mirror of
https://github.com/ZDoom/qzdoom.git
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320 lines
10 KiB
C++
320 lines
10 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 "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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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 *extension;
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int max = 0;
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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
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const char *supported = (char *)glGetString(GL_EXTENSIONS);
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if (nullptr != supported)
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{
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char *extensions = new char[strlen(supported) + 1];
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strcpy(extensions, supported);
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char *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(nullptr, " ");
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}
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delete [] extensions;
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}
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}
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else
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{
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// Use modern method to collect extensions
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for (int i = 0; i < max; i++)
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{
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extension = (const char*)glGetStringi(GL_EXTENSIONS, i);
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m_Extensions.Push(FString(extension));
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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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//==========================================================================
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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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#define FUDGE_FUNC(name, ext) if (_ptrc_##name == NULL) _ptrc_##name = _ptrc_##name##ext;
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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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const char *glversion = (const char*)glGetString(GL_VERSION);
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if (version == NULL)
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{
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version = glversion;
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}
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else
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{
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double v1 = strtod(version, NULL);
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double v2 = strtod(glversion, NULL);
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if (v2 < v1) version = glversion;
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else Printf("Emulating OpenGL v %s\n", version);
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}
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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.\nAt 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
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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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if (gl.version >= 3.3f || CheckExtension("GL_ARB_sampler_objects"))
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{
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gl.flags |= RFL_SAMPLER_OBJECTS;
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}
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// Buffer lighting is only feasible with GLSL 1.3 and higher, even if 1.2 supports the extension.
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if (gl.version > 3.0f && (gl.version >= 3.3f || CheckExtension("GL_ARB_uniform_buffer_object")))
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{
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gl.lightmethod = LM_DEFERRED;
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}
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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 (Args->CheckParm("-noshader") || gl.glslversion < 1.2f)
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{
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gl.version = 2.11f;
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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.
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else gl.glslversion = 0;
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}
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else if (gl.version < 4.f)
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{
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if (strstr(gl.vendorstring, "ATI Tech"))
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{
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gl.version = 2.11f;
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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.
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}
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}
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else
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{
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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"))
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{
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// 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.
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// Recent drivers, GL 4.4 don't have this problem, these can easily be recognized by also supporting the GL_ARB_buffer_storage extension.
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if (CheckExtension("GL_ARB_shader_storage_buffer_object"))
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{
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// Shader storage buffer objects are broken on current Intel drivers.
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if (strstr(gl.vendorstring, "Intel") == NULL)
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{
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gl.flags |= RFL_SHADER_STORAGE_BUFFER;
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}
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}
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gl.flags |= RFL_BUFFER_STORAGE;
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gl.lightmethod = LM_DIRECT;
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}
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else
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{
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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");
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if (lm != NULL)
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{
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if (!stricmp(lm, "deferred") && gl.lightmethod == LM_DIRECT) gl.lightmethod = LM_DEFERRED;
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if (!stricmp(lm, "textured")) gl.lightmethod = LM_SOFTWARE;
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}
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int v;
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glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &v);
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gl.maxuniforms = v;
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glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &v);
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gl.maxuniformblock = v;
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &v);
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gl.uniformblockalignment = v;
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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.
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FUDGE_FUNC(glGenerateMipmap, EXT);
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FUDGE_FUNC(glGenFramebuffers, EXT);
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FUDGE_FUNC(glBindFramebuffer, EXT);
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FUDGE_FUNC(glDeleteFramebuffers, EXT);
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FUDGE_FUNC(glFramebufferTexture2D, EXT);
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FUDGE_FUNC(glGenerateMipmap, EXT);
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FUDGE_FUNC(glGenFramebuffers, EXT);
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FUDGE_FUNC(glBindFramebuffer, EXT);
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FUDGE_FUNC(glDeleteFramebuffers, EXT);
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FUDGE_FUNC(glFramebufferTexture2D, EXT);
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FUDGE_FUNC(glFramebufferRenderbuffer, EXT);
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FUDGE_FUNC(glGenRenderbuffers, EXT);
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FUDGE_FUNC(glDeleteRenderbuffers, EXT);
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FUDGE_FUNC(glRenderbufferStorage, EXT);
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FUDGE_FUNC(glBindRenderbuffer, EXT);
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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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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));
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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:");
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for (unsigned i = 0; i < m_Extensions.Size(); i++)
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{
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Printf(" %s", m_Extensions[i].GetChars());
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}
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &v);
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Printf("\nMax. 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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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_UNIFORM_BLOCK_SIZE, &v);
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Printf ("Max. uniform block size: %d\n", v);
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &v);
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Printf ("Uniform block alignment: %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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// For shader-less, the special alphatexture translation must be changed to actually set the alpha, because it won't get translated by a shader.
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if (gl.glslversion == 0)
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{
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FRemapTable *remap = translationtables[TRANSLATION_Standard][8];
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for (int i = 0; i < 256; i++)
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{
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remap->Remap[i] = i;
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remap->Palette[i] = PalEntry(i, 255, 255, 255);
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}
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}
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}
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