mirror of
https://github.com/ZDoom/raze-gles.git
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a021b96119
Not hooked up yet.
249 lines
7.7 KiB
C++
249 lines
7.7 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2005-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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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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#include "gl_load/gl_system.h"
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#include "tarray.h"
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#include "basics.h"
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#include "m_argv.h"
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#include "version.h"
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#include "v_video.h"
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#include "printf.h"
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#include "gl_load/gl_interface.h"
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#include "gamecvars.h"
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static TArray<FString> m_Extensions;
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RenderContext gl;
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static double realglversion; // this is public so the statistics code can access it.
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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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// 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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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 *glversion = (const char*)glGetString(GL_VERSION);
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const char *version = Args->CheckValue("-glversion");
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realglversion = strtod(glversion, NULL);
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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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if (v1 >= 3.0 && v1 < 3.3)
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{
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v1 = 3.3; // promote '3' to 3.3 to avoid falling back to the legacy path.
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version = "3.3";
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}
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if (realglversion < v1) version = glversion;
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else Printf("Emulating OpenGL v %s\n", version);
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}
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float gl_version = (float)strtod(version, NULL) + 0.01f;
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// Don't even start if it's lower than 2.0 or no framebuffers are available (The framebuffer extension is needed for glGenerateMipmapsEXT!)
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if (gl_version < 3.3f)
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{
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I_FatalError("Unsupported OpenGL version.\nAt least OpenGL 3.3 is required to run " GAMENAME ".\nFor older versions of OpenGL please download the vintage build of " 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.modelstring = (char*)glGetString(GL_RENDERER);
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// first test for optional features
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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 (gl_version < 4.f)
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{
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#ifdef _WIN32
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if (strstr(gl.vendorstring, "ATI Tech"))
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{
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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.)
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}
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#endif
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gl.glslversion = 3.31f; // Force GLSL down to 3.3.
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}
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else if (gl_version < 4.5f)
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{
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// don't use GL 4.x features when running a GL 3.x context.
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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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gl.flags |= RFL_SHADER_STORAGE_BUFFER;
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}
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gl.flags |= RFL_BUFFER_STORAGE;
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}
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}
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else
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{
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// Assume that everything works without problems on GL 4.5 drivers where these things are core features.
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gl.flags |= RFL_SHADER_STORAGE_BUFFER | RFL_BUFFER_STORAGE;
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}
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// Mesa implements shader storage only for fragment shaders.
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// Just disable the feature there. The light buffer may just use a uniform buffer without any adverse effects.
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int v = 0;
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glGetIntegerv(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, &v);
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if (v == 0)
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gl.flags &= ~RFL_SHADER_STORAGE_BUFFER;
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if (gl_version >= 4.3f || CheckExtension("GL_ARB_invalidate_subdata")) gl.flags |= RFL_INVALIDATE_BUFFER;
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if (gl_version >= 4.3f || CheckExtension("GL_KHR_debug")) gl.flags |= RFL_DEBUG;
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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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}
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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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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 (PRINT_LOG, "GL_EXTENSIONS:");
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for (unsigned i = 0; i < m_Extensions.Size(); i++)
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{
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Printf(PRINT_LOG, " %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_VARYING_FLOATS, &v);
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Printf ("Max. varying: %d\n", v);
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if (gl.flags & RFL_SHADER_STORAGE_BUFFER)
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{
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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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}
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else
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{
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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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}
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}
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std::pair<double, bool> gl_getInfo()
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{
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// gl_ARB_bindless_texture is the closest we can get to determine Vulkan support from OpenGL.
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// This isn't foolproof because Intel doesn't support it but for NVidia and AMD support of this extension means Vulkan support.
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return std::make_pair(realglversion, CheckExtension("GL_ARB_bindless_texture"));
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}
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