- removed most of the specific options for legacy hardware and consolidated them in one variable (does not work yet.)

This commit is contained in:
Christoph Oelckers 2016-09-01 11:52:52 +02:00
commit 3389a5a74e
27 changed files with 171 additions and 349 deletions

View file

@ -154,10 +154,10 @@ void gl_LoadExtensions()
else Printf("Emulating OpenGL v %s\n", version);
}
gl.version = strtod(version, NULL) + 0.01f;
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
if ((gl.version < 2.0 || !CheckExtension("GL_EXT_framebuffer_object")) && gl.version < 3.0)
// 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 < 2.0f || !CheckExtension("GL_EXT_framebuffer_object")) && gl_version < 3.0f)
{
I_FatalError("Unsupported OpenGL version.\nAt least OpenGL 2.0 with framebuffer support is required to run " GAMENAME ".\n");
}
@ -166,105 +166,86 @@ void gl_LoadExtensions()
gl.glslversion = strtod((char*)glGetString(GL_SHADING_LANGUAGE_VERSION), NULL) + 0.01f;
gl.vendorstring = (char*)glGetString(GL_VENDOR);
gl.lightmethod = LM_SOFTWARE;
gl.buffermethod = BM_CLIENTARRAY;
if ((gl.version >= 3.3f || CheckExtension("GL_ARB_sampler_objects")) && !Args->CheckParm("-nosampler"))
// 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 >= 3.3f || CheckExtension("GL_ARB_sampler_objects")) && !Args->CheckParm("-nosampler"))
{
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")))
// The minimum requirement for the modern render path are GL 3.0 + uniform buffers
if (gl_version < 3.0f || (gl_version < 3.1f && !CheckExtension("GL_ARB_uniform_buffer_object")))
{
gl.lightmethod = LM_DEFERRED;
gl.buffermethod = BM_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("-noshader")/* || gl.glslversion < 1.2f*/)
{
gl.version = 2.11f;
gl.legacyMode = true;
gl.lightmethod = LM_LEGACY;
gl.buffermethod = BM_LEGACY;
gl.glslversion = 0;
gl.lightmethod = LM_SOFTWARE;
gl.flags |= RFL_NO_CLIP_PLANES;
}
else if (gl.version < 3.0f)
{
if (CheckExtension("GL_NV_GPU_shader4") || CheckExtension("GL_EXT_GPU_shader4")) gl.glslversion = 1.21f; // for pre-3.0 drivers that support capable hardware. Needed for Apple.
else
{
gl.buffermethod = BM_CLIENTARRAY;
gl.glslversion = 0;
}
if (!CheckExtension("GL_EXT_packed_float")) gl.flags |= RFL_NO_RGBA16F;
if (!CheckExtension("GL_EXT_packed_depth_stencil")) gl.flags |= RFL_NO_DEPTHSTENCIL;
gl.flags |= RFL_NO_CLIP_PLANES;
}
else 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.
}
#endif
}
else if (gl.version < 4.5f)
{
// don't use GL 4.x features when running in GL 3 emulation mode.
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"))
{
// Shader storage buffer objects are broken on current Intel drivers.
if (strstr(gl.vendorstring, "Intel") == NULL)
{
gl.flags |= RFL_SHADER_STORAGE_BUFFER;
}
}
gl.flags |= RFL_BUFFER_STORAGE;
gl.lightmethod = LM_DIRECT;
gl.buffermethod = BM_PERSISTENT;
}
else
{
gl.version = 3.3f;
}
}
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;
gl.lightmethod = LM_DIRECT;
gl.buffermethod = BM_PERSISTENT;
}
gl.legacyMode = false;
gl.lightmethod = LM_DEFERRED;
gl.buffermethod = BM_DEFERRED;
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.
}
#endif
}
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"))
{
// Shader storage buffer objects are broken on current Intel drivers.
if (strstr(gl.vendorstring, "Intel") == NULL)
{
gl.flags |= RFL_SHADER_STORAGE_BUFFER;
}
}
gl.flags |= RFL_BUFFER_STORAGE;
gl.lightmethod = LM_DIRECT;
gl.buffermethod = BM_PERSISTENT;
}
}
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;
gl.lightmethod = LM_DIRECT;
gl.buffermethod = BM_PERSISTENT;
}
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;
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;
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;
}
const char *lm = Args->CheckValue("-lightmethod");
if (lm != NULL)
{
if (!stricmp(lm, "deferred") && gl.lightmethod == LM_DIRECT) gl.lightmethod = LM_DEFERRED;
}
lm = Args->CheckValue("-buffermethod");
if (lm != NULL)
{
if (!stricmp(lm, "deferred") && gl.buffermethod == BM_PERSISTENT) gl.buffermethod = BM_DEFERRED;
if (!stricmp(lm, "clientarray")) gl.buffermethod = BM_CLIENTARRAY;
lm = Args->CheckValue("-buffermethod");
if (lm != NULL)
{
if (!stricmp(lm, "deferred") && gl.buffermethod == BM_PERSISTENT) gl.buffermethod = BM_DEFERRED;
}
}
int v;
if (gl.lightmethod != LM_SOFTWARE && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
if (!gl.legacyMode && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
{
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &v);
gl.maxuniforms = v;
@ -284,24 +265,27 @@ void gl_LoadExtensions()
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);
FUDGE_FUNC(glCheckFramebufferStatus, EXT);
gl_PatchMenu();
if (gl.legacyMode)
{
// 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);
FUDGE_FUNC(glCheckFramebufferStatus, EXT);
gl_PatchMenu();
}
}
//==========================================================================
@ -313,7 +297,7 @@ void gl_LoadExtensions()
void gl_PrintStartupLog()
{
int v = 0;
if (gl.version >= 3.2) glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &v);
if (!gl.legacyMode) glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &v);
Printf ("GL_VENDOR: %s\n", glGetString(GL_VENDOR));
Printf ("GL_RENDERER: %s\n", glGetString(GL_RENDERER));
@ -332,7 +316,7 @@ void gl_PrintStartupLog()
glGetIntegerv(GL_MAX_VARYING_FLOATS, &v);
Printf ("Max. varying: %d\n", v);
if (gl.lightmethod != LM_SOFTWARE && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
if (!gl.legacyMode && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
{
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &v);
Printf ("Max. uniform block size: %d\n", v);
@ -349,7 +333,7 @@ void gl_PrintStartupLog()
}
// For shader-less, the special alphatexture translation must be changed to actually set the alpha, because it won't get translated by a shader.
if (gl.glslversion == 0)
if (gl.legacyMode)
{
FRemapTable *remap = translationtables[TRANSLATION_Standard][8];
for (int i = 0; i < 256; i++)