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/*
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* * gl_interface . cpp
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* * OpenGL system interface
* *
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* * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* * Copyright 2005 - 2019 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 .
* *
* * 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 .
* * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* *
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*/
# include "gl_load/gl_system.h"
# include "tarray.h"
# include "basics.h"
# include "m_argv.h"
# include "version.h"
# include "v_video.h"
# include "printf.h"
# include "gl_load/gl_interface.h"
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# include "gamecvars.h"
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static TArray < FString > m_Extensions ;
RenderContext gl ;
static double realglversion ; // this is public so the statistics code can access it.
//==========================================================================
//
//
//
//==========================================================================
static void CollectExtensions ( )
{
const char * extension ;
int max = 0 ;
glGetIntegerv ( GL_NUM_EXTENSIONS , & max ) ;
// 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 ) ;
const char * version = Args - > CheckValue ( " -glversion " ) ;
realglversion = strtod ( glversion , NULL ) ;
if ( version = = NULL )
{
version = glversion ;
}
else
{
double v1 = strtod ( version , NULL ) ;
if ( v1 > = 3.0 & & v1 < 3.3 )
{
v1 = 3.3 ; // promote '3' to 3.3 to avoid falling back to the legacy path.
version = " 3.3 " ;
}
if ( realglversion < v1 ) version = glversion ;
else Printf ( " Emulating OpenGL v %s \n " , version ) ;
}
float gl_version = ( float ) strtod ( version , NULL ) + 0.01f ;
// 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 < 3.3f )
{
I_FatalError ( " Unsupported OpenGL version. \n At least OpenGL 3.3 is required to run " GAMENAME " . \n For older versions of OpenGL please download the vintage build of " GAMENAME " . \n " ) ;
}
// 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 ) ;
gl . modelstring = ( char * ) glGetString ( GL_RENDERER ) ;
// 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 < 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. (TBD: Relegate to vintage build? Maybe after the next survey.)
}
# endif
gl . glslversion = 3.31f ; // Force GLSL down to 3.3.
}
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 " ) )
{
gl . flags | = RFL_SHADER_STORAGE_BUFFER ;
}
gl . flags | = RFL_BUFFER_STORAGE ;
}
}
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 ;
}
// Mesa implements shader storage only for fragment shaders.
// Just disable the feature there. The light buffer may just use a uniform buffer without any adverse effects.
int v = 0 ;
glGetIntegerv ( GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS , & v ) ;
if ( v = = 0 )
gl . flags & = ~ RFL_SHADER_STORAGE_BUFFER ;
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 ;
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 ( 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 ( " \n Max. 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 . 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 ) ;
}
else
{
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 ) ;
}
}
std : : pair < double , bool > gl_getInfo ( )
{
// gl_ARB_bindless_texture is the closest we can get to determine Vulkan support from OpenGL.
// This isn't foolproof because Intel doesn't support it but for NVidia and AMD support of this extension means Vulkan support.
return std : : make_pair ( realglversion , CheckExtension ( " GL_ARB_bindless_texture " ) ) ;
}