- alternative configuration using GLEW to get extension functions. This requires GL 2.0, though so it won't be promoted to the mainline for the time being.

- removed all pre GL 2.0 support.
This commit is contained in:
Christoph Oelckers 2014-04-06 14:35:44 +02:00
commit 69af73d9b9
14 changed files with 138 additions and 329 deletions

View file

@ -126,7 +126,6 @@ static bool CheckExtension(const char *ext)
static void InitContext()
{
gl.flags=0;
glBlendEquation = glBlendEquationDummy;
}
//==========================================================================
@ -143,15 +142,9 @@ void gl_LoadExtensions()
const char *version = (const char*)glGetString(GL_VERSION);
// Don't even start if it's lower than 1.3
if (strcmp(version, "1.3") < 0)
if (strcmp(version, "2.0") < 0)
{
I_FatalError("Unsupported OpenGL version.\nAt least GL 1.3 is required to run " GAMENAME ".\n");
}
else if (strcmp(version, "1.4") < 0)
{
// The engine will still assume 1.4 but the only 1.4 feature being used is GL_GENERATE_MIPMAP which should be supported as an extension
// on most 1.3 cards this is present but let's print a warning that not everything may work as intended.
Printf(TEXTCOLOR_RED "The current graphics driver implements a OpenGL version lower than 1.4 and may not support all features " GAMENAME " requires.\n");
I_FatalError("Unsupported OpenGL version.\nAt least GL 2.0 is required to run " GAMENAME ".\n");
}
// This loads any function pointers and flags that require a vaild render context to
@ -160,14 +153,6 @@ void gl_LoadExtensions()
gl.shadermodel = 0; // assume no shader support
gl.vendorstring=(char*)glGetString(GL_VENDOR);
// First try the regular function
glBlendEquation = (PFNGLBLENDEQUATIONPROC)wglGetProcAddress("glBlendEquation");
// If that fails try the EXT version
if (!glBlendEquation) glBlendEquation = (PFNGLBLENDEQUATIONPROC)wglGetProcAddress("glBlendEquationEXT");
// If that fails use a no-op dummy
if (!glBlendEquation) glBlendEquation = glBlendEquationDummy;
if (CheckExtension("GL_ARB_texture_non_power_of_two")) gl.flags|=RFL_NPOT_TEXTURE;
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 (strstr(gl.vendorstring, "NVIDIA")) gl.flags|=RFL_NVIDIA;
@ -182,65 +167,6 @@ void gl_LoadExtensions()
if (gl.flags & RFL_GL_20)
{
glDeleteShader = (PFNGLDELETESHADERPROC)myGetProcAddress("glDeleteShader");
glDeleteProgram = (PFNGLDELETEPROGRAMPROC)myGetProcAddress("glDeleteProgram");
glDetachShader = (PFNGLDETACHSHADERPROC)myGetProcAddress("glDetachShader");
glCreateShader = (PFNGLCREATESHADERPROC)myGetProcAddress("glCreateShader");
glShaderSource = (PFNGLSHADERSOURCEPROC)myGetProcAddress("glShaderSource");
glCompileShader = (PFNGLCOMPILESHADERPROC)myGetProcAddress("glCompileShader");
glCreateProgram = (PFNGLCREATEPROGRAMPROC)myGetProcAddress("glCreateProgram");
glAttachShader = (PFNGLATTACHSHADERPROC)myGetProcAddress("glAttachShader");
glLinkProgram = (PFNGLLINKPROGRAMPROC)myGetProcAddress("glLinkProgram");
glUseProgram = (PFNGLUSEPROGRAMPROC)myGetProcAddress("glUseProgram");
glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)myGetProcAddress("glValidateProgram");
glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)myGetProcAddress("glVertexAttrib1f");
glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)myGetProcAddress("glVertexAttrib2f");
glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)myGetProcAddress("glVertexAttrib4f");
glVertexAttrib2fv = (PFNGLVERTEXATTRIB4FVPROC)myGetProcAddress("glVertexAttrib2fv");
glVertexAttrib3fv = (PFNGLVERTEXATTRIB4FVPROC)myGetProcAddress("glVertexAttrib3fv");
glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)myGetProcAddress("glVertexAttrib4fv");
glVertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC)myGetProcAddress("glVertexAttrib4ubv");
glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)myGetProcAddress("glGetAttribLocation");
glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)myGetProcAddress("glBindAttribLocation");
glUniform1f = (PFNGLUNIFORM1FPROC)myGetProcAddress("glUniform1f");
glUniform2f = (PFNGLUNIFORM2FPROC)myGetProcAddress("glUniform2f");
glUniform3f = (PFNGLUNIFORM3FPROC)myGetProcAddress("glUniform3f");
glUniform4f = (PFNGLUNIFORM4FPROC)myGetProcAddress("glUniform4f");
glUniform1i = (PFNGLUNIFORM1IPROC)myGetProcAddress("glUniform1i");
glUniform2i = (PFNGLUNIFORM2IPROC)myGetProcAddress("glUniform2i");
glUniform3i = (PFNGLUNIFORM3IPROC)myGetProcAddress("glUniform3i");
glUniform4i = (PFNGLUNIFORM4IPROC)myGetProcAddress("glUniform4i");
glUniform1fv = (PFNGLUNIFORM1FVPROC)myGetProcAddress("glUniform1fv");
glUniform2fv = (PFNGLUNIFORM2FVPROC)myGetProcAddress("glUniform2fv");
glUniform3fv = (PFNGLUNIFORM3FVPROC)myGetProcAddress("glUniform3fv");
glUniform4fv = (PFNGLUNIFORM4FVPROC)myGetProcAddress("glUniform4fv");
glUniform1iv = (PFNGLUNIFORM1IVPROC)myGetProcAddress("glUniform1iv");
glUniform2iv = (PFNGLUNIFORM2IVPROC)myGetProcAddress("glUniform2iv");
glUniform3iv = (PFNGLUNIFORM3IVPROC)myGetProcAddress("glUniform3iv");
glUniform4iv = (PFNGLUNIFORM4IVPROC)myGetProcAddress("glUniform4iv");
glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)myGetProcAddress("glUniformMatrix2fv");
glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)myGetProcAddress("glUniformMatrix3fv");
glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)myGetProcAddress("glUniformMatrix4fv");
glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)myGetProcAddress("glGetProgramInfoLog");
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)myGetProcAddress("glGetShaderInfoLog");
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)myGetProcAddress("glGetUniformLocation");
glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)myGetProcAddress("glGetActiveUniform");
glGetUniformfv = (PFNGLGETUNIFORMFVPROC)myGetProcAddress("glGetUniformfv");
glGetUniformiv = (PFNGLGETUNIFORMIVPROC)myGetProcAddress("glGetUniformiv");
glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)myGetProcAddress("glGetShaderSource");
glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)myGetProcAddress("glEnableVertexAttribArray");
glDisableVertexAttribArray= (PFNGLDISABLEVERTEXATTRIBARRAYPROC)myGetProcAddress("glDisableVertexAttribArray");
glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)myGetProcAddress("glVertexAttribPointer");
// what'S the equivalent of this in GL 2.0???
glGetObjectParameteriv = (PFNGLGETOBJECTPARAMETERIVARBPROC)myGetProcAddress("glGetObjectParameterivARB");
// Rules:
// SM4 will always use shaders. No option to switch them off is needed here.
// SM3 has shaders optional but they are off by default (they will have a performance impact
@ -258,78 +184,16 @@ void gl_LoadExtensions()
else if (Args->CheckParm("-sm3") && gl.shadermodel > 3) gl.shadermodel = 3;
}
if (CheckExtension("GL_ARB_occlusion_query"))
{
glGenQueries = (PFNGLGENQUERIESARBPROC)myGetProcAddress("glGenQueriesARB");
glDeleteQueries = (PFNGLDELETEQUERIESARBPROC)myGetProcAddress("glDeleteQueriesARB");
glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVARBPROC)myGetProcAddress("glGetQueryObjectuivARB");
glBeginQuery = (PFNGLBEGINQUERYARBPROC)myGetProcAddress("glBeginQueryARB");
glEndQuery = (PFNGLENDQUERYPROC)myGetProcAddress("glEndQueryARB");
gl.flags|=RFL_OCCLUSION_QUERY;
}
if (gl.flags & RFL_GL_21)
{
glBindBuffer = (PFNGLBINDBUFFERPROC)myGetProcAddress("glBindBuffer");
glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)myGetProcAddress("glDeleteBuffers");
glGenBuffers = (PFNGLGENBUFFERSPROC)myGetProcAddress("glGenBuffers");
glBufferData = (PFNGLBUFFERDATAPROC)myGetProcAddress("glBufferData");
glBufferSubData = (PFNGLBUFFERSUBDATAPROC)myGetProcAddress("glBufferSubData");
glMapBuffer = (PFNGLMAPBUFFERPROC)myGetProcAddress("glMapBuffer");
glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)myGetProcAddress("glUnmapBuffer");
gl.flags |= RFL_VBO;
}
else if (CheckExtension("GL_ARB_vertex_buffer_object"))
{
glBindBuffer = (PFNGLBINDBUFFERPROC)myGetProcAddress("glBindBufferARB");
glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)myGetProcAddress("glDeleteBuffersARB");
glGenBuffers = (PFNGLGENBUFFERSPROC)myGetProcAddress("glGenBuffersARB");
glBufferData = (PFNGLBUFFERDATAPROC)myGetProcAddress("glBufferDataARB");
glBufferSubData = (PFNGLBUFFERSUBDATAPROC)myGetProcAddress("glBufferSubDataARB");
glMapBuffer = (PFNGLMAPBUFFERPROC)myGetProcAddress("glMapBufferARB");
glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)myGetProcAddress("glUnmapBufferARB");
gl.flags |= RFL_VBO;
}
if (CheckExtension("GL_ARB_map_buffer_range"))
{
glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)myGetProcAddress("glMapBufferRange");
glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)myGetProcAddress("glFlushMappedBufferRange");
gl.flags|=RFL_MAP_BUFFER_RANGE;
}
if (CheckExtension("GL_ARB_framebuffer_object"))
if (gl.flags & RFL_GL_30)
{
glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)myGetProcAddress("glGenFramebuffers");
glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)myGetProcAddress("glDeleteFramebuffers");
glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)myGetProcAddress("glBindFramebuffer");
glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)myGetProcAddress("glFramebufferTexture2D");
glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)myGetProcAddress("glGenRenderbuffers");
glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)myGetProcAddress("glDeleteRenderbuffers");
glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)myGetProcAddress("glBindRenderbuffer");
glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)myGetProcAddress("glRenderbufferStorage");
glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)myGetProcAddress("glFramebufferRenderbuffer");
gl.flags|=RFL_FRAMEBUFFER;
}
#if 0
if (CheckExtension("GL_ARB_texture_buffer_object") &&
CheckExtension("GL_ARB_texture_float") &&
CheckExtension("GL_EXT_GPU_Shader4") &&
CheckExtension("GL_ARB_texture_rg") &&
gl.shadermodel == 4)
{
glTexBufferARB = (PFNGLTEXBUFFERARBPROC)myGetProcAddress("glTexBufferARB");
gl.flags|=RFL_TEXTUREBUFFER;
}
#endif
glActiveTexture = (PFNGLACTIVETEXTUREPROC)myGetProcAddress("glActiveTextureARB");
glMultiTexCoord2f = (PFNGLMULTITEXCOORD2FPROC) myGetProcAddress("glMultiTexCoord2fARB");
glMultiTexCoord2fv = (PFNGLMULTITEXCOORD2FVPROC) myGetProcAddress("glMultiTexCoord2fvARB");
}
//==========================================================================
@ -347,6 +211,8 @@ void gl_PrintStartupLog()
Printf ("GL_EXTENSIONS: %s\n", glGetString(GL_EXTENSIONS));
int v;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &v);
Printf("Max. texture size: %d\n", v);
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &v);
Printf ("Max. texture units: %d\n", v);
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &v);