Migrate OpenGL cache and texture handler to GL pointers

this makes the OpenGL 3 driver free of GL symbol references!
This commit is contained in:
sfan5
2024-01-16 20:17:33 +01:00
parent 7241a49566
commit 52e4d72ae2
4 changed files with 59 additions and 73 deletions

View File

@ -7,6 +7,8 @@
#include "SMaterial.h"
#include "ITexture.h"
#include "mt_opengl.h"
namespace irr
{
namespace video
@ -87,19 +89,19 @@ class COpenGLCoreCacheHandler
if (curTextureType != prevTextureType)
{
glBindTexture(prevTextureType, 0);
GL.BindTexture(prevTextureType, 0);
#if ( defined(IRR_COMPILE_GL_COMMON) || defined(IRR_COMPILE_GLES_COMMON) )
glDisable(prevTextureType);
glEnable(curTextureType);
GL.Disable(prevTextureType);
GL.Enable(curTextureType);
#endif
}
#if ( defined(IRR_COMPILE_GL_COMMON) || defined(IRR_COMPILE_GLES_COMMON) )
else if (!prevTexture)
glEnable(curTextureType);
GL.Enable(curTextureType);
#endif
glBindTexture(curTextureType, static_cast<const TOpenGLTexture*>(texture)->getOpenGLTextureName());
GL.BindTexture(curTextureType, static_cast<const TOpenGLTexture*>(texture)->getOpenGLTextureName());
}
else
{
@ -115,10 +117,10 @@ class COpenGLCoreCacheHandler
{
const GLenum prevTextureType = prevTexture->getOpenGLTextureType();
glBindTexture(prevTextureType, 0);
GL.BindTexture(prevTextureType, 0);
#if ( defined(IRR_COMPILE_GL_COMMON) || defined(IRR_COMPILE_GLES_COMMON) )
glDisable(prevTextureType);
GL.Disable(prevTextureType);
#endif
}
@ -222,28 +224,28 @@ public:
ColorMask[i] = ECP_ALL;
}
glBlendFunc(GL_ONE, GL_ZERO);
glDisable(GL_BLEND);
GL.BlendFunc(GL_ONE, GL_ZERO);
GL.Disable(GL_BLEND);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
GL.ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glCullFace(CullFaceMode);
glDisable(GL_CULL_FACE);
GL.CullFace(CullFaceMode);
GL.Disable(GL_CULL_FACE);
glDepthFunc(DepthFunc);
glDepthMask(GL_TRUE);
glDisable(GL_DEPTH_TEST);
GL.DepthFunc(DepthFunc);
GL.DepthMask(GL_TRUE);
GL.Disable(GL_DEPTH_TEST);
Driver->irrGlActiveTexture(ActiveTexture);
#if ( defined(IRR_COMPILE_GL_COMMON) || defined(IRR_COMPILE_GLES_COMMON) )
glDisable(GL_TEXTURE_2D);
GL.Disable(GL_TEXTURE_2D);
#endif
const core::dimension2d<u32> ScreenSize = Driver->getScreenSize();
ViewportWidth = ScreenSize.Width;
ViewportHeight = ScreenSize.Height;
glViewport(ViewportX, ViewportY, ViewportWidth, ViewportHeight);
GL.Viewport(ViewportX, ViewportY, ViewportWidth, ViewportHeight);
}
virtual ~COpenGLCoreCacheHandler()
@ -300,7 +302,7 @@ public:
BlendSourceAlpha[0] != source || BlendDestinationAlpha[0] != destination ||
BlendFuncInvalid)
{
glBlendFunc(source, destination);
GL.BlendFunc(source, destination);
for (GLuint i = 0; i < FrameBufferCount; ++i)
{
@ -383,9 +385,9 @@ public:
if (Blend[0] != enable || BlendInvalid)
{
if (enable)
glEnable(GL_BLEND);
GL.Enable(GL_BLEND);
else
glDisable(GL_BLEND);
GL.Disable(GL_BLEND);
for (GLuint i = 0; i < FrameBufferCount; ++i)
Blend[i] = enable;
@ -419,7 +421,7 @@ public:
{
if (ColorMask[0] != mask || ColorMaskInvalid)
{
glColorMask((mask & ECP_RED) ? GL_TRUE : GL_FALSE, (mask & ECP_GREEN) ? GL_TRUE : GL_FALSE, (mask & ECP_BLUE) ? GL_TRUE : GL_FALSE, (mask & ECP_ALPHA) ? GL_TRUE : GL_FALSE);
GL.ColorMask((mask & ECP_RED) ? GL_TRUE : GL_FALSE, (mask & ECP_GREEN) ? GL_TRUE : GL_FALSE, (mask & ECP_BLUE) ? GL_TRUE : GL_FALSE, (mask & ECP_ALPHA) ? GL_TRUE : GL_FALSE);
for (GLuint i = 0; i < FrameBufferCount; ++i)
ColorMask[i] = mask;
@ -445,7 +447,7 @@ public:
{
if (CullFaceMode != mode)
{
glCullFace(mode);
GL.CullFace(mode);
CullFaceMode = mode;
}
}
@ -455,9 +457,9 @@ public:
if (CullFace != enable)
{
if (enable)
glEnable(GL_CULL_FACE);
GL.Enable(GL_CULL_FACE);
else
glDisable(GL_CULL_FACE);
GL.Disable(GL_CULL_FACE);
CullFace = enable;
}
@ -469,7 +471,7 @@ public:
{
if (DepthFunc != mode)
{
glDepthFunc(mode);
GL.DepthFunc(mode);
DepthFunc = mode;
}
}
@ -484,9 +486,9 @@ public:
if (DepthMask != enable)
{
if (enable)
glDepthMask(GL_TRUE);
GL.DepthMask(GL_TRUE);
else
glDepthMask(GL_FALSE);
GL.DepthMask(GL_FALSE);
DepthMask = enable;
}
@ -502,9 +504,9 @@ public:
if (DepthTest != enable)
{
if (enable)
glEnable(GL_DEPTH_TEST);
GL.Enable(GL_DEPTH_TEST);
else
glDisable(GL_DEPTH_TEST);
GL.Disable(GL_DEPTH_TEST);
DepthTest = enable;
}
@ -572,7 +574,7 @@ public:
{
if (ViewportX != viewportX || ViewportY != viewportY || ViewportWidth != viewportWidth || ViewportHeight != viewportHeight)
{
glViewport(viewportX, viewportY, viewportWidth, viewportHeight);
GL.Viewport(viewportX, viewportY, viewportWidth, viewportHeight);
ViewportX = viewportX;
ViewportY = viewportY;
ViewportWidth = viewportWidth;