ref_soft: glblit: GLES1 blitter

This commit is contained in:
mittorn 2019-10-12 14:11:55 +07:00
parent 05d793c34b
commit e1efacb399

View File

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