mirror of
https://github.com/ZDoom/gzdoom.git
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1f0c69a0e9
- reinstated burn warp with shader based code.
181 lines
5.7 KiB
C++
181 lines
5.7 KiB
C++
/*
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** r_opengl.cpp
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**
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** OpenGL system interface
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**
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**---------------------------------------------------------------------------
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** Copyright 2005 Tim Stump
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** Copyright 2005-2013 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "tarray.h"
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#include "doomtype.h"
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#include "m_argv.h"
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#include "zstring.h"
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#include "version.h"
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#include "i_system.h"
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#include "v_text.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_cvars.h"
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static TArray<FString> m_Extensions;
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RenderContext gl;
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int occlusion_type=0;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void CollectExtensions()
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{
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const char *supported = NULL;
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char *extensions, *extension;
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supported = (char *)glGetString(GL_EXTENSIONS);
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if (supported)
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{
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extensions = new char[strlen(supported) + 1];
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strcpy(extensions, supported);
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extension = strtok(extensions, " ");
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while(extension)
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{
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m_Extensions.Push(FString(extension));
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extension = strtok(NULL, " ");
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}
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delete [] extensions;
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static bool CheckExtension(const char *ext)
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{
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for (unsigned int i = 0; i < m_Extensions.Size(); ++i)
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{
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if (m_Extensions[i].CompareNoCase(ext) == 0) return true;
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}
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return false;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void InitContext()
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{
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gl.flags=0;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void gl_LoadExtensions()
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{
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InitContext();
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CollectExtensions();
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const char *version = Args->CheckValue("-glversion");
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if (version == NULL) version = (const char*)glGetString(GL_VERSION);
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else Printf("Emulating OpenGL v %s\n", version);
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// Don't even start if it's lower than 3.0
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if (strcmp(version, "3.0") < 0)
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{
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I_FatalError("Unsupported OpenGL version.\nAt least GL 3.0 is required to run " GAMENAME ".\n");
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}
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gl.version = strtod(version, NULL);
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gl.glslversion = strtod((char*)glGetString(GL_SHADING_LANGUAGE_VERSION), NULL);
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gl.vendorstring=(char*)glGetString(GL_VENDOR);
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if (CheckExtension("GL_ARB_texture_compression")) gl.flags|=RFL_TEXTURE_COMPRESSION;
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if (CheckExtension("GL_EXT_texture_compression_s3tc")) gl.flags|=RFL_TEXTURE_COMPRESSION_S3TC;
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if (gl.version >= 4.f && CheckExtension("GL_ARB_buffer_storage")) gl.flags |= RFL_BUFFER_STORAGE;
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if (gl.version >= 3.2f || CheckExtension("GL_ARB_draw_elements_base_vertex")) gl.flags |= RFL_BASEINDEX;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE,&gl.max_texturesize);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void gl_PrintStartupLog()
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{
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Printf ("GL_VENDOR: %s\n", glGetString(GL_VENDOR));
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Printf ("GL_RENDERER: %s\n", glGetString(GL_RENDERER));
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Printf ("GL_VERSION: %s\n", glGetString(GL_VERSION));
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Printf ("GL_SHADING_LANGUAGE_VERSION: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
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Printf ("GL_EXTENSIONS: %s\n", glGetString(GL_EXTENSIONS));
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int v;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &v);
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Printf("Max. texture size: %d\n", v);
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glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &v);
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Printf ("Max. texture units: %d\n", v);
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glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &v);
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Printf ("Max. fragment uniforms: %d\n", v);
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gl.maxuniforms = v;
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glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &v);
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Printf ("Max. vertex uniforms: %d\n", v);
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glGetIntegerv(GL_MAX_VARYING_FLOATS, &v);
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Printf ("Max. varying: %d\n", v);
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glGetIntegerv(GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS, &v);
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Printf("Max. combined shader storage blocks: %d\n", v);
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glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &v);
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Printf("Max. vertex shader storage blocks: %d\n", v);
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}
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