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.
This commit is contained in:
Zack Middleton committed 2024-06-05 21:33:08 -05:00
1 parent 1fc83e4845
commit 3b984d2b51
14 files changed
+658 -167

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+135 -76
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@@ -249,11 +249,25 @@ static void GLSL_GetShaderHeader( GLenum shaderType, const GLchar *extra, char *
// HACK: abuse the GLSL preprocessor to turn GLSL 1.20 shaders into 1.30 ones
if(glRefConfig.glslMajorVersion > 1 || (glRefConfig.glslMajorVersion == 1 && glRefConfig.glslMinorVersion >= 30))
{
if (glRefConfig.glslMajorVersion > 1 || (glRefConfig.glslMajorVersion == 1 && glRefConfig.glslMinorVersion >= 50))
if (qglesMajorVersion >= 3 && glRefConfig.glslMajorVersion >= 3)
Q_strcat(dest, size, "#version 300 es\n");
else if (glRefConfig.glslMajorVersion > 1 || (glRefConfig.glslMajorVersion == 1 && glRefConfig.glslMinorVersion >= 50))
Q_strcat(dest, size, "#version 150\n");
else
Q_strcat(dest, size, "#version 130\n");
// `extra' may contain #extension which must be directly after #version
if (extra)
{
Q_strcat(dest, size, extra);
}
if (qglesMajorVersion >= 2)
{
Q_strcat(dest, size, "precision mediump float;\n");
Q_strcat(dest, size, "precision mediump sampler2DShadow;\n");
}
if(shaderType == GL_VERTEX_SHADER)
{
Q_strcat(dest, size, "#define attribute in\n");
@@ -272,8 +286,34 @@ static void GLSL_GetShaderHeader( GLenum shaderType, const GLchar *extra, char *
}
else
{
Q_strcat(dest, size, "#version 120\n");
Q_strcat(dest, size, "#define shadow2D(a,b) shadow2D(a,b).r \n");
if (qglesMajorVersion >= 2)
{
Q_strcat(dest, size, "#version 100\n");
if (extra)
{
Q_strcat(dest, size, extra);
}
Q_strcat(dest, size, "precision mediump float;\n");
if (glRefConfig.shadowSamplers)
{
Q_strcat(dest, size, "precision mediump sampler2DShadow;\n");
Q_strcat(dest, size, "#define shadow2D(a,b) shadow2DEXT(a,b)\n");
}
}
else
{
Q_strcat(dest, size, "#version 120\n");
if (extra)
{
Q_strcat(dest, size, extra);
}
Q_strcat(dest, size, "#define shadow2D(a,b) shadow2D(a,b).r\n");
}
}
// HACK: add some macros to avoid extra uniforms and save speed and code maintenance
@@ -361,11 +401,6 @@ static void GLSL_GetShaderHeader( GLenum shaderType, const GLchar *extra, char *
Q_strcat(dest, size, va("#define ROUGHNESS_MIPS float(%d)\n", numRoughnessMips));
}
if (extra)
{
Q_strcat(dest, size, extra);
}
// OK we added a lot of stuff but if we do something bad in the GLSL shaders then we want the proper line
// so we have to reset the line counting
Q_strcat(dest, size, "#line 0\n");
@@ -1350,86 +1385,110 @@ void GLSL_InitGPUShaders(void)
}
attribs = ATTR_POSITION | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (r_shadowFilter->integer >= 1)
Q_strcat(extradefines, 1024, "#define USE_SHADOW_FILTER\n");
if (r_shadowFilter->integer >= 2)
Q_strcat(extradefines, 1024, "#define USE_SHADOW_FILTER2\n");
if (r_shadowCascadeZFar->integer != 0)
Q_strcat(extradefines, 1024, "#define USE_SHADOW_CASCADE\n");
Q_strcat(extradefines, 1024, va("#define r_shadowMapSize %f\n", r_shadowMapSize->value));
Q_strcat(extradefines, 1024, va("#define r_shadowCascadeZFar %f\n", r_shadowCascadeZFar->value));
if (!GLSL_InitGPUShader(&tr.shadowmaskShader, "shadowmask", attribs, qtrue, extradefines, qtrue, fallbackShader_shadowmask_vp, fallbackShader_shadowmask_fp))
{
ri.Error(ERR_FATAL, "Could not load shadowmask shader!");
}
GLSL_InitUniforms(&tr.shadowmaskShader);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP, TB_SHADOWMAP);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP2, TB_SHADOWMAP2);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP3, TB_SHADOWMAP3);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP4, TB_SHADOWMAP4);
GLSL_FinishGPUShader(&tr.shadowmaskShader);
numEtcShaders++;
attribs = ATTR_POSITION | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (!GLSL_InitGPUShader(&tr.ssaoShader, "ssao", attribs, qtrue, extradefines, qtrue, fallbackShader_ssao_vp, fallbackShader_ssao_fp))
{
ri.Error(ERR_FATAL, "Could not load ssao shader!");
}
GLSL_InitUniforms(&tr.ssaoShader);
GLSL_SetUniformInt(&tr.ssaoShader, UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
GLSL_FinishGPUShader(&tr.ssaoShader);
numEtcShaders++;
for (i = 0; i < 4; i++)
// GLSL 1.10+ or GL_EXT_shadow_samplers extension are required for sampler2DShadow type
if (glRefConfig.glslMajorVersion > 1 || (glRefConfig.glslMajorVersion == 1 && glRefConfig.glslMinorVersion >= 10)
|| glRefConfig.shadowSamplers)
{
attribs = ATTR_POSITION | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (i & 1)
Q_strcat(extradefines, 1024, "#define USE_VERTICAL_BLUR\n");
else
Q_strcat(extradefines, 1024, "#define USE_HORIZONTAL_BLUR\n");
if (!(i & 2))
Q_strcat(extradefines, 1024, "#define USE_DEPTH\n");
if (!GLSL_InitGPUShader(&tr.depthBlurShader[i], "depthBlur", attribs, qtrue, extradefines, qtrue, fallbackShader_depthblur_vp, fallbackShader_depthblur_fp))
if (qglesMajorVersion < 3 && glRefConfig.shadowSamplers)
{
ri.Error(ERR_FATAL, "Could not load depthBlur shader!");
Q_strcat(extradefines, 1024, "#extension GL_EXT_shadow_samplers : enable\n");
}
GLSL_InitUniforms(&tr.depthBlurShader[i]);
GLSL_SetUniformInt(&tr.depthBlurShader[i], UNIFORM_SCREENIMAGEMAP, TB_COLORMAP);
GLSL_SetUniformInt(&tr.depthBlurShader[i], UNIFORM_SCREENDEPTHMAP, TB_LIGHTMAP);
if (r_shadowFilter->integer >= 1)
Q_strcat(extradefines, 1024, "#define USE_SHADOW_FILTER\n");
GLSL_FinishGPUShader(&tr.depthBlurShader[i]);
if (r_shadowFilter->integer >= 2)
Q_strcat(extradefines, 1024, "#define USE_SHADOW_FILTER2\n");
if (r_shadowCascadeZFar->integer != 0)
Q_strcat(extradefines, 1024, "#define USE_SHADOW_CASCADE\n");
Q_strcat(extradefines, 1024, va("#define r_shadowMapSize %f\n", r_shadowMapSize->value));
Q_strcat(extradefines, 1024, va("#define r_shadowCascadeZFar %f\n", r_shadowCascadeZFar->value));
if (!GLSL_InitGPUShader(&tr.shadowmaskShader, "shadowmask", attribs, qtrue, extradefines, qtrue, fallbackShader_shadowmask_vp, fallbackShader_shadowmask_fp))
{
ri.Error(ERR_FATAL, "Could not load shadowmask shader!");
}
GLSL_InitUniforms(&tr.shadowmaskShader);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP, TB_SHADOWMAP);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP2, TB_SHADOWMAP2);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP3, TB_SHADOWMAP3);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP4, TB_SHADOWMAP4);
GLSL_FinishGPUShader(&tr.shadowmaskShader);
numEtcShaders++;
}
// GLSL 1.10+ or GL_OES_standard_derivatives extension are required for dFdx() and dFdy() GLSL functions
if (glRefConfig.glslMajorVersion > 1 || (glRefConfig.glslMajorVersion == 1 && glRefConfig.glslMinorVersion >= 10)
|| glRefConfig.standardDerivatives)
{
attribs = ATTR_POSITION | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (qglesMajorVersion < 3 && glRefConfig.standardDerivatives)
{
Q_strcat(extradefines, 1024, "#extension GL_OES_standard_derivatives : enable\n");
}
if (!GLSL_InitGPUShader(&tr.ssaoShader, "ssao", attribs, qtrue, extradefines, qtrue, fallbackShader_ssao_vp, fallbackShader_ssao_fp))
{
ri.Error(ERR_FATAL, "Could not load ssao shader!");
}
GLSL_InitUniforms(&tr.ssaoShader);
GLSL_SetUniformInt(&tr.ssaoShader, UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
GLSL_FinishGPUShader(&tr.ssaoShader);
numEtcShaders++;
for (i = 0; i < 4; i++)
{
attribs = ATTR_POSITION | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (qglesMajorVersion < 3 && glRefConfig.standardDerivatives)
{
Q_strcat(extradefines, 1024, "#extension GL_OES_standard_derivatives : enable\n");
}
if (i & 1)
Q_strcat(extradefines, 1024, "#define USE_VERTICAL_BLUR\n");
else
Q_strcat(extradefines, 1024, "#define USE_HORIZONTAL_BLUR\n");
if (!(i & 2))
Q_strcat(extradefines, 1024, "#define USE_DEPTH\n");
if (!GLSL_InitGPUShader(&tr.depthBlurShader[i], "depthBlur", attribs, qtrue, extradefines, qtrue, fallbackShader_depthblur_vp, fallbackShader_depthblur_fp))
{
ri.Error(ERR_FATAL, "Could not load depthBlur shader!");
}
GLSL_InitUniforms(&tr.depthBlurShader[i]);
GLSL_SetUniformInt(&tr.depthBlurShader[i], UNIFORM_SCREENIMAGEMAP, TB_COLORMAP);
GLSL_SetUniformInt(&tr.depthBlurShader[i], UNIFORM_SCREENDEPTHMAP, TB_LIGHTMAP);
GLSL_FinishGPUShader(&tr.depthBlurShader[i]);
numEtcShaders++;
}
}
#if 0
attribs = ATTR_POSITION | ATTR_TEXCOORD;
extradefines[0] = '\0';