mirror of
https://github.com/thunderbrewhq/thunderbrew
synced 2025-10-29 23:36:02 +03:00
feat(gx): add uncompleted CGxDeviceGLSDL targeting Windows and Linux
This commit is contained in:
parent
827c86b194
commit
b3b75a716c
@ -14,6 +14,10 @@
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#include "gx/d3d/CGxDeviceD3d.hpp"
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#endif
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#if defined(WHOA_SYSTEM_LINUX) || defined(WHOA_SYSTEM_WIN)
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#include "gx/glsdl/CGxDeviceGLSDL.hpp"
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#endif
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#if defined(WHOA_SYSTEM_MAC)
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#include "gx/gll/CGxDeviceGLL.hpp"
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#endif
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@ -119,13 +123,13 @@ CGxDevice* CGxDevice::NewGLL() {
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}
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#endif
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CGxDevice* CGxDevice::NewOpenGl() {
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// TODO
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// auto m = SMemAlloc(sizeof(CGxDeviceOpenGl), __FILE__, __LINE__, 0x0);
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// return new (m) CGxDeviceOpenGl();
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return nullptr;
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#if defined(WHOA_SYSTEM_WIN) || defined(WHOA_SYSTEM_LINUX)
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CGxDevice* CGxDevice::NewOpenGl() {
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auto m = SMemAlloc(sizeof(CGxDeviceGLSDL), __FILE__, __LINE__, 0x0);
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return new (m) CGxDeviceGLSDL();
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}
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#endif
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uint32_t CGxDevice::PrimCalcCount(EGxPrim primType, uint32_t count) {
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auto div = CGxDevice::s_primVtxDiv[primType];
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@ -19,6 +19,12 @@ if(WHOA_SYSTEM_MAC)
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list(APPEND GX_SOURCES ${GLL_SOURCES})
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endif()
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# Build OpenGL/SDL graphics device on Windows and Linux
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if(WHOA_SYSTEM_WIN OR WHOA_SYSTEM_LINUX)
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file(GLOB GLSDL_SOURCES "glsdl/*.cpp")
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list(APPEND GX_SOURCES ${GLSDL_SOURCES})
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endif()
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add_library(gx STATIC ${GX_SOURCES})
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target_include_directories(gx
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@ -47,6 +53,15 @@ if(WHOA_SYSTEM_WIN)
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)
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endif()
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# Link SDL3 and GLEW for Windows and Linux
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if (WHOA_SYSTEM_WIN OR WHOA_SYSTEM_LINUX)
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target_link_libraries(gx
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PRIVATE
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SDL3::SDL3
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libglew_static
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)
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endif()
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if(WHOA_SYSTEM_MAC)
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target_link_libraries(gx
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PRIVATE
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1326
src/gx/glsdl/CGxDeviceGLSDL.cpp
Normal file
1326
src/gx/glsdl/CGxDeviceGLSDL.cpp
Normal file
File diff suppressed because it is too large
Load Diff
82
src/gx/glsdl/CGxDeviceGLSDL.hpp
Normal file
82
src/gx/glsdl/CGxDeviceGLSDL.hpp
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@ -0,0 +1,82 @@
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#ifndef GX_GL_SDL_C_GX_DEVICE_GL_SDL_HPP
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#define GX_GL_SDL_C_GX_DEVICE_GL_SDL_HPP
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#include "gx/CGxDevice.hpp"
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#include "gx/glsdl/GLSDLDevice.hpp"
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#include "gx/glsdl/GLSDLWindow.hpp"
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class CGxBatch;
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class CGxShader;
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class CGxDeviceGLSDL : public CGxDevice {
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public:
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// Static variables
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static GLEnum s_glCubeMapFaces[];
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static GLEnum s_glDstBlend[];
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static GLEnum s_glSrcBlend[];
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static GLTextureFormat s_gxTexFmtToGLSDLFmt[];
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static GLEnum s_poolTarget2BufferFormat[];
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static GLEnum s_poolTarget2BufferType[];
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static GLEnum s_poolUsage2BufferUsage[];
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static GLEnum s_primitiveConversion[];
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// Member variables
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GLSDLDevice m_GLSDLDevice;
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GLSDLWindow m_GLSDLWindow;
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GLVertexFormat m_glFormats[GxVertexBufferFormats_Last] = {};
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// Virtual member functions
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virtual void ITexMarkAsUpdated(CGxTex*);
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virtual void IRsSendToHw(EGxRenderState);
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virtual int32_t DeviceCreate(int32_t (*windowProc)(void* window, uint32_t message, uintptr_t wparam, intptr_t lparam), const CGxFormat&);
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virtual int32_t DeviceSetFormat(const CGxFormat&);
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virtual void* DeviceWindow();
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virtual void DeviceWM(EGxWM wm, uintptr_t param1, uintptr_t param2) {};
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virtual void CapsWindowSize(CRect&);
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virtual void CapsWindowSizeInScreenCoords(CRect& dst);
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virtual void ScenePresent();
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virtual void SceneClear(uint32_t, CImVector);
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virtual void XformSetProjection(const C44Matrix&);
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virtual void XformSetView(const C44Matrix&);
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virtual void Draw(CGxBatch* batch, int32_t indexed);
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virtual void PoolSizeSet(CGxPool*, uint32_t);
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virtual char* BufLock(CGxBuf*);
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virtual int32_t BufUnlock(CGxBuf*, uint32_t);
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virtual void BufData(CGxBuf* buf, const void* data, size_t size, uintptr_t offset);
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virtual void TexDestroy(CGxTex* texId);
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virtual void IShaderCreate(CGxShader*);
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virtual void ShaderCreate(CGxShader*[], EGxShTarget, const char*, const char*, int32_t);
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virtual int32_t StereoEnabled();
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// Member functions
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CGxDeviceGLSDL();
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char* IBufLock(CGxBuf*);
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int32_t IBufUnlock(CGxBuf*);
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void ISceneBegin();
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void ISetCaps(const CGxFormat& format);
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void IShaderBindPixel(CGxShader*);
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void IShaderBindVertex(CGxShader*);
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void IShaderConstantsFlush();
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void IShaderCreatePixel(CGxShader*);
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void IShaderCreateVertex(CGxShader*);
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void IStateSetGLSDLDefaults();
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void IStateSync();
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void IStateSyncEnables();
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void IStateSyncIndexPtr();
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void IStateSyncLights();
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void IStateSyncMaterial();
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void IStateSyncScissorRect();
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void IStateSyncVertexPtrs();
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void IStateSyncXforms();
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void ITexCreate(CGxTex*);
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void ITexSetFlags(CGxTex*);
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void ITexUpload(CGxTex*);
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void IXformSetProjection(const C44Matrix&);
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void IXformSetView(const C44Matrix&);
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void IXformSetViewport();
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void PatchPixelShader(CGxShader*);
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void PatchVertexShader(CGxShader*);
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void Resize(uint32_t width, uint32_t height);
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};
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#endif
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50
src/gx/glsdl/GL.cpp
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50
src/gx/glsdl/GL.cpp
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@ -0,0 +1,50 @@
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#include "gx/glsdl/GL.hpp"
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TextureFormatInfo k_TextureFormatInfo[GLTF_NUM_TEXTURE_FORMATS] = {
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{ 0, 0, 0, 0, 0, "GLTF INVALID!!" },
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{ GL_RGBA8, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0, 4, "ARGB8888" },
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{ GL_RGB8, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0, 4, "XRGB8888" },
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{ GL_RGBA8, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, 0, 4, "RGBA8888" },
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{ GL_RGBA8, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0, 4, "ABGR8888" },
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{ GL_RGB8, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0, 4, "ARGB0888" },
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{ GL_RGB8, GL_RGB, GL_UNSIGNED_BYTE, 0, 3, "RGB888" },
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{ GL_RGB8, GL_BGR, GL_UNSIGNED_BYTE, 0, 3, "BGR888" },
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{ GL_RGBA32F_ARB, GL_RGBA, GL_FLOAT, 0, 16, "RGBA32F" },
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{ GL_RGBA16F_ARB, GL_RGBA, GL_HALF_FLOAT, 0, 8, "RGBA16F" },
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{ GL_RGB16F_ARB, GL_RGB, GL_HALF_FLOAT, 0, 6, "RG16F" },
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{ GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0, 4, "D32" },
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{ GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 0, 4, "D24" },
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{ GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, 0, 2, "D16" },
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{ GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_HALF_FLOAT, 0, 4, "DF" },
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{ GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0, 4, "D24S8" },
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{ GL_ALPHA8, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, 0, 1, "S8" },
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{ GL_RGBA4, GL_BGRA, GL_UNSIGNED_SHORT_4_4_4_4_REV, 0, 2, "ARGB4444" },
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{ GL_RGB5_A1, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0, 2, "ARGB1555" },
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{ GL_RGB5, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0, 2, "ARGB0555" },
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{ GL_RGB, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0, 2, "RGB565" },
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{ GL_RGBA, GL_BGRA, GL_UNSIGNED_INT_2_10_10_10_REV, 0, 4, "A2RGB10" },
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{ GL_RGB16, GL_RGB, GL_UNSIGNED_SHORT, 0, 6, "RGB16" },
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{ GL_LUMINANCE8, GL_LUMINANCE, GL_UNSIGNED_BYTE, 0, 1, "L8" },
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{ GL_ALPHA8, GL_ALPHA, GL_UNSIGNED_BYTE, 0, 1, "A8" },
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{ GL_LUMINANCE8_ALPHA8, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0, 2, "A8L8" },
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{ GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, GL_RGBA, GL_UNSIGNED_BYTE, 1, 8, "DXT1" },
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{ GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_RGBA, GL_UNSIGNED_BYTE, 1, 16, "DXT3" },
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{ GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_RGBA, GL_UNSIGNED_BYTE, 1, 16, "DXT5" }
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};
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VertexTypeInfo k_VertexTypeInfo[GLVT_NUM_VERTEX_TYPES] = {
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{ 0, 0, 0, 0, "INVALID" },
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{ GL_FLOAT, 1, 0, 4, "FLOAT1" },
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{ GL_FLOAT, 2, 0, 8, "FLOAT2" },
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{ GL_FLOAT, 3, 0, 12, "FLOAT3" },
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{ GL_FLOAT, 4, 0, 16, "FLOAT4" },
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{ GL_UNSIGNED_BYTE, 4, 0, 4, "UBYTE4" },
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{ GL_UNSIGNED_BYTE, 4, 1, 4, "UBYTE4N" },
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{ GL_SHORT, 1, 0, 2, "SHORT" },
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{ GL_SHORT, 2, 0, 4, "SHORT2" },
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{ GL_SHORT, 4, 0, 8, "SHORT4" },
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{ GL_SHORT, 2, 1, 4, "SHORT2N" },
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{ GL_SHORT, 4, 1, 8, "SHORT4N" },
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{ GL_UNSIGNED_SHORT, 2, 1, 4, "USHORT2N" },
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{ GL_UNSIGNED_SHORT, 4, 1, 8, "USHORT4N" }
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};
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33
src/gx/glsdl/GL.hpp
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33
src/gx/glsdl/GL.hpp
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@ -0,0 +1,33 @@
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#ifndef GX_GL_SDL_GL_HPP
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#define GX_GL_SDL_GL_HPP
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#include <GL/glew.h>
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#include <GL/gl.h>
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#include "gx/glsdl/GLTypes.hpp"
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typedef GLenum GLEnum;
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#define kMAX_VERTEX_ATTRIBS 16
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struct TextureFormatInfo {
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GLenum m_InternalFormat;
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GLenum m_DataFormat;
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GLenum m_DataType;
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int32_t m_IsCompressed;
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int32_t m_BytePerPixel;
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char m_Name[16];
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};
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struct VertexTypeInfo {
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GLenum m_Type;
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GLint m_Size;
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GLboolean m_Normalized;
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GLint m_ByteSize;
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const char* m_Name;
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};
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extern TextureFormatInfo k_TextureFormatInfo[GLTF_NUM_TEXTURE_FORMATS];
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extern VertexTypeInfo k_VertexTypeInfo[GLVT_NUM_VERTEX_TYPES];
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#endif
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45
src/gx/glsdl/GLBatch.hpp
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45
src/gx/glsdl/GLBatch.hpp
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@ -0,0 +1,45 @@
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#ifndef GX_GL_SDL_GL_BATCH_HPP
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#define GX_GL_SDL_GL_BATCH_HPP
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#include "gx/glsdl/GLBuffer.hpp"
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#include "gx/glsdl/GLShader.hpp"
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#include "gx/glsdl/GLTexture.hpp"
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#include "gx/glsdl/GLTypes.hpp"
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#include "gx/glsdl/GLVertexFormat.hpp"
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#include <cstdint>
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class GLBatch {
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public:
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GLShader* var0;
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GLShader* var1;
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GLTexture* textures[16];
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GLBuffer* var3;
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GLBuffer* var4[4];
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uint32_t var5[4];
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uint32_t var6[4];
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GLVertexFormat* var7;
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uint32_t var8;
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uint32_t var9;
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uint32_t var10;
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uint32_t var11;
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uint32_t var12;
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uint32_t var13;
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uint32_t var14;
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int32_t var15;
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bool var16;
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bool var17;
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GLStates var18;
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GLTexture2D* colorBuffer[4];
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GLTexture2D* var20;
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uint32_t var21[128];
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char var22[64];
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char var23[1024];
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uint32_t var24;
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bool var25;
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int64_t var26;
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int64_t var27;
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float var28[4096];
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float var29[1024];
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};
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#endif
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130
src/gx/glsdl/GLBuffer.cpp
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130
src/gx/glsdl/GLBuffer.cpp
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#include "gx/glsdl/GLBuffer.hpp"
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#include "gx/glsdl/GLSDLDevice.hpp"
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#include "gx/glsdl/GLPool.hpp"
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#include "gx/glsdl/GL.hpp"
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#include <bc/Debug.hpp>
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#include <bc/Memory.hpp>
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bool GLBuffer::m_UsingVBO = 1;
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GLEnum GLBuffer::s_FlagToAccess[] = {
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GL_READ_WRITE, // GLMap_None
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GL_WRITE_ONLY, // GLMap_Unk1
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GL_WRITE_ONLY, // GLMap_Unk2
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GL_READ_ONLY // GLMap_Unk3
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};
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GLBuffer* GLBuffer::Create(GLEnum type, uint32_t size, const void* a3, GLEnum usage, GLEnum format) {
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GLBuffer* buffer = GLPool<GLBuffer>::Get()->GetNextObject();
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buffer->m_Type = type;
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buffer->m_Size = size;
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buffer->m_Usage = usage;
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buffer->m_IndexFormat = format;
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GLSDLDevice* device = GLSDLDevice::Get();
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device->BindBuffer(buffer, GL_ZERO);
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if (GLBuffer::m_UsingVBO) {
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glBufferData(buffer->m_Type, buffer->m_Size, a3, buffer->m_Usage);
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// glBufferParameteriAPPLE(buffer->m_Type, GL_BUFFER_SERIALIZED_MODIFY_APPLE, buffer->m_Usage - GL_DYNAMIC_DRAW > 1);
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// glBufferParameteriAPPLE(buffer->m_Type, GL_BUFFER_FLUSHING_UNMAP_APPLE, 0);
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} else {
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Blizzard::Memory::Free(buffer->m_Data);
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void* data = Blizzard::Memory::Allocate(size);
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if (a3) {
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memcpy(data, a3, size);
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}
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buffer->m_Data = reinterpret_cast<char*>(data);
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}
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// TODO
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// buffer->m_TimeStamp = Blizzard::Time::GetTimestamp();
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return buffer;
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}
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GLBuffer::GLBuffer() : GLObject() {
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if (GLBuffer::m_UsingVBO) {
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this->m_BufferID = GLPool<GLBuffer>::Get()->GetNextName();
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}
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}
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char* GLBuffer::Map(uint32_t offset, uint32_t size, eMapFlag flag) {
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BLIZZARD_ASSERT((offset + size) <= this->m_Size);
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BLIZZARD_ASSERT(this->m_Usage == GL_STATIC_DRAW || flag != GLMap_None);
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BLIZZARD_ASSERT(this->m_MapFlag == GLMap_NotMapped);
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BLIZZARD_ASSERT(flag >= GLMap_None && flag < GLMap_Count);
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this->m_MapOffset = offset;
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this->m_MapSize = offset + size == 0 ? this->m_Size : size;
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this->m_MapFlag = flag;
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if (GLBuffer::m_UsingVBO) {
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GLSDLDevice* device = GLSDLDevice::Get();
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device->BindBuffer(this, GL_ZERO);
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if (flag == GLMap_Unk2) {
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if (this->m_Usage - GL_DYNAMIC_DRAW <= 1) {
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BLIZZARD_ASSERT(offset == 0);
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}
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glBufferData(this->m_Type, this->m_Size, nullptr, this->m_Usage);
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}
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void* data = glMapBuffer(this->m_Type, GLBuffer::s_FlagToAccess[flag]);
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this->m_Data = reinterpret_cast<char*>(data);
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BLIZZARD_ASSERT(this->m_Data != nullptr);
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}
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return this->m_Data + offset;
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}
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void GLBuffer::ReleaseObject() {
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if (GLBuffer::m_UsingVBO) {
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if (this->m_Type) {
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GLSDLDevice* device = GLSDLDevice::Get();
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device->BindBuffer(this, GL_ZERO);
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glBufferData(this->m_Type, 1, nullptr, this->m_Usage);
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// TODO GLPool<GLBuffer>::GLObjectPool::Push((GLPool<GLBuffer>::m_pool + 32776), this);
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} else {
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// TODO GLPool<GLBuffer>::GLObjectPool::Push((GLPool<GLBuffer>::m_pool + 32776), this);
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}
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} else {
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Blizzard::Memory::Free(this->m_Data);
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this->m_Data = nullptr;
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// TODO GLPool<GLBuffer>::GLObjectPool::Push((GLPool<GLBuffer>::m_pool + 32776), this);
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}
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}
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void GLBuffer::Unmap(uint32_t size) {
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BLIZZARD_ASSERT((this->m_MapOffset + size) <= m_Size);
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GLSDLDevice* device = GLSDLDevice::Get();
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device->BindBuffer(this, GL_ZERO);
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if (this->m_MapFlag != 3) {
|
||||
if (GLBuffer::m_UsingVBO) {
|
||||
glFlushMappedBufferRange(this->m_Type, this->m_MapOffset, size ? size : this->m_MapSize);
|
||||
}
|
||||
|
||||
// TODO
|
||||
// this->m_TimeStamp = Blizzard::Time::GetTimestamp();
|
||||
}
|
||||
|
||||
if (!GLBuffer::m_UsingVBO) {
|
||||
this->m_MapFlag = GLMap_NotMapped;
|
||||
return;
|
||||
}
|
||||
|
||||
GLboolean result = glUnmapBuffer(this->m_Type);
|
||||
BLIZZARD_ASSERT(result);
|
||||
|
||||
this->m_MapFlag = GLMap_NotMapped;
|
||||
}
|
||||
47
src/gx/glsdl/GLBuffer.hpp
Normal file
47
src/gx/glsdl/GLBuffer.hpp
Normal file
@ -0,0 +1,47 @@
|
||||
#ifndef GX_GL_SDL_GL_BUFFER_HPP
|
||||
#define GX_GL_SDL_GL_BUFFER_HPP
|
||||
|
||||
#include "gx/glsdl/GL.hpp"
|
||||
#include "gx/glsdl/GLObject.hpp"
|
||||
#include "gx/glsdl/GLTypes.hpp"
|
||||
|
||||
class GLBuffer : public GLObject {
|
||||
public:
|
||||
// Types
|
||||
enum eMapFlag {
|
||||
GLMap_NotMapped = -1,
|
||||
GLMap_None = 0,
|
||||
GLMap_Unk1 = 1,
|
||||
GLMap_Unk2 = 2,
|
||||
GLMap_Unk3 = 3,
|
||||
GLMap_Count = 4
|
||||
};
|
||||
|
||||
// Static variables
|
||||
static bool m_UsingVBO;
|
||||
static GLEnum s_FlagToAccess[];
|
||||
|
||||
// Static functions
|
||||
static GLBuffer* Create(GLEnum, uint32_t, const void*, GLEnum, GLEnum);
|
||||
|
||||
// Member variables
|
||||
uint32_t m_Size = 0;
|
||||
GLEnum m_Type = 0;
|
||||
GLEnum m_Usage = 0;
|
||||
uint32_t m_BufferID = 0;
|
||||
GLEnum m_IndexFormat = 0;
|
||||
char* m_Data = nullptr;
|
||||
uint32_t m_MapOffset = 0;
|
||||
uint32_t m_MapSize = 0;
|
||||
uint32_t m_MapFlag = GLMap_NotMapped;
|
||||
|
||||
// Virtual member functions
|
||||
virtual void ReleaseObject();
|
||||
|
||||
// Member functions
|
||||
GLBuffer();
|
||||
char* Map(uint32_t, uint32_t, eMapFlag);
|
||||
void Unmap(uint32_t);
|
||||
};
|
||||
|
||||
#endif
|
||||
8
src/gx/glsdl/GLBufferPool.hpp
Normal file
8
src/gx/glsdl/GLBufferPool.hpp
Normal file
@ -0,0 +1,8 @@
|
||||
#ifndef GX_GL_SDL_GL_BUFFER_POOL_HPP
|
||||
#define GX_GL_SDL_GL_BUFFER_POOL_HPP
|
||||
|
||||
class GLBufferPool {
|
||||
public:
|
||||
};
|
||||
|
||||
#endif
|
||||
8
src/gx/glsdl/GLDebugMipmap2D.hpp
Normal file
8
src/gx/glsdl/GLDebugMipmap2D.hpp
Normal file
@ -0,0 +1,8 @@
|
||||
#ifndef GX_GL_SDL_GL_DEBUG_MIPMAP_2D_HPP
|
||||
#define GX_GL_SDL_GL_DEBUG_MIPMAP_2D_HPP
|
||||
|
||||
class GLDebugMipmap2D {
|
||||
public:
|
||||
};
|
||||
|
||||
#endif
|
||||
150
src/gx/glsdl/GLFramebuffer.cpp
Normal file
150
src/gx/glsdl/GLFramebuffer.cpp
Normal file
@ -0,0 +1,150 @@
|
||||
#include "gx/glsdl/GLFramebuffer.hpp"
|
||||
#include "gx/glsdl/GLSDLDevice.hpp"
|
||||
#include "gx/glsdl/GLMipmap.hpp"
|
||||
#include "gx/glsdl/GLPool.hpp"
|
||||
#include "gx/glsdl/GLTypes.hpp"
|
||||
#include <bc/Debug.hpp>
|
||||
|
||||
GLFramebuffer* GLFramebuffer::Create(bool a1) {
|
||||
GLFramebuffer* framebuffer = new GLFramebuffer(a1);
|
||||
|
||||
if (!a1) {
|
||||
// TODO
|
||||
// BLIZZARD_ASSERT(framebuffer->m_FramebufferID >= PoolStats<GLFramebuffer>::NAME_POOL_FIRST_NAME);
|
||||
}
|
||||
|
||||
BLIZZARD_ASSERT(framebuffer->m_NumAttach == 0);
|
||||
|
||||
framebuffer->m_Width = 0;
|
||||
framebuffer->m_Height = 0;
|
||||
framebuffer->m_Device = GLSDLDevice::Get();
|
||||
|
||||
return framebuffer;
|
||||
}
|
||||
|
||||
GLFramebuffer::GLFramebuffer(bool a1) : GLObject() {
|
||||
if (!a1) {
|
||||
this->m_FramebufferID = GLPool<GLFramebuffer>::Get()->GetNextName();
|
||||
}
|
||||
}
|
||||
|
||||
void GLFramebuffer::Attach(GLMipmap* image, GLenum a3, int32_t a4) {
|
||||
BLIZZARD_ASSERT(this->m_Device == GLSDLDevice::Get());
|
||||
|
||||
if (!image) {
|
||||
this->Detach(a3);
|
||||
return;
|
||||
}
|
||||
|
||||
if (a3 == GL_DEPTH_STENCIL) {
|
||||
BLIZZARD_ASSERT(image->GetFormat() == GLTF_D24S8);
|
||||
|
||||
this->Attach(image, GL_DEPTH_ATTACHMENT, 0);
|
||||
this->Attach(image, GL_STENCIL_ATTACHMENT, 0);
|
||||
|
||||
(*image->m_AttachPoints)[this->m_FramebufferID].point = GL_DEPTH_STENCIL;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
int32_t index;
|
||||
|
||||
if (a3 == GL_DEPTH_ATTACHMENT) {
|
||||
index = 4;
|
||||
} else if (a3 == GL_STENCIL_ATTACHMENT) {
|
||||
index = 5;
|
||||
} else {
|
||||
index = a3 - GL_COLOR_ATTACHMENT0;
|
||||
}
|
||||
|
||||
BLIZZARD_ASSERT(index < MAX_ATTACHMENT);
|
||||
|
||||
GLMipmap* oldImage = this->m_Attachments[index];
|
||||
|
||||
if (image != oldImage) {
|
||||
if (oldImage) {
|
||||
oldImage->Detach(this, a3, true);
|
||||
} else {
|
||||
++this->m_NumAttach;
|
||||
}
|
||||
|
||||
this->m_Attachments[index] = image;
|
||||
|
||||
this->m_Width = image->m_Width;
|
||||
this->m_Height = image->m_Height;
|
||||
|
||||
image->Attach(this, a3, a4);
|
||||
this->m_Device->Sub38460(0);
|
||||
}
|
||||
|
||||
BLIZZARD_ASSERT((*image->m_AttachPoints)[m_FramebufferID].framebuffer == this);
|
||||
}
|
||||
|
||||
void GLFramebuffer::Detach(GLenum a2) {
|
||||
int32_t v2 = a2;
|
||||
int32_t index;
|
||||
|
||||
if (a2 == GL_DEPTH_STENCIL) {
|
||||
index = 5;
|
||||
v2 = GL_STENCIL_ATTACHMENT;
|
||||
this->Detach(GL_DEPTH_ATTACHMENT);
|
||||
} else if (a2 == GL_DEPTH_ATTACHMENT) {
|
||||
index = 4;
|
||||
} else if (a2 == GL_STENCIL_ATTACHMENT) {
|
||||
index = 5;
|
||||
} else {
|
||||
index = a2 - GL_COLOR_ATTACHMENT0;
|
||||
}
|
||||
|
||||
BLIZZARD_ASSERT(index < MAX_ATTACHMENT);
|
||||
|
||||
GLMipmap* oldImage = this->m_Attachments[index];
|
||||
|
||||
if (oldImage) {
|
||||
oldImage->Detach(this, v2, 0);
|
||||
|
||||
--this->m_NumAttach;
|
||||
|
||||
this->m_Attachments[index] = 0;
|
||||
|
||||
if (this->m_Device == GLSDLDevice::Get()) {
|
||||
this->m_Device->Sub38460(0);
|
||||
}
|
||||
|
||||
if (this->m_NumAttach == 0) {
|
||||
this->m_Width = 0;
|
||||
this->m_Height = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GLMipmap* GLFramebuffer::GetAttachment(GLEnum a2) {
|
||||
int32_t index;
|
||||
|
||||
if (a2 == GL_DEPTH_ATTACHMENT) {
|
||||
index = 4;
|
||||
} else if (a2 == GL_STENCIL_ATTACHMENT) {
|
||||
index = 5;
|
||||
} else {
|
||||
index = a2 - GL_COLOR_ATTACHMENT0;
|
||||
}
|
||||
|
||||
BLIZZARD_ASSERT(index < MAX_ATTACHMENT);
|
||||
|
||||
return this->m_Attachments[index];
|
||||
}
|
||||
|
||||
int32_t GLFramebuffer::GetSampleCount() {
|
||||
return this->m_FramebufferID
|
||||
? 1
|
||||
: this->m_Device->m_Context.GetSampleCount();
|
||||
}
|
||||
|
||||
bool GLFramebuffer::IsValid() {
|
||||
auto status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
|
||||
return status == GL_FRAMEBUFFER_COMPLETE;
|
||||
}
|
||||
|
||||
void GLFramebuffer::ReleaseObject() {
|
||||
// TODO
|
||||
}
|
||||
38
src/gx/glsdl/GLFramebuffer.hpp
Normal file
38
src/gx/glsdl/GLFramebuffer.hpp
Normal file
@ -0,0 +1,38 @@
|
||||
#ifndef GX_GL_SDL_GL_FRAMEBUFFER_HPP
|
||||
#define GX_GL_SDL_GL_FRAMEBUFFER_HPP
|
||||
|
||||
#include "gx/glsdl/GL.hpp"
|
||||
#include "gx/glsdl/GLObject.hpp"
|
||||
#include <cstdint>
|
||||
|
||||
#define MAX_ATTACHMENT 6
|
||||
|
||||
class GLSDLDevice;
|
||||
class GLMipmap;
|
||||
|
||||
class GLFramebuffer : public GLObject {
|
||||
public:
|
||||
// Static functions
|
||||
static GLFramebuffer* Create(bool);
|
||||
|
||||
// Member variables
|
||||
int32_t m_Width = 0;
|
||||
int32_t m_Height = 0;
|
||||
uint32_t m_FramebufferID = 0;
|
||||
GLSDLDevice* m_Device;
|
||||
GLMipmap* m_Attachments[6] = {};
|
||||
uint32_t m_NumAttach = 0;
|
||||
|
||||
// Virtual member functions
|
||||
virtual void ReleaseObject();
|
||||
|
||||
// Member functions
|
||||
GLFramebuffer(bool);
|
||||
void Attach(GLMipmap*, GLenum, int32_t);
|
||||
void Detach(GLenum);
|
||||
GLMipmap* GetAttachment(GLEnum);
|
||||
int32_t GetSampleCount(void);
|
||||
bool IsValid();
|
||||
};
|
||||
|
||||
#endif
|
||||
7
src/gx/glsdl/GLGLSLProgram.cpp
Normal file
7
src/gx/glsdl/GLGLSLProgram.cpp
Normal file
@ -0,0 +1,7 @@
|
||||
#include "gx/glsdl/GLGLSLProgram.hpp"
|
||||
#include "gx/glsdl/GLShader.hpp"
|
||||
|
||||
GLGLSLProgram* GLGLSLProgram::Find(GLShader* a1, GLShader* a2) {
|
||||
// TODO
|
||||
return nullptr;
|
||||
}
|
||||
14
src/gx/glsdl/GLGLSLProgram.hpp
Normal file
14
src/gx/glsdl/GLGLSLProgram.hpp
Normal file
@ -0,0 +1,14 @@
|
||||
#ifndef GX_GL_SDL_GL_GLSL_PROGRAM_HPP
|
||||
#define GX_GL_SDL_GL_GLSL_PROGRAM_HPP
|
||||
|
||||
#include "gx/glsdl/GLObject.hpp"
|
||||
|
||||
class GLShader;
|
||||
|
||||
class GLGLSLProgram : public GLObject {
|
||||
public:
|
||||
// Static functions
|
||||
static GLGLSLProgram* Find(GLShader*, GLShader*);
|
||||
};
|
||||
|
||||
#endif
|
||||
480
src/gx/glsdl/GLMipmap.cpp
Normal file
480
src/gx/glsdl/GLMipmap.cpp
Normal file
@ -0,0 +1,480 @@
|
||||
#include "gx/glsdl/GLMipmap.hpp"
|
||||
#include "gx/glsdl/GLSDLDevice.hpp"
|
||||
#include "gx/glsdl/GLFramebuffer.hpp"
|
||||
#include <bc/Debug.hpp>
|
||||
|
||||
int32_t GLMipmap::GetDepthBits() {
|
||||
return this->m_DepthBits;
|
||||
}
|
||||
|
||||
void GLMipmap::Attach(GLFramebuffer* framebuffer, GLenum attachPoint, int32_t a4) {
|
||||
if (!this->m_AttachPoints) {
|
||||
this->m_AttachPoints = new std::vector<GLAttachPoint>();
|
||||
}
|
||||
|
||||
auto& attachPoints = *this->m_AttachPoints;
|
||||
auto framebufferID = framebuffer->m_FramebufferID;
|
||||
|
||||
if (framebufferID >= attachPoints.size()) {
|
||||
attachPoints.resize(framebufferID + 1);
|
||||
} else {
|
||||
BLIZZARD_ASSERT(attachPoints[framebufferID].framebuffer != framebuffer || attachPoints[framebufferID].point != attachPoint);
|
||||
|
||||
auto& attach = attachPoints[framebufferID];
|
||||
|
||||
if (
|
||||
attach.point
|
||||
&& (attach.point != GL_DEPTH_ATTACHMENT || attachPoint != GL_STENCIL_ATTACHMENT)
|
||||
&& (attach.point != GL_STENCIL_ATTACHMENT || attachPoint != GL_DEPTH_ATTACHMENT)
|
||||
) {
|
||||
framebuffer->Detach(attach.point);
|
||||
}
|
||||
}
|
||||
|
||||
GLSDLDevice* device = GLSDLDevice::Get();
|
||||
|
||||
auto currentTarget = device->GetCurrentTarget();
|
||||
device->BindFramebuffer(framebuffer);
|
||||
|
||||
if (framebufferID) {
|
||||
if (this->m_Target == GL_TEXTURE_3D) {
|
||||
glFramebufferTexture3DEXT(
|
||||
GL_FRAMEBUFFER,
|
||||
attachPoint,
|
||||
GL_TEXTURE_3D,
|
||||
this->m_Texture->m_TextureID,
|
||||
this->m_Level,
|
||||
a4
|
||||
);
|
||||
} else {
|
||||
glFramebufferTexture2DEXT(
|
||||
GL_FRAMEBUFFER,
|
||||
attachPoint,
|
||||
this->m_Target,
|
||||
this->m_Texture->m_TextureID,
|
||||
this->m_Level
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
if (attachPoint == GL_DEPTH_ATTACHMENT && !this->m_DepthBits) {
|
||||
GLint depthBits = 0;
|
||||
glGetIntegerv(GL_DEPTH_BITS, &depthBits);
|
||||
this->m_DepthBits = depthBits;
|
||||
}
|
||||
|
||||
device->BindFramebuffer(currentTarget);
|
||||
|
||||
auto& attach = attachPoints[framebufferID];
|
||||
attach.framebuffer = framebuffer;
|
||||
attach.zOffset = a4;
|
||||
|
||||
if (
|
||||
(attach.point != GL_DEPTH_ATTACHMENT || attachPoint != GL_STENCIL_ATTACHMENT)
|
||||
&& (attach.point != GL_STENCIL_ATTACHMENT || attachPoint != GL_DEPTH_ATTACHMENT)
|
||||
) {
|
||||
attach.point = attachPoint;
|
||||
} else {
|
||||
attach.point = GL_DEPTH_STENCIL;
|
||||
}
|
||||
}
|
||||
|
||||
void GLMipmap::Detach(GLFramebuffer* framebuffer, GLenum attachPoint, bool a4) {
|
||||
GLuint framebufferID = framebuffer->m_FramebufferID;
|
||||
|
||||
auto& attachPoints = *this->m_AttachPoints;
|
||||
|
||||
BLIZZARD_ASSERT(attachPoints.size() >= framebufferID);
|
||||
BLIZZARD_ASSERT(attachPoints[framebufferID].framebuffer == framebuffer);
|
||||
|
||||
if (!a4 && framebufferID) {
|
||||
GLSDLDevice* v12 = GLSDLDevice::Get();
|
||||
GLFramebuffer* v14 = v12->GetCurrentTarget();
|
||||
v12->BindFramebuffer(framebuffer);
|
||||
|
||||
if (this->m_Target == GL_TEXTURE_3D) {
|
||||
glFramebufferTexture3DEXT(GL_FRAMEBUFFER, attachPoint, GL_TEXTURE_3D, 0, 0, 0);
|
||||
} else {
|
||||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, attachPoint, this->m_Target, 0, 0);
|
||||
}
|
||||
|
||||
v12->BindFramebuffer(v14);
|
||||
}
|
||||
|
||||
GLAttachPoint* v9 = &attachPoints[framebufferID];
|
||||
|
||||
if (v9->point == GL_DEPTH_STENCIL) {
|
||||
BLIZZARD_ASSERT(this->GetFormat() == GLTF_D24S8);
|
||||
|
||||
if (attachPoint == GL_DEPTH_ATTACHMENT) {
|
||||
v9->point = GL_STENCIL_ATTACHMENT;
|
||||
} else if (attachPoint == GL_STENCIL_ATTACHMENT) {
|
||||
v9->point = GL_DEPTH_ATTACHMENT;
|
||||
} else {
|
||||
BLIZZARD_ASSERT(false);
|
||||
}
|
||||
} else {
|
||||
BLIZZARD_ASSERT(attachPoints[framebufferID].point == attachPoint);
|
||||
|
||||
v9->framebuffer = 0;
|
||||
v9->point = 0;
|
||||
v9->zOffset = 0;
|
||||
|
||||
// TODO
|
||||
// this->m_Texture->m_TimeStamp = Blizzard::Time::GetTimestamp();
|
||||
}
|
||||
}
|
||||
|
||||
void GLMipmap::DetachAll() {
|
||||
if (!this->m_AttachPoints) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto& attachPoints = *this->m_AttachPoints;
|
||||
for (int32_t i = 0; i < attachPoints.size(); i++) {
|
||||
BLIZZARD_ASSERT(attachPoints[i].point != GL_ZERO);
|
||||
BLIZZARD_ASSERT(attachPoints[i].framebuffer->m_FramebufferID == i);
|
||||
|
||||
attachPoints[i].framebuffer->Detach(attachPoints[i].point);
|
||||
}
|
||||
}
|
||||
|
||||
GLTextureFormat GLMipmap::GetFormat() {
|
||||
return this->m_Texture->GetFormat();
|
||||
}
|
||||
|
||||
TextureFormatInfo& GLMipmap::GetFormatInfo() {
|
||||
return this->m_Texture->GetFormatInfo();
|
||||
};
|
||||
|
||||
uint16_t GLMipmap::GetHeight() {
|
||||
return this->m_Height;
|
||||
}
|
||||
|
||||
int32_t GLMipmap::GetPitch() {
|
||||
int32_t bpp = this->GetFormatInfo().m_BytePerPixel;
|
||||
int32_t v4 = this->m_Texture->var12 >> this->m_Level;
|
||||
return v4 >= bpp ? v4 : bpp;
|
||||
}
|
||||
|
||||
GLTexture* GLMipmap::GetTexture() {
|
||||
return this->m_Texture;
|
||||
}
|
||||
|
||||
uint32_t GLMipmap::GetTextureID() {
|
||||
return this->m_Texture->m_TextureID;
|
||||
}
|
||||
|
||||
uint16_t GLMipmap::GetWidth() {
|
||||
return this->m_Width;
|
||||
}
|
||||
|
||||
void* GLMipmap::Map(GLEnum mode, const GLBox* area) {
|
||||
BLIZZARD_ASSERT(!this->m_Texture->IsSystemBuffer());
|
||||
BLIZZARD_ASSERT(this->m_Data != nullptr);
|
||||
BLIZZARD_ASSERT(!this->m_Texture->IsRenderTarget());
|
||||
BLIZZARD_ASSERT(mode != GL_ZERO);
|
||||
BLIZZARD_ASSERT(this->m_MapParams == nullptr);
|
||||
|
||||
if (mode != GL_READ_ONLY) {
|
||||
this->m_Texture->m_MappedMipmaps++;
|
||||
}
|
||||
|
||||
MapParams* mapParams = new MapParams();
|
||||
this->m_MapParams = mapParams;
|
||||
|
||||
if (area) {
|
||||
BLIZZARD_ASSERT(area->width > 0);
|
||||
BLIZZARD_ASSERT(area->height > 0);
|
||||
BLIZZARD_ASSERT(area->depth > 0);
|
||||
BLIZZARD_ASSERT(!this->GetFormatInfo().m_IsCompressed || ((area->top & 0x3) == 0 && (area->left & 0x3) == 0 && (area->width & 0x3) == 0 && (area->height & 0x3) == 0));
|
||||
BLIZZARD_ASSERT((area->height + area->top) <= this->m_Height);
|
||||
BLIZZARD_ASSERT((area->depth + area->front) <= this->m_Depth);
|
||||
BLIZZARD_ASSERT((area->width + area->left) <= this->m_Width);
|
||||
|
||||
mapParams->m_MapArea = {
|
||||
area->left,
|
||||
area->top,
|
||||
area->front,
|
||||
area->width,
|
||||
area->height,
|
||||
area->depth
|
||||
};
|
||||
|
||||
int32_t size = this->GetFormatInfo().m_BytePerPixel
|
||||
* this->m_Width
|
||||
* mapParams->m_MapArea.depth
|
||||
* mapParams->m_MapArea.height;
|
||||
|
||||
mapParams->m_Size = this->GetFormatInfo().m_IsCompressed
|
||||
? size >> 4
|
||||
: size;
|
||||
|
||||
mapParams->m_Unk7 = (this->GetFormatInfo().m_BytePerPixel * mapParams->m_MapArea.left)
|
||||
>> this->GetFormatInfo().m_IsCompressed ? 2 : 0;
|
||||
} else {
|
||||
mapParams->m_MapArea = {
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
this->m_Width,
|
||||
this->m_Height,
|
||||
this->m_Depth
|
||||
};
|
||||
|
||||
mapParams->m_Size = this->m_Size;
|
||||
|
||||
mapParams->m_Unk7 = 0;
|
||||
}
|
||||
|
||||
mapParams->m_MapMode = mode;
|
||||
|
||||
int32_t rowPitch = this->GetPitch();
|
||||
|
||||
BLIZZARD_ASSERT(((mapParams->m_MapArea.top * rowPitch) + mapParams->m_MapArea.left * this->GetFormatInfo().m_BytePerPixel) < (this->GetFormatInfo().m_IsCompressed ? this->m_Size << 4 : this->m_Size));
|
||||
|
||||
int32_t v22 = rowPitch * this->m_Height;
|
||||
if (this->GetFormatInfo().m_IsCompressed) {
|
||||
v22 >>= 2;
|
||||
}
|
||||
|
||||
unsigned char* v24 = this->m_Data
|
||||
+ ((mapParams->m_MapArea.top * rowPitch) >> (this->GetFormatInfo().m_IsCompressed ? 2 : 0))
|
||||
+ (mapParams->m_MapArea.front * v22);
|
||||
|
||||
mapParams->m_Unk8 = v24;
|
||||
|
||||
return v24 + mapParams->m_Unk7;
|
||||
}
|
||||
|
||||
void* GLMipmap::Map(GLEnum mode, const GLRect* rect) {
|
||||
if (rect) {
|
||||
GLBox area = {
|
||||
rect->left,
|
||||
rect->top,
|
||||
0,
|
||||
rect->width,
|
||||
rect->height,
|
||||
1
|
||||
};
|
||||
|
||||
return this->Map(mode, &area);
|
||||
} else {
|
||||
return this->Map(mode, static_cast<GLBox*>(nullptr));
|
||||
}
|
||||
}
|
||||
|
||||
void GLMipmap::ReleaseObject() {
|
||||
BLIZZARD_ASSERT(this->m_MapParams == nullptr);
|
||||
|
||||
this->RemoveDebugMipmap();
|
||||
this->DetachAll();
|
||||
|
||||
if (this->m_AttachPoints) {
|
||||
delete this->m_AttachPoints;
|
||||
}
|
||||
|
||||
this->m_AttachPoints = nullptr;
|
||||
this->m_Unk24 = 0;
|
||||
}
|
||||
|
||||
void GLMipmap::RemoveDebugMipmap() {
|
||||
// TODO
|
||||
}
|
||||
|
||||
void GLMipmap::ResetData(GLEnum target, int32_t level, unsigned char* data) {
|
||||
BLIZZARD_ASSERT(this->m_Target != GL_TEXTURE_3D || !this->GetFormatInfo().m_IsCompressed);
|
||||
|
||||
this->m_Target = target;
|
||||
this->m_Level = level;
|
||||
this->m_Data = data;
|
||||
|
||||
BLIZZARD_ASSERT(this->GetFormat() != GLTF_INVALID);
|
||||
BLIZZARD_ASSERT(this->GetFormat() < GLTF_NUM_TEXTURE_FORMATS);
|
||||
|
||||
if (!this->m_Texture->IsSystemBuffer() && this->m_Texture->IsRenderTarget()) {
|
||||
BLIZZARD_ASSERT(!this->GetFormatInfo().m_IsCompressed);
|
||||
|
||||
this->TexImage(nullptr);
|
||||
this->m_Unk24 = 1;
|
||||
}
|
||||
}
|
||||
|
||||
void GLMipmap::ResetSize(uint32_t width, uint32_t height, uint32_t depth) {
|
||||
this->m_Width = width ? width : 1;
|
||||
this->m_Height = height ? height : 1;
|
||||
this->m_Depth = depth ? depth : 1;
|
||||
|
||||
if (this->GetFormatInfo().m_IsCompressed) {
|
||||
BLIZZARD_ASSERT(this->m_Depth == 1);
|
||||
|
||||
this->m_Width = (this->m_Width + 3) & 0xFFFC;
|
||||
this->m_Height = (this->m_Height + 3) & 0xFFFC;
|
||||
}
|
||||
|
||||
uint32_t v11 = this->GetFormatInfo().m_BytePerPixel;
|
||||
uint32_t v20 = this->m_Texture->var12 >> this->m_Level;
|
||||
|
||||
if (v20 >= v11) {
|
||||
v11 = v20;
|
||||
}
|
||||
|
||||
uint32_t v15 = v11 * this->m_Height;
|
||||
uint32_t v12;
|
||||
|
||||
if (this->GetFormatInfo().m_IsCompressed) {
|
||||
v12 = v15 >> 2;
|
||||
} else {
|
||||
v12 = v15;
|
||||
}
|
||||
|
||||
this->m_Size = this->m_Depth * v12;
|
||||
}
|
||||
|
||||
void GLMipmap::TexImage(const void* pixels) {
|
||||
BLIZZARD_ASSERT((this->m_Texture->IsRenderTarget() || pixels != nullptr) && GLSDLDevice::Get()->GetVertexArrayStates().buffers[eGLBT_PIXEL_UNPACK] == 0);
|
||||
|
||||
if (this->m_Target == GL_TEXTURE_3D) {
|
||||
glTexImage3D(
|
||||
GL_TEXTURE_3D,
|
||||
this->m_Level,
|
||||
this->GetFormatInfo().m_InternalFormat,
|
||||
this->m_Width,
|
||||
this->m_Height,
|
||||
this->m_Depth,
|
||||
0,
|
||||
this->GetFormatInfo().m_DataFormat,
|
||||
this->GetFormatInfo().m_DataType,
|
||||
pixels
|
||||
);
|
||||
} else if (this->GetFormatInfo().m_IsCompressed) {
|
||||
glCompressedTexImage2D(
|
||||
this->m_Target,
|
||||
this->m_Level,
|
||||
this->GetFormatInfo().m_InternalFormat,
|
||||
this->m_Width,
|
||||
this->m_Height,
|
||||
0,
|
||||
this->m_Size,
|
||||
pixels
|
||||
);
|
||||
} else {
|
||||
glTexImage2D(
|
||||
this->m_Target,
|
||||
this->m_Level,
|
||||
this->GetFormatInfo().m_InternalFormat,
|
||||
this->m_Width,
|
||||
this->m_Height,
|
||||
0,
|
||||
this->GetFormatInfo().m_DataFormat,
|
||||
this->GetFormatInfo().m_DataType,
|
||||
pixels
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
void GLMipmap::TexSubImage(const GLBox& a2, int32_t size, const void* pixels) {
|
||||
BLIZZARD_ASSERT(!this->m_Texture->IsRenderTarget() && pixels != nullptr && GLSDLDevice::Get()->GetVertexArrayStates().buffers[eGLBT_PIXEL_UNPACK] == 0);
|
||||
|
||||
if (this->m_Target == GL_TEXTURE_3D) {
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, this->m_Width);
|
||||
glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, this->m_Height);
|
||||
|
||||
glTexSubImage3D(
|
||||
this->m_Target,
|
||||
this->m_Level,
|
||||
a2.left,
|
||||
a2.top,
|
||||
a2.front,
|
||||
a2.width,
|
||||
a2.height,
|
||||
a2.depth,
|
||||
this->GetFormatInfo().m_DataFormat,
|
||||
this->GetFormatInfo().m_DataType,
|
||||
pixels
|
||||
);
|
||||
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
|
||||
} else if (this->GetFormatInfo().m_IsCompressed) {
|
||||
glCompressedTexSubImage2D(
|
||||
this->m_Target,
|
||||
this->m_Level,
|
||||
0,
|
||||
a2.top,
|
||||
this->m_Width,
|
||||
a2.height,
|
||||
this->GetFormatInfo().m_InternalFormat,
|
||||
size,
|
||||
pixels
|
||||
);
|
||||
} else {
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, this->m_Width);
|
||||
|
||||
glTexSubImage2D(
|
||||
this->m_Target,
|
||||
this->m_Level,
|
||||
a2.left,
|
||||
a2.top,
|
||||
a2.width,
|
||||
a2.height,
|
||||
this->GetFormatInfo().m_DataFormat,
|
||||
this->GetFormatInfo().m_DataType,
|
||||
pixels
|
||||
);
|
||||
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void GLMipmap::Unmap() {
|
||||
BLIZZARD_ASSERT(!this->m_Texture->IsRenderTarget());
|
||||
BLIZZARD_ASSERT(!this->m_Texture->IsSystemBuffer());
|
||||
BLIZZARD_ASSERT(this->m_MapParams != nullptr);
|
||||
|
||||
if (this->m_MapParams->m_MapMode == GL_READ_ONLY) {
|
||||
delete this->m_MapParams;
|
||||
this->m_MapParams = nullptr;
|
||||
return;
|
||||
}
|
||||
|
||||
GLSDLDevice* device = GLSDLDevice::Get();
|
||||
|
||||
BLIZZARD_ASSERT(this->m_Texture->m_MappedMipmaps > 0);
|
||||
|
||||
this->Unmap(this->m_MapParams);
|
||||
|
||||
this->m_MapParams = nullptr;
|
||||
}
|
||||
|
||||
void GLMipmap::Unmap(MapParams* mapParams) {
|
||||
BLIZZARD_ASSERT(mapParams != nullptr);
|
||||
|
||||
this->m_Texture->Bind(nullptr, 0);
|
||||
|
||||
if (this->m_Unk24) {
|
||||
if (this->GetFormatInfo().m_IsCompressed) {
|
||||
GLBox area = {
|
||||
0,
|
||||
mapParams->m_MapArea.top,
|
||||
mapParams->m_MapArea.front,
|
||||
this->m_Width,
|
||||
mapParams->m_MapArea.height,
|
||||
mapParams->m_MapArea.depth
|
||||
};
|
||||
|
||||
this->TexSubImage(area, mapParams->m_Size, mapParams->m_Unk8);
|
||||
} else {
|
||||
this->TexSubImage(mapParams->m_MapArea, mapParams->m_Size, mapParams->m_Unk8 + mapParams->m_Unk7);
|
||||
}
|
||||
} else {
|
||||
this->TexImage(this->m_Data);
|
||||
this->m_Unk24 = 1;
|
||||
}
|
||||
|
||||
delete mapParams;
|
||||
|
||||
// TODO
|
||||
|
||||
this->m_Texture->m_MappedMipmaps--;
|
||||
}
|
||||
62
src/gx/glsdl/GLMipmap.hpp
Normal file
62
src/gx/glsdl/GLMipmap.hpp
Normal file
@ -0,0 +1,62 @@
|
||||
#ifndef GX_GL_SDL_GL_MIPMAP_HPP
|
||||
#define GX_GL_SDL_GL_MIPMAP_HPP
|
||||
|
||||
#include "gx/glsdl/GL.hpp"
|
||||
#include "gx/glsdl/GLTypes.hpp"
|
||||
#include <cstdint>
|
||||
#include <vector>
|
||||
|
||||
class GLFramebuffer;
|
||||
class GLTexture;
|
||||
|
||||
class GLMipmap {
|
||||
public:
|
||||
// Types
|
||||
struct MapParams {
|
||||
GLBox m_MapArea;
|
||||
int32_t m_MapMode = 0;
|
||||
int32_t m_Unk7 = 0;
|
||||
unsigned char* m_Unk8 = nullptr;
|
||||
int32_t m_Size = 0;
|
||||
};
|
||||
|
||||
// Member variables
|
||||
GLTexture* m_Texture = nullptr;
|
||||
uint16_t m_Width = 0;
|
||||
uint16_t m_Height = 0;
|
||||
uint16_t m_Depth = 0;
|
||||
uint8_t m_Level = 0;
|
||||
uint8_t m_DepthBits = 0;
|
||||
uint32_t m_Size = 0;
|
||||
int32_t m_Target = 0;
|
||||
unsigned char* m_Data = nullptr; // TODO proper type
|
||||
MapParams* m_MapParams = nullptr;
|
||||
std::vector<GLAttachPoint>* m_AttachPoints = nullptr;
|
||||
uint32_t m_Unk20 = 0;
|
||||
uint32_t m_Unk24 = 0;
|
||||
|
||||
// Member functions
|
||||
void Attach(GLFramebuffer*, GLenum, int32_t);
|
||||
void Detach(GLFramebuffer*, GLenum, bool);
|
||||
void DetachAll();
|
||||
int32_t GetDepthBits(void);
|
||||
GLTextureFormat GetFormat(void);
|
||||
TextureFormatInfo& GetFormatInfo(void);
|
||||
uint16_t GetHeight(void);
|
||||
int32_t GetPitch(void);
|
||||
GLTexture* GetTexture();
|
||||
uint32_t GetTextureID(void);
|
||||
uint16_t GetWidth(void);
|
||||
void* Map(GLEnum, const GLBox*);
|
||||
void* Map(GLEnum, const GLRect*);
|
||||
void ReleaseObject();
|
||||
void RemoveDebugMipmap();
|
||||
void ResetData(GLEnum, int32_t, unsigned char*);
|
||||
void ResetSize(uint32_t, uint32_t, uint32_t);
|
||||
void TexImage(const void*);
|
||||
void TexSubImage(const GLBox&, int32_t, const void*);
|
||||
void Unmap(void);
|
||||
void Unmap(MapParams*);
|
||||
};
|
||||
|
||||
#endif
|
||||
22
src/gx/glsdl/GLObject.cpp
Normal file
22
src/gx/glsdl/GLObject.cpp
Normal file
@ -0,0 +1,22 @@
|
||||
#include "gx/glsdl/GLObject.hpp"
|
||||
#include <bc/Debug.hpp>
|
||||
|
||||
void GLObject::AddRefTwin() {
|
||||
}
|
||||
|
||||
uint32_t GLObject::Release() {
|
||||
BLIZZARD_ASSERT(this->m_RefCount > 0);
|
||||
|
||||
this->m_RefCount--;
|
||||
|
||||
if (this->m_RefCount == 0) {
|
||||
this->ReleaseObject();
|
||||
}
|
||||
|
||||
this->ReleaseTwin();
|
||||
|
||||
return this->m_RefCount;
|
||||
}
|
||||
|
||||
void GLObject::ReleaseTwin() {
|
||||
}
|
||||
22
src/gx/glsdl/GLObject.hpp
Normal file
22
src/gx/glsdl/GLObject.hpp
Normal file
@ -0,0 +1,22 @@
|
||||
#ifndef GX_GL_SDL_GL_OBJECT_HPP
|
||||
#define GX_GL_SDL_GL_OBJECT_HPP
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
class GLObject {
|
||||
public:
|
||||
// Member variables
|
||||
GLObject* m_Next;
|
||||
uint32_t m_RefCount;
|
||||
int64_t m_TimeStamp;
|
||||
|
||||
// Virtual member functions
|
||||
virtual void ReleaseObject() = 0;
|
||||
virtual void AddRefTwin();
|
||||
virtual void ReleaseTwin();
|
||||
|
||||
// Member functions
|
||||
uint32_t Release();
|
||||
};
|
||||
|
||||
#endif
|
||||
17
src/gx/glsdl/GLPixelShader.cpp
Normal file
17
src/gx/glsdl/GLPixelShader.cpp
Normal file
@ -0,0 +1,17 @@
|
||||
#include "gx/glsdl/GLPixelShader.hpp"
|
||||
#include "gx/glsdl/GL.hpp"
|
||||
|
||||
GLPixelShader* GLPixelShader::Create() {
|
||||
// TODO
|
||||
// GLPool stuff
|
||||
|
||||
GLPixelShader* shader = new GLPixelShader();
|
||||
|
||||
shader->m_ShaderID = 0;
|
||||
shader->m_RefCount = 1;
|
||||
shader->m_ShaderType = ePixelShader;
|
||||
shader->m_UsingGLSL = 0;
|
||||
shader->var5 = GL_FRAGMENT_PROGRAM_ARB;
|
||||
|
||||
return shader;
|
||||
}
|
||||
12
src/gx/glsdl/GLPixelShader.hpp
Normal file
12
src/gx/glsdl/GLPixelShader.hpp
Normal file
@ -0,0 +1,12 @@
|
||||
#ifndef GX_SDL_GL_PIXEL_SHADER_HPP
|
||||
#define GX_SDL_GL_PIXEL_SHADER_HPP
|
||||
|
||||
#include "gx/glsdl/GLShader.hpp"
|
||||
|
||||
class GLPixelShader : public GLShader {
|
||||
public:
|
||||
// Static functions
|
||||
static GLPixelShader* Create(void);
|
||||
};
|
||||
|
||||
#endif
|
||||
57
src/gx/glsdl/GLPool.hpp
Normal file
57
src/gx/glsdl/GLPool.hpp
Normal file
@ -0,0 +1,57 @@
|
||||
#ifndef GX_GL_SDL_GL_POOL_HPP
|
||||
#define GX_GL_SDL_GL_POOL_HPP
|
||||
|
||||
#include <atomic>
|
||||
#include <cstdint>
|
||||
|
||||
template<class T>
|
||||
class GLPool {
|
||||
public:
|
||||
// Static variables
|
||||
static GLPool<T>* m_pool;
|
||||
|
||||
// Static functions
|
||||
static GLPool<T>* Get(void);
|
||||
static void Init(void);
|
||||
|
||||
// Member variables
|
||||
std::atomic<uint32_t> m_NextName;
|
||||
|
||||
// Member functions
|
||||
uint32_t GetNextName(void);
|
||||
T* GetNextObject(void);
|
||||
void SetNextName(uint32_t);
|
||||
};
|
||||
|
||||
template<class T>
|
||||
GLPool<T>* GLPool<T>::m_pool;
|
||||
|
||||
template<class T>
|
||||
GLPool<T>* GLPool<T>::Get() {
|
||||
return GLPool<T>::m_pool;
|
||||
}
|
||||
|
||||
template<class T>
|
||||
void GLPool<T>::Init() {
|
||||
GLPool<T>::m_pool = new GLPool<T>();
|
||||
}
|
||||
|
||||
template<class T>
|
||||
uint32_t GLPool<T>::GetNextName() {
|
||||
return this->m_NextName++;
|
||||
}
|
||||
|
||||
template<class T>
|
||||
T* GLPool<T>::GetNextObject() {
|
||||
// TODO
|
||||
// - pop off of GLObjectPool
|
||||
|
||||
return new T();
|
||||
}
|
||||
|
||||
template<class T>
|
||||
void GLPool<T>::SetNextName(uint32_t name) {
|
||||
this->m_NextName = name;
|
||||
}
|
||||
|
||||
#endif
|
||||
48
src/gx/glsdl/GLSDLContext.cpp
Normal file
48
src/gx/glsdl/GLSDLContext.cpp
Normal file
@ -0,0 +1,48 @@
|
||||
#include "gx/glsdl/GLSDLContext.hpp"
|
||||
#include <bc/Debug.hpp>
|
||||
#include <storm/Error.hpp>
|
||||
|
||||
static bool s_GLEW_Initialized = false;
|
||||
|
||||
void GLSDLContext::Create(GLSDLWindow* window) {
|
||||
BLIZZARD_ASSERT(this->m_sdlGLContext == nullptr);
|
||||
|
||||
this->m_sdlGLContext = SDL_GL_CreateContext(window->m_sdlWindow);
|
||||
|
||||
BLIZZARD_ASSERT(this->m_sdlGLContext != nullptr);
|
||||
|
||||
if (s_GLEW_Initialized == false) {
|
||||
glewExperimental = true;
|
||||
|
||||
auto glewError = glewInit();
|
||||
|
||||
if (glewError != GLEW_OK) {
|
||||
SErrDisplayAppFatal("Error initializing GLEW: %s\n", glewGetErrorString(glewError));
|
||||
}
|
||||
|
||||
s_GLEW_Initialized = true;
|
||||
}
|
||||
}
|
||||
|
||||
void GLSDLContext::Destroy() {
|
||||
BLIZZARD_ASSERT(this->m_sdlGLContext != nullptr);
|
||||
|
||||
SDL_GL_DeleteContext(this->m_sdlGLContext);
|
||||
this->m_sdlGLContext = nullptr;
|
||||
}
|
||||
|
||||
bool GLSDLContext::IsCurrentContext() {
|
||||
return this->m_sdlGLContext == SDL_GL_GetCurrentContext();
|
||||
}
|
||||
|
||||
void GLSDLContext::MakeCurrent(GLSDLWindow* window) {
|
||||
auto status = SDL_GL_MakeCurrent(window->m_sdlWindow, this->m_sdlGLContext);
|
||||
BLIZZARD_ASSERT(status == 0);
|
||||
}
|
||||
|
||||
int32_t GLSDLContext::GetSampleCount() {
|
||||
int samples;
|
||||
auto status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &samples);
|
||||
BLIZZARD_ASSERT(status == 0);
|
||||
return static_cast<int32_t>(samples);
|
||||
}
|
||||
20
src/gx/glsdl/GLSDLContext.hpp
Normal file
20
src/gx/glsdl/GLSDLContext.hpp
Normal file
@ -0,0 +1,20 @@
|
||||
#ifndef GX_GL_SDL_GL_SDL_CONTEXT_HPP
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
#include "gx/glsdl/GLSDLWindow.hpp"
|
||||
#include "gx/glsdl/GLTypes.hpp"
|
||||
|
||||
class GLSDLContext {
|
||||
public:
|
||||
SDL_GLContext m_sdlGLContext = nullptr;
|
||||
|
||||
GLSDLContext() = default;
|
||||
void Create(GLSDLWindow* window);
|
||||
void Destroy();
|
||||
bool IsCurrentContext();
|
||||
void MakeCurrent(GLSDLWindow* window);
|
||||
int32_t GetSampleCount();
|
||||
};
|
||||
|
||||
#endif
|
||||
2769
src/gx/glsdl/GLSDLDevice.cpp
Normal file
2769
src/gx/glsdl/GLSDLDevice.cpp
Normal file
File diff suppressed because it is too large
Load Diff
190
src/gx/glsdl/GLSDLDevice.hpp
Normal file
190
src/gx/glsdl/GLSDLDevice.hpp
Normal file
@ -0,0 +1,190 @@
|
||||
#ifndef GX_GL_SDL_GL_SDL_DEVICE_HPP
|
||||
#define GX_GL_SDL_GL_SDL_DEVICE_HPP
|
||||
|
||||
#include "gx/glsdl/GL.hpp"
|
||||
#include "gx/glsdl/GLSDLWindow.hpp"
|
||||
#include "gx/glsdl/GLBatch.hpp"
|
||||
#include "gx/glsdl/GLBufferPool.hpp"
|
||||
#include "gx/glsdl/GLSDLContext.hpp"
|
||||
#include "gx/glsdl/GLDebugMipmap2D.hpp"
|
||||
#include "gx/glsdl/GLFramebuffer.hpp"
|
||||
#include "gx/glsdl/GLGLSLProgram.hpp"
|
||||
#include "gx/glsdl/GLMipmap.hpp"
|
||||
#include "gx/glsdl/GLShader.hpp"
|
||||
#include "gx/glsdl/GLTexture.hpp"
|
||||
#include "gx/glsdl/GLTypes.hpp"
|
||||
#include "gx/glsdl/GLVertexArray.hpp"
|
||||
#include <cstdint>
|
||||
#include <list>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <bc/Thread.hpp>
|
||||
|
||||
class GLSDLDevice {
|
||||
public:
|
||||
// Types
|
||||
enum GLSDLDeviceOption {
|
||||
eUseMTGL = 0,
|
||||
eUseVertexArray = 1,
|
||||
eUseGLSL = 2,
|
||||
eCheckGLStates = 3,
|
||||
eFlushBeforeDraw = 4,
|
||||
eDeviceOption5 = 5,
|
||||
eUseHybridShader = 6,
|
||||
eDeviceOption7 = 7,
|
||||
eDeviceOption8 = 8,
|
||||
eShaderConstantBindings = 9
|
||||
};
|
||||
|
||||
struct RendererInfo {
|
||||
uint8_t init = 0;
|
||||
uint32_t vendor_id;
|
||||
uint32_t renderer_id;
|
||||
uint32_t max_color_attachments;
|
||||
uint32_t unk36; // max clip planes
|
||||
uint32_t unk100;
|
||||
};
|
||||
|
||||
// Static variables
|
||||
static Blizzard::Thread::TLSSlot m_CurrentDevice;
|
||||
static std::vector<GLSDLDevice*> m_Devices;
|
||||
static bool m_ExtARBShadow;
|
||||
static bool m_ExtColorMaskIndexed;
|
||||
static RendererInfo m_RendererInfo;
|
||||
static bool m_ShaderConstantBindings;
|
||||
static int32_t m_StaticResourcesRefCount;
|
||||
static bool m_UseHybridShader;
|
||||
static GLBuffer* m_BlitQuadVBO;
|
||||
static GLShader* m_DeviceShaders[];
|
||||
static GLTexture* m_DeviceTextures[];
|
||||
static GLVertexFormat m_NormalBlitVF;
|
||||
static GLVertexFormat m_InvertedBlitVF;
|
||||
static GLFramebuffer* m_F8330C;
|
||||
|
||||
// Static functions
|
||||
static GLSDLDevice* Get();
|
||||
static void Set(GLSDLDevice* device);
|
||||
static void InitPools();
|
||||
static RendererInfo GetRendererInfo();
|
||||
static void InitRendererInfo();
|
||||
static void SetOption(GLSDLDeviceOption option, bool enable);
|
||||
static void StaticInit();
|
||||
|
||||
// Member variables
|
||||
std::string m_DebugName;
|
||||
GLStates m_States;
|
||||
GLTexture* m_Textures[16] = {};
|
||||
GLShader* m_PixelShader = nullptr;
|
||||
GLShader* m_VertexShader = nullptr;
|
||||
GLGLSLProgram* m_GLSLProgram = nullptr;
|
||||
GLVertexArray* m_VertexArrayObject = &m_DefaultVertexArrayObject;
|
||||
GLFramebuffer* m_SystemTarget = nullptr;
|
||||
GLFramebuffer* m_FBOTarget = nullptr;
|
||||
GLFramebuffer* m_CurrentTarget = nullptr;
|
||||
GLMipmap* m_CurrentTargetColor[4] = {};
|
||||
GLMipmap* m_CurrentTargetDepth = nullptr;
|
||||
GLMipmap* m_CurrentTargetStencil = nullptr;
|
||||
GLMipmap* m_CurrentDepthBuffer = nullptr;
|
||||
GLTexture2D* m_BackBufferColor = nullptr;
|
||||
GLTexture2D* m_BackBufferDepth = nullptr;
|
||||
GLTexture2D* m_BackBufferStencil = nullptr;
|
||||
GLSDLWindow* m_Window = nullptr;
|
||||
GLBufferPool* m_PBOPool = nullptr;
|
||||
GLSDLContext m_Context;
|
||||
GLTexture* m_BoundTextures[4][16] = {};
|
||||
GLVertexArray m_DefaultVertexArrayObject;
|
||||
GLDirtyRange m_DirtyVertexShaderConsts;
|
||||
GLDirtyRange m_DirtyPixelShaderConsts;
|
||||
float m_ConstantDepthBias = 0.0f;
|
||||
float m_SlopeScaledDepthBias = 0.0f;
|
||||
bool m_Init = 0;
|
||||
uint32_t m_DrawCount = 0;
|
||||
uint32_t m_ID = -1;
|
||||
std::list<GLTexture*> m_TextureList;
|
||||
std::list<GLTexture*>::iterator m_OldestActiveTexture;
|
||||
uint32_t m_TextureTotalSize = 0;
|
||||
uint32_t m_FrameNumber = 1;
|
||||
std::list<GLDebugMipmap2D*> m_DebugMipmaps;
|
||||
bool m_BatchViewerEnabled = 0;
|
||||
bool m_UseWindowSystemBuffer = 0;
|
||||
bool m_FlippedSystemBuffer = 0;
|
||||
bool m_ShaderCompiler = 0;
|
||||
bool m_WorkerDevice;
|
||||
GLStates m_DefaultStates;
|
||||
std::vector<GLBatch>* m_FrameBatches;
|
||||
bool m_CaptureOnlyOneFrame = 0;
|
||||
bool m_StopCapturingBatches = 0;
|
||||
bool m_CaptureBatches = 0;
|
||||
int32_t m_IndentLevel = 0;
|
||||
|
||||
// Member functions
|
||||
GLSDLDevice();
|
||||
void ApplyGLBindings(const GLStates& states, bool a3);
|
||||
void ApplyGLStates(const GLStates& states, bool force);
|
||||
void ApplyShaderConstants();
|
||||
void ApplyTransforms();
|
||||
void BindBuffer(GLBuffer* buffer, GLEnum target);
|
||||
void BindFramebuffer(GLFramebuffer* framebuffer);
|
||||
void BindGLSLProgram(GLGLSLProgram* a2);
|
||||
void BindShader(GLShader* shader);
|
||||
void BindTexture(GLEnum textureType, GLTexture* texture);
|
||||
void BindVertexArray(GLVertexArray* a2);
|
||||
void BlitFramebuffer(GLMipmap* src, const GLRect* srcRect, GLMipmap* dst, const GLRect* dstRect, GLEnum mask, GLEnum filter);
|
||||
void CheckDepthTarget();
|
||||
void Clear(uint32_t clearMask, const GLColor4f& clearColor, double clearDepth, int32_t clearStencil);
|
||||
void CopyTex(uint32_t a2, uint32_t a3, GLMipmap* dst, const GLRect* framebufferRect);
|
||||
GLBuffer* CreateBuffer(GLEnum type, uint32_t a3, const void* a4, GLEnum usage, GLEnum format);
|
||||
GLShader* CreateShader(GLShader::ShaderType type, const void* buf, int32_t codeLen, const char* name);
|
||||
GLTexture* CreateTexture2D(uint32_t width, uint32_t height, uint32_t numMipMap, GLTextureFormat format, uint32_t flags);
|
||||
GLTexture* CreateTextureCubeMap(uint32_t size, uint32_t numMipMap, GLTextureFormat format, uint32_t flags);
|
||||
void Draw(GLEnum primitive, uint32_t a3, uint32_t a4);
|
||||
void DrawIndexed(GLEnum primitive, uint32_t a3, uint32_t a4, uint32_t a5, uint32_t a6, uint32_t count);
|
||||
void DrawRect();
|
||||
GLFramebuffer* GetCurrentTarget(); // invented name
|
||||
uint32_t GetID();
|
||||
GLShader* GetShader(GLShader::ShaderType shaderType);
|
||||
const GLStates::VertexArrayObject& GetVertexArrayStates();
|
||||
void GLSDLDraw(GLEnum mode, uint32_t start, uint32_t end, uint32_t a5, uint32_t a6, uint32_t count);
|
||||
void Init(GLSDLWindow* a2, const char* a3, uint32_t a4);
|
||||
void LoadDefaultStates();
|
||||
void ResetBackbuffer(uint32_t width, uint32_t height, GLTextureFormat colorFormat, GLTextureFormat depthFormat,uint32_t sampleCount);
|
||||
void Resize(uint32_t width, uint32_t height);
|
||||
void RestoreTextures();
|
||||
void SetActiveTexture(uint32_t a2);
|
||||
void SetAlphaBlend(GLEnum srcBlend, GLEnum dstBlend, GLEnum blendOp);
|
||||
void SetAlphaBlendEnable(bool enable);
|
||||
void SetAlphaTest(GLEnum func, float ref);
|
||||
void SetAlphaTestEnable(bool enable);
|
||||
void SetClearColor(const GLColor4f& clearColor);
|
||||
void SetClearDepth(double clearDepth);
|
||||
void SetClearStencil(int32_t clearStencil);
|
||||
void SetColorWriteMask(bool red, bool green, bool blue, bool alpha, uint32_t index);
|
||||
void SetCullMode(GLEnum cullMode);
|
||||
void SetDepthBias(float constantBias, float slopeScaledBias);
|
||||
void SetDepthTestEnable(bool enable);
|
||||
void SetDepthTestFunc(GLEnum func);
|
||||
void SetDepthWriteMask(bool enable);
|
||||
void SetDisplay(uint32_t width, uint32_t height, GLTextureFormat colorFormat, GLTextureFormat depthFormat, uint32_t refreshRate, bool windowed, bool captureDisplay, uint32_t sampleCount);
|
||||
void SetFogColor(float r, float g, float b, float a);
|
||||
void SetFogEnable(bool enable);
|
||||
void SetFogParam(GLEnum param, float value);
|
||||
void SetIndexBuffer(GLBuffer* buffer);
|
||||
void SetLightingEnable(bool enable);
|
||||
void SetModelView(GLEnum transform);
|
||||
void SetScissor(bool a2, const GLRect& a3);
|
||||
void SetShader(GLShader::ShaderType shaderType, GLShader* shader);
|
||||
void SetShaderConstants(GLShader::ShaderType shaderType, uint32_t index, const float* constants, uint32_t count);
|
||||
void SetShaderConstantsInternal(GLShader::ShaderType shaderType, uint32_t index, const float* constants, uint32_t count);
|
||||
void SetTexture(uint32_t stage, GLTexture* texture);
|
||||
void SetTransform(GLEnum transform, const float* a3);
|
||||
void SetUnpackClientStorage(bool enable);
|
||||
void SetVertexBuffer(uint32_t index, GLBuffer* buffer, uint32_t offset, uint32_t stride);
|
||||
void SetVertexFormat(GLVertexFormat* format);
|
||||
void SetViewport(const GLRect& viewport, double zNear, double zFar);
|
||||
void Sub34BB0(GLEnum a2, GLMipmap* a3, uint32_t index);
|
||||
void Sub38460(bool a2);
|
||||
void Swap();
|
||||
void UpdateFFPTexturing();
|
||||
};
|
||||
|
||||
#endif
|
||||
131
src/gx/glsdl/GLSDLWindow.cpp
Normal file
131
src/gx/glsdl/GLSDLWindow.cpp
Normal file
@ -0,0 +1,131 @@
|
||||
#include "gx/glsdl/GLSDLWindow.hpp"
|
||||
|
||||
#include <bc/Debug.hpp>
|
||||
|
||||
static bool s_GLSDL_Initialized = false;
|
||||
|
||||
void GLSDLWindow::Create(const char* title, const GLSDLWindowRect& rect, GLTextureFormat depthFormat, uint32_t sampleCount) {
|
||||
BLIZZARD_ASSERT(this->m_sdlWindow == nullptr);
|
||||
|
||||
if (!s_GLSDL_Initialized) {
|
||||
// Initialize SDL video context
|
||||
SDL_Init(SDL_INIT_VIDEO);
|
||||
|
||||
// Set GL version profile
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
|
||||
s_GLSDL_Initialized = true;
|
||||
}
|
||||
|
||||
// Set depth and stencil size according to format
|
||||
uint32_t depthSize = 0;
|
||||
uint32_t stencilSize = 0;
|
||||
|
||||
switch (depthFormat) {
|
||||
case GLTF_INVALID:
|
||||
break;
|
||||
case GLTF_D32:
|
||||
depthSize = 32;
|
||||
break;
|
||||
case GLTF_D24:
|
||||
depthSize = 24;
|
||||
break;
|
||||
case GLTF_D16:
|
||||
depthSize = 16;
|
||||
break;
|
||||
case GLTF_D24S8:
|
||||
depthSize = 24;
|
||||
stencilSize = 8;
|
||||
break;
|
||||
default:
|
||||
BLIZZARD_ASSERT(false);
|
||||
break;
|
||||
}
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, depthSize);
|
||||
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, stencilSize);
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
|
||||
|
||||
// Set multisampling
|
||||
if (sampleCount >= 1) {
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, sampleCount);
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
|
||||
}
|
||||
|
||||
this->m_sdlWindow = SDL_CreateWindow(
|
||||
title,
|
||||
static_cast<int>(rect.size.width), static_cast<int>(rect.size.height),
|
||||
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE
|
||||
);
|
||||
|
||||
BLIZZARD_ASSERT(this->m_sdlWindow != nullptr);
|
||||
}
|
||||
|
||||
void GLSDLWindow::Swap() {
|
||||
SDL_GL_SwapWindow(this->m_sdlWindow);
|
||||
}
|
||||
|
||||
void GLSDLWindow::Destroy() {
|
||||
SDL_DestroyWindow(this->m_sdlWindow);
|
||||
this->m_sdlWindow = nullptr;
|
||||
}
|
||||
|
||||
GLSDLWindowRect GLSDLWindow::GetRect() {
|
||||
// Default rectangle
|
||||
GLSDLWindowRect rect;
|
||||
|
||||
int origin_x = 0;
|
||||
int origin_y = 0;
|
||||
if (SDL_GetWindowPosition(this->m_sdlWindow, &origin_x, &origin_y) == 0) {
|
||||
rect.origin.x = static_cast<int32_t>(origin_x);
|
||||
rect.origin.y = static_cast<int32_t>(origin_y);
|
||||
}
|
||||
|
||||
int width = 0;
|
||||
int height = 0;
|
||||
if (SDL_GetWindowSize(this->m_sdlWindow, &width, &height) == 0) {
|
||||
rect.size.width = static_cast<int32_t>(width);
|
||||
rect.size.height = static_cast<int32_t>(height);
|
||||
}
|
||||
|
||||
return rect;
|
||||
}
|
||||
|
||||
GLSDLWindowRect GLSDLWindow::GetBackingRect() {
|
||||
// Default rectangle
|
||||
GLSDLWindowRect rect;
|
||||
|
||||
// Query backing width/height
|
||||
int width = 0;
|
||||
int height = 0;
|
||||
if (SDL_GetWindowSizeInPixels(this->m_sdlWindow, &width, &height) == 0) {
|
||||
rect.size.width = static_cast<int32_t>(width);
|
||||
rect.size.height = static_cast<int32_t>(height);
|
||||
}
|
||||
|
||||
return rect;
|
||||
}
|
||||
|
||||
void GLSDLWindow::Resize(const GLSDLWindowRect& rect) {
|
||||
auto current = this->GetBackingRect();
|
||||
|
||||
if (current.size.width != rect.size.width || current.size.height != rect.size.width) {
|
||||
auto status = SDL_SetWindowSize(this->m_sdlWindow, rect.size.width, rect.size.height);
|
||||
BLIZZARD_ASSERT(status == 0);
|
||||
}
|
||||
}
|
||||
|
||||
int32_t GLSDLWindow::GetWidth() {
|
||||
return this->GetBackingRect().size.width;
|
||||
}
|
||||
|
||||
int32_t GLSDLWindow::GetHeight() {
|
||||
return this->GetBackingRect().size.height;
|
||||
}
|
||||
|
||||
44
src/gx/glsdl/GLSDLWindow.hpp
Normal file
44
src/gx/glsdl/GLSDLWindow.hpp
Normal file
@ -0,0 +1,44 @@
|
||||
#ifndef GX_GL_SDL_GL_SDL_WINDOW_HPP
|
||||
#define GX_GL_SDL_GL_SDL_WINDOW_HPP
|
||||
|
||||
#include <cstdint>
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
#include "gx/glsdl/GLTypes.hpp"
|
||||
|
||||
class GLSDLWindowRect {
|
||||
public:
|
||||
struct Point {
|
||||
int32_t x = 0;
|
||||
int32_t y = 0;
|
||||
};
|
||||
|
||||
struct Size {
|
||||
int32_t width = 0;
|
||||
int32_t height = 0;
|
||||
};
|
||||
|
||||
Point origin;
|
||||
Size size;
|
||||
};
|
||||
|
||||
class GLSDLWindow {
|
||||
public:
|
||||
SDL_Window* m_sdlWindow = nullptr;
|
||||
|
||||
// Create an SDL window with the requested OpenGL attributes
|
||||
void Create(const char* title, const GLSDLWindowRect& rect, GLTextureFormat depthFormat, uint32_t sampleCount);
|
||||
void Destroy();
|
||||
void Swap();
|
||||
void Resize(const GLSDLWindowRect& rect);
|
||||
|
||||
GLSDLWindowRect GetRect();
|
||||
GLSDLWindowRect GetBackingRect();
|
||||
|
||||
int32_t GetWidth();
|
||||
int32_t GetHeight();
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
135
src/gx/glsdl/GLShader.cpp
Normal file
135
src/gx/glsdl/GLShader.cpp
Normal file
@ -0,0 +1,135 @@
|
||||
#include "gx/glsdl/GLShader.hpp"
|
||||
#include "gx/glsdl/GLSDLDevice.hpp"
|
||||
#include "gx/glsdl/GLPixelShader.hpp"
|
||||
#include "gx/glsdl/GLPool.hpp"
|
||||
#include "gx/glsdl/GLVertexShader.hpp"
|
||||
#include "gx/glsdl/GL.hpp"
|
||||
#include <bc/Debug.hpp>
|
||||
|
||||
// TODO
|
||||
// - threaded compiler support
|
||||
// - glsl support
|
||||
// - hybrid support
|
||||
GLShader* GLShader::Create(ShaderType shaderType, bool hybrid, bool usingCG, const char* a4, const void* buf, int32_t codeLen, const char* a7, const char* name, GLShaderLogInfo* logInfo) {
|
||||
const char* shaderCode = reinterpret_cast<const char*>(buf);
|
||||
|
||||
if (*reinterpret_cast<const int32_t*>(buf) == 'GSL1') {
|
||||
BLIZZARD_ASSERT(!usingCG);
|
||||
|
||||
const ShaderDataHeader header = *reinterpret_cast<const ShaderDataHeader*>(buf);
|
||||
|
||||
BLIZZARD_ASSERT(header.shaderType == shaderType);
|
||||
BLIZZARD_ASSERT(header.size == codeLen);
|
||||
BLIZZARD_ASSERT(header.codePos >= sizeof(ShaderDataHeader));
|
||||
BLIZZARD_ASSERT(header.codeSize > 0);
|
||||
|
||||
shaderCode = &reinterpret_cast<const char*>(buf)[header.codePos];
|
||||
}
|
||||
|
||||
GLShader* shader = nullptr;
|
||||
|
||||
if (shaderType == ePixelShader) {
|
||||
shader = GLPixelShader::Create();
|
||||
} else if (shaderType == eVertexShader) {
|
||||
shader = GLVertexShader::Create();
|
||||
} else {
|
||||
// TODO
|
||||
// sub_1C5E0(&v38, "Unknown shader type %d!", shaderType);
|
||||
}
|
||||
|
||||
shader->m_UsingCG = usingCG;
|
||||
|
||||
if (usingCG) {
|
||||
shader->CompileCG(a4, shaderCode, codeLen, a7, logInfo);
|
||||
} else {
|
||||
shader->m_Code.assign(shaderCode, codeLen);
|
||||
|
||||
// TODO
|
||||
// sub_5CD10(shader);
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
bool GLShader::CheckErrorsARB(GLShaderLogInfo* logInfo) {
|
||||
GLint errorPos;
|
||||
|
||||
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errorPos);
|
||||
const GLubyte* errorStr = glGetString(GL_PROGRAM_ERROR_STRING_ARB);
|
||||
|
||||
// TODO
|
||||
// Blizzard::Debug::VAssert(logInfo != 0 || errorPos == -1, errorStr);
|
||||
|
||||
return errorPos == -1;
|
||||
}
|
||||
|
||||
void GLShader::Compile(GLShaderLogInfo* logInfo) {
|
||||
this->ImmediateCompile(logInfo);
|
||||
}
|
||||
|
||||
void GLShader::CompileCG(const char* a2, const void* shaderCode, int32_t codeLen, const char* a5, GLShaderLogInfo* logInfo) {
|
||||
// TODO
|
||||
}
|
||||
|
||||
void GLShader::FlushUniforms(GLGLSLProgram* program) {
|
||||
// TODO
|
||||
}
|
||||
|
||||
std::string& GLShader::GetCode() {
|
||||
return this->m_Code;
|
||||
}
|
||||
|
||||
int32_t GLShader::GetShaderType() {
|
||||
return this->m_ShaderType;
|
||||
}
|
||||
|
||||
void GLShader::ImmediateCompile(GLShaderLogInfo* logInfo) {
|
||||
BLIZZARD_ASSERT(!this->GetCode().empty());
|
||||
|
||||
this->m_Device = GLSDLDevice::Get();
|
||||
|
||||
if (!this->m_UsingGLSL) {
|
||||
if (!this->m_ShaderID) {
|
||||
if (this->m_ShaderType == eVertexShader) {
|
||||
this->m_ShaderID = GLPool<GLVertexShader>::Get()->GetNextName();
|
||||
} else {
|
||||
this->m_ShaderID = GLPool<GLPixelShader>::Get()->GetNextName();
|
||||
}
|
||||
}
|
||||
|
||||
this->m_Device->BindShader(this);
|
||||
|
||||
const char* arbCode = this->GetCode().c_str();
|
||||
size_t arbLen = strlen(arbCode);
|
||||
|
||||
glProgramStringARB(this->var5, GL_PROGRAM_FORMAT_ASCII_ARB, arbLen, arbCode);
|
||||
|
||||
BLIZZARD_ASSERT(this->CheckErrorsARB(logInfo));
|
||||
} else {
|
||||
// TODO
|
||||
// - handle GLSL shaders
|
||||
// - handle hybrid shaders
|
||||
}
|
||||
|
||||
if (logInfo) {
|
||||
// TODO
|
||||
// this->var20 = logInfo[0];
|
||||
} else {
|
||||
this->var20 = 1;
|
||||
}
|
||||
|
||||
// TODO
|
||||
// this->m_TimeStamp = Blizzard::Time::GetTimestamp();
|
||||
}
|
||||
|
||||
bool GLShader::IsEnabled() {
|
||||
return this->m_Enabled;
|
||||
}
|
||||
|
||||
void GLShader::ReleaseObject() {
|
||||
// TODO
|
||||
}
|
||||
|
||||
void GLShader::SetShaderConstants(ShaderType shaderType, uint32_t index, const float* constants, uint32_t count) {
|
||||
// TODO
|
||||
}
|
||||
75
src/gx/glsdl/GLShader.hpp
Normal file
75
src/gx/glsdl/GLShader.hpp
Normal file
@ -0,0 +1,75 @@
|
||||
#ifndef GX_GL_SDL_GL_SHADER_HPP
|
||||
#define GX_GL_SDL_GL_SHADER_HPP
|
||||
|
||||
#include "gx/glsdl/GLObject.hpp"
|
||||
#include "gx/glsdl/GLShaderInput.hpp"
|
||||
#include <cstdint>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
class GLSDLDevice;
|
||||
class GLGLSLProgram;
|
||||
class GLShaderLogInfo;
|
||||
|
||||
class GLShader : public GLObject {
|
||||
public:
|
||||
// Types
|
||||
enum ShaderType {
|
||||
eVertexShader = 1,
|
||||
ePixelShader = 2,
|
||||
eShaderTypeCount = 3
|
||||
};
|
||||
|
||||
struct ShaderDataHeader {
|
||||
uint32_t signature;
|
||||
uint32_t size;
|
||||
ShaderType shaderType;
|
||||
uint32_t codePos;
|
||||
uint32_t codeSize;
|
||||
uint32_t unk1;
|
||||
uint32_t unk2;
|
||||
uint32_t unk3;
|
||||
};
|
||||
|
||||
// Static functions
|
||||
static GLShader* Create(ShaderType, bool, bool, const char*, const void*, int32_t, const char*, const char*, GLShaderLogInfo*);
|
||||
|
||||
// Member variables
|
||||
int32_t m_ShaderType = 0;
|
||||
int32_t var5 = 0;
|
||||
uint32_t m_ShaderID = 0;
|
||||
bool m_UsingCG = false;
|
||||
bool m_UsingGLSL = false;
|
||||
uint32_t m_UniformRegisterCount = 0;
|
||||
GLShaderInput** var10 = nullptr;
|
||||
float* var11 = nullptr;
|
||||
bool var12 = false;
|
||||
uint32_t var13 = 0;
|
||||
uint32_t var14 = 0;
|
||||
std::vector<GLShaderInput*, std::allocator<GLShaderInput*>> var15;
|
||||
std::vector<GLShaderInput*, std::allocator<GLShaderInput*>> var16;
|
||||
std::vector<GLShaderInput*, std::allocator<GLShaderInput*>> var17;
|
||||
GLShader* var18 = nullptr;
|
||||
GLSDLDevice* m_Device = nullptr;
|
||||
bool var20 = 0;
|
||||
bool m_Enabled = true;
|
||||
std::basic_string<char, std::char_traits<char>, std::allocator<char>> m_Code;
|
||||
std::basic_string<char, std::char_traits<char>, std::allocator<char>> var23;
|
||||
|
||||
// Virtual member functions
|
||||
virtual void ReleaseObject();
|
||||
|
||||
// Member functions
|
||||
bool CheckErrorsARB(GLShaderLogInfo*);
|
||||
bool CheckErrorsGLSL(GLShaderLogInfo*);
|
||||
void Compile(GLShaderLogInfo*);
|
||||
void CompileCG(const char*, const void*, int32_t, const char*, GLShaderLogInfo*);
|
||||
void FlushUniforms(GLGLSLProgram*);
|
||||
std::string& GetCode(void);
|
||||
int32_t GetShaderType(void);
|
||||
void ImmediateCompile(GLShaderLogInfo*);
|
||||
bool IsEnabled(void);
|
||||
void SetShaderConstants(ShaderType, uint32_t, const float*, uint32_t);
|
||||
};
|
||||
|
||||
#endif
|
||||
33
src/gx/glsdl/GLShaderInput.hpp
Normal file
33
src/gx/glsdl/GLShaderInput.hpp
Normal file
@ -0,0 +1,33 @@
|
||||
#ifndef GX_GL_SDL_GL_SHADER_INPUT_HPP
|
||||
#define GX_GL_SDL_GL_SHADER_INPUT_HPP
|
||||
|
||||
#include <string>
|
||||
|
||||
class GLShader;
|
||||
|
||||
class GLShaderInput {
|
||||
public:
|
||||
// Member variables
|
||||
GLShader *m_Shader;
|
||||
std::basic_string<char, std::char_traits<char>, std::allocator<char>> m_Name;
|
||||
std::basic_string<char, std::char_traits<char>, std::allocator<char>> var2;
|
||||
int16_t m_MapIndex;
|
||||
int16_t var4;
|
||||
int16_t var5;
|
||||
int16_t m_UsedSize;
|
||||
int16_t var7;
|
||||
int16_t var8;
|
||||
GLShaderInput *m_Parent;
|
||||
int32_t var10;
|
||||
int32_t var11;
|
||||
int32_t var12;
|
||||
int8_t m_ChildrenCount;
|
||||
int8_t var14;
|
||||
uint16_t var15;
|
||||
int8_t var16;
|
||||
int8_t m_Variability;
|
||||
int8_t var18;
|
||||
int8_t var19;
|
||||
};
|
||||
|
||||
#endif
|
||||
632
src/gx/glsdl/GLTexture.cpp
Normal file
632
src/gx/glsdl/GLTexture.cpp
Normal file
@ -0,0 +1,632 @@
|
||||
#include "gx/glsdl/GLTexture.hpp"
|
||||
#include "gx/glsdl/GLSDLDevice.hpp"
|
||||
#include "gx/glsdl/GLPool.hpp"
|
||||
#include "gx/glsdl/GLUtil.hpp"
|
||||
#include "gx/texture/CGxTex.hpp"
|
||||
#include <deque>
|
||||
#include <bc/Debug.hpp>
|
||||
#include <bc/Memory.hpp>
|
||||
|
||||
Blizzard::Thread::TLSSlot GLTexture::m_Bindings[4];
|
||||
|
||||
void* GLTexture::CreateBindings(void* ptr) {
|
||||
return new std::deque<std::vector<Binding>>;
|
||||
}
|
||||
|
||||
void GLTexture::DestroyBindings(void* ptr) {
|
||||
delete static_cast<std::deque<std::vector<Binding>>*>(ptr);
|
||||
}
|
||||
|
||||
void GLTexture::Bind(GLSDLDevice* device, bool force) {
|
||||
BLIZZARD_ASSERT(!this->IsSystemBuffer());
|
||||
BLIZZARD_ASSERT(this->m_Depth != 0);
|
||||
|
||||
if (!device) {
|
||||
device = GLSDLDevice::Get();
|
||||
}
|
||||
|
||||
BLIZZARD_ASSERT(device != nullptr);
|
||||
|
||||
auto& bindings = this->GetBindings();
|
||||
uint32_t deviceID = device->GetID();
|
||||
|
||||
if (deviceID >= bindings.size()) {
|
||||
bindings.resize(deviceID + 1);
|
||||
}
|
||||
|
||||
bindings[deviceID].device = device;
|
||||
|
||||
uint32_t currentActiveTexture = device->m_States.binding.currentActiveTexture;
|
||||
|
||||
if (bindings[deviceID].boundStages[currentActiveTexture]) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (force) {
|
||||
bindings[deviceID].boundStages[currentActiveTexture] = 1;
|
||||
device->BindTexture(this->m_TextureType, this);
|
||||
return;
|
||||
}
|
||||
|
||||
for (int32_t i = 0; i < 16; i++) {
|
||||
if (bindings[deviceID].boundStages[i]) {
|
||||
device->SetActiveTexture(i);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
bindings[deviceID].boundStages[currentActiveTexture] = 1;
|
||||
device->BindTexture(this->m_TextureType, this);
|
||||
}
|
||||
|
||||
void GLTexture::FreeTexture() {
|
||||
auto device = GLSDLDevice::Get();
|
||||
|
||||
int32_t numFace = this->m_TextureType == GL_TEXTURE_CUBE_MAP ? 6 : 1;
|
||||
for (int32_t face = 0; face < numFace; face++) {
|
||||
if (this->m_Mipmaps[face]) {
|
||||
delete[] this->m_Mipmaps[face];
|
||||
}
|
||||
}
|
||||
|
||||
if (this->m_Mipmaps) {
|
||||
delete[] this->m_Mipmaps;
|
||||
}
|
||||
|
||||
this->m_Mipmaps = nullptr;
|
||||
this->m_Depth = 0;
|
||||
|
||||
// TODO this->Sub690D0();
|
||||
|
||||
glDeleteTextures(1, &this->m_TextureID);
|
||||
|
||||
this->m_GenerateMipmaps = 0;
|
||||
this->m_MaxMipmapLevel = 1000;
|
||||
this->m_BaseMipmapLevel = 0;
|
||||
this->m_CompareMode = 0;
|
||||
|
||||
this->m_Sampler.mipmapBias = 0.0f;
|
||||
this->m_Sampler.borderColor = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||||
this->m_Sampler.addressModeS = GL_REPEAT;
|
||||
this->m_Sampler.addressModeT = GL_REPEAT;
|
||||
this->m_Sampler.addressModeR = GL_REPEAT;
|
||||
this->m_Sampler.magFilterMode = GL_LINEAR;
|
||||
this->m_Sampler.minFilterMode = GL_NEAREST_MIPMAP_LINEAR;
|
||||
this->m_Sampler.maxAnisotropy = 1.0f;
|
||||
|
||||
Blizzard::Memory::Free(this->m_Data);
|
||||
this->m_Data = nullptr;
|
||||
|
||||
switch (this->m_TextureType) {
|
||||
case GL_TEXTURE_3D:
|
||||
// TODO GLPool<GLTexture3D>::GLObjectPool::Push(GLPool<GLTexture3D>::m_pool + 264, this);
|
||||
break;
|
||||
|
||||
case GL_TEXTURE_CUBE_MAP:
|
||||
// TODO GLPool<GLTextureCubeMap>::GLObjectPool::Push(GLPool<GLTextureCubeMap>::m_pool + 520, this);
|
||||
break;
|
||||
|
||||
case GL_TEXTURE_2D:
|
||||
// TODO GLPool<GLTexture2D>::GLObjectPool::Push(GLPool<GLTexture2D>::m_pool + 131080, this);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<GLTexture::Binding>& GLTexture::GetBindings() {
|
||||
uint32_t index = GLSDLTextureTypeToIndex(this->m_TextureType);
|
||||
|
||||
uint32_t id;
|
||||
|
||||
if (index == 0) {
|
||||
id = this->m_TextureID - 33;
|
||||
} else if (index == 1) {
|
||||
id = this->m_TextureID - 32801;
|
||||
} else if (index == 2) {
|
||||
id = this->m_TextureID - 32865;
|
||||
} else if (index == 3) {
|
||||
id = this->m_TextureID - 1;
|
||||
}
|
||||
|
||||
auto target = static_cast<std::deque<std::vector<Binding>>*>(
|
||||
Blizzard::Thread::RegisterLocalStorage(
|
||||
&GLTexture::m_Bindings[index],
|
||||
GLTexture::CreateBindings,
|
||||
nullptr,
|
||||
GLTexture::DestroyBindings
|
||||
)
|
||||
);
|
||||
|
||||
if (id >= target->size()) {
|
||||
target->resize(id + 1);
|
||||
}
|
||||
|
||||
return (*target)[id];
|
||||
}
|
||||
|
||||
GLTextureFormat GLTexture::GetFormat() {
|
||||
return this->m_Format;
|
||||
}
|
||||
|
||||
TextureFormatInfo& GLTexture::GetFormatInfo() {
|
||||
return k_TextureFormatInfo[this->m_Format];
|
||||
}
|
||||
|
||||
GLMipmap* GLTexture::GetMipmap(uint32_t level, GLEnum face) {
|
||||
BLIZZARD_ASSERT(face >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);
|
||||
BLIZZARD_ASSERT(level < this->m_NumMipmap);
|
||||
BLIZZARD_ASSERT(this->m_Mipmaps != nullptr);
|
||||
BLIZZARD_ASSERT(this->m_Mipmaps[face - GL_TEXTURE_CUBE_MAP_POSITIVE_X] != nullptr);
|
||||
|
||||
return &this->m_Mipmaps[face - GL_TEXTURE_CUBE_MAP_POSITIVE_X][level];
|
||||
}
|
||||
|
||||
bool GLTexture::IsRenderTarget() {
|
||||
return this->m_Flags & GLTFLAG_RENDERTARGET;
|
||||
}
|
||||
|
||||
bool GLTexture::IsSystemBuffer() {
|
||||
return this->m_Flags & GLTFLAG_SYSTEM_BUFFER;
|
||||
}
|
||||
|
||||
bool GLTexture::IsValid() {
|
||||
return this->m_Depth;
|
||||
}
|
||||
|
||||
void* GLTexture::Map(uint32_t level, const GLRect* a3, uint32_t& a4, GLEnum a5) {
|
||||
BLIZZARD_ASSERT(this->m_TextureType != GL_TEXTURE_3D);
|
||||
|
||||
auto mipmap = this->GetMipmap(level, GL_TEXTURE_CUBE_MAP_POSITIVE_X);
|
||||
a4 = mipmap->GetPitch();
|
||||
return mipmap->Map(a5, a3);
|
||||
}
|
||||
|
||||
void GLTexture::RecreateGLTexture() {
|
||||
if (this->m_TextureType == GL_TEXTURE_RECTANGLE) {
|
||||
return;
|
||||
}
|
||||
|
||||
bool isCubeMap = this->m_TextureType == GL_TEXTURE_CUBE_MAP;
|
||||
int32_t numFace = isCubeMap ? 6 : 1;
|
||||
|
||||
for (int32_t face = 0; face < numFace; face++) {
|
||||
for (int32_t level = 0; level < this->m_NumMipmap; level++) {
|
||||
this->m_Mipmaps[face][level].Map(GL_WRITE_ONLY, static_cast<GLBox*>(nullptr));
|
||||
this->m_Mipmaps[face][level].Unmap();
|
||||
}
|
||||
}
|
||||
|
||||
glTexParameterf(this->m_TextureType, GL_TEXTURE_LOD_BIAS, this->m_Sampler.mipmapBias);
|
||||
glTexParameteri(this->m_TextureType, GL_TEXTURE_WRAP_S, this->m_Sampler.addressModeS);
|
||||
glTexParameteri(this->m_TextureType, GL_TEXTURE_WRAP_T, this->m_Sampler.addressModeT);
|
||||
glTexParameteri(this->m_TextureType, GL_TEXTURE_WRAP_R, this->m_Sampler.addressModeR);
|
||||
glTexParameteri(this->m_TextureType, GL_TEXTURE_MIN_FILTER, this->m_Sampler.minFilterMode);
|
||||
glTexParameteri(this->m_TextureType, GL_TEXTURE_MAG_FILTER, this->m_Sampler.magFilterMode);
|
||||
glTexParameterf(this->m_TextureType, GL_TEXTURE_MAX_ANISOTROPY_EXT, this->m_Sampler.maxAnisotropy);
|
||||
glTexParameterfv(this->m_TextureType, GL_TEXTURE_BORDER_COLOR, reinterpret_cast<GLfloat*>(&this->m_Sampler.borderColor));
|
||||
glTexParameteri(this->m_TextureType, GL_TEXTURE_MAX_LEVEL, this->m_MaxMipmapLevel);
|
||||
glTexParameteri(this->m_TextureType, GL_TEXTURE_BASE_LEVEL, this->m_BaseMipmapLevel);
|
||||
glTexParameteri(this->m_TextureType, GL_GENERATE_MIPMAP, this->m_GenerateMipmaps);
|
||||
}
|
||||
|
||||
void GLTexture::ResizeMipmaps() {
|
||||
BLIZZARD_ASSERT(this->m_Mipmaps == nullptr);
|
||||
|
||||
int32_t numFace = this->m_TextureType == GL_TEXTURE_CUBE_MAP ? 6 : 1;
|
||||
|
||||
this->m_Mipmaps = new GLMipmap*[numFace];
|
||||
|
||||
for (int32_t face = 0; face < numFace; face++) {
|
||||
this->m_Mipmaps[face] = new GLMipmap[this->m_NumMipmap];
|
||||
}
|
||||
}
|
||||
|
||||
void GLTexture::SetAddressModeR(GLEnum mode) {
|
||||
// TODO
|
||||
}
|
||||
|
||||
void GLTexture::SetAddressModeS(GLEnum mode) {
|
||||
if (this->m_Sampler.addressModeS == mode) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (mode == GL_CLAMP_TO_EDGE) {
|
||||
this->Bind(nullptr, 0);
|
||||
glTexParameteri(this->m_TextureType, GL_TEXTURE_WRAP_S, mode);
|
||||
this->m_Sampler.addressModeS = mode;
|
||||
} else {
|
||||
// Workaround for buggy GPU (possibly ATI Radeon X1900)
|
||||
if (GLSDLDevice::GetRendererInfo().renderer_id == 0x21900) {
|
||||
if (this->m_Width & (this->m_Width - 1)) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (this->m_Height & (this->m_Height - 1)) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
this->Bind(nullptr, 0);
|
||||
glTexParameteri(this->m_TextureType, GL_TEXTURE_WRAP_S, mode);
|
||||
this->m_Sampler.addressModeS = mode;
|
||||
}
|
||||
}
|
||||
|
||||
void GLTexture::SetAddressModeT(GLEnum mode) {
|
||||
if (this->m_Sampler.addressModeT == mode) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (mode == GL_CLAMP_TO_EDGE) {
|
||||
this->Bind(nullptr, 0);
|
||||
glTexParameteri(this->m_TextureType, GL_TEXTURE_WRAP_T, mode);
|
||||
this->m_Sampler.addressModeT = mode;
|
||||
} else {
|
||||
// Workaround for buggy GPU (possibly ATI Radeon X1900)
|
||||
if (GLSDLDevice::GetRendererInfo().renderer_id == 0x21900) {
|
||||
if (this->m_Width & (this->m_Width - 1)) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (this->m_Height & (this->m_Height - 1)) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
this->Bind(nullptr, 0);
|
||||
glTexParameteri(this->m_TextureType, GL_TEXTURE_WRAP_T, mode);
|
||||
this->m_Sampler.addressModeT = mode;
|
||||
}
|
||||
}
|
||||
|
||||
void GLTexture::SetBorderColor(const GLColor4f& color) {
|
||||
// TODO
|
||||
}
|
||||
|
||||
void GLTexture::SetCompareMode(GLEnum compareMode) {
|
||||
BLIZZARD_ASSERT(
|
||||
this->GetFormatInfo().m_DataFormat == GL_DEPTH_COMPONENT
|
||||
|| this->GetFormatInfo().m_DataFormat == GL_DEPTH_STENCIL_EXT
|
||||
|| compareMode == GL_NONE
|
||||
);
|
||||
|
||||
if (this->m_CompareMode != compareMode) {
|
||||
this->Bind(nullptr, 0);
|
||||
glTexParameteri(this->m_TextureType, GL_TEXTURE_COMPARE_MODE, compareMode);
|
||||
this->m_CompareMode = compareMode;
|
||||
}
|
||||
}
|
||||
|
||||
void GLTexture::SetMagFilterMode(GLEnum mode) {
|
||||
if (this->m_Sampler.magFilterMode == mode) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (GLSDLDevice::GetRendererInfo().vendor_id == 2 && this->IsRenderTarget() && mode != GL_LINEAR) {
|
||||
return;
|
||||
}
|
||||
|
||||
this->Bind(nullptr, 0);
|
||||
glTexParameteri(this->m_TextureType, GL_TEXTURE_MAG_FILTER, mode);
|
||||
this->m_Sampler.magFilterMode = mode;
|
||||
}
|
||||
|
||||
void GLTexture::SetMaxAnisotropy(int32_t maxAnisotropy) {
|
||||
if (this->m_Sampler.maxAnisotropy == maxAnisotropy) {
|
||||
return;
|
||||
}
|
||||
|
||||
this->Bind(nullptr, 0);
|
||||
glTexParameterf(this->m_TextureType, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAnisotropy);
|
||||
this->m_Sampler.maxAnisotropy = maxAnisotropy;
|
||||
}
|
||||
|
||||
void GLTexture::SetMinFilterMode(GLEnum mode) {
|
||||
if (this->m_Sampler.minFilterMode == mode) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (GLSDLDevice::GetRendererInfo().vendor_id == 2 && this->IsRenderTarget() && mode != GL_LINEAR) {
|
||||
return;
|
||||
}
|
||||
|
||||
this->Bind(nullptr, 0);
|
||||
glTexParameteri(this->m_TextureType, GL_TEXTURE_MIN_FILTER, mode);
|
||||
this->m_Sampler.minFilterMode = mode;
|
||||
}
|
||||
|
||||
void GLTexture::SetupTexture() {
|
||||
BLIZZARD_ASSERT(this->m_NumMipmap == 1 || (this->m_Flags & GLTFLAG_AUTOGEN_MIPMAP) == 0);
|
||||
BLIZZARD_ASSERT(!this->IsRenderTarget() || this->m_NumMipmap == 1);
|
||||
BLIZZARD_ASSERT(!this->IsRenderTarget() || (this->m_Flags & GLTFLAG_READ_ACCESS) == 0);
|
||||
|
||||
GLSDLDevice* device = GLSDLDevice::Get();
|
||||
|
||||
if (this->GetFormatInfo().m_IsCompressed) {
|
||||
int32_t smallestDim = std::min(this->m_Width, this->m_Height);
|
||||
|
||||
BLIZZARD_ASSERT(smallestDim >= 4);
|
||||
|
||||
if (smallestDim == 4) {
|
||||
this->m_NumMipmap = 1;
|
||||
} else if (smallestDim == 8) {
|
||||
this->m_NumMipmap = 2;
|
||||
} else if (smallestDim == 16) {
|
||||
this->m_NumMipmap = 3;
|
||||
} else if (smallestDim == 32) {
|
||||
this->m_NumMipmap = 4;
|
||||
} else if (smallestDim == 64) {
|
||||
this->m_NumMipmap = 5;
|
||||
} else if (smallestDim == 128) {
|
||||
this->m_NumMipmap = 6;
|
||||
} else if (smallestDim == 256) {
|
||||
this->m_NumMipmap = 7;
|
||||
} else if (smallestDim == 512) {
|
||||
this->m_NumMipmap = 8;
|
||||
} else if (smallestDim == 1024) {
|
||||
this->m_NumMipmap = 9;
|
||||
} else if (smallestDim == 2048) {
|
||||
this->m_NumMipmap = 10;
|
||||
} else if (smallestDim == 4096) {
|
||||
this->m_NumMipmap = 11;
|
||||
} else {
|
||||
int32_t i = smallestDim >> 1;
|
||||
int32_t n = 0;
|
||||
|
||||
while (i) {
|
||||
i >>= 1;
|
||||
n++;
|
||||
}
|
||||
|
||||
this->m_NumMipmap = n - 1;
|
||||
}
|
||||
} else {
|
||||
int32_t largestDim = std::max(this->m_Width, this->m_Height);
|
||||
|
||||
if (largestDim == 1) {
|
||||
this->m_NumMipmap = 1;
|
||||
} else if (largestDim == 2) {
|
||||
this->m_NumMipmap = 2;
|
||||
} else if (largestDim == 4) {
|
||||
this->m_NumMipmap = 3;
|
||||
} else if (largestDim == 8) {
|
||||
this->m_NumMipmap = 4;
|
||||
} else if (largestDim == 16) {
|
||||
this->m_NumMipmap = 5;
|
||||
} else if (largestDim == 32) {
|
||||
this->m_NumMipmap = 6;
|
||||
} else if (largestDim == 64) {
|
||||
this->m_NumMipmap = 7;
|
||||
} else if (largestDim == 128) {
|
||||
this->m_NumMipmap = 8;
|
||||
} else if (largestDim == 256) {
|
||||
this->m_NumMipmap = 9;
|
||||
} else if (largestDim == 512) {
|
||||
this->m_NumMipmap = 10;
|
||||
} else if (largestDim == 1024) {
|
||||
this->m_NumMipmap = 11;
|
||||
} else if (largestDim == 2048) {
|
||||
this->m_NumMipmap = 12;
|
||||
} else if (largestDim == 4096) {
|
||||
this->m_NumMipmap = 13;
|
||||
} else {
|
||||
int32_t i = largestDim >> 1;
|
||||
int32_t n = 0;
|
||||
|
||||
while (i) {
|
||||
i >>= 1;
|
||||
n++;
|
||||
}
|
||||
|
||||
this->m_NumMipmap = n + 1;
|
||||
}
|
||||
}
|
||||
|
||||
if (!(this->m_Flags & GLTFLAG_SYSTEM_BUFFER)) {
|
||||
BLIZZARD_ASSERT(this->m_RequestedNumMipmaps != 0);
|
||||
|
||||
this->m_NumMipmap = std::min(this->m_NumMipmap, this->m_RequestedNumMipmaps);
|
||||
}
|
||||
|
||||
this->var12 = this->GetFormatInfo().m_BytePerPixel * this->m_Width;
|
||||
if (this->GetFormatInfo().m_IsCompressed) {
|
||||
this->var12 >>= 2;
|
||||
}
|
||||
|
||||
this->ResizeMipmaps();
|
||||
|
||||
bool isCubeMap = this->m_TextureType == GL_TEXTURE_CUBE_MAP;
|
||||
|
||||
this->m_Size = 0;
|
||||
|
||||
int32_t numFace = isCubeMap ? 6 : 1;
|
||||
|
||||
for (int32_t face = 0; face < numFace; face++) {
|
||||
for (int32_t level = 0; level < this->m_NumMipmap; level++) {
|
||||
GLMipmap* mip = this->GetMipmap(level, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face);
|
||||
|
||||
mip->m_Level = level;
|
||||
mip->m_Texture = this;
|
||||
mip->ResetSize(this->m_Width >> level, this->m_Height >> level, this->m_Depth >> level);
|
||||
|
||||
this->m_Size += mip->m_Size;
|
||||
}
|
||||
}
|
||||
|
||||
this->var7 = GLSDLDevice::m_Devices[0]->m_TextureList.begin();
|
||||
|
||||
if (this->m_Flags & GLTFLAG_SYSTEM_BUFFER) {
|
||||
return;
|
||||
}
|
||||
|
||||
BLIZZARD_ASSERT(this->m_Data == nullptr);
|
||||
|
||||
if (!this->IsRenderTarget()) {
|
||||
this->m_Data = static_cast<char*>(Blizzard::Memory::Allocate(this->m_Size));
|
||||
}
|
||||
|
||||
this->Bind(nullptr, 0);
|
||||
|
||||
if (this->IsRenderTarget()) {
|
||||
this->SetAddressModeR(GL_CLAMP_TO_EDGE);
|
||||
this->SetAddressModeS(GL_CLAMP_TO_EDGE);
|
||||
this->SetAddressModeT(GL_CLAMP_TO_EDGE);
|
||||
this->SetMinFilterMode(GL_LINEAR);
|
||||
this->SetMagFilterMode(GL_LINEAR);
|
||||
|
||||
// glTexParameteri(this->m_TextureType, GL_TEXTURE_STORAGE_HINT_APPLE, GL_STORAGE_CACHED_APPLE);
|
||||
} else {
|
||||
this->SetAddressModeR(GL_REPEAT);
|
||||
this->SetAddressModeS(GL_REPEAT);
|
||||
this->SetAddressModeT(GL_REPEAT);
|
||||
this->SetMinFilterMode(GL_NEAREST_MIPMAP_NEAREST);
|
||||
this->SetMagFilterMode(GL_NEAREST);
|
||||
}
|
||||
|
||||
if (this->GetFormatInfo().m_DataFormat == GL_DEPTH_COMPONENT || this->GetFormatInfo().m_DataFormat == GL_DEPTH_STENCIL) {
|
||||
this->SetCompareMode(GLSDLDevice::m_ExtARBShadow >= 1 ? GL_COMPARE_R_TO_TEXTURE : 0);
|
||||
glTexParameteri(this->m_TextureType, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
|
||||
glTexParameteri(this->m_TextureType, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
|
||||
} else {
|
||||
this->SetCompareMode(0);
|
||||
}
|
||||
|
||||
this->SetMaxAnisotropy(1);
|
||||
|
||||
this->SetBorderColor(GLColor4f::ZERO);
|
||||
|
||||
int32_t autogenMipmap = this->m_Flags & GLTFLAG_AUTOGEN_MIPMAP;
|
||||
if (autogenMipmap != this->m_GenerateMipmaps) {
|
||||
this->Bind(nullptr, 0);
|
||||
glTexParameteri(this->m_TextureType, GL_GENERATE_MIPMAP, autogenMipmap);
|
||||
this->m_GenerateMipmaps = autogenMipmap;
|
||||
}
|
||||
|
||||
int32_t maxMipmapLevel = this->m_NumMipmap - 1;
|
||||
if (maxMipmapLevel != this->m_MaxMipmapLevel) {
|
||||
this->Bind(nullptr, 0);
|
||||
glTexParameteri(this->m_TextureType, GL_TEXTURE_MAX_LEVEL, maxMipmapLevel);
|
||||
this->m_MaxMipmapLevel = maxMipmapLevel;
|
||||
}
|
||||
|
||||
if (this->m_TextureType == GL_TEXTURE_RECTANGLE) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (this->IsRenderTarget()) {
|
||||
device->SetUnpackClientStorage(0);
|
||||
}
|
||||
|
||||
unsigned char* data = reinterpret_cast<unsigned char*>(this->m_Data);
|
||||
|
||||
for (int32_t face = 0; face < numFace; face++) {
|
||||
for (int32_t level = 0; level < this->m_NumMipmap; level++) {
|
||||
GLMipmap* mip = this->GetMipmap(level, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face);
|
||||
|
||||
if (this->m_TextureType == GL_TEXTURE_CUBE_MAP) {
|
||||
mip->ResetData(face, level, data);
|
||||
} else {
|
||||
mip->ResetData(this->m_TextureType, level, data);
|
||||
}
|
||||
|
||||
if (data) {
|
||||
data += mip->m_Size;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TODO
|
||||
// this->m_TimeStamp = Blizzard::Time::GetTimestamp();
|
||||
|
||||
if (this->IsRenderTarget()) {
|
||||
device->SetUnpackClientStorage(1);
|
||||
}
|
||||
}
|
||||
|
||||
void GLTexture::Unbind(GLSDLDevice* device, uint32_t stage) {
|
||||
auto& bindings = this->GetBindings();
|
||||
|
||||
BLIZZARD_ASSERT(device->GetID() < bindings.size());
|
||||
BLIZZARD_ASSERT(bindings[device->GetID()].device == device);
|
||||
BLIZZARD_ASSERT(bindings[device->GetID()].boundStages[stage]);
|
||||
|
||||
bindings[device->GetID()].boundStages[stage] = 0;
|
||||
}
|
||||
|
||||
void GLTexture::Unmap(uint32_t level, GLEnum face) {
|
||||
auto mipmap = this->GetMipmap(level, face);
|
||||
mipmap->Unmap();
|
||||
}
|
||||
|
||||
GLTexture2D* GLTexture2D::Create(uint32_t width, uint32_t height, uint32_t numMipMap, GLTextureFormat format, uint32_t flags) {
|
||||
GLTexture2D* tex;
|
||||
|
||||
// TODO
|
||||
// tex = GLPool<GLTexture2D>::GLObjectPool::Pop(GLPool<GLTexture2D>::m_pool + 131080);
|
||||
tex = nullptr;
|
||||
|
||||
if (!tex) {
|
||||
tex = new GLTexture2D();
|
||||
}
|
||||
|
||||
// TODO
|
||||
// Blizzard::Debug::Assert(tex->m_refCount == 0);
|
||||
|
||||
tex->m_RefCount = 1;
|
||||
|
||||
// TODO
|
||||
// Blizzard::Debug::Assert(tex->m_TextureID >= PoolStats<GLTexture2D>::NAME_POOL_FIRST_NAME);
|
||||
|
||||
tex->m_TextureType = GL_TEXTURE_2D;
|
||||
tex->m_Width = width;
|
||||
tex->m_Depth = 1;
|
||||
tex->m_Height = height;
|
||||
tex->m_Format = format;
|
||||
tex->m_NumMipmap = numMipMap;
|
||||
tex->m_RequestedNumMipmaps = numMipMap;
|
||||
tex->m_Flags = flags;
|
||||
|
||||
tex->SetupTexture();
|
||||
|
||||
return tex;
|
||||
}
|
||||
|
||||
GLTexture2D::GLTexture2D() : GLTexture() {
|
||||
this->m_TextureType = GL_TEXTURE_2D;
|
||||
this->m_TextureID = GLPool<GLTexture2D>::Get()->GetNextName();
|
||||
|
||||
// TODO
|
||||
// Blizzard::Debug::Assert(this->m_TextureID >= PoolStats<GLTexture2D>::NAME_POOL_FIRST_NAME);
|
||||
}
|
||||
|
||||
void GLTexture2D::ReleaseObject() {
|
||||
BLIZZARD_ASSERT(this->m_TextureType == GL_TEXTURE_2D);
|
||||
this->FreeTexture();
|
||||
}
|
||||
|
||||
void GLSDLTexSetFlags(CGxTex* texId, GLTexture* a2) {
|
||||
static GLEnum convertMagFilterToOgl[] = {
|
||||
GL_NEAREST,
|
||||
GL_LINEAR,
|
||||
GL_NEAREST,
|
||||
GL_LINEAR,
|
||||
GL_LINEAR,
|
||||
GL_LINEAR
|
||||
};
|
||||
|
||||
static GLEnum convertMinFilterToOgl[] = {
|
||||
GL_NEAREST,
|
||||
GL_LINEAR,
|
||||
GL_NEAREST_MIPMAP_NEAREST,
|
||||
GL_LINEAR_MIPMAP_NEAREST,
|
||||
GL_LINEAR_MIPMAP_LINEAR,
|
||||
GL_LINEAR_MIPMAP_LINEAR
|
||||
};
|
||||
|
||||
a2->SetMagFilterMode(convertMagFilterToOgl[texId->m_flags.m_filter]);
|
||||
a2->SetMinFilterMode(convertMinFilterToOgl[texId->m_flags.m_filter]);
|
||||
|
||||
a2->SetAddressModeS(texId->m_flags.m_wrapU ? GL_REPEAT : GL_CLAMP_TO_EDGE);
|
||||
a2->SetAddressModeT(texId->m_flags.m_wrapV ? GL_REPEAT : GL_CLAMP_TO_EDGE);
|
||||
|
||||
a2->SetMaxAnisotropy(texId->m_flags.m_maxAnisotropy);
|
||||
}
|
||||
101
src/gx/glsdl/GLTexture.hpp
Normal file
101
src/gx/glsdl/GLTexture.hpp
Normal file
@ -0,0 +1,101 @@
|
||||
#ifndef GX_GL_SDL_GL_TEXTURE_HPP
|
||||
#define GX_GL_SDL_GL_TEXTURE_HPP
|
||||
|
||||
#include "gx/glsdl/GL.hpp"
|
||||
#include "gx/glsdl/GLObject.hpp"
|
||||
#include "gx/glsdl/GLTypes.hpp"
|
||||
#include <list>
|
||||
#include <vector>
|
||||
#include <atomic>
|
||||
#include <bc/Thread.hpp>
|
||||
|
||||
#define GLTFLAG_RENDERTARGET 0x1
|
||||
#define GLTFLAG_DEPTH 0x2
|
||||
#define GLTFLAG_STENCIL 0x4
|
||||
#define GLTFLAG_AUTOGEN_MIPMAP 0x8
|
||||
#define GLTFLAG_READ_ACCESS 0x10
|
||||
#define GLTFLAG_SYSTEM_BUFFER 0x20
|
||||
|
||||
class CGxTex;
|
||||
class GLMipmap;
|
||||
class GLSDLDevice;
|
||||
|
||||
class GLTexture : public GLObject {
|
||||
public:
|
||||
// Types
|
||||
struct Binding {
|
||||
uint8_t boundStages[16];
|
||||
GLSDLDevice* device;
|
||||
};
|
||||
|
||||
// Static variables
|
||||
static Blizzard::Thread::TLSSlot m_Bindings[4];
|
||||
|
||||
// Static functions
|
||||
static void* CreateBindings(void*);
|
||||
static void DestroyBindings(void*);
|
||||
|
||||
// Member variables
|
||||
uint32_t m_TextureID = 0;
|
||||
GLEnum m_TextureType = 0;
|
||||
GLMipmap** m_Mipmaps = nullptr;
|
||||
std::list<GLTexture*>::iterator var7;
|
||||
uint32_t m_LastFrameUsed;
|
||||
uint32_t m_Width = 0;
|
||||
uint32_t m_Height = 0;
|
||||
uint32_t m_Depth = 0;
|
||||
uint32_t var12 = 0;
|
||||
uint32_t m_Size = 0;
|
||||
GLTextureFormat m_Format = GLTF_INVALID;
|
||||
uint32_t m_Flags = 0;
|
||||
uint32_t m_NumMipmap = 0;
|
||||
uint32_t m_RequestedNumMipmaps;
|
||||
char* m_Data = nullptr;
|
||||
std::atomic<int32_t> m_MappedMipmaps = { 0 };
|
||||
GLStates::Sampler m_Sampler;
|
||||
bool m_GenerateMipmaps = 0;
|
||||
int32_t m_MaxMipmapLevel = 1000;
|
||||
int32_t m_BaseMipmapLevel = 0;
|
||||
int32_t m_CompareMode = 0;
|
||||
|
||||
// Member functions
|
||||
void Bind(GLSDLDevice*, bool);
|
||||
void FreeTexture();
|
||||
std::vector<Binding>& GetBindings(void); // invented name
|
||||
GLTextureFormat GetFormat(void);
|
||||
TextureFormatInfo& GetFormatInfo(void);
|
||||
GLMipmap* GetMipmap(uint32_t, GLEnum);
|
||||
bool IsRenderTarget(void);
|
||||
bool IsSystemBuffer(void);
|
||||
bool IsValid(void);
|
||||
void* Map(uint32_t, const GLRect*, uint32_t&, GLEnum);
|
||||
void RecreateGLTexture(void);
|
||||
void ResizeMipmaps(void);
|
||||
void SetAddressModeR(GLEnum);
|
||||
void SetAddressModeS(GLEnum);
|
||||
void SetAddressModeT(GLEnum);
|
||||
void SetBorderColor(const GLColor4f&);
|
||||
void SetCompareMode(GLEnum);
|
||||
void SetMagFilterMode(GLEnum);
|
||||
void SetMaxAnisotropy(int32_t);
|
||||
void SetMinFilterMode(GLEnum);
|
||||
void SetupTexture(void);
|
||||
void Unbind(GLSDLDevice*, uint32_t); // invented name
|
||||
void Unmap(uint32_t level, GLEnum face);
|
||||
};
|
||||
|
||||
class GLTexture2D : public GLTexture {
|
||||
public:
|
||||
// Static functions
|
||||
static GLTexture2D* Create(uint32_t, uint32_t, uint32_t, GLTextureFormat, uint32_t);
|
||||
|
||||
// Virtual member functions
|
||||
virtual void ReleaseObject();
|
||||
|
||||
// Member functions
|
||||
GLTexture2D();
|
||||
};
|
||||
|
||||
void GLSDLTexSetFlags(CGxTex*, GLTexture*);
|
||||
|
||||
#endif
|
||||
58
src/gx/glsdl/GLTypes.cpp
Normal file
58
src/gx/glsdl/GLTypes.cpp
Normal file
@ -0,0 +1,58 @@
|
||||
#include "gx/glsdl/GLTypes.hpp"
|
||||
#include <cstring>
|
||||
|
||||
GLColor4f GLColor4f::ZERO = { 0.0, 0.0, 0.0, 0.0 };
|
||||
GLColor4f GLColor4f::WHITE = { 1.0, 1.0, 1.0, 1.0 };
|
||||
GLColor4f GLColor4f::BLACK = { 0.0, 0.0, 0.0, 1.0 };
|
||||
|
||||
bool GLTransform::operator==(const float m[16]) const {
|
||||
return this->m[0] == m[0]
|
||||
&& this->m[1] == m[1]
|
||||
&& this->m[2] == m[2]
|
||||
&& this->m[3] == m[3]
|
||||
&& this->m[4] == m[4]
|
||||
&& this->m[5] == m[5]
|
||||
&& this->m[6] == m[6]
|
||||
&& this->m[7] == m[7]
|
||||
&& this->m[8] == m[8]
|
||||
&& this->m[9] == m[9]
|
||||
&& this->m[10] == m[10]
|
||||
&& this->m[11] == m[11]
|
||||
&& this->m[12] == m[12]
|
||||
&& this->m[13] == m[13]
|
||||
&& this->m[14] == m[14]
|
||||
&& this->m[15] == m[15];
|
||||
}
|
||||
|
||||
bool GLTransform::operator!=(const float m[16]) const {
|
||||
return !(*this == m);
|
||||
}
|
||||
|
||||
void GLTransform::Set(const float m[16]) {
|
||||
memcpy(this->m, m, sizeof(this->m));
|
||||
this->isDirty = true;
|
||||
this->isIdentity = this->a0 == 1.0f
|
||||
&& this->a1 == 0.0f
|
||||
&& this->a2 == 0.0f
|
||||
&& this->a3 == 0.0f
|
||||
&& this->b0 == 0.0f
|
||||
&& this->b1 == 1.0f
|
||||
&& this->b2 == 0.0f
|
||||
&& this->b3 == 0.0f
|
||||
&& this->c0 == 0.0f
|
||||
&& this->c1 == 0.0f
|
||||
&& this->c2 == 1.0f
|
||||
&& this->c3 == 0.0f
|
||||
&& this->d0 == 0.0f
|
||||
&& this->d1 == 0.0f
|
||||
&& this->d2 == 0.0f
|
||||
&& this->d3 == 1.0f;
|
||||
}
|
||||
|
||||
void GLTransform::SetIdentity() {
|
||||
memset(this->m, 0, sizeof(this->m));
|
||||
this->a0 = 1.0f;
|
||||
this->b1 = 1.0f;
|
||||
this->c2 = 1.0f;
|
||||
this->d3 = 1.0f;
|
||||
}
|
||||
376
src/gx/glsdl/GLTypes.hpp
Normal file
376
src/gx/glsdl/GLTypes.hpp
Normal file
@ -0,0 +1,376 @@
|
||||
#ifndef GX_GL_SDL_GL_TYPES_HPP
|
||||
#define GX_GL_SDL_GL_TYPES_HPP
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
#include <GL/glew.h>
|
||||
|
||||
class GLBuffer;
|
||||
class GLFramebuffer;
|
||||
|
||||
enum GLTextureFormat {
|
||||
GLTF_INVALID = 0,
|
||||
GLTF_ARGB8888 = 1,
|
||||
GLTF_XRGB8888 = 2,
|
||||
GLTF_RGBA8888 = 3,
|
||||
GLTF_ABGR8888 = 4,
|
||||
GLTF_ARGB0888 = 5,
|
||||
GLTF_RGB888 = 6,
|
||||
GLTF_BGR888 = 7,
|
||||
GLTF_RGBA32F = 8,
|
||||
GLTF_RGBA16F = 9,
|
||||
GLTF_RG16F = 10,
|
||||
GLTF_D32 = 11,
|
||||
GLTF_D24 = 12,
|
||||
GLTF_D16 = 13,
|
||||
GLTF_DF = 14,
|
||||
GLTF_D24S8 = 15,
|
||||
GLTF_S8 = 16,
|
||||
GLTF_ARGB4444 = 17,
|
||||
GLTF_ARGB1555 = 18,
|
||||
GLTF_ARGB0555 = 19,
|
||||
GLTF_RGB565 = 20,
|
||||
GLTF_A2RGB10 = 21,
|
||||
GLTF_RGB16 = 22,
|
||||
GLTF_L8 = 23,
|
||||
GLTF_A8 = 24,
|
||||
GLTF_A8L8 = 25,
|
||||
GLTF_DXT1 = 26,
|
||||
GLTF_DXT3 = 27,
|
||||
GLTF_DXT5 = 28,
|
||||
GLTF_NUM_TEXTURE_FORMATS = 29
|
||||
};
|
||||
|
||||
enum GLVertexType {
|
||||
GLVT_INVALID = 0,
|
||||
GLVT_FLOAT1 = 1,
|
||||
GLVT_FLOAT2 = 2,
|
||||
GLVT_FLOAT3 = 3,
|
||||
GLVT_FLOAT4 = 4,
|
||||
GLVT_UBYTE4 = 5,
|
||||
GLVT_UBYTE4N = 6,
|
||||
GLVT_SHORT = 7,
|
||||
GLVT_SHORT2 = 8,
|
||||
GLVT_SHORT4 = 9,
|
||||
GLVT_SHORT2N = 10,
|
||||
GLVT_SHORT4N = 11,
|
||||
GLVT_USHORT2N = 12,
|
||||
GLVT_USHORT4N = 13,
|
||||
GLVT_NUM_VERTEX_TYPES = 14
|
||||
};
|
||||
|
||||
enum GLBufferType {
|
||||
eGLBT_PIXEL_UNPACK = 3,
|
||||
};
|
||||
|
||||
struct GLAttachPoint {
|
||||
GLFramebuffer* framebuffer;
|
||||
int32_t point; // TODO GLenum?
|
||||
int32_t zOffset; // TODO check type
|
||||
};
|
||||
|
||||
struct GLBox {
|
||||
int32_t left;
|
||||
int32_t top;
|
||||
int32_t front;
|
||||
int32_t width;
|
||||
int32_t height;
|
||||
int32_t depth;
|
||||
};
|
||||
|
||||
struct GLColor4f {
|
||||
float r;
|
||||
float g;
|
||||
float b;
|
||||
float a;
|
||||
|
||||
static GLColor4f ZERO;
|
||||
static GLColor4f WHITE;
|
||||
static GLColor4f BLACK;
|
||||
};
|
||||
|
||||
struct GLDirtyRange {
|
||||
uint16_t start;
|
||||
uint16_t end;
|
||||
};
|
||||
|
||||
struct GLfloat4 {
|
||||
float x;
|
||||
float y;
|
||||
float z;
|
||||
float w;
|
||||
};
|
||||
|
||||
struct GLRect {
|
||||
int32_t left;
|
||||
int32_t top;
|
||||
int32_t width;
|
||||
int32_t height;
|
||||
};
|
||||
|
||||
struct GLTransform {
|
||||
bool isDirty;
|
||||
|
||||
union {
|
||||
struct {
|
||||
float a0;
|
||||
float a1;
|
||||
float a2;
|
||||
float a3;
|
||||
float b0;
|
||||
float b1;
|
||||
float b2;
|
||||
float b3;
|
||||
float c0;
|
||||
float c1;
|
||||
float c2;
|
||||
float c3;
|
||||
float d0;
|
||||
float d1;
|
||||
float d2;
|
||||
float d3;
|
||||
};
|
||||
|
||||
struct {
|
||||
float rows[4][4];
|
||||
};
|
||||
|
||||
float m[16];
|
||||
};
|
||||
|
||||
bool isIdentity;
|
||||
|
||||
bool operator==(const float m[16]) const;
|
||||
bool operator!=(const float m[16]) const;
|
||||
void Set(const float m[16]);
|
||||
void SetIdentity();
|
||||
};
|
||||
|
||||
struct GLStates {
|
||||
struct Depth {
|
||||
bool testEnable;
|
||||
int32_t compareFunc;
|
||||
bool writeMask;
|
||||
};
|
||||
|
||||
struct Stencil {
|
||||
struct StencilFace {
|
||||
int32_t compareFunc;
|
||||
int32_t opFail;
|
||||
int32_t opZFail;
|
||||
int32_t opZPass;
|
||||
};
|
||||
|
||||
bool testEnable;
|
||||
int32_t ref;
|
||||
uint32_t mask;
|
||||
uint32_t writeMask;
|
||||
bool useTwoSidedStencil;
|
||||
StencilFace front;
|
||||
StencilFace back;
|
||||
};
|
||||
|
||||
struct Rasterizer {
|
||||
struct ClipPlane {
|
||||
double plane[4];
|
||||
};
|
||||
|
||||
int32_t cullMode;
|
||||
int32_t cullFaceMode;
|
||||
int32_t fillMode;
|
||||
float constantDepthBias;
|
||||
float slopeScaledDepthBias;
|
||||
GLRect viewport;
|
||||
double zNear;
|
||||
double zFar;
|
||||
bool scissorEnable;
|
||||
GLRect scissor;
|
||||
uint32_t clipPlaneMask;
|
||||
ClipPlane clipPlanes[6];
|
||||
};
|
||||
|
||||
struct Blend {
|
||||
struct ColorMask {
|
||||
bool red;
|
||||
bool green;
|
||||
bool blue;
|
||||
bool alpha;
|
||||
};
|
||||
|
||||
ColorMask colorMask[4];
|
||||
bool alphaBlend;
|
||||
int32_t srcBlendFactor;
|
||||
int32_t destBlendFactor;
|
||||
int32_t blendOp;
|
||||
GLColor4f blendColor;
|
||||
};
|
||||
|
||||
struct Clear {
|
||||
GLColor4f clearColor;
|
||||
double clearDepth;
|
||||
int32_t clearStencil;
|
||||
};
|
||||
|
||||
struct FixedFunc {
|
||||
struct TexOp {
|
||||
int32_t texturing;
|
||||
GLColor4f constant;
|
||||
int32_t colorOp;
|
||||
float colorScale;
|
||||
int32_t colorArg0;
|
||||
int32_t colorArg1;
|
||||
int32_t colorArg2;
|
||||
int32_t alphaOp;
|
||||
float alphaScale;
|
||||
int32_t alphaArg0;
|
||||
int32_t alphaArg1;
|
||||
int32_t alphaArg2;
|
||||
};
|
||||
|
||||
struct Light {
|
||||
bool enable;
|
||||
GLfloat4 position;
|
||||
GLTransform view;
|
||||
float constantAttenuation;
|
||||
float linearAttenuation;
|
||||
float quadraticAttenuation;
|
||||
GLColor4f ambient;
|
||||
GLColor4f diffuse;
|
||||
GLColor4f specular;
|
||||
};
|
||||
|
||||
struct Material {
|
||||
bool colorTracking;
|
||||
int32_t materialSource;
|
||||
GLColor4f ambient;
|
||||
GLColor4f diffuse;
|
||||
GLColor4f specular;
|
||||
float shininess;
|
||||
GLColor4f emission;
|
||||
};
|
||||
|
||||
struct Lighting {
|
||||
bool enable;
|
||||
GLColor4f sceneAmbient;
|
||||
Light lights[8];
|
||||
Material material;
|
||||
};
|
||||
|
||||
struct Transforms {
|
||||
int32_t matrixMode;
|
||||
int32_t modelviewStatus;
|
||||
GLTransform modelView;
|
||||
GLTransform world;
|
||||
GLTransform view;
|
||||
GLTransform projection;
|
||||
GLTransform texture[8];
|
||||
};
|
||||
|
||||
struct TexGen {
|
||||
int32_t S;
|
||||
int32_t T;
|
||||
int32_t R;
|
||||
int32_t Q;
|
||||
};
|
||||
|
||||
struct PointSprite {
|
||||
bool enable;
|
||||
float size;
|
||||
float attenuation[3];
|
||||
float min;
|
||||
float max;
|
||||
};
|
||||
|
||||
bool fogEnable;
|
||||
GLColor4f fogColor;
|
||||
int32_t fogMode;
|
||||
float fogStart;
|
||||
float fogEnd;
|
||||
float fogDensity;
|
||||
bool alphaTestEnable;
|
||||
int32_t alphaTestFunc;
|
||||
float alphaTestRef;
|
||||
TexOp texOp[8];
|
||||
Lighting lighting;
|
||||
Transforms transforms;
|
||||
int32_t texCoordIndex[8];
|
||||
TexGen texGen[8];
|
||||
PointSprite pointSprite;
|
||||
bool normalizeNormal;
|
||||
};
|
||||
|
||||
struct Sampler {
|
||||
float mipmapBias;
|
||||
int32_t addressModeS;
|
||||
int32_t addressModeT;
|
||||
int32_t addressModeR;
|
||||
int32_t magFilterMode;
|
||||
int32_t minFilterMode;
|
||||
float maxAnisotropy;
|
||||
GLColor4f borderColor;
|
||||
};
|
||||
|
||||
struct Shader {
|
||||
bool vertexShaderEnable;
|
||||
GLfloat4 vertexShaderConst[256];
|
||||
bool pixelShaderEnable;
|
||||
GLfloat4 pixelShaderConst[64];
|
||||
};
|
||||
|
||||
struct Binding {
|
||||
uint32_t currentActiveTexture;
|
||||
uint32_t texture[4][16];
|
||||
uint32_t framebuffer;
|
||||
uint32_t renderbuffer;
|
||||
uint32_t vertexProgram;
|
||||
uint32_t pixelProgram;
|
||||
uint32_t glslProgram;
|
||||
uint32_t vertexArrayObject;
|
||||
};
|
||||
|
||||
struct Misc {
|
||||
bool unpackClientStorage;
|
||||
int32_t drawBuffers[4];
|
||||
int32_t readBuffer;
|
||||
};
|
||||
|
||||
struct VertexArrayObject {
|
||||
struct VertexAttrib {
|
||||
bool enable = 0;
|
||||
uint32_t size = 4;
|
||||
int32_t type = GL_FLOAT;
|
||||
bool normalized = 0;
|
||||
uint32_t stride = 0;
|
||||
void* offset = nullptr;
|
||||
GLBuffer* buffer = nullptr;
|
||||
};
|
||||
|
||||
uint32_t buffers[4] = {};
|
||||
VertexAttrib vertexAttribs[16];
|
||||
VertexAttrib position;
|
||||
VertexAttrib normal;
|
||||
VertexAttrib color0;
|
||||
VertexAttrib color1;
|
||||
VertexAttrib texCoord[8];
|
||||
};
|
||||
|
||||
Depth depth;
|
||||
Stencil stencil;
|
||||
Rasterizer rasterizer;
|
||||
Blend blend;
|
||||
Clear clear;
|
||||
FixedFunc fixedFunc;
|
||||
Sampler samplers[16];
|
||||
Shader shader;
|
||||
Binding binding;
|
||||
Misc misc;
|
||||
};
|
||||
|
||||
struct GLVertexAttrib {
|
||||
uint32_t stream;
|
||||
int32_t slot;
|
||||
int32_t type;
|
||||
uint32_t offset;
|
||||
};
|
||||
|
||||
#endif
|
||||
22
src/gx/glsdl/GLUtil.cpp
Normal file
22
src/gx/glsdl/GLUtil.cpp
Normal file
@ -0,0 +1,22 @@
|
||||
#include "gx/glsdl/GLUtil.hpp"
|
||||
#include <bc/Debug.hpp>
|
||||
|
||||
uint32_t GLSDLTextureTypeToIndex(GLEnum textureType) {
|
||||
uint32_t index;
|
||||
|
||||
if (textureType == GL_TEXTURE_2D) {
|
||||
index = 0;
|
||||
} else if (textureType == GL_TEXTURE_3D) {
|
||||
index = 1;
|
||||
} else if (textureType == GL_TEXTURE_CUBE_MAP) {
|
||||
index = 2;
|
||||
} else if (textureType == GL_TEXTURE_RECTANGLE) {
|
||||
index = 3;
|
||||
} else {
|
||||
index = 5;
|
||||
|
||||
BLIZZARD_ASSERT(false);
|
||||
}
|
||||
|
||||
return index;
|
||||
}
|
||||
9
src/gx/glsdl/GLUtil.hpp
Normal file
9
src/gx/glsdl/GLUtil.hpp
Normal file
@ -0,0 +1,9 @@
|
||||
#ifndef GX_GL_SDL_GL_UTIL_HPP
|
||||
#define GX_GL_SDL_GL_UTIL_HPP
|
||||
|
||||
#include "gx/glsdl/GL.hpp"
|
||||
#include <cstdint>
|
||||
|
||||
uint32_t GLSDLTextureTypeToIndex(GLEnum textureType);
|
||||
|
||||
#endif
|
||||
316
src/gx/glsdl/GLVertexArray.cpp
Normal file
316
src/gx/glsdl/GLVertexArray.cpp
Normal file
@ -0,0 +1,316 @@
|
||||
#include "gx/glsdl/GLVertexArray.hpp"
|
||||
#include "gx/glsdl/GLSDLDevice.hpp"
|
||||
#include <bc/Debug.hpp>
|
||||
|
||||
bool GLVertexArray::s_VertexArrayEnable = false;
|
||||
|
||||
GLVertexArray::GLVertexArray(bool a2) {
|
||||
// TODO
|
||||
}
|
||||
|
||||
void GLVertexArray::FindVertexArray(GLSDLDevice* a1, GLVertexArray& a2) {
|
||||
if (GLVertexArray::s_VertexArrayEnable) {
|
||||
// TODO
|
||||
}
|
||||
|
||||
a2.ApplyVertexFormat(a1);
|
||||
}
|
||||
|
||||
void GLVertexArray::ApplyGLStates(GLStates::VertexArrayObject& vao) {
|
||||
GLSDLDevice* device = GLSDLDevice::Get();
|
||||
|
||||
device->BindVertexArray(this);
|
||||
|
||||
for (int32_t i = 0; i < kMAX_VERTEX_ATTRIBS; i++) {
|
||||
auto& attrib = vao.vertexAttribs[i];
|
||||
|
||||
if (attrib.enable) {
|
||||
glBindBuffer(attrib.buffer->m_Type, attrib.buffer->m_BufferID);
|
||||
|
||||
glVertexAttribPointerARB(
|
||||
i,
|
||||
attrib.size,
|
||||
attrib.type,
|
||||
attrib.normalized,
|
||||
attrib.stride,
|
||||
reinterpret_cast<void*>(attrib.offset)
|
||||
);
|
||||
|
||||
glEnableVertexAttribArrayARB(i);
|
||||
} else {
|
||||
glDisableVertexAttribArrayARB(i);
|
||||
}
|
||||
}
|
||||
|
||||
if (vao.position.enable) {
|
||||
glBindBuffer(vao.position.buffer->m_Type, vao.position.buffer->m_BufferID);
|
||||
glVertexPointer(vao.position.size, vao.position.type, vao.position.stride, vao.position.offset);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
} else {
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
}
|
||||
|
||||
if (vao.normal.enable) {
|
||||
glBindBuffer(vao.normal.buffer->m_Type, vao.normal.buffer->m_BufferID);
|
||||
glNormalPointer(vao.normal.type, vao.normal.stride, vao.normal.offset);
|
||||
glEnableClientState(GL_NORMAL_ARRAY);
|
||||
} else {
|
||||
glDisableClientState(GL_NORMAL_ARRAY);
|
||||
}
|
||||
|
||||
if (vao.color0.enable) {
|
||||
glBindBuffer(vao.color0.buffer->m_Type, vao.color0.buffer->m_BufferID);
|
||||
glColorPointer(vao.color0.size, vao.color0.type, vao.color0.stride, vao.color0.offset);
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
} else {
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
}
|
||||
|
||||
if (vao.color1.enable) {
|
||||
glBindBuffer(vao.color1.buffer->m_Type, vao.color1.buffer->m_BufferID);
|
||||
glColorPointer(vao.color1.size, vao.color1.type, vao.color1.stride, vao.color1.offset);
|
||||
glEnableClientState(GL_SECONDARY_COLOR_ARRAY);
|
||||
} else {
|
||||
glDisableClientState(GL_SECONDARY_COLOR_ARRAY);
|
||||
}
|
||||
|
||||
for (int32_t i = 0; i < 8; i++) {
|
||||
glClientActiveTextureARB(GL_TEXTURE0 + i);
|
||||
|
||||
if (vao.texCoord[i].enable) {
|
||||
glBindBuffer(vao.texCoord[i].buffer->m_Type, vao.texCoord[0].buffer->m_BufferID);
|
||||
glTexCoordPointer(vao.texCoord[i].size, vao.texCoord[i].type, vao.texCoord[i].stride, vao.texCoord[i].offset);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
} else {
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
}
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vao.buffers[0]);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vao.buffers[1]);
|
||||
glBindBuffer(GL_PIXEL_PACK_BUFFER, vao.buffers[2]);
|
||||
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, vao.buffers[3]);
|
||||
|
||||
this->m_GLStates = vao;
|
||||
}
|
||||
|
||||
void GLVertexArray::ApplyVertexFormat(GLSDLDevice* device) {
|
||||
if (GLVertexArray::s_VertexArrayEnable) {
|
||||
device->BindVertexArray(this);
|
||||
}
|
||||
|
||||
auto indexBuffer = this->m_Properties.m_IndexBuffer;
|
||||
uint32_t indexBufferID = indexBuffer ? indexBuffer->m_BufferID : 0;
|
||||
|
||||
if (this->m_GLStates.buffers[1] != indexBufferID) {
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferID);
|
||||
this->m_GLStates.buffers[1] = indexBufferID;
|
||||
}
|
||||
|
||||
BLIZZARD_ASSERT(this->GetProperties().m_VertexBufferFormat != nullptr);
|
||||
|
||||
auto& properties = this->GetProperties();
|
||||
bool attribEnable[16] = {};
|
||||
|
||||
bool useVertexShader = device->GetShader(GLShader::eVertexShader) != nullptr;
|
||||
|
||||
for (int32_t index = 0; index < this->GetProperties().m_VertexBufferFormat->m_Size; index++) {
|
||||
BLIZZARD_ASSERT(index < kMAX_VERTEX_ATTRIBS);
|
||||
|
||||
auto& attrib = this->GetProperties().m_VertexBufferFormat->m_Attribs[index];
|
||||
|
||||
BLIZZARD_ASSERT(attrib.type != GLVT_INVALID);
|
||||
BLIZZARD_ASSERT(attrib.type < GLVT_NUM_VERTEX_TYPES);
|
||||
|
||||
auto vertexBuffer = this->GetProperties().m_VertexBuffer[attrib.stream];
|
||||
|
||||
if (useVertexShader || static_cast<uint32_t>(attrib.slot - 1) > 1) {
|
||||
if (this->m_GLStates.buffers[0] != vertexBuffer->m_BufferID) {
|
||||
glBindBuffer(vertexBuffer->m_Type, vertexBuffer->m_BufferID);
|
||||
this->m_GLStates.buffers[0] = vertexBuffer->m_BufferID;
|
||||
}
|
||||
|
||||
attribEnable[attrib.slot] = 1;
|
||||
|
||||
int32_t stride = properties.m_VertexBufferStride[attrib.stream];
|
||||
int32_t offset = attrib.offset
|
||||
+ properties.m_VertexBufferOffset[attrib.stream]
|
||||
+ properties.m_VertexBase * stride;
|
||||
|
||||
if (useVertexShader) {
|
||||
glVertexAttribPointerARB(
|
||||
attrib.slot,
|
||||
k_VertexTypeInfo[attrib.type].m_Size,
|
||||
k_VertexTypeInfo[attrib.type].m_Type,
|
||||
k_VertexTypeInfo[attrib.type].m_Normalized,
|
||||
stride,
|
||||
reinterpret_cast<void*>(offset)
|
||||
);
|
||||
} else {
|
||||
switch (attrib.slot) {
|
||||
case 0: {
|
||||
glVertexPointer(
|
||||
k_VertexTypeInfo[attrib.type].m_Size,
|
||||
k_VertexTypeInfo[attrib.type].m_Type,
|
||||
stride,
|
||||
reinterpret_cast<void*>(offset)
|
||||
);
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case 3: {
|
||||
glNormalPointer(
|
||||
k_VertexTypeInfo[attrib.type].m_Type,
|
||||
stride,
|
||||
reinterpret_cast<void*>(offset)
|
||||
);
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case 4: {
|
||||
glColorPointer(
|
||||
k_VertexTypeInfo[attrib.type].m_Size,
|
||||
k_VertexTypeInfo[attrib.type].m_Type,
|
||||
stride,
|
||||
reinterpret_cast<void*>(offset)
|
||||
);
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case 5: {
|
||||
glSecondaryColorPointer(
|
||||
k_VertexTypeInfo[attrib.type].m_Size,
|
||||
k_VertexTypeInfo[attrib.type].m_Type,
|
||||
stride,
|
||||
reinterpret_cast<void*>(offset)
|
||||
);
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case 6:
|
||||
case 7:
|
||||
case 8:
|
||||
case 9:
|
||||
case 10:
|
||||
case 11:
|
||||
case 12:
|
||||
case 13: {
|
||||
auto tmu = attrib.slot - 6;
|
||||
auto texCoordIndex = device->m_States.fixedFunc.texCoordIndex[tmu];
|
||||
glClientActiveTextureARB(GL_TEXTURE0 + texCoordIndex);
|
||||
glTexCoordPointer(
|
||||
k_VertexTypeInfo[attrib.type].m_Size,
|
||||
k_VertexTypeInfo[attrib.type].m_Type,
|
||||
stride,
|
||||
reinterpret_cast<void*>(offset)
|
||||
);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int32_t s = 0; s < 16; s++) {
|
||||
// Shader
|
||||
if (useVertexShader) {
|
||||
auto prevAttribEnable = &this->m_GLStates.vertexAttribs[s].enable;
|
||||
|
||||
if (*prevAttribEnable != attribEnable[s]) {
|
||||
if (attribEnable[s]) {
|
||||
glEnableVertexAttribArrayARB(s);
|
||||
} else {
|
||||
glDisableVertexAttribArrayARB(s);
|
||||
}
|
||||
}
|
||||
|
||||
*prevAttribEnable = attribEnable[s];
|
||||
|
||||
// FFP
|
||||
} else {
|
||||
bool* prevAttribEnable = nullptr;
|
||||
GLenum glArray = GL_NONE;
|
||||
|
||||
switch (s) {
|
||||
case 0: {
|
||||
prevAttribEnable = &this->m_GLStates.position.enable;
|
||||
glArray = GL_VERTEX_ARRAY;
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case 3: {
|
||||
prevAttribEnable = &this->m_GLStates.normal.enable;
|
||||
glArray = GL_NORMAL_ARRAY;
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case 4: {
|
||||
prevAttribEnable = &this->m_GLStates.color0.enable;
|
||||
glArray = GL_COLOR_ARRAY;
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case 5: {
|
||||
prevAttribEnable = &this->m_GLStates.color1.enable;
|
||||
glArray = GL_SECONDARY_COLOR_ARRAY;
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case 6:
|
||||
case 7:
|
||||
case 8:
|
||||
case 9:
|
||||
case 10:
|
||||
case 11:
|
||||
case 12:
|
||||
case 13: {
|
||||
auto tmu = s - 6;
|
||||
auto texCoordIndex = device->m_States.fixedFunc.texCoordIndex[tmu];
|
||||
|
||||
prevAttribEnable = &this->m_GLStates.texCoord[texCoordIndex].enable;
|
||||
glArray = GL_TEXTURE_COORD_ARRAY;
|
||||
|
||||
glClientActiveTextureARB(GL_TEXTURE0 + texCoordIndex);
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if (prevAttribEnable) {
|
||||
if (*prevAttribEnable != attribEnable[s]) {
|
||||
if (attribEnable[s]) {
|
||||
glEnableClientState(glArray);
|
||||
} else {
|
||||
glDisableClientState(glArray);
|
||||
}
|
||||
}
|
||||
|
||||
*prevAttribEnable = attribEnable[s];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!useVertexShader) {
|
||||
// TODO device->SetColorMaterial(this->m_GLStates.color0.enable);
|
||||
}
|
||||
}
|
||||
|
||||
GLVertexArray::Properties& GLVertexArray::GetProperties() {
|
||||
return this->m_Properties;
|
||||
}
|
||||
|
||||
void GLVertexArray::ReleaseObject() {
|
||||
// TODO
|
||||
}
|
||||
46
src/gx/glsdl/GLVertexArray.hpp
Normal file
46
src/gx/glsdl/GLVertexArray.hpp
Normal file
@ -0,0 +1,46 @@
|
||||
#ifndef GX_GL_SDL_GL_VERTEX_ARRAY_HPP
|
||||
#define GX_GL_SDL_GL_VERTEX_ARRAY_HPP
|
||||
|
||||
#include "gx/glsdl/GLBuffer.hpp"
|
||||
#include "gx/glsdl/GLObject.hpp"
|
||||
#include "gx/glsdl/GLVertexFormat.hpp"
|
||||
#include <cstdint>
|
||||
|
||||
class GLSDLDevice;
|
||||
|
||||
class GLVertexArray : public GLObject {
|
||||
public:
|
||||
// Types
|
||||
struct Properties {
|
||||
GLVertexFormat* m_VertexBufferFormat = nullptr;
|
||||
GLBuffer* m_IndexBuffer = nullptr;
|
||||
GLBuffer* m_PixelPackBuffer = nullptr;
|
||||
GLBuffer* m_PixelUnpackBuffer = nullptr;
|
||||
GLBuffer* m_VertexBuffer[4] = {};
|
||||
uint32_t m_VertexBase = 0;
|
||||
uint32_t m_VertexBufferOffset[4] = {};
|
||||
uint32_t m_VertexBufferStride[4] = {};
|
||||
};
|
||||
|
||||
// Static variables
|
||||
static bool s_VertexArrayEnable;
|
||||
|
||||
// Static functions
|
||||
static void FindVertexArray(GLSDLDevice*, GLVertexArray&);
|
||||
|
||||
// Member variables
|
||||
Properties m_Properties;
|
||||
GLStates::VertexArrayObject m_GLStates;
|
||||
uint32_t m_VertexArrayID = 0;
|
||||
|
||||
// Virtual member functions
|
||||
virtual void ReleaseObject();
|
||||
|
||||
// Member functions
|
||||
GLVertexArray(bool);
|
||||
void ApplyGLStates(GLStates::VertexArrayObject&);
|
||||
void ApplyVertexFormat(GLSDLDevice*);
|
||||
Properties& GetProperties(void);
|
||||
};
|
||||
|
||||
#endif
|
||||
13
src/gx/glsdl/GLVertexFormat.hpp
Normal file
13
src/gx/glsdl/GLVertexFormat.hpp
Normal file
@ -0,0 +1,13 @@
|
||||
#ifndef GX_GL_SDL_GL_VERTEX_FORMAT_HPP
|
||||
#define GX_GL_SDL_GL_VERTEX_FORMAT_HPP
|
||||
|
||||
#include "gx/glsdl/GLTypes.hpp"
|
||||
#include <cstdint>
|
||||
|
||||
class GLVertexFormat {
|
||||
public:
|
||||
uint32_t m_Size;
|
||||
GLVertexAttrib m_Attribs[16];
|
||||
};
|
||||
|
||||
#endif
|
||||
17
src/gx/glsdl/GLVertexShader.cpp
Normal file
17
src/gx/glsdl/GLVertexShader.cpp
Normal file
@ -0,0 +1,17 @@
|
||||
#include "gx/glsdl/GLVertexShader.hpp"
|
||||
#include "gx/glsdl/GL.hpp"
|
||||
|
||||
GLVertexShader* GLVertexShader::Create() {
|
||||
// TODO
|
||||
// GLPool stuff
|
||||
|
||||
GLVertexShader* shader = new GLVertexShader();
|
||||
|
||||
shader->m_ShaderID = 0;
|
||||
shader->m_RefCount = 1;
|
||||
shader->m_ShaderType = eVertexShader;
|
||||
shader->m_UsingGLSL = 0;
|
||||
shader->var5 = GL_VERTEX_PROGRAM_ARB;
|
||||
|
||||
return shader;
|
||||
}
|
||||
12
src/gx/glsdl/GLVertexShader.hpp
Normal file
12
src/gx/glsdl/GLVertexShader.hpp
Normal file
@ -0,0 +1,12 @@
|
||||
#ifndef GX_GL_SDL_GL_VERTEX_SHADER_HPP
|
||||
#define GX_GL_SDL_GL_VERTEX_SHADER_HPP
|
||||
|
||||
#include "gx/glsdl/GLShader.hpp"
|
||||
|
||||
class GLVertexShader : public GLShader {
|
||||
public:
|
||||
// Static functions
|
||||
static GLVertexShader* Create(void);
|
||||
};
|
||||
|
||||
#endif
|
||||
Loading…
Reference in New Issue
Block a user