsa.h"
extern const char *fallbackShader_bokeh_vp;
extern const char *fallbackShader_bokeh_fp;
@@ -482,11 +482,6 @@ static void GLSL_ShowProgramUniforms(GLhandleARB program)
GLenum type;
char uniformName[1000];
- // install the executables in the program object as part of current state.
- qglUseProgramObjectARB(program);
-
- // check for GL Errors
-
// query the number of active uniforms
qglGetObjectParameterivARB(program, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &count);
@@ -497,8 +492,6 @@ static void GLSL_ShowProgramUniforms(GLhandleARB program)
ri.Printf(PRINT_DEVELOPER, "active uniform: '%s'\n", uniformName);
}
-
- qglUseProgramObjectARB(0);
}
static int GLSL_InitGPUShader2(shaderProgram_t * program, const char *name, int attribs, const char *vpCode, const char *fpCode)
@@ -703,7 +696,7 @@ void GLSL_SetUniformInt(shaderProgram_t *program, int uniformNum, GLint value)
*compare = value;
- qglUniform1iARB(uniforms[uniformNum], value);
+ qglProgramUniform1i(program->program, uniforms[uniformNum], value);
}
void GLSL_SetUniformFloat(shaderProgram_t *program, int uniformNum, GLfloat value)
@@ -727,7 +720,7 @@ void GLSL_SetUniformFloat(shaderProgram_t *program, int uniformNum, GLfloat valu
*compare = value;
- qglUniform1fARB(uniforms[uniformNum], value);
+ qglProgramUniform1f(program->program, uniforms[uniformNum], value);
}
void GLSL_SetUniformVec2(shaderProgram_t *program, int uniformNum, const vec2_t v)
@@ -752,7 +745,7 @@ void GLSL_SetUniformVec2(shaderProgram_t *program, int uniformNum, const vec2_t
compare[0] = v[0];
compare[1] = v[1];
- qglUniform2fARB(uniforms[uniformNum], v[0], v[1]);
+ qglProgramUniform2f(program->program, uniforms[uniformNum], v[0], v[1]);
}
void GLSL_SetUniformVec3(shaderProgram_t *program, int uniformNum, const vec3_t v)
@@ -776,7 +769,7 @@ void GLSL_SetUniformVec3(shaderProgram_t *program, int uniformNum, const vec3_t
VectorCopy(v, compare);
- qglUniform3fARB(uniforms[uniformNum], v[0], v[1], v[2]);
+ qglProgramUniform3f(program->program, uniforms[uniformNum], v[0], v[1], v[2]);
}
void GLSL_SetUniformVec4(shaderProgram_t *program, int uniformNum, const vec4_t v)
@@ -800,7 +793,7 @@ void GLSL_SetUniformVec4(shaderProgram_t *program, int uniformNum, const vec4_t
VectorCopy4(v, compare);
- qglUniform4fARB(uniforms[uniformNum], v[0], v[1], v[2], v[3]);
+ qglProgramUniform4f(program->program, uniforms[uniformNum], v[0], v[1], v[2], v[3]);
}
void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_t v)
@@ -824,7 +817,7 @@ void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_
VectorCopy5(v, compare);
- qglUniform1fvARB(uniforms[uniformNum], 5, v);
+ qglProgramUniform1fv(program->program, uniforms[uniformNum], 5, v);
}
void GLSL_SetUniformMat4(shaderProgram_t *program, int uniformNum, const mat4_t matrix)
@@ -848,7 +841,7 @@ void GLSL_SetUniformMat4(shaderProgram_t *program, int uniformNum, const mat4_t
Mat4Copy(matrix, compare);
- qglUniformMatrix4fvARB(uniforms[uniformNum], 1, GL_FALSE, matrix);
+ qglProgramUniformMatrix4fv(program->program, uniforms[uniformNum], 1, GL_FALSE, matrix);
}
void GLSL_DeleteGPUShader(shaderProgram_t *program)
@@ -925,10 +918,8 @@ void GLSL_InitGPUShaders(void)
GLSL_InitUniforms(&tr.genericShader[i]);
- qglUseProgramObjectARB(tr.genericShader[i].program);
GLSL_SetUniformInt(&tr.genericShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
GLSL_SetUniformInt(&tr.genericShader[i], UNIFORM_LIGHTMAP, TB_LIGHTMAP);
- qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.genericShader[i]);
@@ -945,9 +936,7 @@ void GLSL_InitGPUShaders(void)
GLSL_InitUniforms(&tr.textureColorShader);
- qglUseProgramObjectARB(tr.textureColorShader.program);
GLSL_SetUniformInt(&tr.textureColorShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
- qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.textureColorShader);
@@ -993,9 +982,7 @@ void GLSL_InitGPUShaders(void)
GLSL_InitUniforms(&tr.dlightShader[i]);
- qglUseProgramObjectARB(tr.dlightShader[i].program);
GLSL_SetUniformInt(&tr.dlightShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
- qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.dlightShader[i]);
@@ -1123,7 +1110,6 @@ void GLSL_InitGPUShaders(void)
GLSL_InitUniforms(&tr.lightallShader[i]);
- qglUseProgramObjectARB(tr.lightallShader[i].program);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_LIGHTMAP, TB_LIGHTMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_NORMALMAP, TB_NORMALMAP);
@@ -1131,7 +1117,6 @@ void GLSL_InitGPUShaders(void)
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_SPECULARMAP, TB_SPECULARMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_SHADOWMAP, TB_SHADOWMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_CUBEMAP, TB_CUBEMAP);
- qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.lightallShader[i]);
@@ -1164,9 +1149,7 @@ void GLSL_InitGPUShaders(void)
GLSL_InitUniforms(&tr.pshadowShader);
- qglUseProgramObjectARB(tr.pshadowShader.program);
GLSL_SetUniformInt(&tr.pshadowShader, UNIFORM_SHADOWMAP, TB_DIFFUSEMAP);
- qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.pshadowShader);
@@ -1183,9 +1166,7 @@ void GLSL_InitGPUShaders(void)
GLSL_InitUniforms(&tr.down4xShader);
- qglUseProgramObjectARB(tr.down4xShader.program);
GLSL_SetUniformInt(&tr.down4xShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
- qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.down4xShader);
@@ -1202,9 +1183,7 @@ void GLSL_InitGPUShaders(void)
GLSL_InitUniforms(&tr.bokehShader);
- qglUseProgramObjectARB(tr.bokehShader.program);
GLSL_SetUniformInt(&tr.bokehShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
- qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.bokehShader);
@@ -1221,10 +1200,8 @@ void GLSL_InitGPUShaders(void)
GLSL_InitUniforms(&tr.tonemapShader);
- qglUseProgramObjectARB(tr.tonemapShader.program);
GLSL_SetUniformInt(&tr.tonemapShader, UNIFORM_TEXTUREMAP, TB_COLORMAP);
GLSL_SetUniformInt(&tr.tonemapShader, UNIFORM_LEVELSMAP, TB_LEVELSMAP);
- qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.tonemapShader);
@@ -1246,9 +1223,7 @@ void GLSL_InitGPUShaders(void)
GLSL_InitUniforms(&tr.calclevels4xShader[i]);
- qglUseProgramObjectARB(tr.calclevels4xShader[i].program);
GLSL_SetUniformInt(&tr.calclevels4xShader[i], UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
- qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.calclevels4xShader[i]);
@@ -1279,13 +1254,11 @@ void GLSL_InitGPUShaders(void)
GLSL_InitUniforms(&tr.shadowmaskShader);
- qglUseProgramObjectARB(tr.shadowmaskShader.program);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP, TB_SHADOWMAP);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP2, TB_SHADOWMAP2);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP3, TB_SHADOWMAP3);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP4, TB_SHADOWMAP4);
- qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.shadowmaskShader);
@@ -1302,9 +1275,7 @@ void GLSL_InitGPUShaders(void)
GLSL_InitUniforms(&tr.ssaoShader);
- qglUseProgramObjectARB(tr.ssaoShader.program);
GLSL_SetUniformInt(&tr.ssaoShader, UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
- qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.ssaoShader);
@@ -1329,10 +1300,8 @@ void GLSL_InitGPUShaders(void)
GLSL_InitUniforms(&tr.depthBlurShader[i]);
- qglUseProgramObjectARB(tr.depthBlurShader[i].program);
GLSL_SetUniformInt(&tr.depthBlurShader[i], UNIFORM_SCREENIMAGEMAP, TB_COLORMAP);
GLSL_SetUniformInt(&tr.depthBlurShader[i], UNIFORM_SCREENDEPTHMAP, TB_LIGHTMAP);
- qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.depthBlurShader[i]);
@@ -1350,9 +1319,7 @@ void GLSL_InitGPUShaders(void)
GLSL_InitUniforms(&tr.testcubeShader);
- qglUseProgramObjectARB(tr.testcubeShader.program);
GLSL_SetUniformInt(&tr.testcubeShader, UNIFORM_TEXTUREMAP, TB_COLORMAP);
- qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.testcubeShader);
@@ -1376,7 +1343,7 @@ void GLSL_ShutdownGPUShaders(void)
for (i = 0; i < ATTR_INDEX_COUNT; i++)
qglDisableVertexAttribArrayARB(i);
- GLSL_BindNullProgram();
+ GL_BindNullProgram();
for ( i = 0; i < GENERICDEF_COUNT; i++)
GLSL_DeleteGPUShader(&tr.genericShader[i]);
@@ -1406,47 +1373,22 @@ void GLSL_ShutdownGPUShaders(void)
for ( i = 0; i < 2; i++)
GLSL_DeleteGPUShader(&tr.depthBlurShader[i]);
-
- glState.currentProgram = 0;
- qglUseProgramObjectARB(0);
}
void GLSL_BindProgram(shaderProgram_t * program)
{
- if(!program)
- {
- GLSL_BindNullProgram();
- return;
- }
+ GLuint programObject = program ? program->program : 0;
+ char *name = program ? program->name : "NULL";
if(r_logFile->integer)
{
// don't just call LogComment, or we will get a call to va() every frame!
- GLimp_LogComment(va("--- GL_BindProgram( %s ) ---\n", program->name));
+ GLimp_LogComment(va("--- GLSL_BindProgram( %s ) ---\n", name));
}
- if(glState.currentProgram != program)
- {
- qglUseProgramObjectARB(program->program);
- glState.currentProgram = program;
+ if (GL_UseProgramObject(programObject))
backEnd.pc.c_glslShaderBinds++;
- }
-}
-
-
-void GLSL_BindNullProgram(void)
-{
- if(r_logFile->integer)
- {
- GLimp_LogComment("--- GL_BindNullProgram ---\n");
- }
-
- if(glState.currentProgram)
- {
- qglUseProgramObjectARB(0);
- glState.currentProgram = NULL;
- }
}