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https://github.com/w23/xash3d-fwgs
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ref_soft: glblit: GLES1 blitter
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parent
05d793c34b
commit
e1efacb399
105
r_glblit.c
105
r_glblit.c
@ -8,7 +8,7 @@ struct swblit_s
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uint rmask, gmask, bmask;
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void *(*pLockBuffer)( void );
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void (*pUnlockBuffer)( void );
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void *(*pCreateBuffer)( int width, int height, uint *stride, uint *bpp, uint *r, uint *g, uint *b );
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qboolean(*pCreateBuffer)( int width, int height, uint *stride, uint *bpp, uint *r, uint *g, uint *b );
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} swblit;
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@ -50,16 +50,21 @@ static void APIENTRY GL_DebugOutput( GLuint source, GLuint type, GLuint id, GLui
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static unsigned short *glbuf;
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static int tex;
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#define LOAD(x) p##x = gEngfuncs.GL_GetProcAddress(#x)
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#define LOAD(x) p##x = gEngfuncs.GL_GetProcAddress(#x); \
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gEngfuncs.Con_Printf(#x " : %p\n",p##x)
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void GAME_EXPORT GL_SetupAttributes( int safegl )
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{
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#if GLDEBUG
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gEngfuncs.Con_Reportf( "Creating an extended GL context for debug...\n" );
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gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_FLAGS, REF_GL_CONTEXT_DEBUG_FLAG );
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#endif
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// untill we have any blitter in ref api, setup GL
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gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_PROFILE_MASK, REF_GL_CONTEXT_PROFILE_COMPATIBILITY );
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gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_PROFILE_MASK, REF_GL_CONTEXT_PROFILE_ES);
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gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_EGL, 1 );
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gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_MAJOR_VERSION, 1 );
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gEngfuncs.GL_SetAttribute( REF_GL_CONTEXT_MINOR_VERSION, 1 );
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gEngfuncs.GL_SetAttribute( REF_GL_DOUBLEBUFFER, 1 );
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gEngfuncs.GL_SetAttribute( REF_GL_RED_SIZE, 5 );
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@ -67,7 +72,12 @@ void GAME_EXPORT GL_SetupAttributes( int safegl )
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gEngfuncs.GL_SetAttribute( REF_GL_BLUE_SIZE, 5 );
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}
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void (*pglOrthof)(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
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void GL_FUNCTION( glBindBuffer)(GLenum target, GLuint buffer);
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void GL_FUNCTION( glBufferData )(GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage);
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void GL_FUNCTION( glGenBuffers )(GLsizei n, GLuint *buffers);
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void GL_FUNCTION( glDeleteBuffers )(GLsizei n, const GLuint *buffers);
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void GAME_EXPORT GL_InitExtensions( void )
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{
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LOAD(glBegin);
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@ -78,6 +88,7 @@ void GAME_EXPORT GL_InitExtensions( void )
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LOAD(glDisable);
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LOAD(glTexImage2D);
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LOAD(glOrtho);
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LOAD(glOrthof);
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LOAD(glMatrixMode);
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LOAD(glLoadIdentity);
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LOAD(glViewport);
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@ -87,7 +98,22 @@ void GAME_EXPORT GL_InitExtensions( void )
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LOAD(glGetError);
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LOAD(glGenTextures);
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LOAD(glTexParameteri);
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#ifdef GLDEBUG
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LOAD(glEnableClientState);
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LOAD(glDisableClientState);
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LOAD(glVertexPointer);
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LOAD(glTexCoordPointer);
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LOAD(glDrawElements);
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LOAD(glClear);
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LOAD(glClearColor);
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LOAD(glGetString);
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LOAD(glColor4f);
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LOAD(glDrawArrays);
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LOAD(glBindBuffer);
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LOAD(glBufferData);
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LOAD(glGenBuffers);
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LOAD(glDeleteBuffers);
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gEngfuncs.Con_Printf("version:%s\n",pglGetString(GL_VERSION));
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#if GLDEBUG
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if( gpGlobals->developer )
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{
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gEngfuncs.Con_Reportf( "Installing GL_DebugOutput...\n");
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@ -133,6 +159,20 @@ static void R_Unlock_GL1( void )
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gEngfuncs.GL_SwapBuffers();
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}
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static void R_Unlock_GLES1( void )
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{
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pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vid.width, vid.height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, glbuf );
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//gEngfuncs.Con_Printf("%d\n",pglGetError());
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pglColor4f(1,1,1,1);
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pglDrawArrays(GL_TRIANGLE_FAN, 0,4);
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//gEngfuncs.Con_Printf("%d\n",pglGetError());
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gEngfuncs.GL_SwapBuffers();
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}
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static void *R_CreateBuffer_GL1( int width, int height, uint *stride, uint *bpp, uint *r, uint *g, uint *b )
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{
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pglViewport( 0, 0, gpGlobals->width, gpGlobals->height );
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@ -146,7 +186,6 @@ static void *R_CreateBuffer_GL1( int width, int height, uint *stride, uint *bpp,
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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if( glbuf )
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Mem_Free(glbuf);
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glbuf = Mem_Malloc( r_temppool, width*height*2 );
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@ -158,6 +197,56 @@ static void *R_CreateBuffer_GL1( int width, int height, uint *stride, uint *bpp,
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return glbuf;
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}
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static qboolean R_CreateBuffer_GLES1( int width, int height, uint *stride, uint *bpp, uint *r, uint *g, uint *b )
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{
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float data[] = {
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0, 0,
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width, 0,
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width, height,
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0, height,
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0,0,
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1,0,
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1,1,
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0,1
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};
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int vbo;
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pglViewport( 0, 0, gpGlobals->width, gpGlobals->height );
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pglMatrixMode( GL_PROJECTION );
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pglLoadIdentity();
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pglOrthof( 0, gpGlobals->width, gpGlobals->height, 0, -99999, 99999 );
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pglMatrixMode( GL_MODELVIEW );
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pglLoadIdentity();
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pglEnable( GL_TEXTURE_2D );
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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if( vbo )
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pglDeleteBuffers( 1,&vbo);
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pglGenBuffers(1,&vbo);
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pglBindBuffer(GL_ARRAY_BUFFER_ARB,vbo);
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pglBufferData(GL_ARRAY_BUFFER_ARB,16*4,data, GL_STATIC_DRAW_ARB);
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pglEnableClientState(GL_VERTEX_ARRAY);
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pglEnableClientState(GL_TEXTURE_COORD_ARRAY);
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pglVertexPointer(2,GL_FLOAT,8, 0);
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pglTexCoordPointer(2,GL_FLOAT,8,(void*)32);
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pglBindBuffer(GL_ARRAY_BUFFER_ARB,0);
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if( glbuf )
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Mem_Free(glbuf);
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glbuf = Mem_Malloc( r_temppool, width*height*2 );
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*stride = width;
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*bpp = 2;
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*r = MASK(5) << 6 + 5;
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*g = MASK(6) << 5;
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*b = MASK(5);
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return true;
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}
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static int FIRST_BIT( uint mask )
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@ -378,8 +467,8 @@ void R_InitBlit( qboolean glblit )
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if( glblit )
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{
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swblit.pLockBuffer = R_Lock_GL1;
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swblit.pUnlockBuffer = R_Unlock_GL1;
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swblit.pCreateBuffer = R_CreateBuffer_GL1;
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swblit.pUnlockBuffer = R_Unlock_GLES1;
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swblit.pCreateBuffer = R_CreateBuffer_GLES1;
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}
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else
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{
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