- moved gl_interface.cpp/h to gl_load folder.
These files are not part of the actual renderer but part of the system code. This means, for separated modern and legacy GL renderers, there still will only be one set of this, unlike everything else.
This commit is contained in:
parent
6e20ece3f4
commit
401c9ab8ca
30 changed files with 29 additions and 29 deletions
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@ -1,371 +0,0 @@
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//
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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/system/gl_system.h"
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#include "tarray.h"
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#include "doomtype.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 "gl/system/gl_interface.h"
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#include "hwrenderer/utility/hw_cvars.h"
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void gl_PatchMenu();
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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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if (max == 0)
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{
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// Try old method to collect extensions
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const char *supported = (char *)glGetString(GL_EXTENSIONS);
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if (nullptr != supported)
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{
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char *extensions = new char[strlen(supported) + 1];
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strcpy(extensions, supported);
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char *extension = strtok(extensions, " ");
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while (extension)
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{
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m_Extensions.Push(FString(extension));
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extension = strtok(nullptr, " ");
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}
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delete [] extensions;
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}
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}
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else
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{
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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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//==========================================================================
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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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gl.es = false;
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if (glversion && strlen(glversion) > 10 && memcmp(glversion, "OpenGL ES ", 10) == 0)
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{
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glversion += 10;
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gl.es = true;
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}
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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) v1 = 3.3; // promote '3' to 3.3 to avoid falling back to the legacy path.
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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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if (gl.es)
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{
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if (gl_version < 2.0f)
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{
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I_FatalError("Unsupported OpenGL ES version.\nAt least OpenGL ES 2.0 is required to run " GAMENAME ".\n");
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}
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const char *glslversion = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION);
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if (glslversion && strlen(glslversion) > 18 && memcmp(glslversion, "OpenGL ES GLSL ES ", 10) == 0)
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{
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glslversion += 18;
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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(glslversion, NULL) + 0.01f;
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gl.vendorstring = (char*)glGetString(GL_VENDOR);
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// Use the slowest/oldest modern path for now
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gl.legacyMode = false;
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gl.lightmethod = LM_DEFERRED;
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gl.buffermethod = BM_DEFERRED;
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gl.flags |= RFL_NO_CLIP_PLANES;
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}
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else
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{
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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 < 2.0f || !CheckExtension("GL_EXT_framebuffer_object")) && gl_version < 3.0f)
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{
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I_FatalError("Unsupported OpenGL version.\nAt least OpenGL 2.0 with framebuffer support is required to run " GAMENAME ".\n");
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}
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gl.es = false;
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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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// 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 >= 3.3f || CheckExtension("GL_ARB_sampler_objects")) && !Args->CheckParm("-nosampler"))
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{
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gl.flags |= RFL_SAMPLER_OBJECTS;
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}
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// The minimum requirement for the modern render path is GL 3.3.
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// Although some GL 3.1 or 3.2 solutions may theoretically work they are usually too broken or too slow.
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if (gl_version < 3.3f)
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{
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gl.legacyMode = true;
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gl.lightmethod = LM_LEGACY;
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gl.buffermethod = BM_LEGACY;
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gl.glslversion = 0;
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gl.flags |= RFL_NO_CLIP_PLANES;
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}
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else
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{
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gl.legacyMode = false;
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gl.lightmethod = LM_DEFERRED;
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gl.buffermethod = BM_DEFERRED;
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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.
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}
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#endif
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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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// Intel's GLSL compiler is a bit broken with extensions, so unlock the feature only if not on Intel or having GL 4.3.
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if (strstr(gl.vendorstring, "Intel") == NULL || gl_version >= 4.3f)
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{
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gl.flags |= RFL_SHADER_STORAGE_BUFFER;
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}
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}
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gl.flags |= RFL_BUFFER_STORAGE;
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gl.lightmethod = LM_DIRECT;
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gl.buffermethod = BM_PERSISTENT;
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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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gl.lightmethod = LM_DIRECT;
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gl.buffermethod = BM_PERSISTENT;
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}
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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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const char *lm = Args->CheckValue("-lightmethod");
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if (lm != NULL)
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{
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if (!stricmp(lm, "deferred") && gl.lightmethod == LM_DIRECT) gl.lightmethod = LM_DEFERRED;
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}
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lm = Args->CheckValue("-buffermethod");
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if (lm != NULL)
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{
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if (!stricmp(lm, "deferred") && gl.buffermethod == BM_PERSISTENT) gl.buffermethod = BM_DEFERRED;
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}
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}
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}
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int v;
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if (!gl.legacyMode && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
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{
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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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}
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else
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{
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gl.maxuniforms = 0;
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gl.maxuniformblock = 0;
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gl.uniformblockalignment = 0;
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}
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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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if (gl.legacyMode)
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{
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// 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.
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FUDGE_FUNC(glGenerateMipmap, EXT);
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FUDGE_FUNC(glGenFramebuffers, EXT);
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FUDGE_FUNC(glBindFramebuffer, EXT);
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FUDGE_FUNC(glDeleteFramebuffers, EXT);
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FUDGE_FUNC(glFramebufferTexture2D, EXT);
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FUDGE_FUNC(glGenerateMipmap, EXT);
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FUDGE_FUNC(glGenFramebuffers, EXT);
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FUDGE_FUNC(glBindFramebuffer, EXT);
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FUDGE_FUNC(glDeleteFramebuffers, EXT);
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FUDGE_FUNC(glFramebufferTexture2D, EXT);
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FUDGE_FUNC(glFramebufferRenderbuffer, EXT);
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FUDGE_FUNC(glGenRenderbuffers, EXT);
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FUDGE_FUNC(glDeleteRenderbuffers, EXT);
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FUDGE_FUNC(glRenderbufferStorage, EXT);
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FUDGE_FUNC(glBindRenderbuffer, EXT);
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FUDGE_FUNC(glCheckFramebufferStatus, EXT);
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}
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UCVarValue value;
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value.Bool = gl.legacyMode;
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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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if (!gl.legacyMode) 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.legacyMode && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
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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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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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}
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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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