From: divverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Date: Tue, 13 Dec 2011 20:20:03 +0000 (+0000)
Subject: get rid of 3 permutation bits
X-Git-Tag: xonotic-v0.6.0~108
X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=cc077a9dd582824209433bcc3932d1b544a24ca4;p=xonotic%2Fdarkplaces.git

get rid of 3 permutation bits

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11614 d7cf8633-e32d-0410-b094-e92efae38249
::stable-branch::merge=16f6300b58c0e4b6566a4219b8d72a2dc3871212
---

diff --git a/dpsoftrast.h b/dpsoftrast.h
index 9bd1d010..c30f69a6 100644
--- a/dpsoftrast.h
+++ b/dpsoftrast.h
@@ -185,20 +185,17 @@ typedef enum shaderpermutation_e
 	SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
 	SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
 	SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
-	SHADERPERMUTATION_SHADOWMAPPCF = 1<<19, ///< (lightsource) use percentage closer filtering on shadowmap test results
-	SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<20, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
-	SHADERPERMUTATION_SHADOWSAMPLER = 1<<21, ///< (lightsource) use hardware shadowmap test
-	SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<22, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
-	SHADERPERMUTATION_SHADOWMAPORTHO = 1<<23, ///< (lightsource) use orthographic shadowmap projection
-	SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
-	SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
-	SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
-	SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<27, ///< (water) counter-direction normalmaps scrolling
-	SHADERPERMUTATION_BOUNCEGRID = 1<<28, ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light
-	SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL = 1<<29, ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component
-	SHADERPERMUTATION_TRIPPY = 1<<30, ///< use trippy vertex shader effect
-	SHADERPERMUTATION_DEPTHRGB = 1<<31, ///< read/write depth values in RGB color coded format for older hardware without depth samplers
-	SHADERPERMUTATION_COUNT = 32 ///< size of shaderpermutationinfo array
+	SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<19, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
+	SHADERPERMUTATION_SHADOWMAPORTHO = 1<<20, ///< (lightsource) use orthographic shadowmap projection
+	SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<21, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
+	SHADERPERMUTATION_ALPHAKILL = 1<<22, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
+	SHADERPERMUTATION_REFLECTCUBE = 1<<23, ///< fake reflections using global cubemap (not HDRI light probe)
+	SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<24, ///< (water) counter-direction normalmaps scrolling
+	SHADERPERMUTATION_BOUNCEGRID = 1<<25, ///< (lightmap) use Texture_BounceGrid as an additional source of ambient light
+	SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL = 1<<26, ///< (lightmap) use 16-component pixels in bouncegrid texture for directional lighting rather than standard 4-component
+	SHADERPERMUTATION_TRIPPY = 1<<27, ///< use trippy vertex shader effect
+	SHADERPERMUTATION_DEPTHRGB = 1<<28, ///< read/write depth values in RGB color coded format for older hardware without depth samplers
+	SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
 }
 shaderpermutation_t;
 
diff --git a/gl_rmain.c b/gl_rmain.c
index 5da1769f..3f1123fb 100644
--- a/gl_rmain.c
+++ b/gl_rmain.c
@@ -645,9 +645,6 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
 	{"#define USEOFFSETMAPPING\n", " offsetmapping"},
 	{"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
 	{"#define USESHADOWMAP2D\n", " shadowmap2d"},
-	{"#define USESHADOWMAPPCF 1\n", " shadowmappcf"}, // TODO make this a static parm
-	{"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"}, // TODO make this a static parm
-	{"#define USESHADOWSAMPLER\n", " shadowsampler"}, // TODO make this a static parm
 	{"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
 	{"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
 	{"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
@@ -852,15 +849,21 @@ enum
 	SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
 	SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
 	SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
+	SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
+	SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
+	SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
 };
-#define SHADERSTATICPARMS_COUNT 8
+#define SHADERSTATICPARMS_COUNT 11
 
 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
 static int shaderstaticparms_count = 0;
 
 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
-static qboolean R_CompileShader_CheckStaticParms(void)
+
+extern qboolean r_shadow_shadowmapsampler;
+extern int r_shadow_shadowmappcf;
+qboolean R_CompileShader_CheckStaticParms(void)
 {
 	static int r_compileshader_staticparms_save[1];
 	memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
@@ -886,6 +889,14 @@ static qboolean R_CompileShader_CheckStaticParms(void)
 	}
 	if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
 		R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
+
+	if (r_shadow_shadowmapsampler)
+		R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
+	if (r_shadow_shadowmappcf > 1)
+		R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
+	else if (r_shadow_shadowmappcf)
+		R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
+
 	return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
 }
 
@@ -907,6 +918,9 @@ static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permu
 	R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
 	R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
 	R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
+	R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
+	R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
+	R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
 }
 
 /// information about each possible shader permutation
@@ -1786,7 +1800,7 @@ static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int per
 	DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
 }
 
-static void R_GLSL_Restart_f(void)
+void R_GLSL_Restart_f(void)
 {
 	unsigned int i, limit;
 	if (glslshaderstring && glslshaderstring != builtinshaderstring)
@@ -2047,8 +2061,6 @@ extern qboolean r_shadow_usingshadowmaportho;
 extern float r_shadow_shadowmap_texturescale[2];
 extern float r_shadow_shadowmap_parameters[4];
 extern qboolean r_shadow_shadowmapvsdct;
-extern qboolean r_shadow_shadowmapsampler;
-extern int r_shadow_shadowmappcf;
 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
@@ -2215,12 +2227,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
 			if(r_shadow_shadowmapvsdct)
 				permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
 
-			if (r_shadow_shadowmapsampler)
-				permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-			if (r_shadow_shadowmappcf > 1)
-				permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-			else if (r_shadow_shadowmappcf)
-				permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
 			if (r_shadow_shadowmap2ddepthbuffer)
 				permutation |= SHADERPERMUTATION_DEPTHRGB;
 		}
@@ -2259,12 +2265,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
 			permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
 			permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
-			if (r_shadow_shadowmapsampler)
-				permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-			if (r_shadow_shadowmappcf > 1)
-				permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-			else if (r_shadow_shadowmappcf)
-				permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
 			if (r_shadow_shadowmap2ddepthbuffer)
 				permutation |= SHADERPERMUTATION_DEPTHRGB;
 		}
@@ -2316,12 +2316,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
 			permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
 			permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
-			if (r_shadow_shadowmapsampler)
-				permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-			if (r_shadow_shadowmappcf > 1)
-				permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-			else if (r_shadow_shadowmappcf)
-				permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
 			if (r_shadow_shadowmap2ddepthbuffer)
 				permutation |= SHADERPERMUTATION_DEPTHRGB;
 		}
@@ -2378,12 +2372,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
 			permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
 			permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
-			if (r_shadow_shadowmapsampler)
-				permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-			if (r_shadow_shadowmappcf > 1)
-				permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-			else if (r_shadow_shadowmappcf)
-				permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
 			if (r_shadow_shadowmap2ddepthbuffer)
 				permutation |= SHADERPERMUTATION_DEPTHRGB;
 		}
@@ -2439,12 +2427,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
 			permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
 			permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
-			if (r_shadow_shadowmapsampler)
-				permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-			if (r_shadow_shadowmappcf > 1)
-				permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-			else if (r_shadow_shadowmappcf)
-				permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
 			if (r_shadow_shadowmap2ddepthbuffer)
 				permutation |= SHADERPERMUTATION_DEPTHRGB;
 		}
@@ -3008,12 +2990,6 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
 		if (r_shadow_shadowmapvsdct)
 			permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
 
-		if (r_shadow_shadowmapsampler)
-			permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-		if (r_shadow_shadowmappcf > 1)
-			permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-		else if (r_shadow_shadowmappcf)
-			permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
 		if (r_shadow_shadowmap2ddepthbuffer)
 			permutation |= SHADERPERMUTATION_DEPTHRGB;
 	}
diff --git a/r_shadow.c b/r_shadow.c
index 19ae463e..320667df 100644
--- a/r_shadow.c
+++ b/r_shadow.c
@@ -496,6 +496,9 @@ static void R_Shadow_SetShadowMode(void)
 			break;
 		}
 	}
+
+	if(R_CompileShader_CheckStaticParms())
+		R_GLSL_Restart_f();
 }
 
 qboolean R_Shadow_ShadowMappingEnabled(void)
diff --git a/render.h b/render.h
index c869615a..60fc6afe 100644
--- a/render.h
+++ b/render.h
@@ -578,5 +578,7 @@ void R_LightningBeams_Init(void);
 void Mod_RenderInit(void);
 void Font_Init(void);
 
-#endif
+qboolean R_CompileShader_CheckStaticParms(void);
+void R_GLSL_Restart_f(void);
 
+#endif