diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 4c14a4cfe6c4a4819e432351a2405102685dee15..18f3be561c3be67f07efdbdaad6fc553d9aa97db 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -6041,9 +6041,6 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player) // Actually it only works on Walls and Planes HWD.pfnSetTransform(&atransform); - // Reset the shader state. - HWR_SetShaderState(); - validcount++; if (cv_glbatching.value) @@ -6256,9 +6253,6 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player) // Actually it only works on Walls and Planes HWD.pfnSetTransform(&atransform); - // Reset the shader state. - HWR_SetShaderState(); - ps_numbspcalls.value.i = 0; ps_numpolyobjects.value.i = 0; PS_START_TIMING(ps_bsptime); @@ -6474,20 +6468,23 @@ static CV_PossibleValue_t glpalettedepth_cons_t[] = {{16, "16 bits"}, {24, "24 b consvar_t cv_glpaletterendering = CVAR_INIT ("gr_paletterendering", "Off", CV_SAVE|CV_CALL, CV_OnOff, CV_glpaletterendering_OnChange); consvar_t cv_glpalettedepth = CVAR_INIT ("gr_palettedepth", "16 bits", CV_SAVE|CV_CALL, glpalettedepth_cons_t, CV_glpalettedepth_OnChange); +#define ONLY_IF_GL_LOADED if (vid.glstate != VID_GL_LIBRARY_LOADED) return; + static void CV_glfiltermode_OnChange(void) { - if (rendermode == render_opengl) - HWD.pfnSetSpecialState(HWD_SET_TEXTUREFILTERMODE, cv_glfiltermode.value); + ONLY_IF_GL_LOADED + HWD.pfnSetSpecialState(HWD_SET_TEXTUREFILTERMODE, cv_glfiltermode.value); } static void CV_glanisotropic_OnChange(void) { - if (rendermode == render_opengl) - HWD.pfnSetSpecialState(HWD_SET_TEXTUREANISOTROPICMODE, cv_glanisotropicmode.value); + ONLY_IF_GL_LOADED + HWD.pfnSetSpecialState(HWD_SET_TEXTUREANISOTROPICMODE, cv_glanisotropicmode.value); } static void CV_glmodellighting_OnChange(void) { + ONLY_IF_GL_LOADED // if shaders have been compiled, then they now need to be recompiled. if (gl_shadersavailable) HWR_CompileShaders(); @@ -6495,6 +6492,7 @@ static void CV_glmodellighting_OnChange(void) static void CV_glpaletterendering_OnChange(void) { + ONLY_IF_GL_LOADED if (gl_shadersavailable) { HWR_CompileShaders(); @@ -6504,6 +6502,7 @@ static void CV_glpaletterendering_OnChange(void) static void CV_glpalettedepth_OnChange(void) { + ONLY_IF_GL_LOADED // refresh the screen palette if (HWR_ShouldUsePaletteRendering()) HWR_SetPalette(pLocalPalette); @@ -6511,6 +6510,8 @@ static void CV_glpalettedepth_OnChange(void) static void CV_glshaders_OnChange(void) { + ONLY_IF_GL_LOADED + HWR_SetShaderState(); if (cv_glpaletterendering.value) { // can't do palette rendering without shaders, so update the state if needed @@ -6582,6 +6583,7 @@ void HWR_Startup(void) #endif gl_shadersavailable = HWR_InitShaders(); + HWR_SetShaderState(); HWR_LoadAllCustomShaders(); HWR_TogglePaletteRendering(); } @@ -6870,9 +6872,6 @@ void HWR_DoWipe(UINT8 wipenum, UINT8 scrnnum) // polycolor alpha communicates fadein / fadeout to the shader and the backend surf.PolyColor.s.alpha = (wipestyleflags & WSF_FADEIN) ? 255 : 0; - // backend shader may not have been enabled yet so do it here - HWR_SetShaderState(); - HWD.pfnSetShader(HWR_GetShaderFromTarget(SHADER_UI_TINTED_WIPE)); HWD.pfnDoScreenWipe(HWD_SCREENTEXTURE_WIPE_START, HWD_SCREENTEXTURE_WIPE_END, &surf, polyflags); diff --git a/src/hardware/hw_shaders.c b/src/hardware/hw_shaders.c index 4e2ec14a1faca1c55bd1ad7f9edf674924dc2d2e..dcf6a71547fb5c64a4c0ee423af13a7c8aba32c6 100644 --- a/src/hardware/hw_shaders.c +++ b/src/hardware/hw_shaders.c @@ -306,12 +306,12 @@ #define GLSL_PALETTE_POSTPROCESS_SHADER \ "uniform sampler2D tex;\n" \ "uniform sampler3D palette_lookup_tex;\n" \ - "uniform sampler1D screen_palette_tex;\n" \ + "uniform sampler1D palette_tex;\n" \ "void main(void) {\n" \ "vec4 texel = texture2D(tex, gl_TexCoord[0].st);\n" \ "float tex_pal_idx = texture3D(palette_lookup_tex, vec3((texel * 63.0 + 0.5) / 64.0))[0] * 255.0;\n" \ "float palette_coord = (tex_pal_idx + 0.5) / 256.0;\n" \ - "vec4 final_color = texture1D(screen_palette_tex, palette_coord);\n" \ + "vec4 final_color = texture1D(palette_tex, palette_coord);\n" \ "gl_FragColor = final_color;\n" \ "}\0" diff --git a/src/hardware/r_opengl/r_opengl.c b/src/hardware/r_opengl/r_opengl.c index e9027eba55ffd27e1f6ba58db294e9cfd9675cef..7354f2b76b69f61215d4e4a399adce05c64207cd 100644 --- a/src/hardware/r_opengl/r_opengl.c +++ b/src/hardware/r_opengl/r_opengl.c @@ -617,9 +617,9 @@ typedef enum gluniform_fade_end, // palette rendering - gluniform_screen_palette_tex, - gluniform_palette_lookup_tex, - gluniform_lighttable_tex, + gluniform_palette_tex, // 1d texture containing a palette + gluniform_palette_lookup_tex, // 3d texture containing the rgb->index lookup table + gluniform_lighttable_tex, // 2d texture containing a light table // misc. gluniform_leveltime, @@ -1918,7 +1918,7 @@ static boolean Shader_CompileProgram(gl_shader_t *shader, GLint i) shader->uniforms[gluniform_fade_end] = GETUNI("fade_end"); // palette rendering - shader->uniforms[gluniform_screen_palette_tex] = GETUNI("screen_palette_tex"); + shader->uniforms[gluniform_palette_tex] = GETUNI("palette_tex"); shader->uniforms[gluniform_palette_lookup_tex] = GETUNI("palette_lookup_tex"); shader->uniforms[gluniform_lighttable_tex] = GETUNI("lighttable_tex"); @@ -1934,7 +1934,7 @@ static boolean Shader_CompileProgram(gl_shader_t *shader, GLint i) pglUseProgram(shader->program); // texture unit numbers for the samplers used for palette rendering - UNIFORM_1(shader->uniforms[gluniform_screen_palette_tex], 2, pglUniform1i); + UNIFORM_1(shader->uniforms[gluniform_palette_tex], 2, pglUniform1i); UNIFORM_1(shader->uniforms[gluniform_palette_lookup_tex], 1, pglUniform1i); UNIFORM_1(shader->uniforms[gluniform_lighttable_tex], 2, pglUniform1i); diff --git a/src/sdl/i_video.c b/src/sdl/i_video.c index da357354c3b5d569edf1bbfbbb610f1992a7fa14..e626aac054a2fa2901eab721f0f7d793e27f4e5e 100644 --- a/src/sdl/i_video.c +++ b/src/sdl/i_video.c @@ -1258,11 +1258,9 @@ void I_FinishUpdate(void) if (HWR_ShouldUsePaletteRendering()) { HWD.pfnMakeScreenTexture(HWD_SCREENTEXTURE_GENERIC2); - HWD.pfnSetSpecialState(HWD_SET_SHADERS, 1); HWD.pfnSetShader(HWR_GetShaderFromTarget(SHADER_PALETTE_POSTPROCESS)); HWD.pfnDrawScreenTexture(HWD_SCREENTEXTURE_GENERIC2, NULL, 0); HWD.pfnUnSetShader(); - HWD.pfnSetSpecialState(HWD_SET_SHADERS, 0); } OglSdlFinishUpdate(cv_vidwait.value); }