Merge of GL-AutoChoose.

This branch is the final step of fully supporting both OpenGL and OpenGL ES in the same binary.
This of course only applies to EGL and won't work for GLX/AGL/WGL since they don't really support GL ES.
The changes here actually aren't too terrible, basically change every #ifdef USE_GLES to a runtime check.

This adds a DetectMode() function to the EGL context backend.
EGL will iterate through each of the configs and check for GL, GLES3_KHR, and GLES2 bits
After that it'll change the mode from _DETECT to whichever one is the best supported.
After that point we'll just create a context with the mode that was detected
This commit is contained in:
Ryan Houdek
2014-01-18 04:11:59 +00:00
parent 0a5bd83af2
commit 839df31347
17 changed files with 189 additions and 177 deletions

View File

@ -25,6 +25,9 @@ namespace HwRasterizer
// Programs
static GLuint colProg, texProg, clearProg;
// Texture type
static GLenum texType;
// Color
static GLint col_apos = -1, col_atex = -1;
// Tex
@ -36,20 +39,31 @@ namespace HwRasterizer
{
// Color Vertices
static const char *fragcolText =
"varying " PREC " vec4 TexCoordOut;\n"
"#if GL_ES\n"
"precision highp float;\n"
"#endif\n"
"varying vec4 TexCoordOut;\n"
"void main() {\n"
" gl_FragColor = TexCoordOut;\n"
"}\n";
// Texture Vertices
static const char *fragtexText =
"varying " PREC " vec4 TexCoordOut;\n"
"uniform " TEXTYPE " Texture;\n"
"#if GL_ES\n"
"precision highp float;\n"
"#define texture2DRect texture2D\n"
"#define sampler2DRect sampler2D\n"
"#endif\n"
"varying vec4 TexCoordOut;\n"
"uniform sampler2DRect Texture;\n"
"void main() {\n"
" gl_FragColor = " TEXFUNC "(Texture, TexCoordOut.xy);\n"
" gl_FragColor = texture2DRect(Texture, TexCoordOut.xy);\n"
"}\n";
// Clear shader
static const char *fragclearText =
"uniform " PREC " vec4 Color;\n"
"#if GL_ES\n"
"precision highp float;\n"
"#endif\n"
"uniform vec4 Color;\n"
"void main() {\n"
" gl_FragColor = Color;\n"
"}\n";
@ -107,24 +121,25 @@ namespace HwRasterizer
//legacy multitexturing: select texture channel only.
glActiveTexture(GL_TEXTURE0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
#ifndef USE_GLES
glShadeModel(GL_SMOOTH);
glDisable(GL_BLEND);
glClearDepth(1.0f);
glEnable(GL_SCISSOR_TEST);
glDisable(GL_LIGHTING);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
{
glShadeModel(GL_SMOOTH);
glDisable(GL_BLEND);
glClearDepth(1.0f);
glEnable(GL_SCISSOR_TEST);
glDisable(GL_LIGHTING);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClientActiveTexture(GL_TEXTURE0);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glStencilFunc(GL_ALWAYS, 0, 0);
glDisable(GL_STENCIL_TEST);
#endif
glClientActiveTexture(GL_TEXTURE0);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glStencilFunc(GL_ALWAYS, 0, 0);
glDisable(GL_STENCIL_TEST);
}
// used by hw rasterizer if it enables blending and depth test
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthFunc(GL_LEQUAL);
@ -132,6 +147,11 @@ namespace HwRasterizer
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
CreateShaders();
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
texType = GL_TEXTURE_RECTANGLE;
else
texType = GL_TEXTURE_2D;
GL_REPORT_ERRORD();
}
static float width, height;
@ -141,19 +161,22 @@ namespace HwRasterizer
u32 imageAddr = texUnit.texImage3[0].image_base;
// Texture Rectangle uses pixel coordinates
// While GLES uses texture coordinates
#ifdef USE_GLES
width = texUnit.texImage0[0].width;
height = texUnit.texImage0[0].height;
#else
width = 1;
height = 1;
#endif
if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
{
width = texUnit.texImage0[0].width;
height = texUnit.texImage0[0].height;
}
else
{
width = 1;
height = 1;
}
TexCacheEntry &cacheEntry = textures[imageAddr];
cacheEntry.Update();
glBindTexture(TEX2D, cacheEntry.texture);
glTexParameteri(TEX2D, GL_TEXTURE_MAG_FILTER, texUnit.texMode0[0].mag_filter ? GL_LINEAR : GL_NEAREST);
glTexParameteri(TEX2D, GL_TEXTURE_MIN_FILTER, (texUnit.texMode0[0].min_filter >= 4) ? GL_LINEAR : GL_NEAREST);
glBindTexture(texType, cacheEntry.texture);
glTexParameteri(texType, GL_TEXTURE_MAG_FILTER, texUnit.texMode0[0].mag_filter ? GL_LINEAR : GL_NEAREST);
glTexParameteri(texType, GL_TEXTURE_MIN_FILTER, (texUnit.texMode0[0].min_filter >= 4) ? GL_LINEAR : GL_NEAREST);
GL_REPORT_ERRORD();
}
@ -171,7 +194,7 @@ namespace HwRasterizer
void EndTriangles()
{
glBindTexture(TEX2D, 0);
glBindTexture(texType, 0);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
}
@ -332,8 +355,8 @@ namespace HwRasterizer
DebugUtil::GetTextureRGBA(temp, 0, 0, image_width, image_height);
glGenTextures(1, (GLuint *)&texture);
glBindTexture(TEX2D, texture);
glTexImage2D(TEX2D, 0, GL_RGBA, (GLsizei)image_width, (GLsizei)image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, temp);
glBindTexture(texType, texture);
glTexImage2D(texType, 0, GL_RGBA, (GLsizei)image_width, (GLsizei)image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, temp);
GL_REPORT_ERRORD();
}