mirror of
https://github.com/DrBeef/Quake2Quest.git
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320 lines
14 KiB
Markdown
320 lines
14 KiB
Markdown
Usage
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----
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There are many environnement variable to control gl4es behavour. All are numeric, except LIBGL_VERSION that take a string, LIBGL_FBO that takes a 2d size (WxH), and both LIBGL_EGL and LIBGL_GLES that take path/filename.
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You can also change many of this variable at runtime using the `glHint(...)` function. See [gl4eshint.h](include/gl4eshint.h) for the list of #define to use in this function.
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##### LIBGL_FB
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Controls the Framebuffer output
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* 0 : Default, using standard x11 rendering
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* 1 : Use Framebuffer output (x11 bypassed, only fullscreen)
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* 2 : Use Framebuffer, but also an intermediary FBO
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* 3 : Use PBuffer, allowing x11 (and windowed) rendering even if driver doesn't support it
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##### LIBGL_ES
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Controls the version of GLES to use
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* 0 : Default, using GLES 2.0 backend (unless built with DEFAULT_ES 1) (not on Pandora, still GLES 1.1 backend by default)
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* 1 : Use GLES 1.1 backend
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* 2 : Use GLES 2.0 backend
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##### LIBGL_GL
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Controls the version of OpenGL exposed
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* 0 : Default, expose OpenGL 1.5 when using GLES1.1 or OpenGL 2.0 when using GLES2.0
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* 15: Expose OpenGL 1.5
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* 20: Expose OpenGL 2.0
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* 21: Expose OpenGL 2.1
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##### LIBGL_XREFRESH
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Debug helper in specific cases
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* 0 : Default, nothing special
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* 1 : xrefresh will be called on cleanup
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##### LIBGL_STACKTRACE
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Automatic Backtrace log
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* 0 : Default, nothing special
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* 1 : stacktrace will be printed on crash
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##### LIBGL_FPS
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Print current FPS to the console
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* 0 : Defaut, don't mesure or printf FPS
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* 1 : Print FPS (on stdout) every second
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##### LIBGL_VSYNC
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VSync control
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* 0 : Default, nothing special
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* 1 : vsync enabled
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##### LIBGL_RECYCLEFBO
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Recycling FBO special case (don't delete a created FBO, but recycle it if needed)
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* 0 : Default, nothing special
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* 1 : Recycling of FBO enabled
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##### LIBGL_MIPMAP
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Handling of Manual and Automatic MIPMAP
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* 0 : Default, nothing special
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* 1 : AutoMipMap forced
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* 2 : guess AutoMipMap (based on manual mipmaping on textures)
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* 3 : ignore MipMap (mipmap creation / use entirely disabled)
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* 4 : ignore AutoMipMap on non-squared textures
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* 5 : calculate all sub-mipmap one time when uploading level 1
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##### LIBGL_FORCENPOT
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Forcing NPOT (Non-Power of Two) Texture size.
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* 0 : Default, nothing special
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* 1 : If hardware only support Limited NPOT, then disabling MIPMAP (i.e. LIBGL_MIPMAP=3), so all texture can be NPOT.
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If Hardware support full NPOT, do nothing special. Usefull for GLES2 backend where limited NPOT is always supported.
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##### LIBGL_TEXCOPY
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Make a local copy of every texture for easy glGetTexImage2D
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* 0 : Default, nothing special
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* 1 : Texture copy enabled
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##### LIBGL_SHRINK
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Texture shrinking control
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* 0 : Default, nothing special
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* 1 : everything / 2 (using original algorithm for size reduction, all other shink mode use a refined algorithm)
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* 2 : only textures wich one size > 512 are / 2
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* 3 : only textures wich one size > 256 are / 2
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* 4 : only textures wich one size > 256 are / 2, and the one > 1024 are / 4
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* 5 : only textures wich one size > 256 are resized to 256 (if possible, because only /2 and /4 exists), but empty texture are not shrinked
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* 6 : only textures wich one size > 128 are / 2, thoses >= 512 are resized to 256 (if possible, because only /2 and /4 exists), but empty texture are not shrinked
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* 7 : only textures wich one size > 512 are / 2, but empty texture are not shrinked
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* 8 : advertise a max texture size *4, but every texture wich one size > 2048 are shrinked to 2048
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* 9 : advertise a max texture size *4, but every texture wich one size > 4096 are / 4 and the one > 512 are / 2, but empty texture are not shrinked
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* 10: advertise a max texture size *4, but every texture wich one size > 2048 are / 4 and the one > 512 are / 2, but empty texture are not shrinked
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* 11: advertise a max texture size *2, but every texture with one dimension > max texture size will get shrinked to max texture size
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##### LIBGL_TEXDUMP
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Texture dump
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* 0 : Default, nothing special
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* 1 : Texture dump enabled
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##### LIBGL_ALPHAHACK
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Experimental: enable Alpha test only when using texture that contains an alpha channel
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* 0 : Default, nothing special
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* 1 : Alpha Hack enabled
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##### LIBGL_NODOWNSAMPLING
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Texture downsampling control (deprecated, use LIBGL_AVOID16BITS instead)
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* 0 : Default, DXTc texture are downsampled to 16bits
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* 1 : DXTc texture are left as 32bits RGBA
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##### LIBGL_STREAM
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PANDORA only: enable Texture Streaming (works only on RGB textures)
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* 0 : Default, nothing special
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* 1 : Enabled on empty RGB textures
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* 2 : Enabled on all RGB textures
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##### LIBGL_COPY
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Removed (Controled the glCopyTex(Sub)Image2D hack, it's now automatic, depending on how compatible is the readed framebuffer)
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##### LIBGL_NOLUMALPHA
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Control the availability of the LUMUNANCE_ALPHA format (can be buggy on Pandora model CC)
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* 0 : Default,GL_LUMINANCE_ALPHA is available and used if needed
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* 1 : GL_LUMINANCE_ALPHA hardware support disabled (a GL_RGBA texture will be used instead)
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##### LIBGL_BLENDHACK
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Experimental: Change Blend GL_SRC_ALPHA, GL_ONE to GL_ONE, GL_ONE
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* 0 : Default, nothing special
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* 1 : Change Blend GL_SRC_ALPHA, GL_ONE to GL_ONE, GL_ONE (can be usefull for Xash3D engine)
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##### LIBGL_BLENDCOLOR
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Hack: Export a (faked) glBlendColor
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* 0 : Default, don't expose gBlendColor
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* 1 : Exposed the function (if no hadware support, faked function willbe used)
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##### LIBGL_VERSION
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Hack: Control the glGetString version. Overide version string (should be in the form of "1.x")
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##### LIBGL_BATCH
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This has been changed with v1.0.5.
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Now BATCH simply try to merge subsequents glDrawXXXXX (glDrawArrays, glDrawElements...). It only try to merge if arrays is less the 10*N vertices
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The Batching stop when there is a change of GL State, but also if an Array of more then 100*N is encountered.
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* 0 : Default: don't try to merge glDrawXXXXX
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* N : Any number: try to merger arrays, 1st must be less than 10*N, max is 100*N vertices
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##### LIBGL_NOERROR
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Hack: glGetError() always return GL_NOERROR
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* 0 : Default, glGetError behave as it should
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* 1 : glGetError never fail.
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##### LIBGL_GAMMA
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Pandora Hack: Set a Gamma value (in decimal formal, 1.0 means no gamma boost)
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* X.Y : Use X.Y as gamma when creating context (typical value can be 1.6 or 2.0)
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##### LIBGL_SRGB
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ODROID Hack: Enable sRGB Surface (so Gamma corrected), if Hardware support it
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* 0 : Default, don't try to use sRGB surface
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* 1 : Enable sRGB Surface (but support will be tested first, must have EGL_KHR_gl_colorspace extension)
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##### LIBGL_FASTMATH
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Hack: Activate some Fast Math in processor/coprocessor
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* 0 : Default, nothing special
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* 1 : On OpenPandora and CHIP, activate "RunFast" on Cortex-A8 (mode default NaN, flush-to-zero)
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: Not implemented on other platforms (will do nothing)
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##### LIBGL_SILENTSTUB
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Debug: Hide or Show the Sub / Not found message
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* 0 : The messages for Stub or absend function are printed
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* 1 : Default, don't print the STUB or glXGetProcAddress glXXXXX not found message
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##### LIBGL_NOBANNER
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Show/Hide initial text
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* 0 : Default, print starting message
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* 1 : Silent: no LIBGL message at start (combine with LIBGL_SILENTSTUB for more silence)
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##### LIBGL_NPOT
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Expose NPOT (Non Power of Two) Support
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* 0 : Default, expose the extension that are availble by the GLES backend
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* 1 : Expose limited NPOT extension
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* 2 : Expose GL_ARB_texture_non_power_of_two extension
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##### LIBGL_GLQUERIES
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Expose glQueries functions
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* 0 : Don't expose the function (fake one will be used if called)
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* 1 : Default, expose fake functions (always answer 0)
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##### LIBGL_NOTEXMAT
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Handling of Texture Matrix
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* 0 : Default, perform handling internaly (better handling of NPOT texture on all hardware)
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* 1 : Let the driver handle texmat (can be faster in some cases, but NPOT texture may be broken)
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##### LIBGL_NOTEST
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Initial Hardware test
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* 0 : Default, perform intial hardware testing (using a PBuffer)
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* 1 : Do not perform test (no extensions tested or used)
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##### LIBGL_NOVAOCACHE
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VAO Caching
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* 0 : Default, try to cache vao to avoid memcpy in render list
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* 1 : Don't cache VAO
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##### LIBGL_VABGRA
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Vertex Array BGRA extension
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* 0 : Default, GL_ARB_vertex_array_bgra not exposed (still emulated)
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* 1 : Extension exposed may be faster in some cases (Arx Libertatis mainly)
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##### LIBGL_BEGINEND
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Merge of subsequent glBegin/glEnd blocks (will be non-effective if BATCH mode is used)
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* 0 : Don't try to merge
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* 1 : Try to merge, even if there is a glColor / glNormal in between (default)
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##### LIBGL_AVOID16BITS
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Try to avoid 16bits textures
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* 0 : Default, use 16bits texture if it can avoid a convertion or for DXTc textures
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* 1 : Use 32bits texture unless specifically requested (using internalformat)
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##### LIBGL_AVOID24BITS
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Try to avoid 24bits textures (i.e. GL_RGB)
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* 0 : Default, use 24bits texture when it's possible
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* 1 : Force 32bits textures when GL_RGB is asked (as internal or not). Not recommanded, as it may break some blend functions (especialy on GLES 1.1 backend). Does not impact 16bits formats.
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##### LIBGL_FORCE16BITS
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Try to use 16bits textures
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* 0 : Default, don't force 16bits texture
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* 1 : Use 16bits texture instead of 32bits (i.e. use RGBA4 instead of RGBA8 and RGB5 instead of RGB8)
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##### LIBGL_POTFRAMEBUFFER
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Use only Power Of Two dimension for Framebuffer
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* 0 : Default, use NPOT dimension if supported
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* 1 : Force Framebuffer to be created with POT dimension (not advised on GLES2 backend)
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##### LIBGL_NOBGRA
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Ignore BGRA Texture hardware extension
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* 0 : Default, use BGRA extension if possible
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* 1 : Ignore BGRA extension, even if supported by GLES hardware
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##### LIBGL_NOHIGHP
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Usage of highp precision in fragment shader (ES2 backend only)
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* 0 : Default, use highp if available
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* 1 : Disable usage of highp in Fragment shaders
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##### LIBGL_COMMENTS
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Comments in shaders are kept (also for generated shaders by fpe_shaders)
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* 0 : Default, no comments in shaders sent to GLES Hardware
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* 1 : Comments are left in Shaders sent to GLES Hardware
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##### LIBGL_DEFAULTWRAP
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Hack to define default WRAP mode for texture
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* 0 : Default wrap mode is GL_REPEAT (normal OpenGL behavour): default on NPOT hardware
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* 1 : Default wrap mode is GL_CLAMP_TO_EDGE: default on limited NPOT or non-NPOT hardware
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* 2 : Default wrap mode is GL_CLAMP_TO_EDGE, enforced (not advised)
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##### LIBGL_FBOMAKECURRENT
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Workaround for FBO and glXMakeCurrent (force unbind/bind FBO when changing context)
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* 0 : Disabled (Default on most configuration)
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* 1 : Enabled (Default if Vendor is ARM or if using LIBGL_FB 1 and 2)
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##### LIBL_FBOUNBIND
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Workaround on FBO where a binded texture is used for drawing
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* 0 : Disabled (Default for all other configuration)
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* 1 : Enabled (Default on ARM and PowerVR hardware)
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##### LIBGL_FBOFORCETEX
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For the Color Attachment 0 to be a Texture2D (even if program attachs a Renderbuffer) => may speedup glBlitFramebuffer if used
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* 0 : Default, don't force
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* 1 : For Color Attachment 0 of FBO to be a texture
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##### LIBGL_FBO
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Hack: define custom dimension for FBO (only used with LIBGL_FBO=2)
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* WxH : Define FBO of WxH size (ex: LIBGL_FBO=1280x720)
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##### LIBGL_NOTEXARRAY
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Hack to force using discrete Texture instead of Array in all shader
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* 0 : Default: Array of texture is used in shaders (not in FPE generated ones)
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* 1 : Individual texture are forced in shaders (shaders may fail to compile if array are accessed by indice)
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##### LIBGL_LOGSHADERERROR
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Log to the console Shader Compile error, with initial and ShaderConv'd source of the shader
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* 0 : Default, don't log
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* 1 : Log Shader Compilation Errors
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##### LIBGL_SHADERNOGLES
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Don't use GL_ES part in shaders
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* 0 : Default, let GL_ES part in shader
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* 1 : Remove the GL_ES part in shader (usefull for Löve for example)
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##### LIBGL_NODEPTHTEX
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Disable the use of Depth texture
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* 0 : Default, Use Depth Texture if supported by Hardware
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* 1 : Disable the use of Depth Texture (renderbuffer will be used in FBO)
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##### LIBGL_FLOAT
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Expose support for FLOAT and HALF_FLOAT Texture support (and has attachement to FBO)
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* 0 : Don't exposed, even if supported in hardware
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* 1 : Default, exposed what is supported by hardware
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* 2 : Force exposed, even if no supported (will be emulated has GL_UNSIGNED_BYTE if not supported)
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##### LIBGL_GLXRECYCLE
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Recycle EGLSurface per Drawable, instead of destroying them
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* 0 : Default, don't recycle
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* 1 : Don't destroy EGLSurface, per reused them per drawable (can fix EGL_BAD_ALLOC error). EGLSurface are never destroyed in this mode for now.
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##### LIBGL_NOCLEAN
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Debug: don't clean GLContext when they are destroy
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* 0 : Default, clean GLContext
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* 1 : Don't clean GLContext
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##### LIBGL_EGL
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Define EGL lib to use. Default folder are the standard one for dynamic librarie loading (LD_LIBRARY_PATH and friend) plus "/opt/vc/lib/", /usr/local/lib/" and "/usr/lib/".
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* by default try to use libbrcmEGL and libEGL
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* filename: try to load from the defaults folder (don't forget to use complete filename, with ".so" extension). If not found/loaded, default one will be tried.
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* /path/to/filename: try to use exact path/filename. If not found/loaded, default one will be tried.
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##### LIBGL_GLES
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Define GLES(2) lib to use. Default folder are the standard one for dynamic librarie loading (LD_LIBRARY_PATH and friend) plus "/opt/vc/lib/", /usr/local/lib/" and "/usr/lib/". Be sure to point to correct GLES library depanding on wich GLES backend you are using.
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* by default try to use libGLESv1_CM, libGLES_CM or libbrcmGLESv1_CM for GLES1.1 and libGLESv2_CM, libGLESv2 or libbrcmGLESv2 for GLES2 backend
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* filename: try to load from the defaults folder (don't forget to use complete filename, with ".so" extension). If not found/loaded, default one will be tried.
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* /path/to/filename: try to use exact path/filename. If not found/loaded, default one will be tried.
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##### LIBGL_DBGSHADERCONV
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Log to the console all shaders before and after conversion
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* 0 : Default: don't log anything
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* 1 : Log Vertex Shader
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* 2 : Log Framegent Shader
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* 4 : Log Shaders before going to Shaderconv
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* 8 : Log Shaders after going to Shaderconv
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Note that you can combine (logical or state. So 14 will be only Fragment shader before and after shaderconv)
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Note also that if neither Fragment and Vertex are defined, both will be selected. Same for Before and After.
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At last, the value "1" will be changed to "15", to log everything.
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