[iortcw] 35/152: All: Rend2: Fix some GL errors and no sun shadows on older OpenGLs
Simon McVittie
smcv at debian.org
Fri Sep 8 10:39:54 UTC 2017
This is an automated email from the git hooks/post-receive script.
smcv pushed a commit to annotated tag 1.5a
in repository iortcw.
commit a7e00c9fdddaf7b0beec9876219b3dc1697d4e91
Author: MAN-AT-ARMS <M4N4T4RMS at gmail.com>
Date: Fri Feb 19 17:30:44 2016 -0500
All: Rend2: Fix some GL errors and no sun shadows on older OpenGLs
---
MP/code/rend2/tr_dsa.c | 2 +-
MP/code/rend2/tr_fbo.c | 8 ++++++--
MP/code/rend2/tr_image.c | 4 +---
SP/code/rend2/tr_dsa.c | 2 +-
SP/code/rend2/tr_fbo.c | 8 ++++++--
SP/code/rend2/tr_image.c | 4 +---
6 files changed, 16 insertions(+), 12 deletions(-)
diff --git a/MP/code/rend2/tr_dsa.c b/MP/code/rend2/tr_dsa.c
index a766263..9cd481b 100644
--- a/MP/code/rend2/tr_dsa.c
+++ b/MP/code/rend2/tr_dsa.c
@@ -210,7 +210,7 @@ void GL_BindNullFramebuffers()
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDsaState.drawFramebuffer = glDsaState.readFramebuffer = 0;
qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
- glDsaState.readFramebuffer = 0;
+ glDsaState.renderbuffer = 0;
}
void GL_BindFramebuffer(GLenum target, GLuint framebuffer)
diff --git a/MP/code/rend2/tr_fbo.c b/MP/code/rend2/tr_fbo.c
index 59b1703..1229376 100644
--- a/MP/code/rend2/tr_fbo.c
+++ b/MP/code/rend2/tr_fbo.c
@@ -251,7 +251,7 @@ FBO_Init
void FBO_Init(void)
{
int i;
- int hdrFormat, multisample;
+ int hdrFormat, multisample = 0;
ri.Printf(PRINT_ALL, "------- FBO_Init -------\n");
@@ -268,7 +268,8 @@ void FBO_Init(void)
if (r_hdr->integer && glRefConfig.framebufferObject && glRefConfig.textureFloat)
hdrFormat = GL_RGBA16F_ARB;
- qglGetIntegerv(GL_MAX_SAMPLES_EXT, &multisample);
+ if (glRefConfig.framebufferMultisample)
+ qglGetIntegerv(GL_MAX_SAMPLES_EXT, &multisample);
if (r_ext_framebuffer_multisample->integer < multisample)
multisample = r_ext_framebuffer_multisample->integer;
@@ -334,6 +335,9 @@ void FBO_Init(void)
for ( i = 0; i < 4; i++)
{
tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height);
+ // FIXME: this next line wastes 16mb with 4x1024x1024 sun shadow maps, skip if OpenGL 4.3+ or ARB_framebuffer_no_attachments
+ // This at least gets sun shadows working on older GPUs (Intel)
+ FBO_CreateBuffer(tr.sunShadowFbo[i], GL_RGBA8, 0, 0);
FBO_AttachImage(tr.sunShadowFbo[i], tr.sunShadowDepthImage[i], GL_DEPTH_ATTACHMENT_EXT, 0);
R_CheckFBO(tr.sunShadowFbo[i]);
}
diff --git a/MP/code/rend2/tr_image.c b/MP/code/rend2/tr_image.c
index 65cde8e..d6c1b80 100644
--- a/MP/code/rend2/tr_image.c
+++ b/MP/code/rend2/tr_image.c
@@ -132,7 +132,7 @@ void GL_TextureMode( const char *string ) {
// change all the existing mipmap texture objects
for ( i = 0 ; i < tr.numImages ; i++ ) {
glt = tr.images[ i ];
- if ( glt->flags & IMGFLAG_MIPMAP ) {
+ if ( glt->flags & IMGFLAG_MIPMAP && !(glt->flags & IMGFLAG_CUBEMAP) ) {
qglTextureParameterf(glt->texnum, GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
qglTextureParameterf(glt->texnum, GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
@@ -2990,8 +2990,6 @@ void R_CreateBuiltinImages( void ) {
for ( x = 0; x < 4; x++)
{
tr.sunShadowDepthImage[x] = R_CreateImage(va("*sunshadowdepth%i", x), NULL, r_shadowMapSize->integer, r_shadowMapSize->integer, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24_ARB);
- qglTextureParameterf(tr.sunShadowDepthImage[x]->texnum, GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
- qglTextureParameterf(tr.sunShadowDepthImage[x]->texnum, GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTextureParameterf(tr.sunShadowDepthImage[x]->texnum, GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
qglTextureParameterf(tr.sunShadowDepthImage[x]->texnum, GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
}
diff --git a/SP/code/rend2/tr_dsa.c b/SP/code/rend2/tr_dsa.c
index a766263..9cd481b 100644
--- a/SP/code/rend2/tr_dsa.c
+++ b/SP/code/rend2/tr_dsa.c
@@ -210,7 +210,7 @@ void GL_BindNullFramebuffers()
qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDsaState.drawFramebuffer = glDsaState.readFramebuffer = 0;
qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
- glDsaState.readFramebuffer = 0;
+ glDsaState.renderbuffer = 0;
}
void GL_BindFramebuffer(GLenum target, GLuint framebuffer)
diff --git a/SP/code/rend2/tr_fbo.c b/SP/code/rend2/tr_fbo.c
index 59b1703..1229376 100644
--- a/SP/code/rend2/tr_fbo.c
+++ b/SP/code/rend2/tr_fbo.c
@@ -251,7 +251,7 @@ FBO_Init
void FBO_Init(void)
{
int i;
- int hdrFormat, multisample;
+ int hdrFormat, multisample = 0;
ri.Printf(PRINT_ALL, "------- FBO_Init -------\n");
@@ -268,7 +268,8 @@ void FBO_Init(void)
if (r_hdr->integer && glRefConfig.framebufferObject && glRefConfig.textureFloat)
hdrFormat = GL_RGBA16F_ARB;
- qglGetIntegerv(GL_MAX_SAMPLES_EXT, &multisample);
+ if (glRefConfig.framebufferMultisample)
+ qglGetIntegerv(GL_MAX_SAMPLES_EXT, &multisample);
if (r_ext_framebuffer_multisample->integer < multisample)
multisample = r_ext_framebuffer_multisample->integer;
@@ -334,6 +335,9 @@ void FBO_Init(void)
for ( i = 0; i < 4; i++)
{
tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height);
+ // FIXME: this next line wastes 16mb with 4x1024x1024 sun shadow maps, skip if OpenGL 4.3+ or ARB_framebuffer_no_attachments
+ // This at least gets sun shadows working on older GPUs (Intel)
+ FBO_CreateBuffer(tr.sunShadowFbo[i], GL_RGBA8, 0, 0);
FBO_AttachImage(tr.sunShadowFbo[i], tr.sunShadowDepthImage[i], GL_DEPTH_ATTACHMENT_EXT, 0);
R_CheckFBO(tr.sunShadowFbo[i]);
}
diff --git a/SP/code/rend2/tr_image.c b/SP/code/rend2/tr_image.c
index 12dc5ea..f2eaaab 100644
--- a/SP/code/rend2/tr_image.c
+++ b/SP/code/rend2/tr_image.c
@@ -133,7 +133,7 @@ void GL_TextureMode( const char *string ) {
// change all the existing mipmap texture objects
for ( i = 0 ; i < tr.numImages ; i++ ) {
glt = tr.images[ i ];
- if ( glt->flags & IMGFLAG_MIPMAP ) {
+ if ( glt->flags & IMGFLAG_MIPMAP && !(glt->flags & IMGFLAG_CUBEMAP) ) {
qglTextureParameterf(glt->texnum, GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
qglTextureParameterf(glt->texnum, GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
@@ -2999,8 +2999,6 @@ void R_CreateBuiltinImages( void ) {
for ( x = 0; x < 4; x++)
{
tr.sunShadowDepthImage[x] = R_CreateImage(va("*sunshadowdepth%i", x), NULL, r_shadowMapSize->integer, r_shadowMapSize->integer, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24_ARB);
- qglTextureParameterf(tr.sunShadowDepthImage[x]->texnum, GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
- qglTextureParameterf(tr.sunShadowDepthImage[x]->texnum, GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTextureParameterf(tr.sunShadowDepthImage[x]->texnum, GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
qglTextureParameterf(tr.sunShadowDepthImage[x]->texnum, GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
}
--
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