OpenGL2: Use an OpenGL 3.2 core context if available.

This commit is contained in:
SmileTheory 2017-07-13 12:03:10 -07:00
parent 51ca4d35ea
commit d549b642bc
20 changed files with 313 additions and 349 deletions

View file

@ -32,48 +32,38 @@ R_CheckFBO
*/
qboolean R_CheckFBO(const FBO_t * fbo)
{
GLenum code = qglCheckNamedFramebufferStatusEXT(fbo->frameBuffer, GL_FRAMEBUFFER_EXT);
GLenum code = qglCheckNamedFramebufferStatusEXT(fbo->frameBuffer, GL_FRAMEBUFFER);
if(code == GL_FRAMEBUFFER_COMPLETE_EXT)
if(code == GL_FRAMEBUFFER_COMPLETE)
return qtrue;
// an error occured
switch (code)
{
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
case GL_FRAMEBUFFER_UNSUPPORTED:
ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Unsupported framebuffer format\n", fbo->name);
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete attachment\n", fbo->name);
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing attachment\n", fbo->name);
break;
//case GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT:
// ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, duplicate attachment\n", fbo->name);
// break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, attached images must have same dimensions\n",
fbo->name);
break;
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, attached images must have same format\n",
fbo->name);
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing draw buffer\n", fbo->name);
break;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete, missing read buffer\n", fbo->name);
break;
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) Framebuffer incomplete multisample\n", fbo->name);
break;
default:
ri.Printf(PRINT_WARNING, "R_CheckFBO: (%s) unknown error 0x%X\n", fbo->name, code);
break;
@ -117,7 +107,7 @@ FBO_t *FBO_Create(const char *name, int width, int height)
fbo->width = width;
fbo->height = height;
qglGenFramebuffersEXT(1, &fbo->frameBuffer);
qglGenFramebuffers(1, &fbo->frameBuffer);
return fbo;
}
@ -145,7 +135,7 @@ void FBO_CreateBuffer(FBO_t *fbo, int format, int index, int multisample)
case GL_RGBA32F_ARB:
fbo->colorFormat = format;
pRenderBuffer = &fbo->colorBuffers[index];
attachment = GL_COLOR_ATTACHMENT0_EXT + index;
attachment = GL_COLOR_ATTACHMENT0 + index;
break;
case GL_DEPTH_COMPONENT:
@ -154,21 +144,21 @@ void FBO_CreateBuffer(FBO_t *fbo, int format, int index, int multisample)
case GL_DEPTH_COMPONENT32_ARB:
fbo->depthFormat = format;
pRenderBuffer = &fbo->depthBuffer;
attachment = GL_DEPTH_ATTACHMENT_EXT;
attachment = GL_DEPTH_ATTACHMENT;
break;
case GL_STENCIL_INDEX:
case GL_STENCIL_INDEX1_EXT:
case GL_STENCIL_INDEX4_EXT:
case GL_STENCIL_INDEX8_EXT:
case GL_STENCIL_INDEX16_EXT:
case GL_STENCIL_INDEX1:
case GL_STENCIL_INDEX4:
case GL_STENCIL_INDEX8:
case GL_STENCIL_INDEX16:
fbo->stencilFormat = format;
pRenderBuffer = &fbo->stencilBuffer;
attachment = GL_STENCIL_ATTACHMENT_EXT;
attachment = GL_STENCIL_ATTACHMENT;
break;
case GL_DEPTH_STENCIL_EXT:
case GL_DEPTH24_STENCIL8_EXT:
case GL_DEPTH_STENCIL:
case GL_DEPTH24_STENCIL8:
fbo->packedDepthStencilFormat = format;
pRenderBuffer = &fbo->packedDepthStencilBuffer;
attachment = 0; // special for stencil and depth
@ -181,7 +171,7 @@ void FBO_CreateBuffer(FBO_t *fbo, int format, int index, int multisample)
absent = *pRenderBuffer == 0;
if (absent)
qglGenRenderbuffersEXT(1, pRenderBuffer);
qglGenRenderbuffers(1, pRenderBuffer);
if (multisample && glRefConfig.framebufferMultisample)
qglNamedRenderbufferStorageMultisampleEXT(*pRenderBuffer, multisample, format, fbo->width, fbo->height);
@ -192,12 +182,12 @@ void FBO_CreateBuffer(FBO_t *fbo, int format, int index, int multisample)
{
if (attachment == 0)
{
qglNamedFramebufferRenderbufferEXT(fbo->frameBuffer, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, *pRenderBuffer);
qglNamedFramebufferRenderbufferEXT(fbo->frameBuffer, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, *pRenderBuffer);
qglNamedFramebufferRenderbufferEXT(fbo->frameBuffer, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, *pRenderBuffer);
qglNamedFramebufferRenderbufferEXT(fbo->frameBuffer, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, *pRenderBuffer);
}
else
{
qglNamedFramebufferRenderbufferEXT(fbo->frameBuffer, attachment, GL_RENDERBUFFER_EXT, *pRenderBuffer);
qglNamedFramebufferRenderbufferEXT(fbo->frameBuffer, attachment, GL_RENDERBUFFER, *pRenderBuffer);
}
}
}
@ -217,7 +207,7 @@ void FBO_AttachImage(FBO_t *fbo, image_t *image, GLenum attachment, GLuint cubem
target = GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + cubemapside;
qglNamedFramebufferTexture2DEXT(fbo->frameBuffer, attachment, target, image->texnum, 0);
index = attachment - GL_COLOR_ATTACHMENT0_EXT;
index = attachment - GL_COLOR_ATTACHMENT0;
if (index >= 0 && index <= 15)
fbo->colorImage[index] = image;
}
@ -245,7 +235,7 @@ void FBO_Bind(FBO_t * fbo)
GLimp_LogComment(va("--- FBO_Bind( %s ) ---\n", fbo ? fbo->name : "NULL"));
}
GL_BindFramebuffer(GL_FRAMEBUFFER_EXT, fbo ? fbo->frameBuffer : 0);
GL_BindFramebuffer(GL_FRAMEBUFFER, fbo ? fbo->frameBuffer : 0);
glState.currentFBO = fbo;
}
@ -275,7 +265,7 @@ void FBO_Init(void)
hdrFormat = GL_RGBA16F_ARB;
if (glRefConfig.framebufferMultisample)
qglGetIntegerv(GL_MAX_SAMPLES_EXT, &multisample);
qglGetIntegerv(GL_MAX_SAMPLES, &multisample);
if (r_ext_framebuffer_multisample->integer < multisample)
multisample = r_ext_framebuffer_multisample->integer;
@ -292,19 +282,19 @@ void FBO_Init(void)
{
tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height);
FBO_CreateBuffer(tr.renderFbo, hdrFormat, 0, multisample);
FBO_CreateBuffer(tr.renderFbo, GL_DEPTH_COMPONENT24_ARB, 0, multisample);
FBO_CreateBuffer(tr.renderFbo, GL_DEPTH_COMPONENT24, 0, multisample);
R_CheckFBO(tr.renderFbo);
tr.msaaResolveFbo = FBO_Create("_msaaResolve", tr.renderDepthImage->width, tr.renderDepthImage->height);
FBO_AttachImage(tr.msaaResolveFbo, tr.renderImage, GL_COLOR_ATTACHMENT0_EXT, 0);
FBO_AttachImage(tr.msaaResolveFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT_EXT, 0);
FBO_AttachImage(tr.msaaResolveFbo, tr.renderImage, GL_COLOR_ATTACHMENT0, 0);
FBO_AttachImage(tr.msaaResolveFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT, 0);
R_CheckFBO(tr.msaaResolveFbo);
}
else if (r_hdr->integer)
{
tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height);
FBO_AttachImage(tr.renderFbo, tr.renderImage, GL_COLOR_ATTACHMENT0_EXT, 0);
FBO_AttachImage(tr.renderFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT_EXT, 0);
FBO_AttachImage(tr.renderFbo, tr.renderImage, GL_COLOR_ATTACHMENT0, 0);
FBO_AttachImage(tr.renderFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT, 0);
R_CheckFBO(tr.renderFbo);
}
@ -312,23 +302,23 @@ void FBO_Init(void)
// this fixes the corrupt screen bug with r_hdr 1 on older hardware
if (tr.renderFbo)
{
GL_BindFramebuffer(GL_FRAMEBUFFER_EXT, tr.renderFbo->frameBuffer);
GL_BindFramebuffer(GL_FRAMEBUFFER, tr.renderFbo->frameBuffer);
qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
}
if (tr.screenScratchImage)
{
tr.screenScratchFbo = FBO_Create("screenScratch", tr.screenScratchImage->width, tr.screenScratchImage->height);
FBO_AttachImage(tr.screenScratchFbo, tr.screenScratchImage, GL_COLOR_ATTACHMENT0_EXT, 0);
FBO_AttachImage(tr.screenScratchFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT_EXT, 0);
FBO_AttachImage(tr.screenScratchFbo, tr.screenScratchImage, GL_COLOR_ATTACHMENT0, 0);
FBO_AttachImage(tr.screenScratchFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT, 0);
R_CheckFBO(tr.screenScratchFbo);
}
if (tr.sunRaysImage)
{
tr.sunRaysFbo = FBO_Create("_sunRays", tr.renderDepthImage->width, tr.renderDepthImage->height);
FBO_AttachImage(tr.sunRaysFbo, tr.sunRaysImage, GL_COLOR_ATTACHMENT0_EXT, 0);
FBO_AttachImage(tr.sunRaysFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT_EXT, 0);
FBO_AttachImage(tr.sunRaysFbo, tr.sunRaysImage, GL_COLOR_ATTACHMENT0, 0);
FBO_AttachImage(tr.sunRaysFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT, 0);
R_CheckFBO(tr.sunRaysFbo);
}
@ -338,7 +328,7 @@ void FBO_Init(void)
for( i = 0; i < MAX_DRAWN_PSHADOWS; i++)
{
tr.pshadowFbos[i] = FBO_Create(va("_shadowmap%d", i), tr.pshadowMaps[i]->width, tr.pshadowMaps[i]->height);
FBO_AttachImage(tr.pshadowFbos[i], tr.pshadowMaps[i], GL_COLOR_ATTACHMENT0_EXT, 0);
FBO_AttachImage(tr.pshadowFbos[i], tr.pshadowMaps[i], GL_COLOR_ATTACHMENT0, 0);
FBO_CreateBuffer(tr.pshadowFbos[i], GL_DEPTH_COMPONENT24_ARB, 0, 0);
R_CheckFBO(tr.pshadowFbos[i]);
}
@ -352,7 +342,7 @@ void FBO_Init(void)
// FIXME: this next line wastes 16mb with 4x1024x1024 sun shadow maps, skip if OpenGL 4.3+ or ARB_framebuffer_no_attachments
// This at least gets sun shadows working on older GPUs (Intel)
FBO_CreateBuffer(tr.sunShadowFbo[i], GL_RGBA8, 0, 0);
FBO_AttachImage(tr.sunShadowFbo[i], tr.sunShadowDepthImage[i], GL_DEPTH_ATTACHMENT_EXT, 0);
FBO_AttachImage(tr.sunShadowFbo[i], tr.sunShadowDepthImage[i], GL_DEPTH_ATTACHMENT, 0);
R_CheckFBO(tr.sunShadowFbo[i]);
}
}
@ -360,7 +350,7 @@ void FBO_Init(void)
if (tr.screenShadowImage)
{
tr.screenShadowFbo = FBO_Create("_screenshadow", tr.screenShadowImage->width, tr.screenShadowImage->height);
FBO_AttachImage(tr.screenShadowFbo, tr.screenShadowImage, GL_COLOR_ATTACHMENT0_EXT, 0);
FBO_AttachImage(tr.screenShadowFbo, tr.screenShadowImage, GL_COLOR_ATTACHMENT0, 0);
R_CheckFBO(tr.screenShadowFbo);
}
@ -369,7 +359,7 @@ void FBO_Init(void)
for (i = 0; i < 2; i++)
{
tr.textureScratchFbo[i] = FBO_Create(va("_texturescratch%d", i), tr.textureScratchImage[i]->width, tr.textureScratchImage[i]->height);
FBO_AttachImage(tr.textureScratchFbo[i], tr.textureScratchImage[i], GL_COLOR_ATTACHMENT0_EXT, 0);
FBO_AttachImage(tr.textureScratchFbo[i], tr.textureScratchImage[i], GL_COLOR_ATTACHMENT0, 0);
R_CheckFBO(tr.textureScratchFbo[i]);
}
}
@ -377,14 +367,14 @@ void FBO_Init(void)
if (tr.calcLevelsImage)
{
tr.calcLevelsFbo = FBO_Create("_calclevels", tr.calcLevelsImage->width, tr.calcLevelsImage->height);
FBO_AttachImage(tr.calcLevelsFbo, tr.calcLevelsImage, GL_COLOR_ATTACHMENT0_EXT, 0);
FBO_AttachImage(tr.calcLevelsFbo, tr.calcLevelsImage, GL_COLOR_ATTACHMENT0, 0);
R_CheckFBO(tr.calcLevelsFbo);
}
if (tr.targetLevelsImage)
{
tr.targetLevelsFbo = FBO_Create("_targetlevels", tr.targetLevelsImage->width, tr.targetLevelsImage->height);
FBO_AttachImage(tr.targetLevelsFbo, tr.targetLevelsImage, GL_COLOR_ATTACHMENT0_EXT, 0);
FBO_AttachImage(tr.targetLevelsFbo, tr.targetLevelsImage, GL_COLOR_ATTACHMENT0, 0);
R_CheckFBO(tr.targetLevelsFbo);
}
@ -393,7 +383,7 @@ void FBO_Init(void)
for (i = 0; i < 2; i++)
{
tr.quarterFbo[i] = FBO_Create(va("_quarter%d", i), tr.quarterImage[i]->width, tr.quarterImage[i]->height);
FBO_AttachImage(tr.quarterFbo[i], tr.quarterImage[i], GL_COLOR_ATTACHMENT0_EXT, 0);
FBO_AttachImage(tr.quarterFbo[i], tr.quarterImage[i], GL_COLOR_ATTACHMENT0, 0);
R_CheckFBO(tr.quarterFbo[i]);
}
}
@ -401,28 +391,28 @@ void FBO_Init(void)
if (tr.hdrDepthImage)
{
tr.hdrDepthFbo = FBO_Create("_hdrDepth", tr.hdrDepthImage->width, tr.hdrDepthImage->height);
FBO_AttachImage(tr.hdrDepthFbo, tr.hdrDepthImage, GL_COLOR_ATTACHMENT0_EXT, 0);
FBO_AttachImage(tr.hdrDepthFbo, tr.hdrDepthImage, GL_COLOR_ATTACHMENT0, 0);
R_CheckFBO(tr.hdrDepthFbo);
}
if (tr.screenSsaoImage)
{
tr.screenSsaoFbo = FBO_Create("_screenssao", tr.screenSsaoImage->width, tr.screenSsaoImage->height);
FBO_AttachImage(tr.screenSsaoFbo, tr.screenSsaoImage, GL_COLOR_ATTACHMENT0_EXT, 0);
FBO_AttachImage(tr.screenSsaoFbo, tr.screenSsaoImage, GL_COLOR_ATTACHMENT0, 0);
R_CheckFBO(tr.screenSsaoFbo);
}
if (tr.renderCubeImage)
{
tr.renderCubeFbo = FBO_Create("_renderCubeFbo", tr.renderCubeImage->width, tr.renderCubeImage->height);
FBO_AttachImage(tr.renderCubeFbo, tr.renderCubeImage, GL_COLOR_ATTACHMENT0_EXT, 0);
FBO_AttachImage(tr.renderCubeFbo, tr.renderCubeImage, GL_COLOR_ATTACHMENT0, 0);
FBO_CreateBuffer(tr.renderCubeFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
R_CheckFBO(tr.renderCubeFbo);
}
GL_CheckErrors();
GL_BindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
GL_BindFramebuffer(GL_FRAMEBUFFER, 0);
glState.currentFBO = NULL;
}
@ -450,17 +440,17 @@ void FBO_Shutdown(void)
for(j = 0; j < glRefConfig.maxColorAttachments; j++)
{
if(fbo->colorBuffers[j])
qglDeleteRenderbuffersEXT(1, &fbo->colorBuffers[j]);
qglDeleteRenderbuffers(1, &fbo->colorBuffers[j]);
}
if(fbo->depthBuffer)
qglDeleteRenderbuffersEXT(1, &fbo->depthBuffer);
qglDeleteRenderbuffers(1, &fbo->depthBuffer);
if(fbo->stencilBuffer)
qglDeleteRenderbuffersEXT(1, &fbo->stencilBuffer);
qglDeleteRenderbuffers(1, &fbo->stencilBuffer);
if(fbo->frameBuffer)
qglDeleteFramebuffersEXT(1, &fbo->frameBuffer);
qglDeleteFramebuffers(1, &fbo->frameBuffer);
}
}
@ -661,12 +651,12 @@ void FBO_FastBlit(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, int bu
VectorSet4(dstBoxFinal, dstBox[0], dstBox[1], dstBox[0] + dstBox[2], dstBox[1] + dstBox[3]);
}
GL_BindFramebuffer(GL_READ_FRAMEBUFFER_EXT, srcFb);
GL_BindFramebuffer(GL_DRAW_FRAMEBUFFER_EXT, dstFb);
qglBlitFramebufferEXT(srcBoxFinal[0], srcBoxFinal[1], srcBoxFinal[2], srcBoxFinal[3],
GL_BindFramebuffer(GL_READ_FRAMEBUFFER, srcFb);
GL_BindFramebuffer(GL_DRAW_FRAMEBUFFER, dstFb);
qglBlitFramebuffer(srcBoxFinal[0], srcBoxFinal[1], srcBoxFinal[2], srcBoxFinal[3],
dstBoxFinal[0], dstBoxFinal[1], dstBoxFinal[2], dstBoxFinal[3],
buffers, filter);
GL_BindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
GL_BindFramebuffer(GL_FRAMEBUFFER, 0);
glState.currentFBO = NULL;
}