110 lines
3 KiB
C
110 lines
3 KiB
C
#include "r_local.h"
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#include "../ref_gl/gl_export.h"
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/*
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========================
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DebugCallback
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For ARB_debug_output
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========================
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*/
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static void APIENTRY GL_DebugOutput( GLuint source, GLuint type, GLuint id, GLuint severity, GLint length, const GLcharARB *message, GLvoid *userParam )
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{
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switch( type )
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{
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case GL_DEBUG_TYPE_ERROR_ARB:
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gEngfuncs.Con_Printf( S_OPENGL_ERROR "%s\n", message );
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break;
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case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
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gEngfuncs.Con_Printf( S_OPENGL_WARN "%s\n", message );
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break;
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case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
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gEngfuncs.Con_Printf( S_OPENGL_WARN "%s\n", message );
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break;
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case GL_DEBUG_TYPE_PORTABILITY_ARB:
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gEngfuncs.Con_Reportf( S_OPENGL_WARN "%s\n", message );
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break;
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case GL_DEBUG_TYPE_PERFORMANCE_ARB:
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gEngfuncs.Con_Printf( S_OPENGL_NOTE "%s\n", message );
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break;
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case GL_DEBUG_TYPE_OTHER_ARB:
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default:
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gEngfuncs.Con_Printf( S_OPENGL_NOTE "%s\n", message );
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break;
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}
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}
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int tex;
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#define LOAD(x) p##x = gEngfuncs.GL_GetProcAddress(#x)
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void R_InitBlit()
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{
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LOAD(glBegin);
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LOAD(glEnd);
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LOAD(glTexCoord2f);
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LOAD(glVertex2f);
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LOAD(glEnable);
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LOAD(glDisable);
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LOAD(glTexImage2D);
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LOAD(glOrtho);
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LOAD(glMatrixMode);
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LOAD(glLoadIdentity);
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LOAD(glViewport);
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LOAD(glBindTexture);
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LOAD(glDebugMessageCallbackARB);
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LOAD(glDebugMessageControlARB);
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LOAD(glGetError);
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LOAD(glGenTextures);
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LOAD(glTexParameteri);
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if( gpGlobals->developer )
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{
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gEngfuncs.Con_Reportf( "Installing GL_DebugOutput...\n");
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pglDebugMessageCallbackARB( GL_DebugOutput, NULL );
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// force everything to happen in the main thread instead of in a separate driver thread
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pglEnable( GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB );
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}
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// enable all the low priority messages
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pglDebugMessageControlARB( GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, NULL, true );
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pglGenTextures( 1, &tex );
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}
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void R_BlitScreen()
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{
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//memset( vid.buffer, 10, vid.width * vid.height );
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pglBindTexture(GL_TEXTURE_2D, tex);
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pglViewport( 0, 0, gpGlobals->width, gpGlobals->height );
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pglMatrixMode( GL_PROJECTION );
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pglLoadIdentity();
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pglOrtho( 0, gpGlobals->width, gpGlobals->height, 0, -99999, 99999 );
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pglMatrixMode( GL_MODELVIEW );
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pglLoadIdentity();
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pglEnable( GL_TEXTURE_2D );
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pglBindTexture(GL_TEXTURE_2D, tex);
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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//gEngfuncs.Con_Printf("%d\n",pglGetError());
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pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vid.width, vid.height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, vid.buffer );
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//gEngfuncs.Con_Printf("%d\n",pglGetError());
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pglBegin( GL_QUADS );
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pglTexCoord2f( 0, 0 );
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pglVertex2f( 0, 0 );
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pglTexCoord2f( 1, 0 );
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pglVertex2f( vid.width, 0 );
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pglTexCoord2f( 1, 1 );
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pglVertex2f( vid.width, vid.height );
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pglTexCoord2f( 0, 1 );
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pglVertex2f( 0, vid.height );
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pglEnd();
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pglDisable( GL_TEXTURE_2D );
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gEngfuncs.GL_SwapBuffers();
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}
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