OpenGL: bump gpu_buffers to GL 2.1

simple stuff!
- remove ARB suffix from core functions & enums
- remove checks for core features (VBOs, generic attribs)
- keep checks for non-core features (draw elements base vertex)
This commit is contained in:
Mike Erwin 2015-11-22 11:35:21 -05:00
parent 307f1e7d23
commit 4310a76b60
1 changed files with 54 additions and 55 deletions

View File

@ -80,21 +80,21 @@ static size_t gpu_buffer_size_from_type(DerivedMesh *dm, GPUBufferType type);
const GPUBufferTypeSettings gpu_buffer_type_settings[] = {
/* vertex */
{GL_ARRAY_BUFFER_ARB, 3},
{GL_ARRAY_BUFFER, 3},
/* normal */
{GL_ARRAY_BUFFER_ARB, 4}, /* we copy 3 shorts per normal but we add a fourth for alignment */
{GL_ARRAY_BUFFER, 4}, /* we copy 3 shorts per normal but we add a fourth for alignment */
/* mcol */
{GL_ARRAY_BUFFER_ARB, 3},
{GL_ARRAY_BUFFER, 3},
/* uv */
{GL_ARRAY_BUFFER_ARB, 2},
{GL_ARRAY_BUFFER, 2},
/* uv for texpaint */
{GL_ARRAY_BUFFER_ARB, 4},
{GL_ARRAY_BUFFER, 4},
/* edge */
{GL_ELEMENT_ARRAY_BUFFER_ARB, 2},
{GL_ELEMENT_ARRAY_BUFFER, 2},
/* uv edge */
{GL_ELEMENT_ARRAY_BUFFER_ARB, 4},
{GL_ELEMENT_ARRAY_BUFFER, 4},
/* triangles, 1 point since we are allocating from tottriangle points, which account for all points */
{GL_ELEMENT_ARRAY_BUFFER_ARB, 1},
{GL_ELEMENT_ARRAY_BUFFER, 1},
};
#define MAX_GPU_ATTRIB_DATA 32
@ -210,7 +210,7 @@ static void gpu_buffer_pool_delete_last(GPUBufferPool *pool)
/* delete the buffer's data */
if (last->use_vbo)
glDeleteBuffersARB(1, &last->id);
glDeleteBuffers(1, &last->id);
else
MEM_freeN(last->pointer);
@ -337,10 +337,10 @@ static GPUBuffer *gpu_buffer_alloc_intern(size_t size, bool use_VBO)
if (use_VBO) {
/* create a new VBO and initialize it to the requested
* size */
glGenBuffersARB(1, &buf->id);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, buf->id);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, size, NULL, GL_STATIC_DRAW_ARB);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glGenBuffers(1, &buf->id);
glBindBuffer(GL_ARRAY_BUFFER, buf->id);
glBufferData(GL_ARRAY_BUFFER, size, NULL, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
else {
static int time = 0;
@ -369,7 +369,8 @@ static GPUBuffer *gpu_buffer_alloc_intern(size_t size, bool use_VBO)
GPUBuffer *GPU_buffer_alloc(size_t size, bool force_vertex_arrays)
{
GPUBuffer *buffer;
bool use_VBOs = (GLEW_ARB_vertex_buffer_object) && !(U.gameflags & USER_DISABLE_VBO) && !force_vertex_arrays;
bool use_VBOs = !(U.gameflags & USER_DISABLE_VBO) && !force_vertex_arrays;
/* TODO: remove USER_DISABLE_VBO from user prefs */
if (size == 0) {
/* Early out, no lock needed in this case. */
@ -451,7 +452,7 @@ void GPU_buffer_multires_free(bool force)
if (force && BLI_thread_is_main()) {
if (mres_glob_buffer) {
if (mres_glob_buffer->id)
glDeleteBuffersARB(1, &mres_glob_buffer->id);
glDeleteBuffers(1, &mres_glob_buffer->id);
else if (mres_glob_buffer->pointer)
MEM_freeN(mres_glob_buffer->pointer);
MEM_freeN(mres_glob_buffer);
@ -529,7 +530,8 @@ static GPUBuffer *gpu_buffer_setup(DerivedMesh *dm, GPUDrawObject *object,
const GPUBufferTypeSettings *ts = &gpu_buffer_type_settings[type];
GLenum target = ts->gl_buffer_type;
size_t size = gpu_buffer_size_from_type(dm, type);
bool use_VBOs = (GLEW_ARB_vertex_buffer_object) && !(U.gameflags & USER_DISABLE_VBO);
bool use_VBOs = !(U.gameflags & USER_DISABLE_VBO);
/* TODO: remove USER_DISABLE_VBO from user prefs */
GLboolean uploaded;
pool = gpu_get_global_buffer_pool();
@ -556,16 +558,16 @@ static GPUBuffer *gpu_buffer_setup(DerivedMesh *dm, GPUDrawObject *object,
while (!success) {
/* bind the buffer and discard previous data,
* avoids stalling gpu */
glBindBufferARB(target, buffer->id);
glBufferDataARB(target, buffer->size, NULL, GL_STATIC_DRAW_ARB);
glBindBuffer(target, buffer->id);
glBufferData(target, buffer->size, NULL, GL_STATIC_DRAW);
/* attempt to map the buffer */
if (!(varray = glMapBufferARB(target, GL_WRITE_ONLY_ARB))) {
if (!(varray = glMapBuffer(target, GL_WRITE_ONLY))) {
buffer = gpu_try_realloc(pool, buffer, size, true);
/* allocation still failed; fall back
* to legacy mode */
if (!(buffer && (varray = glMapBufferARB(target, GL_WRITE_ONLY_ARB)))) {
if (!(buffer && (varray = glMapBuffer(target, GL_WRITE_ONLY)))) {
use_VBOs = false;
success = true;
}
@ -584,10 +586,10 @@ static GPUBuffer *gpu_buffer_setup(DerivedMesh *dm, GPUDrawObject *object,
/* glUnmapBuffer returns GL_FALSE if
* the data store is corrupted; retry
* in that case */
uploaded = glUnmapBufferARB(target);
uploaded = glUnmapBuffer(target);
}
}
glBindBufferARB(target, 0);
glBindBuffer(target, 0);
}
if (!use_VBOs) {
/* VBO not supported, use vertex array fallback */
@ -702,7 +704,7 @@ void GPU_vertex_setup(DerivedMesh *dm)
glEnableClientState(GL_VERTEX_ARRAY);
if (dm->drawObject->points->use_vbo) {
glBindBufferARB(GL_ARRAY_BUFFER_ARB, dm->drawObject->points->id);
glBindBuffer(GL_ARRAY_BUFFER, dm->drawObject->points->id);
glVertexPointer(3, GL_FLOAT, 0, 0);
}
else {
@ -719,7 +721,7 @@ void GPU_normal_setup(DerivedMesh *dm)
glEnableClientState(GL_NORMAL_ARRAY);
if (dm->drawObject->normals->use_vbo) {
glBindBufferARB(GL_ARRAY_BUFFER_ARB, dm->drawObject->normals->id);
glBindBuffer(GL_ARRAY_BUFFER, dm->drawObject->normals->id);
glNormalPointer(GL_SHORT, 4 * sizeof(short), 0);
}
else {
@ -736,7 +738,7 @@ void GPU_uv_setup(DerivedMesh *dm)
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (dm->drawObject->uv->use_vbo) {
glBindBufferARB(GL_ARRAY_BUFFER_ARB, dm->drawObject->uv->id);
glBindBuffer(GL_ARRAY_BUFFER, dm->drawObject->uv->id);
glTexCoordPointer(2, GL_FLOAT, 0, 0);
}
else {
@ -753,7 +755,7 @@ void GPU_texpaint_uv_setup(DerivedMesh *dm)
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (dm->drawObject->uv_tex->use_vbo) {
glBindBufferARB(GL_ARRAY_BUFFER_ARB, dm->drawObject->uv_tex->id);
glBindBuffer(GL_ARRAY_BUFFER, dm->drawObject->uv_tex->id);
glTexCoordPointer(2, GL_FLOAT, 4 * sizeof(float), 0);
glClientActiveTexture(GL_TEXTURE2);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
@ -799,7 +801,7 @@ void GPU_color_setup(DerivedMesh *dm, int colType)
glEnableClientState(GL_COLOR_ARRAY);
if (dm->drawObject->colors->use_vbo) {
glBindBufferARB(GL_ARRAY_BUFFER_ARB, dm->drawObject->colors->id);
glBindBuffer(GL_ARRAY_BUFFER, dm->drawObject->colors->id);
glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0);
}
else {
@ -813,7 +815,7 @@ void GPU_buffer_bind_as_color(GPUBuffer *buffer)
{
glEnableClientState(GL_COLOR_ARRAY);
if (buffer->use_vbo) {
glBindBufferARB(GL_ARRAY_BUFFER_ARB, buffer->id);
glBindBuffer(GL_ARRAY_BUFFER, buffer->id);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, 0);
}
else {
@ -834,7 +836,7 @@ void GPU_edge_setup(DerivedMesh *dm)
glEnableClientState(GL_VERTEX_ARRAY);
if (dm->drawObject->points->use_vbo) {
glBindBufferARB(GL_ARRAY_BUFFER_ARB, dm->drawObject->points->id);
glBindBuffer(GL_ARRAY_BUFFER, dm->drawObject->points->id);
glVertexPointer(3, GL_FLOAT, 0, 0);
}
else {
@ -844,7 +846,7 @@ void GPU_edge_setup(DerivedMesh *dm)
GLStates |= GPU_BUFFER_VERTEX_STATE;
if (dm->drawObject->edges->use_vbo)
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, dm->drawObject->edges->id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dm->drawObject->edges->id);
GLStates |= GPU_BUFFER_ELEMENT_STATE;
}
@ -856,7 +858,7 @@ void GPU_uvedge_setup(DerivedMesh *dm)
glEnableClientState(GL_VERTEX_ARRAY);
if (dm->drawObject->uvedges->use_vbo) {
glBindBufferARB(GL_ARRAY_BUFFER_ARB, dm->drawObject->uvedges->id);
glBindBuffer(GL_ARRAY_BUFFER, dm->drawObject->uvedges->id);
glVertexPointer(2, GL_FLOAT, 0, 0);
}
else {
@ -872,7 +874,7 @@ void GPU_triangle_setup(struct DerivedMesh *dm)
return;
if (dm->drawObject->triangles->use_vbo) {
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, dm->drawObject->triangles->id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dm->drawObject->triangles->id);
}
GLStates |= GPU_BUFFER_ELEMENT_STATE;
@ -917,7 +919,7 @@ void GPU_interleaved_attrib_setup(GPUBuffer *buffer, GPUAttrib data[], int numda
for (i = 0; i < MAX_GPU_ATTRIB_DATA; i++) {
if (attribData[i].index != -1) {
glDisableVertexAttribArrayARB(attribData[i].index);
glDisableVertexAttribArray(attribData[i].index);
}
else
break;
@ -928,7 +930,7 @@ void GPU_interleaved_attrib_setup(GPUBuffer *buffer, GPUAttrib data[], int numda
elementsize = element_size;
if (buffer->use_vbo) {
glBindBufferARB(GL_ARRAY_BUFFER_ARB, buffer->id);
glBindBuffer(GL_ARRAY_BUFFER, buffer->id);
basep = NULL;
}
else {
@ -936,8 +938,8 @@ void GPU_interleaved_attrib_setup(GPUBuffer *buffer, GPUAttrib data[], int numda
}
for (i = 0; i < numdata; i++) {
glEnableVertexAttribArrayARB(data[i].index);
glVertexAttribPointerARB(data[i].index, data[i].size, data[i].type,
glEnableVertexAttribArray(data[i].index);
glVertexAttribPointer(data[i].index, data[i].size, data[i].type,
GL_FALSE, elementsize, (void *)(basep + offset));
offset += data[i].size * GPU_typesize(data[i].type);
@ -954,7 +956,7 @@ void GPU_interleaved_attrib_unbind(void)
int i;
for (i = 0; i < MAX_GPU_ATTRIB_DATA; i++) {
if (attribData[i].index != -1) {
glDisableVertexAttribArrayARB(attribData[i].index);
glDisableVertexAttribArray(attribData[i].index);
}
else
break;
@ -981,9 +983,7 @@ void GPU_buffers_unbind(void)
glDisableClientState(GL_COLOR_ARRAY);
if (GLStates & GPU_BUFFER_ELEMENT_STATE) {
/* not guaranteed we used VBOs but in that case it's just a no-op */
if (GLEW_ARB_vertex_buffer_object) {
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
GLStates &= ~(GPU_BUFFER_VERTEX_STATE | GPU_BUFFER_NORMAL_STATE |
GPU_BUFFER_TEXCOORD_UNIT_0_STATE | GPU_BUFFER_TEXCOORD_UNIT_2_STATE |
@ -991,7 +991,7 @@ void GPU_buffers_unbind(void)
for (i = 0; i < MAX_GPU_ATTRIB_DATA; i++) {
if (attribData[i].index != -1) {
glDisableVertexAttribArrayARB(attribData[i].index);
glDisableVertexAttribArray(attribData[i].index);
}
else
break;
@ -999,8 +999,7 @@ void GPU_buffers_unbind(void)
attribData[0].index = -1;
/* not guaranteed we used VBOs but in that case it's just a no-op */
if (GLEW_ARB_vertex_buffer_object)
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void GPU_color_switch(int mode)
@ -1019,8 +1018,8 @@ void GPU_color_switch(int mode)
static int gpu_binding_type_gl[] =
{
GL_ARRAY_BUFFER_ARB,
GL_ELEMENT_ARRAY_BUFFER_ARB
GL_ARRAY_BUFFER,
GL_ELEMENT_ARRAY_BUFFER
};
void *GPU_buffer_lock(GPUBuffer *buffer, GPUBindingType binding)
@ -1032,8 +1031,8 @@ void *GPU_buffer_lock(GPUBuffer *buffer, GPUBindingType binding)
if (buffer->use_vbo) {
int bindtypegl = gpu_binding_type_gl[binding];
glBindBufferARB(bindtypegl, buffer->id);
varray = glMapBufferARB(bindtypegl, GL_WRITE_ONLY_ARB);
glBindBuffer(bindtypegl, buffer->id);
varray = glMapBuffer(bindtypegl, GL_WRITE_ONLY);
return varray;
}
else {
@ -1050,10 +1049,10 @@ void *GPU_buffer_lock_stream(GPUBuffer *buffer, GPUBindingType binding)
if (buffer->use_vbo) {
int bindtypegl = gpu_binding_type_gl[binding];
glBindBufferARB(bindtypegl, buffer->id);
glBindBuffer(bindtypegl, buffer->id);
/* discard previous data, avoid stalling gpu */
glBufferDataARB(bindtypegl, buffer->size, 0, GL_STREAM_DRAW_ARB);
varray = glMapBufferARB(bindtypegl, GL_WRITE_ONLY_ARB);
glBufferData(bindtypegl, buffer->size, 0, GL_STREAM_DRAW);
varray = glMapBuffer(bindtypegl, GL_WRITE_ONLY);
return varray;
}
else {
@ -1067,8 +1066,8 @@ void GPU_buffer_unlock(GPUBuffer *buffer, GPUBindingType binding)
int bindtypegl = gpu_binding_type_gl[binding];
/* note: this operation can fail, could return
* an error code from this function? */
glUnmapBufferARB(bindtypegl);
glBindBufferARB(bindtypegl, 0);
glUnmapBuffer(bindtypegl);
glBindBuffer(bindtypegl, 0);
}
}
@ -1076,7 +1075,7 @@ void GPU_buffer_bind(GPUBuffer *buffer, GPUBindingType binding)
{
if (buffer->use_vbo) {
int bindtypegl = gpu_binding_type_gl[binding];
glBindBufferARB(bindtypegl, buffer->id);
glBindBuffer(bindtypegl, buffer->id);
}
}
@ -1084,7 +1083,7 @@ void GPU_buffer_unbind(GPUBuffer *buffer, GPUBindingType binding)
{
if (buffer->use_vbo) {
int bindtypegl = gpu_binding_type_gl[binding];
glBindBufferARB(bindtypegl, 0);
glBindBuffer(bindtypegl, 0);
}
}
@ -1682,7 +1681,7 @@ GPU_PBVH_Buffers *GPU_build_grid_pbvh_buffers(int *grid_indices, int totgrid,
if (buffers->index_buf)
buffers->vert_buf = GPU_buffer_alloc(sizeof(VertexBufferFormat) * totgrid * key->grid_area, false);
if (GLEW_ARB_draw_elements_base_vertex) {
if (GLEW_ARB_draw_elements_base_vertex /* 3.2 */) {
int i;
buffers->baseelemarray = MEM_mallocN(sizeof(int) * totgrid * 2, "GPU_PBVH_Buffers.baseelemarray");
buffers->baseindex = MEM_mallocN(sizeof(void *) * totgrid, "GPU_PBVH_Buffers.baseindex");