/* ** r_opengl.cpp ** ** OpenGL system interface ** **--------------------------------------------------------------------------- ** Copyright 2005 Tim Stump ** Copyright 2005-2013 Christoph Oelckers ** 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" #include "v_text.h" #include "gl/system/gl_interface.h" #include "gl/system/gl_cvars.h" static TArray m_Extensions; RenderContext gl; int occlusion_type=0; //========================================================================== // // // //========================================================================== static void CollectExtensions() { const char *extension; int max = 0; glGetIntegerv(GL_NUM_EXTENSIONS, &max); 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; } //========================================================================== // // // //========================================================================== void gl_LoadExtensions() { InitContext(); CollectExtensions(); const char *version = Args->CheckValue("-glversion"); if (version == NULL) version = (const char*)glGetString(GL_VERSION); else Printf("Emulating OpenGL v %s\n", version); // Don't even start if it's lower than 3.0 if (strcmp(version, "3.0") < 0) { I_FatalError("Unsupported OpenGL version.\nAt least OpenGL 3.0 is required to run " GAMENAME ".\n"); } // add 0.01 to account for roundoff errors making the number a tad smaller than the actual version gl.version = strtod(version, NULL) + 0.01f; gl.glslversion = strtod((char*)glGetString(GL_SHADING_LANGUAGE_VERSION), NULL) + 0.01f; gl.vendorstring = (char*)glGetString(GL_VENDOR); 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 (!Args->CheckParm("-gl3")) { // don't use GL 4.x features when running in GL 3 emulation mode. 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")) { // Shader storage buffer objects are broken on current Intel drivers. if (strstr(gl.vendorstring, "Intel") == NULL) { gl.flags |= RFL_SHADER_STORAGE_BUFFER; } } gl.flags |= RFL_BUFFER_STORAGE; } } int v; 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; glGetIntegerv(GL_MAX_TEXTURE_SIZE,&gl.max_texturesize); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); } //========================================================================== // // // //========================================================================== void gl_PrintStartupLog() { int v = 0; 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 ("GL_EXTENSIONS:"); for (unsigned i = 0; i < m_Extensions.Size(); i++) { Printf(" %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_FRAGMENT_UNIFORM_COMPONENTS, &v); Printf ("Max. fragment uniforms: %d\n", v); glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &v); Printf ("Max. vertex uniforms: %d\n", v); 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); glGetIntegerv(GL_MAX_VARYING_FLOATS, &v); Printf ("Max. varying: %d\n", v); 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); }