There was one issue preventing the previous 2.0 betas from running under GL 3.x: The lack of persistently mapped buffers. For the dynamic light buffer today's changes take care of that problem. For the vertex buffer there is no good workaround but we can use immediate mode render calls instead which have been reinstated. To handle the current setup, the engine first tries to get a core profile context and checks for presence of GL 4.4 or the GL_ARB_buffer_storage extension. If this fails the context is deleted again and a compatibility context retrieved which is then used for 'old style' rendering which does work on older GL versions. This new version does not support GL 3.2 or lower, meaning that Intel GMA 3000 or lower is not supported. The reason for this is that the engine uses a few GL 3.3 features which are not present in the latest Intel driver. In general the Intel GMA 3000 is far too weak, though, to run the demanding shader of GZDoom 2.x, so this is no real loss. Performance would be far from satisfying. A command line option '-gl3' exists to force the fallback render path. On my Geforce 550Ti there's approx. 10% performance loss on this path.
188 lines
6 KiB
C++
188 lines
6 KiB
C++
/*
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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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** Copyright 2005 Tim Stump
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** Copyright 2005-2013 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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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 "zstring.h"
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#include "version.h"
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#include "i_system.h"
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#include "v_text.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_cvars.h"
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static TArray<FString> m_Extensions;
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RenderContext gl;
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int occlusion_type=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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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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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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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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void gl_LoadExtensions()
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{
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InitContext();
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CollectExtensions();
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const char *version = Args->CheckValue("-glversion");
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if (version == NULL) version = (const char*)glGetString(GL_VERSION);
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else Printf("Emulating OpenGL v %s\n", version);
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// Don't even start if it's lower than 3.0
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if (strcmp(version, "3.3") < 0)
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{
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I_FatalError("Unsupported OpenGL version.\nAt least OpenGL 3.3 is required to run " GAMENAME ".\n");
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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.version = strtod(version, NULL) + 0.01f;
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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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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 (!Args->CheckParm("-gl3"))
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{
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// don't use GL 4.x features when running in GL 3 emulation mode.
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if (CheckExtension("GL_ARB_shader_storage_buffer_object")) gl.flags |= RFL_SHADER_STORAGE_BUFFER;
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if (CheckExtension("GL_ARB_buffer_storage")) gl.flags |= RFL_BUFFER_STORAGE;
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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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}
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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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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\n", glGetString(GL_VERSION));
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Printf ("GL_SHADING_LANGUAGE_VERSION: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
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Printf ("GL_EXTENSIONS:");
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for (unsigned i = 0; i < m_Extensions.Size(); i++)
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{
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Printf(" %s", m_Extensions[i].GetChars());
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}
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int v;
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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_FRAGMENT_UNIFORM_COMPONENTS, &v);
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Printf ("Max. fragment uniforms: %d\n", v);
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gl.maxuniforms = v;
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glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &v);
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Printf ("Max. vertex uniforms: %d\n", v);
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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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gl.maxuniformblock = 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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gl.uniformblockalignment = 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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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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