OpenGL Renderer: Fix a few bugs here and there.
- Fix a compiling bug for ES due to missing tokens.
- Fix Fog and Edge Mark feature availability when running legacy OpenGL. (Regressions from commit 0c7cb99
and commit 8b5ac56.)
- glDrawBuffer() now determines its own algorithm at runtime instead of at compile time. This change is being done to be consistent with all of the other Standard vs ES changes.
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2f177d19a2
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0a78fa2a2b
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@ -2298,16 +2298,18 @@ OpenGLRenderer_1_2::OpenGLRenderer_1_2()
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_geometryAttachmentPolyID = GeometryAttachmentPolyIDStandard;
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_geometryAttachmentFogAttributes = GeometryAttachmentFogAttributesStandard;
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#if MSB_FIRST
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#if defined(GL_VERSION_1_2)
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#if MSB_FIRST
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ref->textureSrcTypeCIColor = GL_UNSIGNED_SHORT_1_5_5_5_REV;
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ref->textureSrcTypeCIFog = GL_UNSIGNED_INT_8_8_8_8_REV;
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ref->textureSrcTypeEdgeColor = GL_UNSIGNED_INT_8_8_8_8;
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ref->textureSrcTypeToonTable = GL_UNSIGNED_SHORT_1_5_5_5_REV;
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#else
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#else
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ref->textureSrcTypeCIColor = GL_UNSIGNED_SHORT_1_5_5_5_REV;
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ref->textureSrcTypeCIFog = GL_UNSIGNED_INT_8_8_8_8_REV;
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ref->textureSrcTypeEdgeColor = GL_UNSIGNED_INT_8_8_8_8_REV;
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ref->textureSrcTypeToonTable = GL_UNSIGNED_SHORT_1_5_5_5_REV;
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#endif
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#endif
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}
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@ -2606,7 +2608,7 @@ Render3DError OpenGLRenderer_1_2::InitExtensions()
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// Set rendering support flags based on driver features.
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this->willFlipAndConvertFramebufferOnGPU = this->isShaderSupported && this->isVBOSupported;
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this->_deviceInfo.isEdgeMarkSupported = this->isShaderSupported && this->isVBOSupported && this->isFBOSupported;
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this->_deviceInfo.isFogSupported = this->isShaderSupported && this->isVBOSupported;
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this->_deviceInfo.isFogSupported = this->isShaderSupported && this->isVBOSupported && this->isFBOSupported;
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this->_deviceInfo.isTextureSmoothingSupported = this->isShaderSupported;
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this->_isDepthLEqualPolygonFacingSupported = this->isShaderSupported && this->isVBOSupported && this->isFBOSupported;
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@ -3174,8 +3176,8 @@ Render3DError OpenGLRenderer_1_2::CreateGeometryPrograms()
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shaderFlags << "#define ENABLE_ALPHA_TEST " << ((programFlags.EnableAlphaTest) ? "true\n" : "false\n");
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shaderFlags << "#define ENABLE_TEXTURE_SAMPLING " << ((programFlags.EnableTextureSampling) ? "true\n" : "false\n");
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shaderFlags << "#define TOON_SHADING_MODE " << ((programFlags.ToonShadingMode) ? 1 : 0) << "\n";
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shaderFlags << "#define ENABLE_FOG " << ((programFlags.EnableFog && this->_deviceInfo.isFogSupported) ? 1 : 0) << "\n";
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shaderFlags << "#define ENABLE_EDGE_MARK " << ((programFlags.EnableEdgeMark && this->_deviceInfo.isEdgeMarkSupported) ? 1 : 0) << "\n";
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shaderFlags << "#define ENABLE_FOG " << ((programFlags.EnableFog && this->isVBOSupported && this->isFBOSupported) ? 1 : 0) << "\n"; // Do not rely on this->_deviceInfo.isFogSupported because it hasn't been set yet.
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shaderFlags << "#define ENABLE_EDGE_MARK " << ((programFlags.EnableEdgeMark && this->isVBOSupported && this->isFBOSupported) ? 1 : 0) << "\n"; // Do not rely on this->_deviceInfo.isEdgeMarkSupported because it hasn't been set yet.
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shaderFlags << "#define DRAW_MODE_OPAQUE " << ((programFlags.OpaqueDrawMode && this->isVBOSupported && this->isFBOSupported) ? 1 : 0) << "\n";
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shaderFlags << "\n";
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shaderFlags << "#define ATTACHMENT_WORKING_BUFFER " << this->_geometryAttachmentWorkingBuffer[programFlags.DrawBuffersMode] << "\n";
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@ -332,42 +332,7 @@ EXTERNOGLEXT(PFNGLDELETERENDERBUFFERSEXTPROC, glDeleteRenderbuffersEXT)
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// modification. In other words, these are one-to-one drop-in replacements.
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typedef GLclampf GLclampd;
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#define glClearDepth(depth) glClearDepthf(depth)
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#ifdef OPENGL_VARIANT_ES
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#define glDrawBuffer glDrawBufferES
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static inline void glDrawBufferES(GLenum theAttachment)
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{
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GLenum bufs[4] = { GL_NONE, GL_NONE, GL_NONE, GL_NONE };
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switch (theAttachment)
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{
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case GL_NONE:
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glDrawBuffers(1, bufs);
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return;
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case GL_COLOR_ATTACHMENT0:
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case GL_COLOR_ATTACHMENT1:
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case GL_COLOR_ATTACHMENT2:
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case GL_COLOR_ATTACHMENT3:
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{
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const GLsizei i = theAttachment - GL_COLOR_ATTACHMENT0;
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bufs[i] = theAttachment;
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glDrawBuffers(i+1, bufs);
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return;
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}
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default:
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return;
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}
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}
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#else
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#define glDrawBuffer glDrawBufferDESMUME
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static inline void glDrawBufferDESMUME(GLenum theAttachment)
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{
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GLenum bufs[] = { theAttachment };
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glDrawBuffers(1, bufs);
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}
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#endif
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// 1D textures may not exist for a particular OpenGL variant, so they will be promoted to
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// 2D textures instead. Implementations need to modify their GLSL shaders accordingly to
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// treat any 1D textures as 2D textures instead.
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@ -824,6 +789,41 @@ extern void (*OGLCreateRenderer_ES_3_0_Func)(OpenGLRenderer **rendererPtr);
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bool IsOpenGLDriverVersionSupported(unsigned int checkVersionMajor, unsigned int checkVersionMinor, unsigned int checkVersionRevision);
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#define glDrawBuffer(theAttachment) glDrawBufferDESMUME((theAttachment), this->_variantID)
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static inline void glDrawBufferDESMUME(GLenum theAttachment, const OpenGLVariantID variantID)
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{
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GLenum bufs[4] = { GL_NONE, GL_NONE, GL_NONE, GL_NONE };
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if (variantID & OpenGLVariantFamily_ES)
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{
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switch (theAttachment)
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{
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case GL_NONE:
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glDrawBuffers(1, bufs);
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return;
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case GL_COLOR_ATTACHMENT0:
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case GL_COLOR_ATTACHMENT1:
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case GL_COLOR_ATTACHMENT2:
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case GL_COLOR_ATTACHMENT3:
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{
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const GLsizei i = theAttachment - GL_COLOR_ATTACHMENT0;
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bufs[i] = theAttachment;
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glDrawBuffers(i+1, bufs);
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return;
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}
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default:
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return;
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}
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}
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else
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{
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bufs[0] = theAttachment;
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glDrawBuffers(1, bufs);
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}
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}
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class OpenGLTexture : public Render3DTexture
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{
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protected:
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