// //--------------------------------------------------------------------------- // // 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 m_Extensions; RenderContext gl; //========================================================================== // // // //========================================================================== static void CollectExtensions() { const char *extension; int max = 0; glGetIntegerv(GL_NUM_EXTENSIONS, &max); if (0 == max) { // 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"); 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); } 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; } 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 are GL 3.0 + uniform buffers. Also exclude the Linux Mesa driver at GL 3.0 because it errors out on shader compilation. if (gl_version < 3.0f || (gl_version < 3.1f && (!CheckExtension("GL_ARB_uniform_buffer_object") || strstr(gl.vendorstring, "X.Org") != nullptr))) { 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); gl_PatchMenu(); } } //========================================================================== // // // //========================================================================== 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); } // 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.legacyMode) { FRemapTable *remap = translationtables[TRANSLATION_Standard][8]; for (int i = 0; i < 256; i++) { remap->Remap[i] = i; remap->Palette[i] = PalEntry(i, 255, 255, 255); } } }