gzdoom-gles/src/gl/system/gl_interface.cpp
Christoph Oelckers b12a6fded9 - added the code for legacy shaders.
- force texture filtering for 2D to off when in software rendering.
2018-04-08 12:11:51 +02:00

374 lines
No EOL
11 KiB
C++

//
//---------------------------------------------------------------------------
//
// Copyright(C) 2005-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** r_opengl.cpp
**
** OpenGL system interface
**
*/
#include "gl/system/gl_system.h"
#include "tarray.h"
#include "doomtype.h"
#include "m_argv.h"
#include "zstring.h"
#include "version.h"
#include "i_system.h"
#include "v_text.h"
#include "r_data/r_translate.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_cvars.h"
void gl_PatchMenu();
static TArray<FString> m_Extensions;
RenderContext gl;
static double realglversion; // this is public so the statistics code can access it.
//==========================================================================
//
//
//
//==========================================================================
static void CollectExtensions()
{
const char *extension;
int max = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &max);
if (max == 0)
{
// Try old method to collect extensions
const char *supported = (char *)glGetString(GL_EXTENSIONS);
if (nullptr != supported)
{
char *extensions = new char[strlen(supported) + 1];
strcpy(extensions, supported);
char *extension = strtok(extensions, " ");
while (extension)
{
m_Extensions.Push(FString(extension));
extension = strtok(nullptr, " ");
}
delete [] extensions;
}
}
else
{
// Use modern method to collect extensions
for (int i = 0; i < max; i++)
{
extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
m_Extensions.Push(FString(extension));
}
}
}
//==========================================================================
//
//
//
//==========================================================================
static bool CheckExtension(const char *ext)
{
for (unsigned int i = 0; i < m_Extensions.Size(); ++i)
{
if (m_Extensions[i].CompareNoCase(ext) == 0) return true;
}
return false;
}
//==========================================================================
//
//
//
//==========================================================================
static void InitContext()
{
gl.flags=0;
}
//==========================================================================
//
//
//
//==========================================================================
#define FUDGE_FUNC(name, ext) if (_ptrc_##name == NULL) _ptrc_##name = _ptrc_##name##ext;
void gl_LoadExtensions()
{
InitContext();
CollectExtensions();
const char *glversion = (const char*)glGetString(GL_VERSION);
gl.es = false;
if (glversion && strlen(glversion) > 10 && memcmp(glversion, "OpenGL ES ", 10) == 0)
{
glversion += 10;
gl.es = true;
}
const char *version = Args->CheckValue("-glversion");
realglversion = strtod(glversion, NULL);
if (version == NULL)
{
version = glversion;
}
else
{
double v1 = strtod(version, NULL);
if (v1 >= 3.0 && v1 < 3.3) v1 = 3.3; // promote '3' to 3.3 to avoid falling back to the legacy path.
if (realglversion < v1) version = glversion;
else Printf("Emulating OpenGL v %s\n", version);
}
float gl_version = (float)strtod(version, NULL) + 0.01f;
if (gl.es)
{
if (gl_version < 2.0f)
{
I_FatalError("Unsupported OpenGL ES version.\nAt least OpenGL ES 2.0 is required to run " GAMENAME ".\n");
}
const char *glslversion = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION);
if (glslversion && strlen(glslversion) > 18 && memcmp(glslversion, "OpenGL ES GLSL ES ", 10) == 0)
{
glslversion += 18;
}
// add 0.01 to account for roundoff errors making the number a tad smaller than the actual version
gl.glslversion = strtod(glslversion, NULL) + 0.01f;
gl.vendorstring = (char*)glGetString(GL_VENDOR);
// Use the slowest/oldest modern path for now
gl.legacyMode = false;
gl.lightmethod = LM_DEFERRED;
gl.buffermethod = BM_DEFERRED;
gl.flags |= RFL_NO_CLIP_PLANES;
}
else
{
// Don't even start if it's lower than 2.0 or no framebuffers are available (The framebuffer extension is needed for glGenerateMipmapsEXT!)
if ((gl_version < 2.0f || !CheckExtension("GL_EXT_framebuffer_object")) && gl_version < 3.0f)
{
I_FatalError("Unsupported OpenGL version.\nAt least OpenGL 2.0 with framebuffer support is required to run " GAMENAME ".\n");
}
gl.es = false;
// add 0.01 to account for roundoff errors making the number a tad smaller than the actual version
gl.glslversion = strtod((char*)glGetString(GL_SHADING_LANGUAGE_VERSION), NULL) + 0.01f;
gl.vendorstring = (char*)glGetString(GL_VENDOR);
// first test for optional features
if (CheckExtension("GL_ARB_texture_compression")) gl.flags |= RFL_TEXTURE_COMPRESSION;
if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags |= RFL_TEXTURE_COMPRESSION_S3TC;
if ((gl_version >= 3.3f || CheckExtension("GL_ARB_sampler_objects")) && !Args->CheckParm("-nosampler"))
{
gl.flags |= RFL_SAMPLER_OBJECTS;
}
// The minimum requirement for the modern render path is GL 3.3.
// Although some GL 3.1 or 3.2 solutions may theoretically work they are usually too broken or too slow.
if (gl_version < 3.3f)
{
gl.legacyMode = true;
gl.lightmethod = LM_LEGACY;
gl.buffermethod = BM_LEGACY;
gl.glslversion = 0;
gl.flags |= RFL_NO_CLIP_PLANES;
}
else
{
gl.legacyMode = false;
gl.lightmethod = LM_DEFERRED;
gl.buffermethod = BM_DEFERRED;
if (gl_version < 4.f)
{
#ifdef _WIN32
if (strstr(gl.vendorstring, "ATI Tech"))
{
gl.flags |= RFL_NO_CLIP_PLANES; // gl_ClipDistance is horribly broken on ATI GL3 drivers for Windows.
}
#endif
}
else if (gl_version < 4.5f)
{
// don't use GL 4.x features when running a GL 3.x context.
if (CheckExtension("GL_ARB_buffer_storage"))
{
// work around a problem with older AMD drivers: Their implementation of shader storage buffer objects is piss-poor and does not match uniform buffers even closely.
// Recent drivers, GL 4.4 don't have this problem, these can easily be recognized by also supporting the GL_ARB_buffer_storage extension.
if (CheckExtension("GL_ARB_shader_storage_buffer_object"))
{
// Intel's GLSL compiler is a bit broken with extensions, so unlock the feature only if not on Intel or having GL 4.3.
if (strstr(gl.vendorstring, "Intel") == NULL || gl_version >= 4.3f)
{
gl.flags |= RFL_SHADER_STORAGE_BUFFER;
}
}
gl.flags |= RFL_BUFFER_STORAGE;
gl.lightmethod = LM_DIRECT;
gl.buffermethod = BM_PERSISTENT;
}
}
else
{
// Assume that everything works without problems on GL 4.5 drivers where these things are core features.
gl.flags |= RFL_SHADER_STORAGE_BUFFER | RFL_BUFFER_STORAGE;
gl.lightmethod = LM_DIRECT;
gl.buffermethod = BM_PERSISTENT;
}
if (gl_version >= 4.3f || CheckExtension("GL_ARB_invalidate_subdata")) gl.flags |= RFL_INVALIDATE_BUFFER;
if (gl_version >= 4.3f || CheckExtension("GL_KHR_debug")) gl.flags |= RFL_DEBUG;
const char *lm = Args->CheckValue("-lightmethod");
if (lm != NULL)
{
if (!stricmp(lm, "deferred") && gl.lightmethod == LM_DIRECT) gl.lightmethod = LM_DEFERRED;
}
lm = Args->CheckValue("-buffermethod");
if (lm != NULL)
{
if (!stricmp(lm, "deferred") && gl.buffermethod == BM_PERSISTENT) gl.buffermethod = BM_DEFERRED;
}
}
}
int v;
if (!gl.legacyMode && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
{
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &v);
gl.maxuniforms = v;
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &v);
gl.maxuniformblock = v;
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &v);
gl.uniformblockalignment = v;
}
else
{
gl.maxuniforms = 0;
gl.maxuniformblock = 0;
gl.uniformblockalignment = 0;
}
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl.max_texturesize);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if (gl.legacyMode)
{
// fudge a bit with the framebuffer stuff to avoid redundancies in the main code. Some of the older cards do not have the ARB stuff but the calls are nearly identical.
FUDGE_FUNC(glGenerateMipmap, EXT);
FUDGE_FUNC(glGenFramebuffers, EXT);
FUDGE_FUNC(glBindFramebuffer, EXT);
FUDGE_FUNC(glDeleteFramebuffers, EXT);
FUDGE_FUNC(glFramebufferTexture2D, EXT);
FUDGE_FUNC(glGenerateMipmap, EXT);
FUDGE_FUNC(glGenFramebuffers, EXT);
FUDGE_FUNC(glBindFramebuffer, EXT);
FUDGE_FUNC(glDeleteFramebuffers, EXT);
FUDGE_FUNC(glFramebufferTexture2D, EXT);
FUDGE_FUNC(glFramebufferRenderbuffer, EXT);
FUDGE_FUNC(glGenRenderbuffers, EXT);
FUDGE_FUNC(glDeleteRenderbuffers, EXT);
FUDGE_FUNC(glRenderbufferStorage, EXT);
FUDGE_FUNC(glBindRenderbuffer, EXT);
FUDGE_FUNC(glCheckFramebufferStatus, EXT);
}
UCVarValue value;
value.Bool = gl.legacyMode;
}
//==========================================================================
//
//
//
//==========================================================================
void gl_PrintStartupLog()
{
int v = 0;
if (!gl.legacyMode) glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &v);
Printf ("GL_VENDOR: %s\n", glGetString(GL_VENDOR));
Printf ("GL_RENDERER: %s\n", glGetString(GL_RENDERER));
Printf ("GL_VERSION: %s (%s profile)\n", glGetString(GL_VERSION), (v & GL_CONTEXT_CORE_PROFILE_BIT)? "Core" : "Compatibility");
Printf ("GL_SHADING_LANGUAGE_VERSION: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
Printf (PRINT_LOG, "GL_EXTENSIONS:");
for (unsigned i = 0; i < m_Extensions.Size(); i++)
{
Printf(PRINT_LOG, " %s", m_Extensions[i].GetChars());
}
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &v);
Printf("\nMax. texture size: %d\n", v);
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &v);
Printf ("Max. texture units: %d\n", v);
glGetIntegerv(GL_MAX_VARYING_FLOATS, &v);
Printf ("Max. varying: %d\n", v);
if (!gl.legacyMode && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
{
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &v);
Printf ("Max. uniform block size: %d\n", v);
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &v);
Printf ("Uniform block alignment: %d\n", v);
}
if (gl.flags & RFL_SHADER_STORAGE_BUFFER)
{
glGetIntegerv(GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS, &v);
Printf("Max. combined shader storage blocks: %d\n", v);
glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &v);
Printf("Max. vertex shader storage blocks: %d\n", v);
}
}
std::pair<double, bool> gl_getInfo()
{
// gl_ARB_bindless_texture is the closest we can get to determine Vulkan support from OpenGL.
// This isn't foolproof because Intel doesn't support it but for NVidia and AMD support of this extension means Vulkan support.
return std::make_pair(realglversion, CheckExtension("GL_ARB_bindless_texture"));
}