[ioquake3] 10/25: OpenGL2: Detect Intel graphics and avoid/use certain operations there.
Simon McVittie
smcv at debian.org
Sun Mar 12 18:23:25 UTC 2017
This is an automated email from the git hooks/post-receive script.
smcv pushed a commit to branch debian/master
in repository ioquake3.
commit 0672905ef1b8f6ca219341e7252044dd727753dd
Author: SmileTheory <SmileTheory at gmail.com>
Date: Wed Dec 7 22:30:55 2016 -0800
OpenGL2: Detect Intel graphics and avoid/use certain operations there.
Also use qglCopyTextureSubImage2DEXT instead of qglCopyTextureImage2DEXT.
---
code/renderercommon/qgl.h | 2 +-
code/renderergl2/tr_backend.c | 8 +++++---
code/renderergl2/tr_dsa.c | 6 +++---
code/renderergl2/tr_dsa.h | 4 ++--
code/renderergl2/tr_extensions.c | 5 +++++
code/renderergl2/tr_fbo.c | 2 +-
code/renderergl2/tr_image.c | 2 +-
code/renderergl2/tr_local.h | 2 ++
code/renderergl2/tr_vbo.c | 4 ++--
9 files changed, 22 insertions(+), 13 deletions(-)
diff --git a/code/renderercommon/qgl.h b/code/renderercommon/qgl.h
index 6d8629f..8b7367a 100644
--- a/code/renderercommon/qgl.h
+++ b/code/renderercommon/qgl.h
@@ -622,7 +622,7 @@ extern void (APIENTRYP qglUnlockArraysEXT) (void);
GLE(GLvoid, TextureParameteriEXT, GLuint texture, GLenum target, GLenum pname, GLint param) \
GLE(GLvoid, TextureImage2DEXT, GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) \
GLE(GLvoid, TextureSubImage2DEXT, GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) \
- GLE(GLvoid, CopyTextureImage2DEXT, GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) \
+ GLE(GLvoid, CopyTextureSubImage2DEXT, GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) \
GLE(GLvoid, CompressedTextureImage2DEXT, GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data) \
GLE(GLvoid, CompressedTextureSubImage2DEXT, GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data) \
GLE(GLvoid, GenerateTextureMipmapEXT, GLuint texture, GLenum target) \
diff --git a/code/renderergl2/tr_backend.c b/code/renderergl2/tr_backend.c
index 00b31e4..bc0d5e7 100644
--- a/code/renderergl2/tr_backend.c
+++ b/code/renderergl2/tr_backend.c
@@ -971,7 +971,9 @@ const void *RB_DrawSurfs( const void *data ) {
else if (tr.renderFbo == NULL && tr.renderDepthImage)
{
// If we're rendering directly to the screen, copy the depth to a texture
- qglCopyTextureImage2DEXT(tr.renderDepthImage->texnum, GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, 0, 0, glConfig.vidWidth, glConfig.vidHeight, 0);
+ // This is incredibly slow on Intel Graphics, so just skip it on there
+ if (!glRefConfig.intelGraphics)
+ qglCopyTextureSubImage2DEXT(tr.renderDepthImage->texnum, GL_TEXTURE_2D, 0, 0, 0, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
}
if (tr.hdrDepthFbo)
@@ -1475,14 +1477,14 @@ const void *RB_CapShadowMap(const void *data)
{
if (tr.shadowCubemaps[cmd->map])
{
- qglCopyTextureImage2DEXT(tr.shadowCubemaps[cmd->map]->texnum, GL_TEXTURE_CUBE_MAP_POSITIVE_X + cmd->cubeSide, 0, GL_RGBA8, backEnd.refdef.x, glConfig.vidHeight - ( backEnd.refdef.y + PSHADOW_MAP_SIZE ), PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, 0);
+ qglCopyTextureSubImage2DEXT(tr.shadowCubemaps[cmd->map]->texnum, GL_TEXTURE_CUBE_MAP_POSITIVE_X + cmd->cubeSide, 0, 0, 0, backEnd.refdef.x, glConfig.vidHeight - ( backEnd.refdef.y + PSHADOW_MAP_SIZE ), PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE);
}
}
else
{
if (tr.pshadowMaps[cmd->map])
{
- qglCopyTextureImage2DEXT(tr.pshadowMaps[cmd->map]->texnum, GL_TEXTURE_2D, 0, GL_RGBA8, backEnd.refdef.x, glConfig.vidHeight - (backEnd.refdef.y + PSHADOW_MAP_SIZE), PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, 0);
+ qglCopyTextureSubImage2DEXT(tr.pshadowMaps[cmd->map]->texnum, GL_TEXTURE_2D, 0, 0, 0, backEnd.refdef.x, glConfig.vidHeight - (backEnd.refdef.y + PSHADOW_MAP_SIZE), PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE);
}
}
}
diff --git a/code/renderergl2/tr_dsa.c b/code/renderergl2/tr_dsa.c
index f738a5d..8fde841 100644
--- a/code/renderergl2/tr_dsa.c
+++ b/code/renderergl2/tr_dsa.c
@@ -113,11 +113,11 @@ GLvoid APIENTRY GLDSA_TextureSubImage2DEXT(GLuint texture, GLenum target, GLint
qglTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
}
-GLvoid APIENTRY GLDSA_CopyTextureImage2DEXT(GLuint texture, GLenum target, GLint level, GLenum internalformat,
- GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
+GLvoid APIENTRY GLDSA_CopyTextureSubImage2DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset,
+ GLint x, GLint y, GLsizei width, GLsizei height)
{
GL_BindMultiTexture(glDsaState.texunit, target, texture);
- qglCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
+ qglCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
}
GLvoid APIENTRY GLDSA_CompressedTextureImage2DEXT(GLuint texture, GLenum target, GLint level, GLenum internalformat,
diff --git a/code/renderergl2/tr_dsa.h b/code/renderergl2/tr_dsa.h
index 44f3230..84e35f5 100644
--- a/code/renderergl2/tr_dsa.h
+++ b/code/renderergl2/tr_dsa.h
@@ -33,8 +33,8 @@ GLvoid APIENTRY GLDSA_TextureImage2DEXT(GLuint texture, GLenum target, GLint lev
GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
GLvoid APIENTRY GLDSA_TextureSubImage2DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
-GLvoid APIENTRY GLDSA_CopyTextureImage2DEXT(GLuint texture, GLenum target, GLint level, GLenum internalformat,
- GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
+GLvoid APIENTRY GLDSA_CopyTextureSubImage2DEXT(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset,
+ GLint x, GLint y, GLsizei width, GLsizei height);
GLvoid APIENTRY GLDSA_CompressedTextureImage2DEXT(GLuint texture, GLenum target, GLint level, GLenum internalformat,
GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
GLvoid APIENTRY GLDSA_CompressedTextureSubImage2DEXT(GLuint texture, GLenum target, GLint level,
diff --git a/code/renderergl2/tr_extensions.c b/code/renderergl2/tr_extensions.c
index 135af76..10ae3b8 100644
--- a/code/renderergl2/tr_extensions.c
+++ b/code/renderergl2/tr_extensions.c
@@ -63,6 +63,11 @@ void GLimp_InitExtraExtensions()
ri.Error(ERR_FATAL, "OpenGL 2.0 required!");
ri.Printf(PRINT_ALL, "...using OpenGL %s\n", glConfig.version_string);
+ // Check if we need Intel graphics specific fixes.
+ glRefConfig.intelGraphics = qfalse;
+ if (strstr((char *)qglGetString(GL_RENDERER), "Intel"))
+ glRefConfig.intelGraphics = qtrue;
+
// set DSA fallbacks
#define GLE(ret, name, ...) qgl##name = GLDSA_##name;
QGL_EXT_direct_state_access_PROCS;
diff --git a/code/renderergl2/tr_fbo.c b/code/renderergl2/tr_fbo.c
index aa5148c..6b7ab01 100644
--- a/code/renderergl2/tr_fbo.c
+++ b/code/renderergl2/tr_fbo.c
@@ -271,7 +271,7 @@ void FBO_Init(void)
R_IssuePendingRenderCommands();
hdrFormat = GL_RGBA8;
- if (r_hdr->integer && glRefConfig.framebufferObject && glRefConfig.textureFloat)
+ if (r_hdr->integer && glRefConfig.textureFloat)
hdrFormat = GL_RGBA16F_ARB;
if (glRefConfig.framebufferMultisample)
diff --git a/code/renderergl2/tr_image.c b/code/renderergl2/tr_image.c
index 81e3268..4203833 100644
--- a/code/renderergl2/tr_image.c
+++ b/code/renderergl2/tr_image.c
@@ -2761,7 +2761,7 @@ void R_CreateBuiltinImages( void ) {
height = glConfig.vidHeight;
hdrFormat = GL_RGBA8;
- if (r_hdr->integer && glRefConfig.framebufferObject && glRefConfig.textureFloat)
+ if (r_hdr->integer && glRefConfig.textureFloat)
hdrFormat = GL_RGBA16F_ARB;
rgbFormat = GL_RGBA8;
diff --git a/code/renderergl2/tr_local.h b/code/renderergl2/tr_local.h
index 5a7c179..e6781b7 100644
--- a/code/renderergl2/tr_local.h
+++ b/code/renderergl2/tr_local.h
@@ -1373,6 +1373,8 @@ typedef struct {
int openglMajorVersion;
int openglMinorVersion;
+ qboolean intelGraphics;
+
qboolean drawRangeElements;
qboolean multiDrawArrays;
qboolean occlusionQuery;
diff --git a/code/renderergl2/tr_vbo.c b/code/renderergl2/tr_vbo.c
index 7b68f43..0ac63a4 100644
--- a/code/renderergl2/tr_vbo.c
+++ b/code/renderergl2/tr_vbo.c
@@ -360,8 +360,8 @@ void R_BindVao(vao_t * vao)
{
qglBindVertexArray(vao->vao);
- // why you no save GL_ELEMENT_ARRAY_BUFFER binding, Intel?
- if (1)
+ // Intel Graphics doesn't save GL_ELEMENT_ARRAY_BUFFER binding with VAO binding.
+ if (glRefConfig.intelGraphics || vao == tess.vao)
qglBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vao->indexesIBO);
// tess VAO always has buffers bound
--
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