mirror of https://github.com/adamdruppe/arsd.git
Replace deprecated OpenGL function usage
Change deprecated calls to their modern equivalents. This achieves compatiblity with OpenGL >=3.2 core contexts. Since nanovega requires >=3.0 anyway, all new calls are already required to be supported anyway. Since no compatibility context is required anymore, the tip has become superfluous.
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nanovega.d
74
nanovega.d
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@ -147,12 +147,6 @@ $(TIP
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Former are used by default, latter can be activated by passing the `bindbc` version specifier to the compiler.
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Former are used by default, latter can be activated by passing the `bindbc` version specifier to the compiler.
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)
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)
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$(TIP
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If you are going to use the library with a SDL OpenGL context,
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try working with a backwards compatible context profile.
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)
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Creating drawing context
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Creating drawing context
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========================
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========================
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@ -12308,6 +12302,15 @@ version(bindbc){
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}
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}
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*/
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*/
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alias glbfn_glGenVertexArrays = void function(GLsizei, GLuint*);
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__gshared glbfn_glGenVertexArrays glGenVertexArrays_NVGLZ; alias glGenVertexArrays = glGenVertexArrays_NVGLZ;
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alias glbfn_glBindVertexArray = void function(GLuint);
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__gshared glbfn_glBindVertexArray glBindVertexArray_NVGLZ; alias glBindVertexArray = glBindVertexArray_NVGLZ;
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alias glbfn_glDeleteVertexArrays = void function(GLsizei, const(GLuint)*);
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__gshared glbfn_glDeleteVertexArrays glDeleteVertexArrays_NVGLZ; alias glDeleteVertexArrays = glDeleteVertexArrays_NVGLZ;
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alias glbfn_glGenerateMipmap = void function(GLenum);
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__gshared glbfn_glGenerateMipmap glGenerateMipmap_NVGLZ; alias glGenerateMipmap = glGenerateMipmap_NVGLZ;
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alias glbfn_glStencilMask = void function(GLuint);
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alias glbfn_glStencilMask = void function(GLuint);
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__gshared glbfn_glStencilMask glStencilMask_NVGLZ; alias glStencilMask = glStencilMask_NVGLZ;
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__gshared glbfn_glStencilMask glStencilMask_NVGLZ; alias glStencilMask = glStencilMask_NVGLZ;
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alias glbfn_glStencilFunc = void function(GLenum, GLint, GLuint);
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alias glbfn_glStencilFunc = void function(GLenum, GLint, GLuint);
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@ -12400,6 +12403,15 @@ version(bindbc){
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private void nanovgInitOpenGL () {
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private void nanovgInitOpenGL () {
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__gshared bool initialized = false;
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__gshared bool initialized = false;
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if (initialized) return;
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if (initialized) return;
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glGenVertexArrays_NVGLZ = cast(glbfn_glGenVertexArrays)glbindGetProcAddress(`glGenVertexArrays`);
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if (glGenVertexArrays_NVGLZ is null) assert(0, `OpenGL function 'glGenVertexArrays' not found!`);
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glBindVertexArray_NVGLZ = cast(glbfn_glBindVertexArray)glbindGetProcAddress(`glBindVertexArray`);
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if (glBindVertexArray_NVGLZ is null) assert(0, `OpenGL function 'glBindVertexArray' not found!`);
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glDeleteVertexArrays_NVGLZ = cast(glbfn_glDeleteVertexArrays)glbindGetProcAddress(`glDeleteVertexArrays`);
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if (glDeleteVertexArrays_NVGLZ is null) assert(0, `OpenGL function 'glDeleteVertexArrays' not found!`);
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glGenerateMipmap_NVGLZ = cast(glbfn_glGenerateMipmap)glbindGetProcAddress(`glGenerateMipmap`);
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if (glGenerateMipmap_NVGLZ is null) assert(0, `OpenGL function 'glGenerateMipmap' not found!`);
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glStencilMask_NVGLZ = cast(glbfn_glStencilMask)glbindGetProcAddress(`glStencilMask`);
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glStencilMask_NVGLZ = cast(glbfn_glStencilMask)glbindGetProcAddress(`glStencilMask`);
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if (glStencilMask_NVGLZ is null) assert(0, `OpenGL function 'glStencilMask' not found!`);
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if (glStencilMask_NVGLZ is null) assert(0, `OpenGL function 'glStencilMask' not found!`);
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glStencilFunc_NVGLZ = cast(glbfn_glStencilFunc)glbindGetProcAddress(`glStencilFunc`);
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glStencilFunc_NVGLZ = cast(glbfn_glStencilFunc)glbindGetProcAddress(`glStencilFunc`);
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@ -13095,12 +13107,21 @@ void glnvg__copyFBOToFrom (GLNVGcontext* gl, int didx, int sidx) nothrow @truste
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enum y = 0;
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enum y = 0;
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immutable int w = gl.fboWidth;
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immutable int w = gl.fboWidth;
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immutable int h = gl.fboHeight;
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immutable int h = gl.fboHeight;
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glBegin(GL_QUADS);
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immutable(int[8]) vertices =
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glVertex2i(x, y); // top-left
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[x, y, // top-left
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glVertex2i(w, y); // top-right
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w, y, // top-right
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glVertex2i(w, h); // bottom-right
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w, h, // bottom-right
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glVertex2i(x, h); // bottom-left
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x, h]; // bottom-left
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glEnd();
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uint vbo;
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glGenBuffers(1, &vbo); //TODO: figure out if allocating a new buffer each time is a good idea
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, vertices.sizeof, &vertices, GL_STREAM_DRAW);
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uint vao;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 3);
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glDeleteBuffers(1, &vbo);
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glDeleteVertexArrays(1, &vao);
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// restore state (but don't unbind FBO)
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// restore state (but don't unbind FBO)
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static if (NANOVG_GL_USE_STATE_FILTER) glBindTexture(GL_TEXTURE_2D, gl.boundTexture);
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static if (NANOVG_GL_USE_STATE_FILTER) glBindTexture(GL_TEXTURE_2D, gl.boundTexture);
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@ -13446,11 +13467,14 @@ int glnvg__renderCreateTexture (void* uptr, NVGtexture type, int w, int h, int i
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glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
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glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
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glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
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glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
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// GL 1.4 and later has support for generating mipmaps using a tex parameter.
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if ((imageFlags&(NVGImageFlag.GenerateMipmaps|NVGImageFlag.NoFiltering)) == NVGImageFlag.GenerateMipmaps) glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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immutable ttype = (type == NVGtexture.RGBA ? GL_RGBA : GL_RED);
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immutable ttype = (type == NVGtexture.RGBA ? GL_RGBA : GL_RED);
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glTexImage2D(GL_TEXTURE_2D, 0, ttype, w, h, 0, ttype, GL_UNSIGNED_BYTE, data);
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glTexImage2D(GL_TEXTURE_2D, 0, ttype, w, h, 0, ttype, GL_UNSIGNED_BYTE, data);
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// GL 3.0 and later have support for a dedicated function for generating mipmaps
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// it needs to be called after the glTexImage2D call
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if ((imageFlags&(NVGImageFlag.GenerateMipmaps|NVGImageFlag.NoFiltering)) == NVGImageFlag.GenerateMipmaps)
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glGenerateMipmap(GL_TEXTURE_2D);
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immutable tfmin =
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immutable tfmin =
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(imageFlags&NVGImageFlag.NoFiltering ? GL_NEAREST :
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(imageFlags&NVGImageFlag.NoFiltering ? GL_NEAREST :
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@ -13696,12 +13720,22 @@ void glnvg__finishClip (GLNVGcontext* gl, NVGClipMode clipmode) nothrow @trusted
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glnvg__stencilFunc(gl, GL_NOTEQUAL, 0x00, 0xff);
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glnvg__stencilFunc(gl, GL_NOTEQUAL, 0x00, 0xff);
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glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
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glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
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}
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}
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glBegin(GL_QUADS);
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immutable(int[8]) vertices =
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glVertex2i(0, 0);
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[0, 0,
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glVertex2i(0, gl.fboHeight);
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0, gl.fboHeight,
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glVertex2i(gl.fboWidth, gl.fboHeight);
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gl.fboWidth, gl.fboHeight,
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glVertex2i(gl.fboWidth, 0);
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gl.fboWidth, 0];
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glEnd();
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uint vbo;
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glGenBuffers(1, &vbo); //TODO: figure out if allocating a new buffer each time is a good idea
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, vertices.sizeof, &vertices, GL_STREAM_DRAW);
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uint vao;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 3);
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glDeleteBuffers(1, &vbo);
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glDeleteVertexArrays(1, &vao);
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//glnvg__restoreAffine(gl);
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//glnvg__restoreAffine(gl);
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}
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}
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