remove EXT and ARB suffixes

This commit is contained in:
Chris Sarbora 2024-08-07 00:58:49 -05:00
parent 791cdcb308
commit a06e78074f
No known key found for this signature in database
2 changed files with 51 additions and 61 deletions

View File

@ -215,16 +215,6 @@ bool opengl_Blending_on = 0;
static oeApplication *ParentApplication = NULL;
/* framebuffer object for backbuffer, scale to window size without changing resolution. --ryan, 2019. */
#define GL_DEPTH_COMPONENT16_EXT 0x81A5
#define GL_READ_FRAMEBUFFER_EXT 0x8CA8
#define GL_DRAW_FRAMEBUFFER_EXT 0x8CA9
#define GL_FRAMEBUFFER_COMPLETE_EXT 0x8CD5
#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0
#define GL_DEPTH_ATTACHMENT_EXT 0x8D00
#define GL_STENCIL_ATTACHMENT_EXT 0x8D20
#define GL_FRAMEBUFFER_EXT 0x8D40
#define GL_RENDERBUFFER_EXT 0x8D41
static GLuint GOpenGLFBO = 0;
static GLuint GOpenGLRBOColor = 0;
static GLuint GOpenGLRBODepth = 0;
@ -256,7 +246,7 @@ int opengl_MakeTextureObject(int tn) {
dglGenTextures(1, &num);
textures_.push_back(num);
dglActiveTextureARB(GL_TEXTURE0_ARB + tn);
dglActiveTexture(GL_TEXTURE0_ARB + tn);
dglBindTexture(GL_TEXTURE_2D, num);
dglPixelStorei(GL_UNPACK_ALIGNMENT, 2);
@ -343,12 +333,12 @@ void opengl_SetDefaults() {
gpu_BindTexture(BAD_BITMAP_HANDLE, MAP_TYPE_BITMAP, 0);
gpu_BindTexture(BAD_BITMAP_HANDLE, MAP_TYPE_BITMAP, 1);
dglActiveTextureARB(GL_TEXTURE0_ARB + 1);
dglActiveTexture(GL_TEXTURE0_ARB + 1);
gRenderer->setTextureEnabled(1, false);
dglEnable(GL_BLEND);
dglEnable(GL_DITHER);
dglBlendFunc(GL_DST_COLOR, GL_ZERO);
dglActiveTextureARB(GL_TEXTURE0_ARB + 0);
dglActiveTexture(GL_TEXTURE0_ARB + 0);
}
extern bool linux_permit_gamma;
@ -484,14 +474,14 @@ int opengl_Setup(oeApplication *app, int *width, int *height) {
/* Tear down the backbuffer and rebuild at new dimensions... */
if (GOpenGLFBO) {
dglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, GOpenGLFBO);
dglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, 0);
dglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
dglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
dglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
dglDeleteFramebuffersEXT(1, &GOpenGLFBO);
dglDeleteRenderbuffersEXT(1, &GOpenGLRBOColor);
dglDeleteRenderbuffersEXT(1, &GOpenGLRBODepth);
dglBindFramebuffer(GL_FRAMEBUFFER, GOpenGLFBO);
dglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
dglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
dglBindRenderbuffer(GL_RENDERBUFFER, 0);
dglBindFramebuffer(GL_FRAMEBUFFER, 0);
dglDeleteFramebuffers(1, &GOpenGLFBO);
dglDeleteRenderbuffers(1, &GOpenGLRBOColor);
dglDeleteRenderbuffers(1, &GOpenGLRBODepth);
GOpenGLFBOWidth = GOpenGLFBOHeight = GOpenGLFBO = GOpenGLRBOColor = GOpenGLRBODepth = 0;
}
@ -501,28 +491,28 @@ int opengl_Setup(oeApplication *app, int *width, int *height) {
GOpenGLFBOWidth = w;
GOpenGLFBOHeight = h;
dglGenFramebuffersEXT(1, &GOpenGLFBO);
dglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, GOpenGLFBO);
dglGenFramebuffers(1, &GOpenGLFBO);
dglBindFramebuffer(GL_FRAMEBUFFER, GOpenGLFBO);
dglGenRenderbuffersEXT(1, &GOpenGLRBOColor);
dglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, GOpenGLRBOColor);
dglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGB, w, h);
dglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, GOpenGLRBOColor);
dglGenRenderbuffers(1, &GOpenGLRBOColor);
dglBindRenderbuffer(GL_RENDERBUFFER, GOpenGLRBOColor);
dglRenderbufferStorage(GL_RENDERBUFFER, GL_RGB, w, h);
dglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, GOpenGLRBOColor);
dglGenRenderbuffersEXT(1, &GOpenGLRBODepth);
dglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, GOpenGLRBODepth);
dglRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16_EXT, w, h);
dglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, GOpenGLRBODepth);
dglGenRenderbuffers(1, &GOpenGLRBODepth);
dglBindRenderbuffer(GL_RENDERBUFFER, GOpenGLRBODepth);
dglRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, w, h);
dglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, GOpenGLRBODepth);
if (dglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) {
if (dglCheckFramebufferStatus(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT) {
mprintf(0, "OpenGL: our framebuffer object is incomplete, giving up");
dglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, 0);
dglFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0);
dglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
dglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
dglDeleteFramebuffersEXT(1, &GOpenGLFBO);
dglDeleteRenderbuffersEXT(1, &GOpenGLRBOColor);
dglDeleteRenderbuffersEXT(1, &GOpenGLRBODepth);
dglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
dglFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
dglBindRenderbuffer(GL_RENDERBUFFER, 0);
dglBindFramebuffer(GL_FRAMEBUFFER, 0);
dglDeleteFramebuffers(1, &GOpenGLFBO);
dglDeleteRenderbuffers(1, &GOpenGLRBOColor);
dglDeleteRenderbuffers(1, &GOpenGLRBODepth);
GOpenGLFBO = GOpenGLRBOColor = GOpenGLRBODepth = 0;
SDL_GL_DeleteContext(GSDLGLContext);
SDL_DestroyWindow(GSDLWindow);
@ -794,7 +784,7 @@ void opengl_TranslateBitmapToOpenGL(int texnum, int bm_handle, int map_type, int
int w, h;
int size;
dglActiveTextureARB(GL_TEXTURE0_ARB + tn);
dglActiveTexture(GL_TEXTURE0_ARB + tn);
if (map_type == MAP_TYPE_LIGHTMAP) {
if (GameLightmaps[bm_handle].flags & LF_BRAND_NEW)
@ -1027,7 +1017,7 @@ int opengl_MakeBitmapCurrent(int handle, int map_type, int tn) {
}
if (OpenGL_last_bound[tn] != texnum) {
dglActiveTextureARB(GL_TEXTURE0_ARB + tn);
dglActiveTexture(GL_TEXTURE0_ARB + tn);
dglBindTexture(GL_TEXTURE_2D, texnum);
OpenGL_last_bound[tn] = texnum;
@ -1056,7 +1046,7 @@ void opengl_MakeWrapTypeCurrent(int handle, int map_type, int tn) {
if (uwrap == dest_wrap)
return;
dglActiveTextureARB(GL_TEXTURE0_ARB + tn);
dglActiveTexture(GL_TEXTURE0_ARB + tn);
OpenGL_sets_this_frame[1]++;
@ -1099,7 +1089,7 @@ void opengl_MakeFilterTypeCurrent(int handle, int map_type, int tn) {
if (magf == dest_state)
return;
dglActiveTextureARB(GL_TEXTURE0_ARB + tn);
dglActiveTexture(GL_TEXTURE0_ARB + tn);
OpenGL_sets_this_frame[2]++;
@ -1395,7 +1385,7 @@ void rend_SetLighting(light_state state) {
if (state == gpu_state.cur_light_state)
return; // No redundant state setting
dglActiveTextureARB(GL_TEXTURE0_ARB + 0);
dglActiveTexture(GL_TEXTURE0_ARB + 0);
OpenGL_sets_this_frame[4]++;
@ -1436,7 +1426,7 @@ void rend_SetTextureType(texture_type state) {
if (state == gpu_state.cur_texture_type)
return; // No redundant state setting
dglActiveTextureARB(GL_TEXTURE0_ARB + 0);
dglActiveTexture(GL_TEXTURE0_ARB + 0);
OpenGL_sets_this_frame[3]++;
switch (state) {
@ -1513,20 +1503,20 @@ void rend_Flip(void) {
const int centeredX = (w - scaledWidth) / 2;
const int centeredY = (h - scaledHeight) / 2;
dglBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
dglBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
dglClearColor (0.0f, 0.0f, 0.0f, 1.0f);
dglClear(GL_COLOR_BUFFER_BIT); // in case the Steam Overlay wrote to places we don't blit over.
dglBlitFramebufferEXT(0, 0, GOpenGLFBOWidth, GOpenGLFBOHeight,
dglBlitFramebuffer(0, 0, GOpenGLFBOWidth, GOpenGLFBOHeight,
centeredX, centeredY, centeredX + scaledWidth, centeredY + scaledHeight,
GL_COLOR_BUFFER_BIT, GL_LINEAR);
dglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
dglBindFramebuffer(GL_FRAMEBUFFER, 0);
}
SDL_GL_SwapWindow(GSDLWindow);
// go back to drawing on the FBO until we want to blit to the window framebuffer again.
if (GOpenGLFBO != 0) {
dglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, GOpenGLFBO);
dglBindFramebuffer(GL_FRAMEBUFFER, GOpenGLFBO);
dglViewport(0, 0, GOpenGLFBOWidth, GOpenGLFBOHeight);
dglScissor(0, 0, GOpenGLFBOWidth, GOpenGLFBOHeight);
}
@ -1672,7 +1662,7 @@ void rend_SetAlphaType(int8_t atype) {
if (atype == gpu_state.cur_alpha_type)
return; // don't set it redundantly
dglActiveTextureARB(GL_TEXTURE0_ARB + 0);
dglActiveTexture(GL_TEXTURE0_ARB + 0);
OpenGL_sets_this_frame[6]++;
if (atype == AT_ALWAYS) {

View File

@ -186,18 +186,18 @@ DYNAEXTERN(glVertexAttribPointer);
DYNAEXTERN(glViewport);
// FBO entry points for render-to-texture ...
DYNAEXTERN(glBindFramebufferEXT);
DYNAEXTERN(glBindRenderbufferEXT);
DYNAEXTERN(glBlitFramebufferEXT);
DYNAEXTERN(glCheckFramebufferStatusEXT);
DYNAEXTERN(glDeleteFramebuffersEXT);
DYNAEXTERN(glDeleteRenderbuffersEXT);
DYNAEXTERN(glFramebufferRenderbufferEXT);
DYNAEXTERN(glGenFramebuffersEXT);
DYNAEXTERN(glGenRenderbuffersEXT);
DYNAEXTERN(glRenderbufferStorageEXT);
DYNAEXTERN(glBindFramebuffer);
DYNAEXTERN(glBindRenderbuffer);
DYNAEXTERN(glBlitFramebuffer);
DYNAEXTERN(glCheckFramebufferStatus);
DYNAEXTERN(glDeleteFramebuffers);
DYNAEXTERN(glDeleteRenderbuffers);
DYNAEXTERN(glFramebufferRenderbuffer);
DYNAEXTERN(glGenFramebuffers);
DYNAEXTERN(glGenRenderbuffers);
DYNAEXTERN(glRenderbufferStorage);
DYNAEXTERN(glActiveTextureARB);
DYNAEXTERN(glActiveTexture);
DYNAEXTERN(glMultiTexCoord4f);
#if defined(WIN32)