OpenGL2: Direct state access, part 1: Texture binds

This commit is contained in:
SmileTheory 2016-01-18 04:46:01 -08:00
parent 3089df0398
commit 275317fefb
16 changed files with 356 additions and 235 deletions

View file

@ -23,6 +23,8 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#include "tr_local.h"
#include "tr_dsa.h"
glconfig_t glConfig;
glRefConfig_t glRefConfig;
qboolean textureFilterAnisotropic = qfalse;
@ -106,6 +108,7 @@ cvar_t *r_ext_framebuffer_multisample;
cvar_t *r_arb_seamless_cube_map;
cvar_t *r_arb_vertex_type_2_10_10_10_rev;
cvar_t *r_arb_vertex_array_object;
cvar_t *r_ext_direct_state_access;
cvar_t *r_mergeMultidraws;
cvar_t *r_mergeLeafSurfaces;
@ -837,7 +840,7 @@ void R_ScreenShotJPEG_f (void) {
R_ExportCubemaps
==================
*/
void R_ExportCubemaps()
void R_ExportCubemaps(void)
{
exportCubemapsCommand_t *cmd;
@ -955,19 +958,10 @@ void GL_SetDefaultState( void )
qglColor4f (1,1,1,1);
// initialize downstream texture unit if we're running
// in a multitexture environment
if ( qglActiveTextureARB ) {
GL_SelectTexture( 1 );
GL_TextureMode( r_textureMode->string );
GL_TexEnv( GL_MODULATE );
qglDisable( GL_TEXTURE_2D );
GL_SelectTexture( 0 );
}
GL_BindNullTextures();
qglEnable(GL_TEXTURE_2D);
GL_TextureMode( r_textureMode->string );
GL_TexEnv( GL_MODULATE );
//qglShadeModel( GL_SMOOTH );
qglDepthFunc( GL_LEQUAL );
@ -1180,6 +1174,7 @@ void R_Register( void )
r_arb_seamless_cube_map = ri.Cvar_Get( "r_arb_seamless_cube_map", "0", CVAR_ARCHIVE | CVAR_LATCH);
r_arb_vertex_type_2_10_10_10_rev = ri.Cvar_Get( "r_arb_vertex_type_2_10_10_10_rev", "1", CVAR_ARCHIVE | CVAR_LATCH);
r_arb_vertex_array_object = ri.Cvar_Get( "r_arb_vertex_array_object", "1", CVAR_ARCHIVE | CVAR_LATCH);
r_ext_direct_state_access = ri.Cvar_Get("r_ext_direct_state_access", "1", CVAR_ARCHIVE | CVAR_LATCH);
r_ext_texture_filter_anisotropic = ri.Cvar_Get( "r_ext_texture_filter_anisotropic",
"0", CVAR_ARCHIVE | CVAR_LATCH );