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OpenGL2: Fix GL_EXT_direct_state_access function names.
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SmileTheory committed Jul 29, 2016
1 parent 1051df4 commit e022abe
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Showing 8 changed files with 113 additions and 203 deletions.
42 changes: 21 additions & 21 deletions code/renderercommon/qgl.h
Expand Up @@ -617,27 +617,27 @@ extern void (APIENTRYP qglUnlockArraysEXT) (void);

// GL_EXT_direct_state_access
#define QGL_EXT_direct_state_access_PROCS \
GLE(GLvoid, BindMultiTexture, GLenum texunit, GLenum target, GLuint texture) \
GLE(GLvoid, TextureParameterf, GLuint texture, GLenum target, GLenum pname, GLfloat param) \
GLE(GLvoid, TextureParameteri, GLuint texture, GLenum target, GLenum pname, GLint param) \
GLE(GLvoid, TextureImage2D, GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) \
GLE(GLvoid, TextureSubImage2D, GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels) \
GLE(GLvoid, CopyTextureImage2D, GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) \
GLE(GLvoid, CompressedTextureImage2D, GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data) \
GLE(GLvoid, CompressedTextureSubImage2D, GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data) \
GLE(GLvoid, GenerateTextureMipmap, GLuint texture, GLenum target) \
GLE(GLvoid, ProgramUniform1i, GLuint program, GLint location, GLint v0) \
GLE(GLvoid, ProgramUniform1f, GLuint program, GLint location, GLfloat v0) \
GLE(GLvoid, ProgramUniform2f, GLuint program, GLint location, GLfloat v0, GLfloat v1) \
GLE(GLvoid, ProgramUniform3f, GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2) \
GLE(GLvoid, ProgramUniform4f, GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) \
GLE(GLvoid, ProgramUniform1fv, GLuint program, GLint location, GLsizei count, const GLfloat *value) \
GLE(GLvoid, ProgramUniformMatrix4fv, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \
GLE(GLvoid, NamedRenderbufferStorage, GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height) \
GLE(GLvoid, NamedRenderbufferStorageMultisample, GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) \
GLE(GLenum, CheckNamedFramebufferStatus, GLuint framebuffer, GLenum target) \
GLE(GLvoid, NamedFramebufferTexture2D, GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level) \
GLE(GLvoid, NamedFramebufferRenderbuffer, GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) \
GLE(GLvoid, BindMultiTextureEXT, GLenum texunit, GLenum target, GLuint texture) \
GLE(GLvoid, TextureParameterfEXT, GLuint texture, GLenum target, GLenum pname, GLfloat param) \
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, 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) \
GLE(GLvoid, ProgramUniform1iEXT, GLuint program, GLint location, GLint v0) \
GLE(GLvoid, ProgramUniform1fEXT, GLuint program, GLint location, GLfloat v0) \
GLE(GLvoid, ProgramUniform2fEXT, GLuint program, GLint location, GLfloat v0, GLfloat v1) \
GLE(GLvoid, ProgramUniform3fEXT, GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2) \
GLE(GLvoid, ProgramUniform4fEXT, GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) \
GLE(GLvoid, ProgramUniform1fvEXT, GLuint program, GLint location, GLsizei count, const GLfloat *value) \
GLE(GLvoid, ProgramUniformMatrix4fvEXT, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) \
GLE(GLvoid, NamedRenderbufferStorageEXT, GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height) \
GLE(GLvoid, NamedRenderbufferStorageMultisampleEXT, GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) \
GLE(GLenum, CheckNamedFramebufferStatusEXT, GLuint framebuffer, GLenum target) \
GLE(GLvoid, NamedFramebufferTexture2DEXT, GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level) \
GLE(GLvoid, NamedFramebufferRenderbufferEXT, GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) \

#define GLE(ret, name, ...) typedef ret APIENTRY name##proc(__VA_ARGS__); extern name##proc * qgl##name;
QGL_1_2_PROCS;
Expand Down
20 changes: 10 additions & 10 deletions code/renderergl2/tr_backend.c
Expand Up @@ -808,16 +808,16 @@ void RE_UploadCinematic (int w, int h, int cols, int rows, const byte *data, int
if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) {
tr.scratchImage[client]->width = tr.scratchImage[client]->uploadWidth = cols;
tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows;
qglTextureImage2D(texture, GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
qglTextureParameterf(texture, GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTextureParameterf(texture, GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
qglTextureParameterf(texture, GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qglTextureParameterf(texture, GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
qglTextureImage2DEXT(texture, GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
qglTextureParameterfEXT(texture, GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTextureParameterfEXT(texture, GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
qglTextureParameterfEXT(texture, GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qglTextureParameterfEXT(texture, GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
} else {
if (dirty) {
// otherwise, just subimage upload it so that drivers can tell we are going to be changing
// it and don't try and do a texture compression
qglTextureSubImage2D(texture, GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data);
qglTextureSubImage2DEXT(texture, GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data);
}
}
}
Expand Down Expand Up @@ -974,7 +974,7 @@ 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
qglCopyTextureImage2D(tr.renderDepthImage->texnum, GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, 0, 0, glConfig.vidWidth, glConfig.vidHeight, 0);
qglCopyTextureImage2DEXT(tr.renderDepthImage->texnum, GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, 0, 0, glConfig.vidWidth, glConfig.vidHeight, 0);
}

if (tr.hdrDepthFbo)
Expand Down Expand Up @@ -1221,7 +1221,7 @@ const void *RB_DrawSurfs( const void *data ) {

FBO_Bind(NULL);
if (cubemap && cubemap->image)
qglGenerateTextureMipmap(cubemap->image->texnum, GL_TEXTURE_CUBE_MAP);
qglGenerateTextureMipmapEXT(cubemap->image->texnum, GL_TEXTURE_CUBE_MAP);
}

return (const void *)(cmd + 1);
Expand Down Expand Up @@ -1478,14 +1478,14 @@ const void *RB_CapShadowMap(const void *data)
{
if (tr.shadowCubemaps[cmd->map])
{
qglCopyTextureImage2D(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);
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);
}
}
else
{
if (tr.pshadowMaps[cmd->map])
{
qglCopyTextureImage2D(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);
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);
}
}
}
Expand Down
46 changes: 23 additions & 23 deletions code/renderergl2/tr_dsa.c
Expand Up @@ -43,7 +43,7 @@ void GL_BindNullTextures()
{
for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
{
qglBindMultiTexture(GL_TEXTURE0_ARB + i, GL_TEXTURE_2D, 0);
qglBindMultiTextureEXT(GL_TEXTURE0_ARB + i, GL_TEXTURE_2D, 0);
glDsaState.textures[i] = 0;
}
}
Expand Down Expand Up @@ -71,12 +71,12 @@ int GL_BindMultiTexture(GLenum texunit, GLenum target, GLuint texture)
if (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z)
target = GL_TEXTURE_CUBE_MAP;

qglBindMultiTexture(texunit, target, texture);
qglBindMultiTextureEXT(texunit, target, texture);
glDsaState.textures[tmu] = texture;
return 1;
}

GLvoid APIENTRY GLDSA_BindMultiTexture(GLenum texunit, GLenum target, GLuint texture)
GLvoid APIENTRY GLDSA_BindMultiTextureEXT(GLenum texunit, GLenum target, GLuint texture)
{
if (glDsaState.texunit != texunit)
{
Expand All @@ -87,55 +87,55 @@ GLvoid APIENTRY GLDSA_BindMultiTexture(GLenum texunit, GLenum target, GLuint tex
qglBindTexture(target, texture);
}

GLvoid APIENTRY GLDSA_TextureParameterf(GLuint texture, GLenum target, GLenum pname, GLfloat param)
GLvoid APIENTRY GLDSA_TextureParameterfEXT(GLuint texture, GLenum target, GLenum pname, GLfloat param)
{
GL_BindMultiTexture(glDsaState.texunit, target, texture);
qglTexParameterf(target, pname, param);
}

GLvoid APIENTRY GLDSA_TextureParameteri(GLuint texture, GLenum target, GLenum pname, GLint param)
GLvoid APIENTRY GLDSA_TextureParameteriEXT(GLuint texture, GLenum target, GLenum pname, GLint param)
{
GL_BindMultiTexture(glDsaState.texunit, target, texture);
qglTexParameteri(target, pname, param);
}

GLvoid APIENTRY GLDSA_TextureImage2D(GLuint texture, GLenum target, GLint level, GLint internalformat,
GLvoid APIENTRY GLDSA_TextureImage2DEXT(GLuint texture, GLenum target, GLint level, GLint internalformat,
GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
{
GL_BindMultiTexture(glDsaState.texunit, target, texture);
qglTexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
}

GLvoid APIENTRY GLDSA_TextureSubImage2D(GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset,
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)
{
GL_BindMultiTexture(glDsaState.texunit, target, texture);
qglTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
}

GLvoid APIENTRY GLDSA_CopyTextureImage2D(GLuint texture, GLenum target, GLint level, GLenum internalformat,
GLvoid APIENTRY GLDSA_CopyTextureImage2DEXT(GLuint texture, GLenum target, GLint level, GLenum internalformat,
GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
{
GL_BindMultiTexture(glDsaState.texunit, target, texture);
qglCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
}

GLvoid APIENTRY GLDSA_CompressedTextureImage2D(GLuint texture, GLenum target, GLint level, GLenum internalformat,
GLvoid APIENTRY GLDSA_CompressedTextureImage2DEXT(GLuint texture, GLenum target, GLint level, GLenum internalformat,
GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data)
{
GL_BindMultiTexture(glDsaState.texunit, target, texture);
qglCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
}

GLvoid APIENTRY GLDSA_CompressedTextureSubImage2D(GLuint texture, GLenum target, GLint level,
GLvoid APIENTRY GLDSA_CompressedTextureSubImage2DEXT(GLuint texture, GLenum target, GLint level,
GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format,
GLsizei imageSize, const GLvoid *data)
{
GL_BindMultiTexture(glDsaState.texunit, target, texture);
qglCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
}

GLvoid APIENTRY GLDSA_GenerateTextureMipmap(GLuint texture, GLenum target)
GLvoid APIENTRY GLDSA_GenerateTextureMipmapEXT(GLuint texture, GLenum target)
{
GL_BindMultiTexture(glDsaState.texunit, target, texture);
qglGenerateMipmapEXT(target);
Expand All @@ -157,47 +157,47 @@ int GL_UseProgram(GLuint program)
return 1;
}

GLvoid APIENTRY GLDSA_ProgramUniform1i(GLuint program, GLint location, GLint v0)
GLvoid APIENTRY GLDSA_ProgramUniform1iEXT(GLuint program, GLint location, GLint v0)
{
GL_UseProgram(program);
qglUniform1i(location, v0);
}

GLvoid APIENTRY GLDSA_ProgramUniform1f(GLuint program, GLint location, GLfloat v0)
GLvoid APIENTRY GLDSA_ProgramUniform1fEXT(GLuint program, GLint location, GLfloat v0)
{
GL_UseProgram(program);
qglUniform1f(location, v0);
}

GLvoid APIENTRY GLDSA_ProgramUniform2f(GLuint program, GLint location,
GLvoid APIENTRY GLDSA_ProgramUniform2fEXT(GLuint program, GLint location,
GLfloat v0, GLfloat v1)
{
GL_UseProgram(program);
qglUniform2f(location, v0, v1);
}

GLvoid APIENTRY GLDSA_ProgramUniform3f(GLuint program, GLint location,
GLvoid APIENTRY GLDSA_ProgramUniform3fEXT(GLuint program, GLint location,
GLfloat v0, GLfloat v1, GLfloat v2)
{
GL_UseProgram(program);
qglUniform3f(location, v0, v1, v2);
}

GLvoid APIENTRY GLDSA_ProgramUniform4f(GLuint program, GLint location,
GLvoid APIENTRY GLDSA_ProgramUniform4fEXT(GLuint program, GLint location,
GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
{
GL_UseProgram(program);
qglUniform4f(location, v0, v1, v2, v3);
}

GLvoid APIENTRY GLDSA_ProgramUniform1fv(GLuint program, GLint location,
GLvoid APIENTRY GLDSA_ProgramUniform1fvEXT(GLuint program, GLint location,
GLsizei count, const GLfloat *value)
{
GL_UseProgram(program);
qglUniform1fv(location, count, value);
}

GLvoid APIENTRY GLDSA_ProgramUniformMatrix4fv(GLuint program, GLint location,
GLvoid APIENTRY GLDSA_ProgramUniformMatrix4fvEXT(GLuint program, GLint location,
GLsizei count, GLboolean transpose,
const GLfloat *value)
{
Expand Down Expand Up @@ -252,34 +252,34 @@ void GL_BindRenderbuffer(GLuint renderbuffer)
}
}

GLvoid APIENTRY GLDSA_NamedRenderbufferStorage(GLuint renderbuffer,
GLvoid APIENTRY GLDSA_NamedRenderbufferStorageEXT(GLuint renderbuffer,
GLenum internalformat, GLsizei width, GLsizei height)
{
GL_BindRenderbuffer(renderbuffer);
qglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, internalformat, width, height);
}

GLvoid APIENTRY GLDSA_NamedRenderbufferStorageMultisample(GLuint renderbuffer,
GLvoid APIENTRY GLDSA_NamedRenderbufferStorageMultisampleEXT(GLuint renderbuffer,
GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
{
GL_BindRenderbuffer(renderbuffer);
qglRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, samples, internalformat, width, height);
}

GLenum APIENTRY GLDSA_CheckNamedFramebufferStatus(GLuint framebuffer, GLenum target)
GLenum APIENTRY GLDSA_CheckNamedFramebufferStatusEXT(GLuint framebuffer, GLenum target)
{
GL_BindFramebuffer(target, framebuffer);
return qglCheckFramebufferStatusEXT(target);
}

GLvoid APIENTRY GLDSA_NamedFramebufferTexture2D(GLuint framebuffer,
GLvoid APIENTRY GLDSA_NamedFramebufferTexture2DEXT(GLuint framebuffer,
GLenum attachment, GLenum textarget, GLuint texture, GLint level)
{
GL_BindFramebuffer(GL_FRAMEBUFFER_EXT, framebuffer);
qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, attachment, textarget, texture, level);
}

GLvoid APIENTRY GLDSA_NamedFramebufferRenderbuffer(GLuint framebuffer,
GLvoid APIENTRY GLDSA_NamedFramebufferRenderbufferEXT(GLuint framebuffer,
GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
{
GL_BindFramebuffer(GL_FRAMEBUFFER_EXT, framebuffer);
Expand Down

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