OpenGL2: Add OpenGL ES 2.0+ support
This mainly targets OpenGL ES 2.0 but it also supports compiling GLSL as ESSL 3.00. It's missing support for framebuffer objects which should be possible on ES 2. (Though using renderbuffers instead of textures.) opengl1 cvars that are not supported will display a message and disable the cvar. This has not been reviewed for new opengl2 cvars. Enabling cvars may cause rendering issues. Some of the broken cvars may be possible to support using OpenGL ES 3 features. The game displays okay with the default cvars.
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@@ -732,6 +732,7 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
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}
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void RE_UploadCinematic (int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty) {
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byte *buffer;
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GLuint texture;
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if (!tr.scratchImage[client])
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@@ -746,7 +747,18 @@ void RE_UploadCinematic (int w, int h, int cols, int rows, const byte *data, int
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if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) {
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tr.scratchImage[client]->width = tr.scratchImage[client]->uploadWidth = cols;
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tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows;
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qglTextureImage2DEXT(texture, GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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if ( qglesMajorVersion >= 1 ) {
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buffer = ri.Hunk_AllocateTempMemory( 3 * cols * rows );
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R_ConvertTextureFormat( data, cols, rows, GL_RGB, GL_UNSIGNED_BYTE, buffer );
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qglTextureImage2DEXT(texture, GL_TEXTURE_2D, 0, GL_RGB, cols, rows, 0, GL_RGB, GL_UNSIGNED_BYTE, buffer);
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ri.Hunk_FreeTempMemory( buffer );
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} else {
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qglTextureImage2DEXT(texture, GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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}
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qglTextureParameterfEXT(texture, GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qglTextureParameterfEXT(texture, GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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qglTextureParameterfEXT(texture, GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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@@ -755,7 +767,16 @@ void RE_UploadCinematic (int w, int h, int cols, int rows, const byte *data, int
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if (dirty) {
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// otherwise, just subimage upload it so that drivers can tell we are going to be changing
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// it and don't try and do a texture compression
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qglTextureSubImage2DEXT(texture, GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data);
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if ( qglesMajorVersion >= 1 ) {
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buffer = ri.Hunk_AllocateTempMemory( 3 * cols * rows );
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R_ConvertTextureFormat( data, cols, rows, GL_RGB, GL_UNSIGNED_BYTE, buffer );
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qglTextureSubImage2DEXT(texture, GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGB, GL_UNSIGNED_BYTE, buffer);
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ri.Hunk_FreeTempMemory( buffer );
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} else {
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qglTextureSubImage2DEXT(texture, GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data);
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}
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}
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}
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}
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@@ -1140,14 +1161,14 @@ const void *RB_DrawSurfs( const void *data ) {
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if (glRefConfig.occlusionQuery)
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{
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tr.sunFlareQueryActive[tr.sunFlareQueryIndex] = qtrue;
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qglBeginQuery(GL_SAMPLES_PASSED, tr.sunFlareQuery[tr.sunFlareQueryIndex]);
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qglBeginQuery(glRefConfig.occlusionQueryTarget, tr.sunFlareQuery[tr.sunFlareQueryIndex]);
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}
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RB_DrawSun(0.3, tr.sunFlareShader);
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if (glRefConfig.occlusionQuery)
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{
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qglEndQuery(GL_SAMPLES_PASSED);
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qglEndQuery(glRefConfig.occlusionQueryTarget);
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}
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FBO_Bind(oldFbo);
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