- updated gl_interface to deal with older GL versions.

- added the framework for allowing multipass textured dynamic lights again.
This commit is contained in:
Christoph Oelckers 2016-04-26 13:50:05 +02:00
commit 090d13b915
8 changed files with 151 additions and 33 deletions

View file

@ -107,35 +107,77 @@ static void InitContext()
//
//==========================================================================
#define FUDGE_FUNC(name, ext) if (_ptrc_##name == NULL) _ptrc_##name = _ptrc_##name##ext;
void gl_LoadExtensions()
{
InitContext();
CollectExtensions();
const char *version = Args->CheckValue("-glversion");
if (version == NULL) version = (const char*)glGetString(GL_VERSION);
else Printf("Emulating OpenGL v %s\n", version);
const char *glversion = (const char*)glGetString(GL_VERSION);
if (version == NULL)
{
version = glversion;
}
else
{
double v1 = strtod(version, NULL);
double v2 = strtod(glversion, NULL);
if (v2 < v1) version = glversion;
else Printf("Emulating OpenGL v %s\n", version);
}
gl.version = strtod(version, NULL) + 0.01f;
// Don't even start if it's lower than 3.0
if (strcmp(version, "3.0") < 0)
if ((gl.version < 2.0 || !CheckExtension("GL_EXT_framebuffer_object")) && gl.version < 3.0)
{
I_FatalError("Unsupported OpenGL version.\nAt least OpenGL 3.0 is required to run " GAMENAME ".\n");
I_FatalError("Unsupported OpenGL version.\nAt least OpenGL 2.0 with framebuffer support 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.version = strtod(version, NULL) + 0.01f;
gl.glslversion = strtod((char*)glGetString(GL_SHADING_LANGUAGE_VERSION), NULL) + 0.01f;
gl.vendorstring = (char*)glGetString(GL_VENDOR);
gl.lightmethod = LM_SOFTWARE;
if (gl.version >= 3.3f || CheckExtension("GL_ARB_sampler_objects"))
{
gl.flags |= RFL_SAMPLER_OBJECTS;
}
// Buffer lighting is only feasible with GLSL 1.3 and higher, even if 1.2 supports the extension.
if (gl.version > 3.0f && (gl.version >= 3.3f || CheckExtension("GL_ARB_uniform_buffer_object")))
{
gl.flags |= RFL_SAMPLER_OBJECTS;
gl.lightmethod = LM_DEFERRED;
}
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 (!Args->CheckParm("-gl3"))
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 (Args->CheckParm("-noshader"))
{
gl.compatibility = CMPT_GL2; // force the low end path
}
if (gl.version < 3.0f)
{
if (CheckExtension("GL_NV_GPU_shader4") || CheckExtension("GL_EXT_GPU_shader4")) gl.compatibility = CMPT_GL2_SHADER; // for pre-3.0 drivers that support capable hardware. Needed for Apple.
else gl.compatibility = CMPT_GL2;
}
else if (gl.version < 4.f)
{
if (strstr(gl.vendorstring, "ATI Tech"))
{
gl.compatibility = CMPT_GL2_SHADER; // most of these drivers are irreperably broken with GLSL 1.3 and higher.
gl.lightmethod = LM_SOFTWARE; // do not use uniform buffers with the fallback shader, it may cause problems.
}
else gl.compatibility = CMPT_GL3;
}
else
{
// don't use GL 4.x features when running in GL 3 emulation mode.
if (CheckExtension("GL_ARB_buffer_storage"))
@ -151,9 +193,22 @@ void gl_LoadExtensions()
}
}
gl.flags |= RFL_BUFFER_STORAGE;
gl.compatibility = CMPT_GL4;
gl.lightmethod = LM_DIRECT;
}
else
{
gl.compatibility = CMPT_GL3;
}
}
const char *lm = Args->CheckValue("-lightmethod");
if (lm != NULL)
{
if (!stricmp(lm, "deferred") && gl.lightmethod == LM_DIRECT) gl.lightmethod = LM_DEFERRED;
if (!stricmp(lm, "textured")) gl.lightmethod = LM_SOFTWARE;
}
int v;
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &v);
gl.maxuniforms = v;
@ -161,9 +216,26 @@ void gl_LoadExtensions()
gl.maxuniformblock = v;
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &v);
gl.uniformblockalignment = v;
glGetIntegerv(GL_MAX_TEXTURE_SIZE,&gl.max_texturesize);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl.max_texturesize);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// 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.
FUDGE_FUNC(glGenerateMipmap, EXT);
FUDGE_FUNC(glGenFramebuffers, EXT);
FUDGE_FUNC(glBindFramebuffer, EXT);
FUDGE_FUNC(glDeleteFramebuffers, EXT);
FUDGE_FUNC(glFramebufferTexture2D, EXT);
FUDGE_FUNC(glGenerateMipmap, EXT);
FUDGE_FUNC(glGenFramebuffers, EXT);
FUDGE_FUNC(glBindFramebuffer, EXT);
FUDGE_FUNC(glDeleteFramebuffers, EXT);
FUDGE_FUNC(glFramebufferTexture2D, EXT);
FUDGE_FUNC(glFramebufferRenderbuffer, EXT);
FUDGE_FUNC(glGenRenderbuffers, EXT);
FUDGE_FUNC(glDeleteRenderbuffers, EXT);
FUDGE_FUNC(glRenderbufferStorage, EXT);
FUDGE_FUNC(glBindRenderbuffer, EXT);
}
//==========================================================================