/* ** gl_interface.cpp ** OpenGL system interface ** **--------------------------------------------------------------------------- ** 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. **--------------------------------------------------------------------------- ** */ #include "gl_system.h" #include "engineerrors.h" #include "tarray.h" #include "basics.h" #include "m_argv.h" #include "version.h" #include "v_video.h" #include "printf.h" #include "gl_interface.h" static TArray 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.\nAt least OpenGL 3.3 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.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("\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.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 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")); }