removed all GL 2.x code.

After thinking about it for a day or so I believe it's the best option to remove all compatibility code because it's a major obstacle for a transition to a core profile.
This commit is contained in:
Christoph Oelckers 2014-06-21 15:50:32 +02:00
commit 2925c96b59
24 changed files with 310 additions and 809 deletions

View file

@ -85,7 +85,6 @@ FGLTexture::FGLTexture(FTexture * tx, bool expandpatches)
for(int i=0;i<5;i++) gltexture[i]=NULL;
HiresLump=-1;
hirestexture = NULL;
currentwarp = 0;
bHasColorkey = false;
bIsTransparent = -1;
bExpand = expandpatches;
@ -186,84 +185,6 @@ void FGLTexture::Clean(bool all)
}
}
//===========================================================================
//
// FGLTex::WarpBuffer
//
//===========================================================================
BYTE *FGLTexture::WarpBuffer(BYTE *buffer, int Width, int Height, int warp)
{
if (Width > 256 || Height > 256) return buffer;
DWORD *in = (DWORD*)buffer;
DWORD *out = (DWORD*)new BYTE[4*Width*Height];
float Speed = static_cast<FWarpTexture*>(tex)->GetSpeed();
static_cast<FWarpTexture*>(tex)->GenTime = r_FrameTime;
static DWORD linebuffer[256]; // anything larger will bring down performance so it is excluded above.
DWORD timebase = DWORD(r_FrameTime*Speed*23/28);
int xsize = Width;
int ysize = Height;
int xmask = xsize - 1;
int ymask = ysize - 1;
int ds_xbits;
int i,x;
if (warp == 1)
{
for(ds_xbits=-1,i=Width; i; i>>=1, ds_xbits++);
for (x = xsize-1; x >= 0; x--)
{
int yt, yf = (finesine[(timebase+(x+17)*128)&FINEMASK]>>13) & ymask;
const DWORD *source = in + x;
DWORD *dest = out + x;
for (yt = ysize; yt; yt--, yf = (yf+1)&ymask, dest += xsize)
{
*dest = *(source+(yf<<ds_xbits));
}
}
timebase = DWORD(r_FrameTime*Speed*32/28);
int y;
for (y = ysize-1; y >= 0; y--)
{
int xt, xf = (finesine[(timebase+y*128)&FINEMASK]>>13) & xmask;
DWORD *source = out + (y<<ds_xbits);
DWORD *dest = linebuffer;
for (xt = xsize; xt; xt--, xf = (xf+1)&xmask)
{
*dest++ = *(source+xf);
}
memcpy (out+y*xsize, linebuffer, xsize*sizeof(DWORD));
}
}
else
{
int ybits;
for(ybits=-1,i=ysize; i; i>>=1, ybits++);
DWORD timebase = (r_FrameTime * Speed * 40 / 28);
for (x = xsize-1; x >= 0; x--)
{
for (int y = ysize-1; y >= 0; y--)
{
int xt = (x + 128
+ ((finesine[(y*128 + timebase*5 + 900) & 8191]*2)>>FRACBITS)
+ ((finesine[(x*256 + timebase*4 + 300) & 8191]*2)>>FRACBITS)) & xmask;
int yt = (y + 128
+ ((finesine[(y*128 + timebase*3 + 700) & 8191]*2)>>FRACBITS)
+ ((finesine[(x*256 + timebase*4 + 1200) & 8191]*2)>>FRACBITS)) & ymask;
const DWORD *source = in + (xt << ybits) + yt;
DWORD *dest = out + (x << ybits) + y;
*dest = *source;
}
}
}
delete [] buffer;
return (BYTE*)out;
}
//===========================================================================
//
@ -271,7 +192,7 @@ BYTE *FGLTexture::WarpBuffer(BYTE *buffer, int Width, int Height, int warp)
//
//===========================================================================
unsigned char * FGLTexture::CreateTexBuffer(int translation, int & w, int & h, bool expand, FTexture *hirescheck, int warp, bool alphatexture)
unsigned char * FGLTexture::CreateTexBuffer(int translation, int & w, int & h, bool expand, FTexture *hirescheck, bool alphatexture)
{
unsigned char * buffer;
int W, H;
@ -329,21 +250,9 @@ unsigned char * FGLTexture::CreateTexBuffer(int translation, int & w, int & h, b
bIsTransparent = 0;
}
if (warp != 0)
{
buffer = WarpBuffer(buffer, W, H, warp);
}
// [BB] The hqnx upsampling (not the scaleN one) destroys partial transparency, don't upsamle textures using it.
// Also don't upsample warped textures.
else //if (bIsTransparent != 1)
{
// [BB] Potentially upsample the buffer.
buffer = gl_CreateUpsampledTextureBuffer ( tex, buffer, W, H, w, h, bIsTransparent || alphatexture);
}
currentwarp = warp;
currentwarptime = gl_frameMS;
return buffer;
// [BB] Potentially upsample the buffer.
return gl_CreateUpsampledTextureBuffer ( tex, buffer, W, H, w, h, bIsTransparent || alphatexture);
}
@ -387,7 +296,7 @@ bool FGLTexture::CreatePatch()
//
//===========================================================================
const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int translation, FTexture *hirescheck, int warp)
const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int translation, FTexture *hirescheck)
{
int usebright = false;
@ -414,15 +323,8 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
if (hwtex)
{
if ((warp != 0 || currentwarp != warp) && currentwarptime != gl_frameMS)
{
// must recreate the texture
Clean(true);
hwtex = CreateTexture(clampmode);
}
// Texture has become invalid - this is only for special textures, not the regular warping, which is handled above
else if ((warp == 0 && !tex->bHasCanvas && !tex->bWarped) && tex->CheckModified())
// Texture has become invalid
if ((!tex->bHasCanvas && !tex->bWarped) && tex->CheckModified())
{
Clean(true);
hwtex = CreateTexture(clampmode);
@ -439,7 +341,7 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
if (!tex->bHasCanvas)
{
buffer = CreateTexBuffer(translation, w, h, false, hirescheck, warp);
buffer = CreateTexBuffer(translation, w, h, false, hirescheck);
tex->ProcessData(buffer, w, h, false);
}
if (!hwtex->CreateTexture(buffer, w, h, true, texunit, translation))
@ -464,7 +366,7 @@ const FHardwareTexture *FGLTexture::Bind(int texunit, int clampmode, int transla
// Binds a sprite to the renderer
//
//===========================================================================
const FHardwareTexture * FGLTexture::BindPatch(int texunit, int translation, int warp, bool alphatexture)
const FHardwareTexture * FGLTexture::BindPatch(int texunit, int translation, bool alphatexture)
{
bool usebright = false;
int transparm = translation;
@ -474,15 +376,8 @@ const FHardwareTexture * FGLTexture::BindPatch(int texunit, int translation, int
if (CreatePatch())
{
if (warp != 0 || currentwarp != warp)
{
// must recreate the texture
Clean(true);
CreatePatch();
}
// Texture has become invalid - this is only for special textures, not the regular warping, which is handled above
else if ((warp == 0 && !tex->bHasCanvas && !tex->bWarped) && tex->CheckModified())
if ((!tex->bHasCanvas && !tex->bWarped) && tex->CheckModified())
{
Clean(true);
CreatePatch();
@ -495,7 +390,7 @@ const FHardwareTexture * FGLTexture::BindPatch(int texunit, int translation, int
int w, h;
// Create this texture
unsigned char * buffer = CreateTexBuffer(translation, w, h, bExpand, NULL, warp, alphatexture);
unsigned char * buffer = CreateTexBuffer(translation, w, h, bExpand, NULL, alphatexture);
tex->ProcessData(buffer, w, h, true);
if (!glpatch->CreateTexture(buffer, w, h, false, texunit, translation, alphatexture))
{
@ -625,7 +520,7 @@ FMaterial::FMaterial(FTexture * tx, bool forceexpand)
{
expanded = false;
}
else if (gl.hasGLSL())
else
{
if (tx->gl_info.shaderindex >= FIRST_USER_SHADER)
{
@ -671,7 +566,7 @@ FMaterial::FMaterial(FTexture * tx, bool forceexpand)
tex = tx;
tx->gl_info.mExpanded = expanded;
FTexture *basetex = tx->GetRedirect(!gl.hasGLSL());
FTexture *basetex = tx->GetRedirect(false);
if (!expanded && !basetex->gl_info.mExpanded && basetex->UseType != FTexture::TEX_Sprite)
{
// check if the texture is just a simple redirect to a patch
@ -842,13 +737,13 @@ void FMaterial::Bind(int clampmode, int translation, int overrideshader)
int maxbound = 0;
bool allowhires = tex->xScale == FRACUNIT && tex->yScale == FRACUNIT;
int softwarewarp = gl_RenderState.SetupShader(shaderindex, tex->gl_info.shaderspeed);
gl_RenderState.SetupShader(shaderindex, tex->gl_info.shaderspeed);
if (tex->bHasCanvas || tex->bWarped) clampmode = 0;
else if (clampmode != -1) clampmode &= 3;
else clampmode = 4;
const FHardwareTexture *gltexture = mBaseLayer->Bind(0, clampmode, translation, allowhires? tex:NULL, softwarewarp);
const FHardwareTexture *gltexture = mBaseLayer->Bind(0, clampmode, translation, allowhires? tex:NULL);
if (gltexture != NULL && shaderindex > 0 && overrideshader == 0)
{
for(unsigned i=0;i<mTextureLayers.Size();i++)
@ -864,7 +759,7 @@ void FMaterial::Bind(int clampmode, int translation, int overrideshader)
{
layer = mTextureLayers[i].texture;
}
layer->gl_info.SystemTexture->Bind(i+1, clampmode, 0, NULL, false);
layer->gl_info.SystemTexture->Bind(i+1, clampmode, 0, NULL);
maxbound = i+1;
}
}
@ -889,13 +784,13 @@ void FMaterial::BindPatch(int translation, int overrideshader, bool alphatexture
int shaderindex = overrideshader > 0? overrideshader : mShaderIndex;
int maxbound = 0;
int softwarewarp = gl_RenderState.SetupShader(shaderindex, tex->gl_info.shaderspeed);
gl_RenderState.SetupShader(shaderindex, tex->gl_info.shaderspeed);
const FHardwareTexture *glpatch = mBaseLayer->BindPatch(0, translation, softwarewarp, alphatexture);
const FHardwareTexture *glpatch = mBaseLayer->BindPatch(0, translation, alphatexture);
// The only multitexture effect usable on sprites is the brightmap.
if (glpatch != NULL && shaderindex == 3)
{
mTextureLayers[0].texture->gl_info.SystemTexture->BindPatch(1, 0, 0, false);
mTextureLayers[0].texture->gl_info.SystemTexture->BindPatch(1, 0, false);
maxbound = 1;
}
// unbind everything from the last texture that's still active
@ -1013,7 +908,7 @@ void FMaterial::BindToFrameBuffer()
if (mBaseLayer->gltexture[0] == NULL)
{
// must create the hardware texture first
mBaseLayer->Bind(0, 0, 0, NULL, 0);
mBaseLayer->Bind(0, 0, 0, NULL);
FHardwareTexture::Unbind(0);
}
mBaseLayer->gltexture[0]->BindToFrameBuffer();