]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
fix an obvious crash in user controlled wave func handling
[xonotic/darkplaces.git] / gl_backend.c
index 0c3e73915e2192045b8645231d7ff6746680b274..9f9cfad083b6eb7f614833c91608aaca65e8553f 100644 (file)
@@ -2459,7 +2459,7 @@ qboolean GL_Backend_CompileShader(int programobject, GLenum shadertypeenum, cons
        qglCompileShader(shaderobject);CHECKGLERROR
        qglGetShaderiv(shaderobject, GL_COMPILE_STATUS, &shadercompiled);CHECKGLERROR
        qglGetShaderInfoLog(shaderobject, sizeof(compilelog), NULL, compilelog);CHECKGLERROR
-       if (compilelog[0] && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning")))
+       if (compilelog[0] && (strstr(compilelog, "error") || strstr(compilelog, "ERROR") || strstr(compilelog, "Error") || strstr(compilelog, "WARNING") || strstr(compilelog, "warning") || strstr(compilelog, "Warning") || developer_extra.integer))
        {
                int i, j, pretextlines = 0;
                for (i = 0;i < numstrings - 1;i++)
@@ -2518,7 +2518,7 @@ unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **ver
        qglGetProgramInfoLog(programobject, sizeof(linklog), NULL, linklog);CHECKGLERROR
        if (linklog[0])
        {
-               if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning"))
+               if (strstr(linklog, "error") || strstr(linklog, "ERROR") || strstr(linklog, "Error") || strstr(linklog, "WARNING") || strstr(linklog, "warning") || strstr(linklog, "Warning") || developer_extra.integer)
                        Con_DPrintf("program link log:\n%s\n", linklog);
                // software vertex shader is ok but software fragment shader is WAY
                // too slow, fail program if so.
@@ -2717,121 +2717,201 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                                unsigned int i, j, element;
                                const GLfloat *p;
                                qglBegin(GL_TRIANGLES);
-                               for (i = 0;i < (unsigned int) numtriangles * 3;i++)
+                               if(vid.renderpath == RENDERPATH_GL20)
                                {
-                                       if (element3i)
-                                               element = element3i[i];
-                                       else if (element3s)
-                                               element = element3s[i];
-                                       else
-                                               element = firstvertex + i;
-                                       for (j = 0;j < vid.texarrayunits;j++)
+                                       for (i = 0;i < (unsigned int) numtriangles * 3;i++)
                                        {
-                                               if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
+                                               if (element3i)
+                                                       element = element3i[i];
+                                               else if (element3s)
+                                                       element = element3s[i];
+                                               else
+                                                       element = firstvertex + i;
+                                               for (j = 0;j < vid.texarrayunits;j++)
                                                {
-                                                       if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
+                                                       if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
                                                        {
-                                                               p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
-                                                               if (vid.texarrayunits > 1)
-                                                               {
-                                                                       if (gl_state.units[j].pointer_texcoord_components == 4)
-                                                                               qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
-                                                                       else if (gl_state.units[j].pointer_texcoord_components == 3)
-                                                                               qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
-                                                                       else if (gl_state.units[j].pointer_texcoord_components == 2)
-                                                                               qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
-                                                                       else
-                                                                               qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
-                                                               }
-                                                               else
+                                                               if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
                                                                {
+                                                                       p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
                                                                        if (gl_state.units[j].pointer_texcoord_components == 4)
-                                                                               qglTexCoord4f(p[0], p[1], p[2], p[3]);
+                                                                               qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2], p[3]);
                                                                        else if (gl_state.units[j].pointer_texcoord_components == 3)
-                                                                               qglTexCoord3f(p[0], p[1], p[2]);
+                                                                               qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1], p[2]);
                                                                        else if (gl_state.units[j].pointer_texcoord_components == 2)
-                                                                               qglTexCoord2f(p[0], p[1]);
+                                                                               qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, p[0], p[1]);
                                                                        else
-                                                                               qglTexCoord1f(p[0]);
+                                                                               qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, p[0]);
                                                                }
-                                                       }
-                                                       else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
-                                                       {
-                                                               const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
-                                                               if (vid.texarrayunits > 1)
+                                                               else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
                                                                {
+                                                                       const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
                                                                        if (gl_state.units[j].pointer_texcoord_components == 4)
-                                                                               qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2], s[3]);
+                                                                               qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2], s[3]);
                                                                        else if (gl_state.units[j].pointer_texcoord_components == 3)
-                                                                               qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2]);
+                                                                               qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1], s[2]);
                                                                        else if (gl_state.units[j].pointer_texcoord_components == 2)
-                                                                               qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, s[0], s[1]);
+                                                                               qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, s[0], s[1]);
                                                                        else if (gl_state.units[j].pointer_texcoord_components == 1)
-                                                                               qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, s[0]);
+                                                                               qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, s[0]);
                                                                }
-                                                               else
+                                                               else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
                                                                {
+                                                                       const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
                                                                        if (gl_state.units[j].pointer_texcoord_components == 4)
-                                                                               qglTexCoord4f(s[0], s[1], s[2], s[3]);
+                                                                               qglVertexAttrib4f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2], sb[3]);
                                                                        else if (gl_state.units[j].pointer_texcoord_components == 3)
-                                                                               qglTexCoord3f(s[0], s[1], s[2]);
+                                                                               qglVertexAttrib3f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1], sb[2]);
                                                                        else if (gl_state.units[j].pointer_texcoord_components == 2)
-                                                                               qglTexCoord2f(s[0], s[1]);
+                                                                               qglVertexAttrib2f(GLSLATTRIB_TEXCOORD0 + j, sb[0], sb[1]);
                                                                        else if (gl_state.units[j].pointer_texcoord_components == 1)
-                                                                               qglTexCoord1f(s[0]);
+                                                                               qglVertexAttrib1f(GLSLATTRIB_TEXCOORD0 + j, sb[0]);
                                                                }
                                                        }
-                                                       else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
+                                               }
+                                               if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
+                                               {
+                                                       if (gl_state.pointer_color_gltype == GL_FLOAT)
+                                                       {
+                                                               p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
+                                                               qglVertexAttrib4f(GLSLATTRIB_COLOR, p[0], p[1], p[2], p[3]);
+                                                       }
+                                                       else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
+                                                       {
+                                                               const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
+                                                               qglVertexAttrib4Nub(GLSLATTRIB_COLOR, ub[0], ub[1], ub[2], ub[3]);
+                                                       }
+                                               }
+                                               if (gl_state.pointer_vertex_gltype == GL_FLOAT)
+                                               {
+                                                       p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
+                                                       if (gl_state.pointer_vertex_components == 4)
+                                                               qglVertexAttrib4f(GLSLATTRIB_POSITION, p[0], p[1], p[2], p[3]);
+                                                       else if (gl_state.pointer_vertex_components == 3)
+                                                               qglVertexAttrib3f(GLSLATTRIB_POSITION, p[0], p[1], p[2]);
+                                                       else
+                                                               qglVertexAttrib2f(GLSLATTRIB_POSITION, p[0], p[1]);
+                                               }
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0;i < (unsigned int) numtriangles * 3;i++)
+                                       {
+                                               if (element3i)
+                                                       element = element3i[i];
+                                               else if (element3s)
+                                                       element = element3s[i];
+                                               else
+                                                       element = firstvertex + i;
+                                               for (j = 0;j < vid.texarrayunits;j++)
+                                               {
+                                                       if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled)
                                                        {
-                                                               const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
-                                                               if (vid.texarrayunits > 1)
+                                                               if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT)
                                                                {
-                                                                       if (gl_state.units[j].pointer_texcoord_components == 4)
-                                                                               qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2], sb[3]);
-                                                                       else if (gl_state.units[j].pointer_texcoord_components == 3)
-                                                                               qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2]);
-                                                                       else if (gl_state.units[j].pointer_texcoord_components == 2)
-                                                                               qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, sb[0], sb[1]);
-                                                                       else if (gl_state.units[j].pointer_texcoord_components == 1)
-                                                                               qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, sb[0]);
+                                                                       p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
+                                                                       if (vid.texarrayunits > 1)
+                                                                       {
+                                                                               if (gl_state.units[j].pointer_texcoord_components == 4)
+                                                                                       qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]);
+                                                                               else if (gl_state.units[j].pointer_texcoord_components == 3)
+                                                                                       qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]);
+                                                                               else if (gl_state.units[j].pointer_texcoord_components == 2)
+                                                                                       qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]);
+                                                                               else
+                                                                                       qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]);
+                                                                       }
+                                                                       else
+                                                                       {
+                                                                               if (gl_state.units[j].pointer_texcoord_components == 4)
+                                                                                       qglTexCoord4f(p[0], p[1], p[2], p[3]);
+                                                                               else if (gl_state.units[j].pointer_texcoord_components == 3)
+                                                                                       qglTexCoord3f(p[0], p[1], p[2]);
+                                                                               else if (gl_state.units[j].pointer_texcoord_components == 2)
+                                                                                       qglTexCoord2f(p[0], p[1]);
+                                                                               else
+                                                                                       qglTexCoord1f(p[0]);
+                                                                       }
                                                                }
-                                                               else
+                                                               else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT)
                                                                {
-                                                                       if (gl_state.units[j].pointer_texcoord_components == 4)
-                                                                               qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
-                                                                       else if (gl_state.units[j].pointer_texcoord_components == 3)
-                                                                               qglTexCoord3f(sb[0], sb[1], sb[2]);
-                                                                       else if (gl_state.units[j].pointer_texcoord_components == 2)
-                                                                               qglTexCoord2f(sb[0], sb[1]);
-                                                                       else if (gl_state.units[j].pointer_texcoord_components == 1)
-                                                                               qglTexCoord1f(sb[0]);
+                                                                       const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
+                                                                       if (vid.texarrayunits > 1)
+                                                                       {
+                                                                               if (gl_state.units[j].pointer_texcoord_components == 4)
+                                                                                       qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2], s[3]);
+                                                                               else if (gl_state.units[j].pointer_texcoord_components == 3)
+                                                                                       qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2]);
+                                                                               else if (gl_state.units[j].pointer_texcoord_components == 2)
+                                                                                       qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, s[0], s[1]);
+                                                                               else if (gl_state.units[j].pointer_texcoord_components == 1)
+                                                                                       qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, s[0]);
+                                                                       }
+                                                                       else
+                                                                       {
+                                                                               if (gl_state.units[j].pointer_texcoord_components == 4)
+                                                                                       qglTexCoord4f(s[0], s[1], s[2], s[3]);
+                                                                               else if (gl_state.units[j].pointer_texcoord_components == 3)
+                                                                                       qglTexCoord3f(s[0], s[1], s[2]);
+                                                                               else if (gl_state.units[j].pointer_texcoord_components == 2)
+                                                                                       qglTexCoord2f(s[0], s[1]);
+                                                                               else if (gl_state.units[j].pointer_texcoord_components == 1)
+                                                                                       qglTexCoord1f(s[0]);
+                                                                       }
+                                                               }
+                                                               else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE)
+                                                               {
+                                                                       const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride);
+                                                                       if (vid.texarrayunits > 1)
+                                                                       {
+                                                                               if (gl_state.units[j].pointer_texcoord_components == 4)
+                                                                                       qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2], sb[3]);
+                                                                               else if (gl_state.units[j].pointer_texcoord_components == 3)
+                                                                                       qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2]);
+                                                                               else if (gl_state.units[j].pointer_texcoord_components == 2)
+                                                                                       qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, sb[0], sb[1]);
+                                                                               else if (gl_state.units[j].pointer_texcoord_components == 1)
+                                                                                       qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, sb[0]);
+                                                                       }
+                                                                       else
+                                                                       {
+                                                                               if (gl_state.units[j].pointer_texcoord_components == 4)
+                                                                                       qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]);
+                                                                               else if (gl_state.units[j].pointer_texcoord_components == 3)
+                                                                                       qglTexCoord3f(sb[0], sb[1], sb[2]);
+                                                                               else if (gl_state.units[j].pointer_texcoord_components == 2)
+                                                                                       qglTexCoord2f(sb[0], sb[1]);
+                                                                               else if (gl_state.units[j].pointer_texcoord_components == 1)
+                                                                                       qglTexCoord1f(sb[0]);
+                                                                       }
                                                                }
                                                        }
                                                }
-                                       }
-                                       if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
-                                       {
-                                               if (gl_state.pointer_color_gltype == GL_FLOAT)
+                                               if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4)
                                                {
-                                                       p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
-                                                       qglColor4f(p[0], p[1], p[2], p[3]);
+                                                       if (gl_state.pointer_color_gltype == GL_FLOAT)
+                                                       {
+                                                               p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
+                                                               qglColor4f(p[0], p[1], p[2], p[3]);
+                                                       }
+                                                       else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
+                                                       {
+                                                               const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
+                                                               qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
+                                                       }
                                                }
-                                               else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE)
+                                               if (gl_state.pointer_vertex_gltype == GL_FLOAT)
                                                {
-                                                       const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride);
-                                                       qglColor4ub(ub[0], ub[1], ub[2], ub[3]);
+                                                       p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
+                                                       if (gl_state.pointer_vertex_components == 4)
+                                                               qglVertex4f(p[0], p[1], p[2], p[3]);
+                                                       else if (gl_state.pointer_vertex_components == 3)
+                                                               qglVertex3f(p[0], p[1], p[2]);
+                                                       else
+                                                               qglVertex2f(p[0], p[1]);
                                                }
                                        }
-                                       if (gl_state.pointer_vertex_gltype == GL_FLOAT)
-                                       {
-                                               p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride);
-                                               if (gl_state.pointer_vertex_components == 4)
-                                                       qglVertex4f(p[0], p[1], p[2], p[3]);
-                                               else if (gl_state.pointer_vertex_components == 3)
-                                                       qglVertex3f(p[0], p[1], p[2]);
-                                               else
-                                                       qglVertex2f(p[0], p[1]);
-                                       }
                                }
                                qglEnd();
                                CHECKGLERROR