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/*
* * r_opengl . cpp
* *
* * OpenGL system interface
* *
* * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* * Copyright 2005 Tim Stump
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* * Copyright 2005 - 2013 Christoph Oelckers
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* * All rights reserved .
* *
* * Redistribution and use in source and binary forms , with or without
* * modification , are permitted provided that the following conditions
* * are met :
* *
* * 1. Redistributions of source code must retain the above copyright
* * notice , this list of conditions and the following disclaimer .
* * 2. Redistributions in binary form must reproduce the above copyright
* * notice , this list of conditions and the following disclaimer in the
* * documentation and / or other materials provided with the distribution .
* * 3. The name of the author may not be used to endorse or promote products
* * derived from this software without specific prior written permission .
* * 4. Full disclosure of the entire project ' s source code , except for third
* * party libraries is mandatory . ( NOTE : This clause is non - negotiable ! )
* *
* * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ` ` AS IS ' ' AND ANY EXPRESS OR
* * IMPLIED WARRANTIES , INCLUDING , BUT NOT LIMITED TO , THE IMPLIED WARRANTIES
* * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED .
* * IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT , INDIRECT ,
* * INCIDENTAL , SPECIAL , EXEMPLARY , OR CONSEQUENTIAL DAMAGES ( INCLUDING , BUT
* * NOT LIMITED TO , PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES ; LOSS OF USE ,
* * DATA , OR PROFITS ; OR BUSINESS INTERRUPTION ) HOWEVER CAUSED AND ON ANY
* * THEORY OF LIABILITY , WHETHER IN CONTRACT , STRICT LIABILITY , OR TORT
* * ( INCLUDING NEGLIGENCE OR OTHERWISE ) ARISING IN ANY WAY OUT OF THE USE OF
* * THIS SOFTWARE , EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE .
* * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* *
*/
# 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"
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# include "v_text.h"
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# include "r_data/r_translate.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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void gl_PatchMenu ( ) ;
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static TArray < FString > m_Extensions ;
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RenderContext gl ;
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//==========================================================================
//
//
//
//==========================================================================
static void CollectExtensions ( )
{
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const char * extension ;
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int max = 0 ;
glGetIntegerv ( GL_NUM_EXTENSIONS , & max ) ;
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if ( 0 = = max )
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{
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// 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 ) ) ;
}
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}
}
//==========================================================================
//
//
//
//==========================================================================
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 ;
}
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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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# define FUDGE_FUNC(name, ext) if (_ptrc_##name == NULL) _ptrc_##name = _ptrc_##name##ext;
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void gl_LoadExtensions ( )
{
InitContext ( ) ;
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CollectExtensions ( ) ;
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const char * version = Args - > CheckValue ( " -glversion " ) ;
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const char * glversion = ( const char * ) glGetString ( GL_VERSION ) ;
if ( version = = NULL )
{
version = glversion ;
}
else
{
double v1 = strtod ( version , NULL ) ;
double v2 = strtod ( glversion , NULL ) ;
if ( v2 < v1 ) version = glversion ;
else Printf ( " Emulating OpenGL v %s \n " , version ) ;
}
gl . version = strtod ( version , NULL ) + 0.01f ;
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// Don't even start if it's lower than 3.0
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if ( ( gl . version < 2.0 | | ! CheckExtension ( " GL_EXT_framebuffer_object " ) ) & & gl . version < 3.0 )
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{
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I_FatalError ( " Unsupported OpenGL version. \n At least OpenGL 2.0 with framebuffer support is required to run " GAMENAME " . \n " ) ;
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}
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// 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 ;
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gl . vendorstring = ( char * ) glGetString ( GL_VENDOR ) ;
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gl . lightmethod = LM_SOFTWARE ;
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gl . buffermethod = BM_CLIENTARRAY ;
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if ( ( gl . version > = 3.3f | | CheckExtension ( " GL_ARB_sampler_objects " ) ) & & ! Args - > CheckParm ( " -nosampler " ) )
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{
gl . flags | = RFL_SAMPLER_OBJECTS ;
}
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// Buffer lighting is only feasible with GLSL 1.3 and higher, even if 1.2 supports the extension.
if ( gl . version > 3.0f & & ( gl . version > = 3.3f | | CheckExtension ( " GL_ARB_uniform_buffer_object " ) ) )
{
gl . lightmethod = LM_DEFERRED ;
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// Only Apple requires the core profile for GL 3.x+.
// #ifdef __APPLE__
// gl.buffermethod = BM_DEFERRED;
// #endif
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}
if ( CheckExtension ( " GL_ARB_texture_compression " ) ) gl . flags | = RFL_TEXTURE_COMPRESSION ;
if ( CheckExtension ( " GL_EXT_texture_compression_s3tc " ) ) gl . flags | = RFL_TEXTURE_COMPRESSION_S3TC ;
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if ( Args - > CheckParm ( " -noshader " ) /* || gl.glslversion < 1.2f*/ )
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{
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gl . version = 2.11f ;
gl . glslversion = 0 ;
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gl . lightmethod = LM_SOFTWARE ;
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}
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else if ( gl . version < 3.0f )
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{
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//if (CheckExtension("GL_NV_GPU_shader4") || CheckExtension("GL_EXT_GPU_shader4")) gl.glslversion = 1.21f; // for pre-3.0 drivers that support capable hardware. Needed for Apple.
//else gl.glslversion = 0;
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if ( ! CheckExtension ( " GL_EXT_packed_float " ) ) gl . flags | = RFL_NO_RGBA16F ;
if ( ! CheckExtension ( " GL_EXT_packed_depth_stencil " ) ) gl . flags | = RFL_NO_DEPTHSTENCIL ;
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}
else if ( gl . version < 4.f )
{
if ( strstr ( gl . vendorstring , " ATI Tech " ) )
{
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gl . version = 2.11f ;
gl . glslversion = 1.21f ;
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gl . lightmethod = LM_SOFTWARE ; // do not use uniform buffers with the fallback shader, it may cause problems.
}
}
else
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{
// don't use GL 4.x features when running in GL 3 emulation mode.
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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 " ) )
{
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// Shader storage buffer objects are broken on current Intel drivers.
if ( strstr ( gl . vendorstring , " Intel " ) = = NULL )
{
gl . flags | = RFL_SHADER_STORAGE_BUFFER ;
}
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}
gl . flags | = RFL_BUFFER_STORAGE ;
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gl . lightmethod = LM_DIRECT ;
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gl . buffermethod = BM_PERSISTENT ;
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}
else
{
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gl . version = 3.3f ;
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}
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}
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const char * lm = Args - > CheckValue ( " -lightmethod " ) ;
if ( lm ! = NULL )
{
if ( ! stricmp ( lm , " deferred " ) & & gl . lightmethod = = LM_DIRECT ) gl . lightmethod = LM_DEFERRED ;
if ( ! stricmp ( lm , " textured " ) ) gl . lightmethod = LM_SOFTWARE ;
}
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lm = Args - > CheckValue ( " -buffermethod " ) ;
if ( lm ! = NULL )
{
//if (!stricmp(lm, "deferred") && gl.buffermethod == BM_PERSISTENT) gl.buffermethod = BM_DEFERRED;
if ( ! stricmp ( lm , " clientarray " ) ) gl . buffermethod = BM_CLIENTARRAY ;
}
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int v ;
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if ( gl . lightmethod ! = LM_SOFTWARE & & ! ( 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 ;
}
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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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// 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 ) ;
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gl_PatchMenu ( ) ;
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}
//==========================================================================
//
//
//
//==========================================================================
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void gl_PrintStartupLog ( )
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{
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int v = 0 ;
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if ( gl . version > = 3.2 ) glGetIntegerv ( GL_CONTEXT_PROFILE_MASK , & v ) ;
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Printf ( " GL_VENDOR: %s \n " , glGetString ( GL_VENDOR ) ) ;
Printf ( " GL_RENDERER: %s \n " , glGetString ( GL_RENDERER ) ) ;
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Printf ( " GL_VERSION: %s (%s profile) \n " , glGetString ( GL_VERSION ) , ( v & GL_CONTEXT_CORE_PROFILE_BIT ) ? " Core " : " Compatibility " ) ;
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Printf ( " GL_SHADING_LANGUAGE_VERSION: %s \n " , glGetString ( GL_SHADING_LANGUAGE_VERSION ) ) ;
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Printf ( " GL_EXTENSIONS: " ) ;
for ( unsigned i = 0 ; i < m_Extensions . Size ( ) ; i + + )
{
Printf ( " %s " , m_Extensions [ i ] . GetChars ( ) ) ;
}
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glGetIntegerv ( GL_MAX_TEXTURE_SIZE , & v ) ;
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Printf ( " \n Max. texture size: %d \n " , v ) ;
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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 ) ;
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if ( gl . lightmethod ! = LM_SOFTWARE & & ! ( 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 ) ;
}
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// For shader-less, the special alphatexture translation must be changed to actually set the alpha, because it won't get translated by a shader.
if ( gl . glslversion = = 0 )
{
FRemapTable * remap = translationtables [ TRANSLATION_Standard ] [ 8 ] ;
for ( int i = 0 ; i < 256 ; i + + )
{
remap - > Remap [ i ] = i ;
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remap - > Palette [ i ] = PalEntry ( i , 255 , 255 , 255 ) ;
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}
}
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}