raze/source/common/rendering/gles/gles_system.cpp
Christoph Oelckers 6e49f0bf8f - Backend update from GZDoom.
Bone model support in GLES and ZScript quaternions.
2022-11-14 19:46:25 +01:00

208 lines
4.4 KiB
C++

#include "gles_system.h"
#include "tarray.h"
#include "v_video.h"
#include "printf.h"
CVAR(Bool, gles_use_mapped_buffer, false, 0);
CVAR(Bool, gles_force_glsl_v100, false, 0);
CVAR(Int, gles_max_lights_per_surface, 32, 0);
EXTERN_CVAR(Bool, gl_customshader);
void setGlVersion(double glv);
#if USE_GLES2
PFNGLMAPBUFFERRANGEEXTPROC glMapBufferRange = NULL;
PFNGLUNMAPBUFFEROESPROC glUnmapBuffer = NULL;
PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer = NULL;
#ifdef __ANDROID__
#include <dlfcn.h>
static void* LoadGLES2Proc(const char* name)
{
static void *glesLib = NULL;
if(!glesLib)
{
int flags = RTLD_LOCAL | RTLD_NOW;
glesLib = dlopen("libGLESv2_CM.so", flags);
if(!glesLib)
{
glesLib = dlopen("libGLESv2.so", flags);
}
if(!glesLib)
{
glesLib = dlopen("libGLESv2.so.2", flags);
}
}
void * ret = NULL;
ret = dlsym(glesLib, name);
if(!ret)
{
//LOGI("Failed to load: %s", name);
}
else
{
//LOGI("Loaded %s func OK", name);
}
return ret;
}
#elif defined _WIN32
#include <windows.h>
static HMODULE opengl32dll;
static PROC(WINAPI* getprocaddress)(LPCSTR name);
static void* LoadGLES2Proc(const char* name)
{
HINSTANCE hGetProcIDDLL = LoadLibraryA("libGLESv2.dll");
int error = GetLastError();
void* addr = GetProcAddress(hGetProcIDDLL, name);
if (!addr)
{
//exit(1);
return nullptr;
}
else
{
return addr;
}
}
#endif
#endif // USE_GLES2
static TArray<FString> m_Extensions;
static void CollectExtensions()
{
const char* supported = (char*)glGetString(GL_EXTENSIONS);
if (nullptr != supported)
{
char* extensions = new char[strlen(supported) + 1];
strcpy(extensions, supported);
char* extension = strtok(extensions, " ");
while (extension)
{
m_Extensions.Push(FString(extension));
extension = strtok(nullptr, " ");
}
delete[] extensions;
}
}
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;
}
namespace OpenGLESRenderer
{
RenderContextGLES gles;
void InitGLES()
{
#if USE_GLES2
if (!gladLoadGLES2Loader(&LoadGLES2Proc))
{
exit(-1);
}
glMapBufferRange = (PFNGLMAPBUFFERRANGEEXTPROC)LoadGLES2Proc("glMapBufferRange");
glUnmapBuffer = (PFNGLUNMAPBUFFEROESPROC)LoadGLES2Proc("glUnmapBuffer");
glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)LoadGLES2Proc("glVertexAttribIPointer");
#else
static bool first = true;
if (first)
{
if (ogl_LoadFunctions() == ogl_LOAD_FAILED)
{
//I_FatalError("Failed to load OpenGL functions.");
}
}
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
#endif
CollectExtensions();
Printf("GL_VENDOR: %s\n", glGetString(GL_VENDOR));
Printf("GL_RENDERER: %s\n", glGetString(GL_RENDERER));
Printf("GL_VERSION: %s\n", glGetString(GL_VERSION));
Printf("GL_SHADING_LANGUAGE_VERSION: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
Printf(PRINT_LOG, "GL_EXTENSIONS:\n");
for (unsigned i = 0; i < m_Extensions.Size(); i++)
{
Printf(" %s\n", m_Extensions[i].GetChars());
}
gles.flags = RFL_NO_CLIP_PLANES;
gles.useMappedBuffers = gles_use_mapped_buffer;
gles.forceGLSLv100 = gles_force_glsl_v100;
gles.maxlights = gles_max_lights_per_surface;
gles.modelstring = (char*)glGetString(GL_RENDERER);
gles.vendorstring = (char*)glGetString(GL_VENDOR);
gl_customshader = false;
GLint maxTextureSize[1];
glGetIntegerv(GL_MAX_TEXTURE_SIZE, maxTextureSize);
gles.max_texturesize = maxTextureSize[0];
Printf("GL_MAX_TEXTURE_SIZE: %d\n", gles.max_texturesize);
#if USE_GLES2
gles.gles3Features = false; // Enales IQM bones
gles.shaderVersionString = "100";
gles.depthStencilAvailable = CheckExtension("GL_OES_packed_depth_stencil");
gles.npotAvailable = CheckExtension("GL_OES_texture_npot");
gles.depthClampAvailable = CheckExtension("GL_EXT_depth_clamp");
gles.anistropicFilterAvailable = CheckExtension("GL_EXT_texture_filter_anisotropic");
#else
gles.gles3Features = true;
gles.shaderVersionString = "330";
gles.depthStencilAvailable = true;
gles.npotAvailable = true;
gles.useMappedBuffers = true;
gles.depthClampAvailable = true;
gles.anistropicFilterAvailable = true;
#endif
gles.numlightvectors = (gles.maxlights * LIGHT_VEC4_NUM);
const char* glversion = (const char*)glGetString(GL_VERSION);
setGlVersion( strtod(glversion, NULL));
}
}