#include "r_local.h" #include "../ref_gl/gl_export.h" /* ======================== DebugCallback For ARB_debug_output ======================== */ static void APIENTRY GL_DebugOutput( GLuint source, GLuint type, GLuint id, GLuint severity, GLint length, const GLcharARB *message, GLvoid *userParam ) { switch( type ) { case GL_DEBUG_TYPE_ERROR_ARB: gEngfuncs.Con_Printf( S_OPENGL_ERROR "%s\n", message ); break; case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: gEngfuncs.Con_Printf( S_OPENGL_WARN "%s\n", message ); break; case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: gEngfuncs.Con_Printf( S_OPENGL_WARN "%s\n", message ); break; case GL_DEBUG_TYPE_PORTABILITY_ARB: gEngfuncs.Con_Reportf( S_OPENGL_WARN "%s\n", message ); break; case GL_DEBUG_TYPE_PERFORMANCE_ARB: gEngfuncs.Con_Printf( S_OPENGL_NOTE "%s\n", message ); break; case GL_DEBUG_TYPE_OTHER_ARB: default: gEngfuncs.Con_Printf( S_OPENGL_NOTE "%s\n", message ); break; } } int tex; #define LOAD(x) p##x = gEngfuncs.GL_GetProcAddress(#x) void R_InitBlit() { LOAD(glBegin); LOAD(glEnd); LOAD(glTexCoord2f); LOAD(glVertex2f); LOAD(glEnable); LOAD(glDisable); LOAD(glTexImage2D); LOAD(glOrtho); LOAD(glMatrixMode); LOAD(glLoadIdentity); LOAD(glViewport); LOAD(glBindTexture); LOAD(glDebugMessageCallbackARB); LOAD(glDebugMessageControlARB); LOAD(glGetError); LOAD(glGenTextures); LOAD(glTexParameteri); if( gpGlobals->developer ) { gEngfuncs.Con_Reportf( "Installing GL_DebugOutput...\n"); pglDebugMessageCallbackARB( GL_DebugOutput, NULL ); // force everything to happen in the main thread instead of in a separate driver thread pglEnable( GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB ); } // enable all the low priority messages pglDebugMessageControlARB( GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, NULL, true ); pglGenTextures( 1, &tex ); } void R_BlitScreen() { //memset( vid.buffer, 10, vid.width * vid.height ); pglBindTexture(GL_TEXTURE_2D, tex); pglViewport( 0, 0, gpGlobals->width, gpGlobals->height ); pglMatrixMode( GL_PROJECTION ); pglLoadIdentity(); pglOrtho( 0, gpGlobals->width, gpGlobals->height, 0, -99999, 99999 ); pglMatrixMode( GL_MODELVIEW ); pglLoadIdentity(); pglEnable( GL_TEXTURE_2D ); pglBindTexture(GL_TEXTURE_2D, tex); pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //gEngfuncs.Con_Printf("%d\n",pglGetError()); pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vid.width, vid.height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, vid.buffer ); //gEngfuncs.Con_Printf("%d\n",pglGetError()); pglBegin( GL_QUADS ); pglTexCoord2f( 0, 0 ); pglVertex2f( 0, 0 ); pglTexCoord2f( 1, 0 ); pglVertex2f( vid.width, 0 ); pglTexCoord2f( 1, 1 ); pglVertex2f( vid.width, vid.height ); pglTexCoord2f( 0, 1 ); pglVertex2f( 0, vid.height ); pglEnd(); pglDisable( GL_TEXTURE_2D ); gEngfuncs.GL_SwapBuffers(); }