forked from Mirrorlandia_minetest/irrlicht
Migrate OpenGL cache and texture handler to GL pointers
this makes the OpenGL 3 driver free of GL symbol references!
This commit is contained in:
parent
7241a49566
commit
52e4d72ae2
@ -200,7 +200,6 @@ if(ENABLE_OPENGL3)
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if (NOT USE_SDL2)
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message(FATAL_ERROR "OpenGL 3 driver requires SDL2")
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endif()
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set(OPENGL_DIRECT_LINK TRUE) # TODO
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set(USE_SDLGL ON)
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set(USE_SDLGL3 ON)
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endif()
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@ -7,6 +7,8 @@
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#include "SMaterial.h"
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#include "ITexture.h"
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#include "mt_opengl.h"
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namespace irr
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{
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namespace video
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@ -87,19 +89,19 @@ class COpenGLCoreCacheHandler
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if (curTextureType != prevTextureType)
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{
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glBindTexture(prevTextureType, 0);
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GL.BindTexture(prevTextureType, 0);
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#if ( defined(IRR_COMPILE_GL_COMMON) || defined(IRR_COMPILE_GLES_COMMON) )
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glDisable(prevTextureType);
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glEnable(curTextureType);
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GL.Disable(prevTextureType);
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GL.Enable(curTextureType);
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#endif
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}
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#if ( defined(IRR_COMPILE_GL_COMMON) || defined(IRR_COMPILE_GLES_COMMON) )
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else if (!prevTexture)
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glEnable(curTextureType);
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GL.Enable(curTextureType);
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#endif
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glBindTexture(curTextureType, static_cast<const TOpenGLTexture*>(texture)->getOpenGLTextureName());
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GL.BindTexture(curTextureType, static_cast<const TOpenGLTexture*>(texture)->getOpenGLTextureName());
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}
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else
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{
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@ -115,10 +117,10 @@ class COpenGLCoreCacheHandler
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{
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const GLenum prevTextureType = prevTexture->getOpenGLTextureType();
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glBindTexture(prevTextureType, 0);
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GL.BindTexture(prevTextureType, 0);
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#if ( defined(IRR_COMPILE_GL_COMMON) || defined(IRR_COMPILE_GLES_COMMON) )
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glDisable(prevTextureType);
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GL.Disable(prevTextureType);
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#endif
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}
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@ -222,28 +224,28 @@ public:
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ColorMask[i] = ECP_ALL;
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}
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glBlendFunc(GL_ONE, GL_ZERO);
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glDisable(GL_BLEND);
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GL.BlendFunc(GL_ONE, GL_ZERO);
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GL.Disable(GL_BLEND);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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GL.ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glCullFace(CullFaceMode);
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glDisable(GL_CULL_FACE);
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GL.CullFace(CullFaceMode);
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GL.Disable(GL_CULL_FACE);
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glDepthFunc(DepthFunc);
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glDepthMask(GL_TRUE);
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glDisable(GL_DEPTH_TEST);
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GL.DepthFunc(DepthFunc);
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GL.DepthMask(GL_TRUE);
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GL.Disable(GL_DEPTH_TEST);
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Driver->irrGlActiveTexture(ActiveTexture);
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#if ( defined(IRR_COMPILE_GL_COMMON) || defined(IRR_COMPILE_GLES_COMMON) )
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glDisable(GL_TEXTURE_2D);
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GL.Disable(GL_TEXTURE_2D);
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#endif
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const core::dimension2d<u32> ScreenSize = Driver->getScreenSize();
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ViewportWidth = ScreenSize.Width;
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ViewportHeight = ScreenSize.Height;
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glViewport(ViewportX, ViewportY, ViewportWidth, ViewportHeight);
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GL.Viewport(ViewportX, ViewportY, ViewportWidth, ViewportHeight);
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}
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virtual ~COpenGLCoreCacheHandler()
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@ -300,7 +302,7 @@ public:
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BlendSourceAlpha[0] != source || BlendDestinationAlpha[0] != destination ||
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BlendFuncInvalid)
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{
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glBlendFunc(source, destination);
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GL.BlendFunc(source, destination);
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for (GLuint i = 0; i < FrameBufferCount; ++i)
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{
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@ -383,9 +385,9 @@ public:
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if (Blend[0] != enable || BlendInvalid)
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{
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if (enable)
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glEnable(GL_BLEND);
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GL.Enable(GL_BLEND);
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else
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glDisable(GL_BLEND);
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GL.Disable(GL_BLEND);
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for (GLuint i = 0; i < FrameBufferCount; ++i)
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Blend[i] = enable;
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@ -419,7 +421,7 @@ public:
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{
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if (ColorMask[0] != mask || ColorMaskInvalid)
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{
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glColorMask((mask & ECP_RED) ? GL_TRUE : GL_FALSE, (mask & ECP_GREEN) ? GL_TRUE : GL_FALSE, (mask & ECP_BLUE) ? GL_TRUE : GL_FALSE, (mask & ECP_ALPHA) ? GL_TRUE : GL_FALSE);
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GL.ColorMask((mask & ECP_RED) ? GL_TRUE : GL_FALSE, (mask & ECP_GREEN) ? GL_TRUE : GL_FALSE, (mask & ECP_BLUE) ? GL_TRUE : GL_FALSE, (mask & ECP_ALPHA) ? GL_TRUE : GL_FALSE);
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for (GLuint i = 0; i < FrameBufferCount; ++i)
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ColorMask[i] = mask;
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@ -445,7 +447,7 @@ public:
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{
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if (CullFaceMode != mode)
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{
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glCullFace(mode);
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GL.CullFace(mode);
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CullFaceMode = mode;
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}
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}
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@ -455,9 +457,9 @@ public:
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if (CullFace != enable)
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{
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if (enable)
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glEnable(GL_CULL_FACE);
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GL.Enable(GL_CULL_FACE);
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else
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glDisable(GL_CULL_FACE);
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GL.Disable(GL_CULL_FACE);
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CullFace = enable;
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}
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@ -469,7 +471,7 @@ public:
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{
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if (DepthFunc != mode)
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{
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glDepthFunc(mode);
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GL.DepthFunc(mode);
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DepthFunc = mode;
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}
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}
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@ -484,9 +486,9 @@ public:
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if (DepthMask != enable)
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{
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if (enable)
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glDepthMask(GL_TRUE);
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GL.DepthMask(GL_TRUE);
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else
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glDepthMask(GL_FALSE);
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GL.DepthMask(GL_FALSE);
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DepthMask = enable;
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}
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@ -502,9 +504,9 @@ public:
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if (DepthTest != enable)
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{
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if (enable)
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glEnable(GL_DEPTH_TEST);
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GL.Enable(GL_DEPTH_TEST);
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else
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glDisable(GL_DEPTH_TEST);
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GL.Disable(GL_DEPTH_TEST);
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DepthTest = enable;
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}
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@ -572,7 +574,7 @@ public:
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{
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if (ViewportX != viewportX || ViewportY != viewportY || ViewportWidth != viewportWidth || ViewportHeight != viewportHeight)
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{
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glViewport(viewportX, viewportY, viewportWidth, viewportHeight);
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GL.Viewport(viewportX, viewportY, viewportWidth, viewportHeight);
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ViewportX = viewportX;
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ViewportY = viewportY;
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ViewportWidth = viewportWidth;
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@ -12,10 +12,7 @@
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#include "CImage.h"
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#include "CColorConverter.h"
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// Check if GL version we compile with should have the glGenerateMipmap function.
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#if defined(GL_VERSION_3_0) || defined(GL_ES_VERSION_2_0)
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#define IRR_OPENGL_HAS_glGenerateMipmap
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#endif
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#include "mt_opengl.h"
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namespace irr
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{
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@ -90,32 +87,23 @@ public:
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tmpImages = &Images;
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}
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glGenTextures(1, &TextureName);
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GL.GenTextures(1, &TextureName);
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const COpenGLCoreTexture* prevTexture = Driver->getCacheHandler()->getTextureCache().get(0);
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Driver->getCacheHandler()->getTextureCache().set(0, this);
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glTexParameteri(TextureType, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(TextureType, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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GL.TexParameteri(TextureType, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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GL.TexParameteri(TextureType, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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#ifdef GL_GENERATE_MIPMAP_HINT
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if (HasMipMaps)
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{
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if (Driver->getTextureCreationFlag(ETCF_OPTIMIZED_FOR_SPEED))
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glHint(GL_GENERATE_MIPMAP_HINT, GL_FASTEST);
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GL.Hint(GL_GENERATE_MIPMAP_HINT, GL_FASTEST);
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else if (Driver->getTextureCreationFlag(ETCF_OPTIMIZED_FOR_QUALITY))
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glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
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GL.Hint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
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else
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glHint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE);
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}
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#endif
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#if !defined(IRR_OPENGL_HAS_glGenerateMipmap) && defined(GL_GENERATE_MIPMAP)
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if (HasMipMaps)
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{
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LegacyAutoGenerateMipMaps = Driver->getTextureCreationFlag(ETCF_AUTO_GENERATE_MIP_MAPS) &&
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Driver->queryFeature(EVDF_MIP_MAP_AUTO_UPDATE);
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glTexParameteri(TextureType, GL_GENERATE_MIPMAP, LegacyAutoGenerateMipMaps ? GL_TRUE : GL_FALSE);
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GL.Hint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE);
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}
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#endif
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@ -174,19 +162,19 @@ public:
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os::Printer::log("COpenGLCoreTexture: Color format is not supported", ColorFormatNames[ColorFormat < ECF_UNKNOWN?ColorFormat:ECF_UNKNOWN], ELL_ERROR);
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}
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glGenTextures(1, &TextureName);
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GL.GenTextures(1, &TextureName);
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const COpenGLCoreTexture* prevTexture = Driver->getCacheHandler()->getTextureCache().get(0);
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Driver->getCacheHandler()->getTextureCache().set(0, this);
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glTexParameteri(TextureType, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(TextureType, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(TextureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(TextureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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GL.TexParameteri(TextureType, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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GL.TexParameteri(TextureType, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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GL.TexParameteri(TextureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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GL.TexParameteri(TextureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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#if defined(GL_VERSION_1_2)
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glTexParameteri(TextureType, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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GL.TexParameteri(TextureType, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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#endif
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StatesCache.WrapU = ETC_CLAMP_TO_EDGE;
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@ -196,15 +184,15 @@ public:
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switch (Type)
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{
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case ETT_2D:
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glTexImage2D(GL_TEXTURE_2D, 0, InternalFormat, Size.Width, Size.Height, 0, PixelFormat, PixelType, 0);
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GL.TexImage2D(GL_TEXTURE_2D, 0, InternalFormat, Size.Width, Size.Height, 0, PixelFormat, PixelType, 0);
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break;
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case ETT_CUBEMAP:
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, InternalFormat, Size.Width, Size.Height, 0, PixelFormat, PixelType, 0);
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glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, InternalFormat, Size.Width, Size.Height, 0, PixelFormat, PixelType, 0);
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, InternalFormat, Size.Width, Size.Height, 0, PixelFormat, PixelType, 0);
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glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, InternalFormat, Size.Width, Size.Height, 0, PixelFormat, PixelType, 0);
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, InternalFormat, Size.Width, Size.Height, 0, PixelFormat, PixelType, 0);
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glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, InternalFormat, Size.Width, Size.Height, 0, PixelFormat, PixelType, 0);
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GL.TexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, InternalFormat, Size.Width, Size.Height, 0, PixelFormat, PixelType, 0);
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GL.TexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, InternalFormat, Size.Width, Size.Height, 0, PixelFormat, PixelType, 0);
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GL.TexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, InternalFormat, Size.Width, Size.Height, 0, PixelFormat, PixelType, 0);
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GL.TexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, InternalFormat, Size.Width, Size.Height, 0, PixelFormat, PixelType, 0);
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GL.TexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, InternalFormat, Size.Width, Size.Height, 0, PixelFormat, PixelType, 0);
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GL.TexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, InternalFormat, Size.Width, Size.Height, 0, PixelFormat, PixelType, 0);
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break;
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}
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@ -220,7 +208,7 @@ public:
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virtual ~COpenGLCoreTexture()
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{
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if (TextureName)
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glDeleteTextures(1, &TextureName);
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GL.DeleteTextures(1, &TextureName);
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if (LockImage)
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LockImage->drop();
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@ -278,7 +266,7 @@ public:
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tmpTextureType = GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer;
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}
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glGetTexImage(tmpTextureType, MipLevelStored, PixelFormat, PixelType, tmpImage->getData());
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GL.GetTexImage(tmpTextureType, MipLevelStored, PixelFormat, PixelType, tmpImage->getData());
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Driver->testGLError(__LINE__);
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if (IsRenderTarget && lockFlags == ETLF_FLIP_Y_UP_RTT)
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@ -321,12 +309,12 @@ public:
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Driver->irrGlFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmpTexture->getOpenGLTextureName(), 0);
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glClear(GL_COLOR_BUFFER_BIT);
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GL.Clear(GL_COLOR_BUFFER_BIT);
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Driver->draw2DImage(this, layer, true);
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IImage* tmpImage = Driver->createImage(ECF_A8R8G8B8, Size);
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glReadPixels(0, 0, Size.Width, Size.Height, GL_RGBA, GL_UNSIGNED_BYTE, tmpImage->getData());
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GL.ReadPixels(0, 0, Size.Width, Size.Height, GL_RGBA, GL_UNSIGNED_BYTE, tmpImage->getData());
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Driver->getCacheHandler()->setFBO(prevFBO);
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Driver->getCacheHandler()->setViewport(prevViewportX, prevViewportY, prevViewportWidth, prevViewportHeight);
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@ -428,9 +416,7 @@ public:
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}
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else
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{
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#ifdef IRR_OPENGL_HAS_glGenerateMipmap
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Driver->irrGlGenerateMipmap(TextureType);
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#endif
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}
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Driver->getCacheHandler()->getTextureCache().set(0, prevTexture);
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@ -595,9 +581,9 @@ protected:
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case GL_TEXTURE_2D:
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case GL_TEXTURE_CUBE_MAP:
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if (initTexture)
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glTexImage2D(tmpTextureType, level, InternalFormat, width, height, 0, PixelFormat, PixelType, tmpData);
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GL.TexImage2D(tmpTextureType, level, InternalFormat, width, height, 0, PixelFormat, PixelType, tmpData);
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else
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glTexSubImage2D(tmpTextureType, level, 0, 0, width, height, PixelFormat, PixelType, tmpData);
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GL.TexSubImage2D(tmpTextureType, level, 0, 0, width, height, PixelFormat, PixelType, tmpData);
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Driver->testGLError(__LINE__);
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break;
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default:
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@ -44,6 +44,7 @@ bool COpenGLDriver::initDriver()
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ContextManager->generateContext();
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ExposedData = ContextManager->getContext();
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ContextManager->activateContext(ExposedData, false);
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GL.LoadAllProcedures(ContextManager);
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genericDriverInit();
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@ -51,8 +52,6 @@ bool COpenGLDriver::initDriver()
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extGlSwapInterval(Params.Vsync ? 1 : 0);
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#endif
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GL.LoadAllProcedures(ContextManager);
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return true;
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}
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