0ad/source/renderer/backend/gl/Device.cpp
vladislavbelov 36833d1df2 Moves max texture size to backend device capabilities.
This was SVN commit r26409.
2022-02-18 23:17:48 +00:00

871 lines
26 KiB
C++

/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "Device.h"
#include "lib/external_libraries/libsdl.h"
#include "lib/ogl.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/Profile.h"
#include "renderer/backend/gl/DeviceCommandContext.h"
#include "renderer/backend/gl/Texture.h"
#include "scriptinterface/JSON.h"
#include "scriptinterface/Object.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/ScriptRequest.h"
#if OS_WIN
#include "lib/sysdep/os/win/wgfx.h"
// We can't include wutil directly because GL headers conflict with Windows
// until we use a proper GL loader.
extern void* wutil_GetAppHDC();
#endif
#include <algorithm>
#include <boost/algorithm/string/classification.hpp>
#include <boost/algorithm/string/split.hpp>
// TODO: Support OpenGL platforms which don't use GLX as well.
#if defined(SDL_VIDEO_DRIVER_X11) && !CONFIG2_GLES
#include <glad/glx.h>
#include <SDL_syswm.h>
#endif
namespace Renderer
{
namespace Backend
{
namespace GL
{
namespace
{
std::string GetNameImpl()
{
// GL_VENDOR+GL_RENDERER are good enough here, so we don't use WMI to detect the cards.
// On top of that WMI can cause crashes with Nvidia Optimus and some netbooks
// see http://trac.wildfiregames.com/ticket/1952
// http://trac.wildfiregames.com/ticket/1575
char cardName[128];
const char* vendor = reinterpret_cast<const char*>(glGetString(GL_VENDOR));
const char* renderer = reinterpret_cast<const char*>(glGetString(GL_RENDERER));
// Happens if called before GL initialization.
if (!vendor || !renderer)
return {};
sprintf_s(cardName, std::size(cardName), "%s %s", vendor, renderer);
// Remove crap from vendor names. (don't dare touch the model name -
// it's too risky, there are too many different strings).
#define SHORTEN(what, charsToKeep) \
if (!strncmp(cardName, what, std::size(what) - 1)) \
memmove(cardName + charsToKeep, cardName + std::size(what) - 1, (strlen(cardName) - (std::size(what) - 1) + 1) * sizeof(char));
SHORTEN("ATI Technologies Inc.", 3);
SHORTEN("NVIDIA Corporation", 6);
SHORTEN("S3 Graphics", 2); // returned by EnumDisplayDevices
SHORTEN("S3 Graphics, Incorporated", 2); // returned by GL_VENDOR
#undef SHORTEN
return cardName;
}
std::string GetVersionImpl()
{
return reinterpret_cast<const char*>(glGetString(GL_VERSION));
}
std::string GetDriverInformationImpl()
{
const std::string version = GetVersionImpl();
std::string driverInfo;
#if OS_WIN
driverInfo = CStrW(wgfx_DriverInfo()).ToUTF8();
if (driverInfo.empty())
#endif
{
if (!version.empty())
{
// Add "OpenGL" to differentiate this from the real driver version
// (returned by platform-specific detect routines).
driverInfo = std::string("OpenGL ") + version;
}
}
if (driverInfo.empty())
return version;
return version + " " + driverInfo;
}
std::vector<std::string> GetExtensionsImpl()
{
std::vector<std::string> extensions;
const std::string exts = ogl_ExtensionString();
boost::split(extensions, exts, boost::algorithm::is_space(), boost::token_compress_on);
std::sort(extensions.begin(), extensions.end());
return extensions;
}
void GLAD_API_PTR OnDebugMessage(
GLenum source, GLenum type, GLuint id, GLenum severity,
GLsizei UNUSED(length), const GLchar* message, const void* UNUSED(user_param))
{
std::string debugSource = "unknown";
std::string debugType = "unknown";
std::string debugSeverity = "unknown";
switch (source)
{
case GL_DEBUG_SOURCE_API:
debugSource = "the API";
break;
case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
debugSource = "the window system";
break;
case GL_DEBUG_SOURCE_SHADER_COMPILER:
debugSource = "the shader compiler";
break;
case GL_DEBUG_SOURCE_THIRD_PARTY:
debugSource = "a third party";
break;
case GL_DEBUG_SOURCE_APPLICATION:
debugSource = "the application";
break;
case GL_DEBUG_SOURCE_OTHER:
debugSource = "somewhere";
break;
}
switch (type)
{
case GL_DEBUG_TYPE_ERROR:
debugType = "error";
break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
debugType = "deprecated behaviour";
break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
debugType = "undefined behaviour";
break;
case GL_DEBUG_TYPE_PORTABILITY:
debugType = "portability";
break;
case GL_DEBUG_TYPE_PERFORMANCE:
debugType = "performance";
break;
case GL_DEBUG_TYPE_OTHER:
debugType = "other";
break;
case GL_DEBUG_TYPE_MARKER:
debugType = "marker";
break;
case GL_DEBUG_TYPE_PUSH_GROUP:
debugType = "push group";
break;
case GL_DEBUG_TYPE_POP_GROUP:
debugType = "pop group";
break;
}
switch (severity)
{
case GL_DEBUG_SEVERITY_HIGH:
debugSeverity = "high";
break;
case GL_DEBUG_SEVERITY_MEDIUM:
debugSeverity = "medium";
break;
case GL_DEBUG_SEVERITY_LOW:
debugSeverity = "low";
break;
case GL_DEBUG_SEVERITY_NOTIFICATION:
debugSeverity = "notification";
break;
}
if (severity == GL_DEBUG_SEVERITY_NOTIFICATION)
{
debug_printf(
"OpenGL | %s: %s source: %s id %u: %s\n", debugSeverity.c_str(), debugType.c_str(), debugSource.c_str(), id, message);
}
else
{
LOGWARNING(
"OpenGL | %s: %s source: %s id %u: %s\n", debugSeverity.c_str(), debugType.c_str(), debugSource.c_str(), id, message);
}
}
} // anonymous namespace
// static
std::unique_ptr<CDevice> CDevice::Create(SDL_Window* window, const bool arb)
{
std::unique_ptr<CDevice> device(new CDevice());
if (window)
{
// According to https://wiki.libsdl.org/SDL_CreateWindow we don't need to
// call SDL_GL_LoadLibrary if we have a window with SDL_WINDOW_OPENGL,
// because it'll be called internally for the first created window.
device->m_Window = window;
device->m_Context = SDL_GL_CreateContext(device->m_Window);
if (!device->m_Context)
{
LOGERROR("SDL_GL_CreateContext failed: '%s'", SDL_GetError());
return nullptr;
}
#if OS_WIN
ogl_Init(SDL_GL_GetProcAddress, wutil_GetAppHDC());
#elif defined(SDL_VIDEO_DRIVER_X11) && !CONFIG2_GLES
ogl_Init(SDL_GL_GetProcAddress, GetX11Display(device->m_Window));
#else
ogl_Init(SDL_GL_GetProcAddress);
#endif
}
else
{
#if OS_WIN
ogl_Init(SDL_GL_GetProcAddress, wutil_GetAppHDC());
#elif defined(SDL_VIDEO_DRIVER_X11) && !CONFIG2_GLES
ogl_Init(SDL_GL_GetProcAddress, XOpenDisplay(NULL));
#else
ogl_Init(SDL_GL_GetProcAddress);
#endif
#if OS_WIN || defined(SDL_VIDEO_DRIVER_X11) && !CONFIG2_GLES
// Hack to stop things looking very ugly when scrolling in Atlas.
ogl_SetVsyncEnabled(true);
#endif
}
// If we don't have GL2.0 then we don't have GLSL in core.
if (!arb && !ogl_HaveVersion(2, 0))
return nullptr;
if ((ogl_HaveExtensions(0, "GL_ARB_vertex_program", "GL_ARB_fragment_program", nullptr) // ARB
&& !ogl_HaveVersion(2, 0)) // GLSL
|| !ogl_HaveExtension("GL_ARB_vertex_buffer_object") // VBO
|| ogl_HaveExtensions(0, "GL_ARB_multitexture", "GL_EXT_draw_range_elements", nullptr)
|| (!ogl_HaveExtension("GL_EXT_framebuffer_object") && !ogl_HaveExtension("GL_ARB_framebuffer_object")))
{
// It doesn't make sense to continue working here, because we're not
// able to display anything.
DEBUG_DISPLAY_FATAL_ERROR(
L"Your graphics card doesn't appear to be fully compatible with OpenGL shaders."
L" The game does not support pre-shader graphics cards."
L" You are advised to try installing newer drivers and/or upgrade your graphics card."
L" For more information, please see http://www.wildfiregames.com/forum/index.php?showtopic=16734"
);
}
device->m_Name = GetNameImpl();
device->m_Version = GetVersionImpl();
device->m_DriverInformation = GetDriverInformationImpl();
device->m_Extensions = GetExtensionsImpl();
// Set packing parameters for uploading and downloading data.
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glEnable(GL_TEXTURE_2D);
device->m_Backbuffer = CFramebuffer::CreateBackbuffer(device.get());
Capabilities& capabilities = device->m_Capabilities;
capabilities.ARBShaders = !ogl_HaveExtensions(0, "GL_ARB_vertex_program", "GL_ARB_fragment_program", nullptr);
if (capabilities.ARBShaders)
capabilities.ARBShadersShadow = ogl_HaveExtension("GL_ARB_fragment_program_shadow");
#if CONFIG2_GLES
// Some GLES implementations have GL_EXT_texture_compression_dxt1
// but that only supports DXT1 so we can't use it.
capabilities.S3TC = ogl_HaveExtensions(0, "GL_EXT_texture_compression_s3tc", nullptr) == 0;
#else
// Note: we don't bother checking for GL_S3_s3tc - it is incompatible
// and irrelevant (was never widespread).
capabilities.S3TC = ogl_HaveExtensions(0, "GL_ARB_texture_compression", "GL_EXT_texture_compression_s3tc", nullptr) == 0;
#endif
#if CONFIG2_GLES
capabilities.multisampling = false;
capabilities.maxSampleCount = 1;
#else
capabilities.multisampling =
ogl_HaveVersion(3, 3) &&
ogl_HaveExtension("GL_ARB_multisample") &&
ogl_HaveExtension("GL_ARB_texture_multisample");
if (capabilities.multisampling)
{
GLint maxSamples = 1;
glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
capabilities.maxSampleCount = maxSamples;
}
#endif
capabilities.anisotropicFiltering = ogl_HaveExtension("GL_EXT_texture_filter_anisotropic");
if (capabilities.anisotropicFiltering)
{
GLfloat maxAnisotropy = 1.0f;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
capabilities.maxAnisotropy = maxAnisotropy;
}
GLint maxTextureSize = 1024;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
capabilities.maxTextureSize = maxTextureSize;
#if CONFIG2_GLES
const bool isDebugInCore = ogl_HaveVersion(3, 2);
#else
const bool isDebugInCore = ogl_HaveVersion(4, 3);
#endif
const bool hasDebug = isDebugInCore || ogl_HaveExtension("GL_KHR_debug");
if (hasDebug)
{
#ifdef NDEBUG
bool enableDebugMessages = false;
CFG_GET_VAL("renderer.backend.debugmessages", enableDebugMessages);
capabilities.debugLabels = false;
CFG_GET_VAL("renderer.backend.debuglabels", capabilities.debugLabels);
capabilities.debugScopedLabels = false;
CFG_GET_VAL("renderer.backend.debugscopedlabels", capabilities.debugScopedLabels);
#else
const bool enableDebugMessages = true;
capabilities.debugLabels = true;
capabilities.debugScopedLabels = true;
#endif
if (enableDebugMessages)
{
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glDebugMessageCallback(OnDebugMessage, nullptr);
// Filter out our own debug group messages
const GLuint id = 0x0AD;
glDebugMessageControl(
GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PUSH_GROUP, GL_DONT_CARE, 1, &id, GL_FALSE);
glDebugMessageControl(
GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_POP_GROUP, GL_DONT_CARE, 1, &id, GL_FALSE);
}
}
return device;
}
CDevice::CDevice() = default;
CDevice::~CDevice()
{
if (m_Context)
SDL_GL_DeleteContext(m_Context);
}
void CDevice::Report(const ScriptRequest& rq, JS::HandleValue settings)
{
const char* errstr = "(error)";
#define INTEGER(id) do { \
GLint i = -1; \
glGetIntegerv(GL_##id, &i); \
if (ogl_SquelchError(GL_INVALID_ENUM)) \
Script::SetProperty(rq, settings, "GL_" #id, errstr); \
else \
Script::SetProperty(rq, settings, "GL_" #id, i); \
} while (false)
#define INTEGER2(id) do { \
GLint i[2] = { -1, -1 }; \
glGetIntegerv(GL_##id, i); \
if (ogl_SquelchError(GL_INVALID_ENUM)) { \
Script::SetProperty(rq, settings, "GL_" #id "[0]", errstr); \
Script::SetProperty(rq, settings, "GL_" #id "[1]", errstr); \
} else { \
Script::SetProperty(rq, settings, "GL_" #id "[0]", i[0]); \
Script::SetProperty(rq, settings, "GL_" #id "[1]", i[1]); \
} \
} while (false)
#define FLOAT(id) do { \
GLfloat f = std::numeric_limits<GLfloat>::quiet_NaN(); \
glGetFloatv(GL_##id, &f); \
if (ogl_SquelchError(GL_INVALID_ENUM)) \
Script::SetProperty(rq, settings, "GL_" #id, errstr); \
else \
Script::SetProperty(rq, settings, "GL_" #id, f); \
} while (false)
#define FLOAT2(id) do { \
GLfloat f[2] = { std::numeric_limits<GLfloat>::quiet_NaN(), std::numeric_limits<GLfloat>::quiet_NaN() }; \
glGetFloatv(GL_##id, f); \
if (ogl_SquelchError(GL_INVALID_ENUM)) { \
Script::SetProperty(rq, settings, "GL_" #id "[0]", errstr); \
Script::SetProperty(rq, settings, "GL_" #id "[1]", errstr); \
} else { \
Script::SetProperty(rq, settings, "GL_" #id "[0]", f[0]); \
Script::SetProperty(rq, settings, "GL_" #id "[1]", f[1]); \
} \
} while (false)
#define STRING(id) do { \
const char* c = (const char*)glGetString(GL_##id); \
if (!c) c = ""; \
if (ogl_SquelchError(GL_INVALID_ENUM)) c = errstr; \
Script::SetProperty(rq, settings, "GL_" #id, std::string(c)); \
} while (false)
#define QUERY(target, pname) do { \
GLint i = -1; \
glGetQueryivARB(GL_##target, GL_##pname, &i); \
if (ogl_SquelchError(GL_INVALID_ENUM)) \
Script::SetProperty(rq, settings, "GL_" #target ".GL_" #pname, errstr); \
else \
Script::SetProperty(rq, settings, "GL_" #target ".GL_" #pname, i); \
} while (false)
#define VERTEXPROGRAM(id) do { \
GLint i = -1; \
glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_##id, &i); \
if (ogl_SquelchError(GL_INVALID_ENUM)) \
Script::SetProperty(rq, settings, "GL_VERTEX_PROGRAM_ARB.GL_" #id, errstr); \
else \
Script::SetProperty(rq, settings, "GL_VERTEX_PROGRAM_ARB.GL_" #id, i); \
} while (false)
#define FRAGMENTPROGRAM(id) do { \
GLint i = -1; \
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_##id, &i); \
if (ogl_SquelchError(GL_INVALID_ENUM)) \
Script::SetProperty(rq, settings, "GL_FRAGMENT_PROGRAM_ARB.GL_" #id, errstr); \
else \
Script::SetProperty(rq, settings, "GL_FRAGMENT_PROGRAM_ARB.GL_" #id, i); \
} while (false)
#define BOOL(id) INTEGER(id)
ogl_WarnIfError();
// Core OpenGL 1.3:
// (We don't bother checking extension strings for anything older than 1.3;
// it'll just produce harmless warnings)
STRING(VERSION);
STRING(VENDOR);
STRING(RENDERER);
STRING(EXTENSIONS);
#if !CONFIG2_GLES
INTEGER(MAX_CLIP_PLANES);
#endif
INTEGER(SUBPIXEL_BITS);
#if !CONFIG2_GLES
INTEGER(MAX_3D_TEXTURE_SIZE);
#endif
INTEGER(MAX_TEXTURE_SIZE);
INTEGER(MAX_CUBE_MAP_TEXTURE_SIZE);
INTEGER2(MAX_VIEWPORT_DIMS);
#if !CONFIG2_GLES
BOOL(RGBA_MODE);
BOOL(INDEX_MODE);
BOOL(DOUBLEBUFFER);
BOOL(STEREO);
#endif
FLOAT2(ALIASED_POINT_SIZE_RANGE);
FLOAT2(ALIASED_LINE_WIDTH_RANGE);
#if !CONFIG2_GLES
INTEGER(MAX_ELEMENTS_INDICES);
INTEGER(MAX_ELEMENTS_VERTICES);
INTEGER(MAX_TEXTURE_UNITS);
#endif
INTEGER(SAMPLE_BUFFERS);
INTEGER(SAMPLES);
// TODO: compressed texture formats
INTEGER(RED_BITS);
INTEGER(GREEN_BITS);
INTEGER(BLUE_BITS);
INTEGER(ALPHA_BITS);
#if !CONFIG2_GLES
INTEGER(INDEX_BITS);
#endif
INTEGER(DEPTH_BITS);
INTEGER(STENCIL_BITS);
#if !CONFIG2_GLES
// Core OpenGL 2.0 (treated as extensions):
if (ogl_HaveExtension("GL_EXT_texture_lod_bias"))
{
FLOAT(MAX_TEXTURE_LOD_BIAS_EXT);
}
if (ogl_HaveExtension("GL_ARB_occlusion_query"))
{
QUERY(SAMPLES_PASSED, QUERY_COUNTER_BITS);
}
if (ogl_HaveExtension("GL_ARB_shading_language_100"))
{
STRING(SHADING_LANGUAGE_VERSION_ARB);
}
if (ogl_HaveExtension("GL_ARB_vertex_shader"))
{
INTEGER(MAX_VERTEX_ATTRIBS_ARB);
INTEGER(MAX_VERTEX_UNIFORM_COMPONENTS_ARB);
INTEGER(MAX_VARYING_FLOATS_ARB);
INTEGER(MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB);
INTEGER(MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB);
}
if (ogl_HaveExtension("GL_ARB_fragment_shader"))
{
INTEGER(MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB);
}
if (ogl_HaveExtension("GL_ARB_vertex_shader") || ogl_HaveExtension("GL_ARB_fragment_shader") ||
ogl_HaveExtension("GL_ARB_vertex_program") || ogl_HaveExtension("GL_ARB_fragment_program"))
{
INTEGER(MAX_TEXTURE_IMAGE_UNITS_ARB);
INTEGER(MAX_TEXTURE_COORDS_ARB);
}
if (ogl_HaveExtension("GL_ARB_draw_buffers"))
{
INTEGER(MAX_DRAW_BUFFERS_ARB);
}
// Core OpenGL 3.0:
if (ogl_HaveExtension("GL_EXT_gpu_shader4"))
{
INTEGER(MIN_PROGRAM_TEXEL_OFFSET_EXT); // no _EXT version of these in glext.h
INTEGER(MAX_PROGRAM_TEXEL_OFFSET_EXT);
}
if (ogl_HaveExtension("GL_EXT_framebuffer_object"))
{
INTEGER(MAX_COLOR_ATTACHMENTS_EXT);
INTEGER(MAX_RENDERBUFFER_SIZE_EXT);
}
if (ogl_HaveExtension("GL_EXT_framebuffer_multisample"))
{
INTEGER(MAX_SAMPLES_EXT);
}
if (ogl_HaveExtension("GL_EXT_texture_array"))
{
INTEGER(MAX_ARRAY_TEXTURE_LAYERS_EXT);
}
if (ogl_HaveExtension("GL_EXT_transform_feedback"))
{
INTEGER(MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT);
INTEGER(MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_EXT);
INTEGER(MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT);
}
// Other interesting extensions:
if (ogl_HaveExtension("GL_EXT_timer_query") || ogl_HaveExtension("GL_ARB_timer_query"))
{
QUERY(TIME_ELAPSED, QUERY_COUNTER_BITS);
}
if (ogl_HaveExtension("GL_ARB_timer_query"))
{
QUERY(TIMESTAMP, QUERY_COUNTER_BITS);
}
if (ogl_HaveExtension("GL_EXT_texture_filter_anisotropic"))
{
FLOAT(MAX_TEXTURE_MAX_ANISOTROPY_EXT);
}
if (ogl_HaveExtension("GL_ARB_texture_rectangle"))
{
INTEGER(MAX_RECTANGLE_TEXTURE_SIZE_ARB);
}
if (ogl_HaveExtension("GL_ARB_vertex_program") || ogl_HaveExtension("GL_ARB_fragment_program"))
{
INTEGER(MAX_PROGRAM_MATRICES_ARB);
INTEGER(MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB);
}
if (ogl_HaveExtension("GL_ARB_vertex_program"))
{
VERTEXPROGRAM(MAX_PROGRAM_ENV_PARAMETERS_ARB);
VERTEXPROGRAM(MAX_PROGRAM_LOCAL_PARAMETERS_ARB);
VERTEXPROGRAM(MAX_PROGRAM_INSTRUCTIONS_ARB);
VERTEXPROGRAM(MAX_PROGRAM_TEMPORARIES_ARB);
VERTEXPROGRAM(MAX_PROGRAM_PARAMETERS_ARB);
VERTEXPROGRAM(MAX_PROGRAM_ATTRIBS_ARB);
VERTEXPROGRAM(MAX_PROGRAM_ADDRESS_REGISTERS_ARB);
VERTEXPROGRAM(MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB);
VERTEXPROGRAM(MAX_PROGRAM_NATIVE_TEMPORARIES_ARB);
VERTEXPROGRAM(MAX_PROGRAM_NATIVE_PARAMETERS_ARB);
VERTEXPROGRAM(MAX_PROGRAM_NATIVE_ATTRIBS_ARB);
VERTEXPROGRAM(MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB);
if (ogl_HaveExtension("GL_ARB_fragment_program"))
{
// The spec seems to say these should be supported, but
// Mesa complains about them so let's not bother
/*
VERTEXPROGRAM(MAX_PROGRAM_ALU_INSTRUCTIONS_ARB);
VERTEXPROGRAM(MAX_PROGRAM_TEX_INSTRUCTIONS_ARB);
VERTEXPROGRAM(MAX_PROGRAM_TEX_INDIRECTIONS_ARB);
VERTEXPROGRAM(MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB);
VERTEXPROGRAM(MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB);
VERTEXPROGRAM(MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB);
*/
}
}
if (ogl_HaveExtension("GL_ARB_fragment_program"))
{
FRAGMENTPROGRAM(MAX_PROGRAM_ENV_PARAMETERS_ARB);
FRAGMENTPROGRAM(MAX_PROGRAM_LOCAL_PARAMETERS_ARB);
FRAGMENTPROGRAM(MAX_PROGRAM_INSTRUCTIONS_ARB);
FRAGMENTPROGRAM(MAX_PROGRAM_ALU_INSTRUCTIONS_ARB);
FRAGMENTPROGRAM(MAX_PROGRAM_TEX_INSTRUCTIONS_ARB);
FRAGMENTPROGRAM(MAX_PROGRAM_TEX_INDIRECTIONS_ARB);
FRAGMENTPROGRAM(MAX_PROGRAM_TEMPORARIES_ARB);
FRAGMENTPROGRAM(MAX_PROGRAM_PARAMETERS_ARB);
FRAGMENTPROGRAM(MAX_PROGRAM_ATTRIBS_ARB);
FRAGMENTPROGRAM(MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB);
FRAGMENTPROGRAM(MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB);
FRAGMENTPROGRAM(MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB);
FRAGMENTPROGRAM(MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB);
FRAGMENTPROGRAM(MAX_PROGRAM_NATIVE_TEMPORARIES_ARB);
FRAGMENTPROGRAM(MAX_PROGRAM_NATIVE_PARAMETERS_ARB);
FRAGMENTPROGRAM(MAX_PROGRAM_NATIVE_ATTRIBS_ARB);
if (ogl_HaveExtension("GL_ARB_vertex_program"))
{
// The spec seems to say these should be supported, but
// Intel drivers on Windows complain about them so let's not bother
/*
FRAGMENTPROGRAM(MAX_PROGRAM_ADDRESS_REGISTERS_ARB);
FRAGMENTPROGRAM(MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB);
*/
}
}
if (ogl_HaveExtension("GL_ARB_geometry_shader4"))
{
INTEGER(MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB);
INTEGER(MAX_GEOMETRY_OUTPUT_VERTICES_ARB);
INTEGER(MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB);
INTEGER(MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB);
INTEGER(MAX_GEOMETRY_VARYING_COMPONENTS_ARB);
INTEGER(MAX_VERTEX_VARYING_COMPONENTS_ARB);
}
#else // CONFIG2_GLES
// Core OpenGL ES 2.0:
STRING(SHADING_LANGUAGE_VERSION);
INTEGER(MAX_VERTEX_ATTRIBS);
INTEGER(MAX_VERTEX_UNIFORM_VECTORS);
INTEGER(MAX_VARYING_VECTORS);
INTEGER(MAX_COMBINED_TEXTURE_IMAGE_UNITS);
INTEGER(MAX_VERTEX_TEXTURE_IMAGE_UNITS);
INTEGER(MAX_FRAGMENT_UNIFORM_VECTORS);
INTEGER(MAX_TEXTURE_IMAGE_UNITS);
INTEGER(MAX_RENDERBUFFER_SIZE);
#endif // CONFIG2_GLES
// TODO: Support OpenGL platforms which don't use GLX as well.
#if defined(SDL_VIDEO_DRIVER_X11) && !CONFIG2_GLES
#define GLXQCR_INTEGER(id) do { \
unsigned int i = UINT_MAX; \
if (glXQueryCurrentRendererIntegerMESA(id, &i)) \
Script::SetProperty(rq, settings, #id, i); \
} while (false)
#define GLXQCR_INTEGER2(id) do { \
unsigned int i[2] = { UINT_MAX, UINT_MAX }; \
if (glXQueryCurrentRendererIntegerMESA(id, i)) { \
Script::SetProperty(rq, settings, #id "[0]", i[0]); \
Script::SetProperty(rq, settings, #id "[1]", i[1]); \
} \
} while (false)
#define GLXQCR_INTEGER3(id) do { \
unsigned int i[3] = { UINT_MAX, UINT_MAX, UINT_MAX }; \
if (glXQueryCurrentRendererIntegerMESA(id, i)) { \
Script::SetProperty(rq, settings, #id "[0]", i[0]); \
Script::SetProperty(rq, settings, #id "[1]", i[1]); \
Script::SetProperty(rq, settings, #id "[2]", i[2]); \
} \
} while (false)
#define GLXQCR_STRING(id) do { \
const char* str = glXQueryCurrentRendererStringMESA(id); \
if (str) \
Script::SetProperty(rq, settings, #id ".string", str); \
} while (false)
SDL_SysWMinfo wminfo;
SDL_VERSION(&wminfo.version);
const int ret = SDL_GetWindowWMInfo(m_Window, &wminfo);
if (ret && wminfo.subsystem == SDL_SYSWM_X11)
{
Display* dpy = wminfo.info.x11.display;
int scrnum = DefaultScreen(dpy);
const char* glxexts = glXQueryExtensionsString(dpy, scrnum);
Script::SetProperty(rq, settings, "glx_extensions", glxexts);
if (strstr(glxexts, "GLX_MESA_query_renderer") && glXQueryCurrentRendererIntegerMESA && glXQueryCurrentRendererStringMESA)
{
GLXQCR_INTEGER(GLX_RENDERER_VENDOR_ID_MESA);
GLXQCR_INTEGER(GLX_RENDERER_DEVICE_ID_MESA);
GLXQCR_INTEGER3(GLX_RENDERER_VERSION_MESA);
GLXQCR_INTEGER(GLX_RENDERER_ACCELERATED_MESA);
GLXQCR_INTEGER(GLX_RENDERER_VIDEO_MEMORY_MESA);
GLXQCR_INTEGER(GLX_RENDERER_UNIFIED_MEMORY_ARCHITECTURE_MESA);
GLXQCR_INTEGER(GLX_RENDERER_PREFERRED_PROFILE_MESA);
GLXQCR_INTEGER2(GLX_RENDERER_OPENGL_CORE_PROFILE_VERSION_MESA);
GLXQCR_INTEGER2(GLX_RENDERER_OPENGL_COMPATIBILITY_PROFILE_VERSION_MESA);
GLXQCR_INTEGER2(GLX_RENDERER_OPENGL_ES_PROFILE_VERSION_MESA);
GLXQCR_INTEGER2(GLX_RENDERER_OPENGL_ES2_PROFILE_VERSION_MESA);
GLXQCR_STRING(GLX_RENDERER_VENDOR_ID_MESA);
GLXQCR_STRING(GLX_RENDERER_DEVICE_ID_MESA);
}
}
#endif // SDL_VIDEO_DRIVER_X11
}
std::unique_ptr<CDeviceCommandContext> CDevice::CreateCommandContext()
{
std::unique_ptr<CDeviceCommandContext> commandContet = CDeviceCommandContext::Create(this);
m_ActiveCommandContext = commandContet.get();
return commandContet;
}
std::unique_ptr<CTexture> CDevice::CreateTexture(const char* name, const CTexture::Type type,
const Format format, const uint32_t width, const uint32_t height,
const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount)
{
return CTexture::Create(this, name, type,
format, width, height, defaultSamplerDesc, MIPLevelCount, sampleCount);
}
std::unique_ptr<CTexture> CDevice::CreateTexture2D(const char* name,
const Format format, const uint32_t width, const uint32_t height,
const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount)
{
return CreateTexture(name, CTexture::Type::TEXTURE_2D,
format, width, height, defaultSamplerDesc, MIPLevelCount, sampleCount);
}
std::unique_ptr<CFramebuffer> CDevice::CreateFramebuffer(
const char* name, CTexture* colorAttachment,
CTexture* depthStencilAttachment)
{
return CreateFramebuffer(name, colorAttachment, depthStencilAttachment, CColor(0.0f, 0.0f, 0.0f, 0.0f));
}
std::unique_ptr<CFramebuffer> CDevice::CreateFramebuffer(
const char* name, CTexture* colorAttachment,
CTexture* depthStencilAttachment, const CColor& clearColor)
{
return CFramebuffer::Create(this, name, colorAttachment, depthStencilAttachment, clearColor);
}
std::unique_ptr<CBuffer> CDevice::CreateBuffer(
const char* name, const CBuffer::Type type, const uint32_t size, const bool dynamic)
{
return CBuffer::Create(this, name, type, size, dynamic);
}
void CDevice::Present()
{
if (m_Window)
{
PROFILE3("swap buffers");
SDL_GL_SwapWindow(m_Window);
ogl_WarnIfError();
}
bool checkGLErrorAfterSwap = false;
CFG_GET_VAL("gl.checkerrorafterswap", checkGLErrorAfterSwap);
#if defined(NDEBUG)
if (!checkGLErrorAfterSwap)
return;
#endif
PROFILE3("error check");
// We have to check GL errors after SwapBuffer to avoid possible
// synchronizations during rendering.
if (GLenum err = glGetError())
ONCE(LOGERROR("GL error %s (0x%04x) occurred", ogl_GetErrorName(err), err));
}
bool CDevice::IsFormatSupported(const Format format) const
{
bool supported = false;
switch (format)
{
case Format::UNDEFINED:
break;
case Format::R8G8B8: FALLTHROUGH;
case Format::R8G8B8A8: FALLTHROUGH;
case Format::A8: FALLTHROUGH;
case Format::L8:
supported = true;
break;
case Format::D16: FALLTHROUGH;
case Format::D24: FALLTHROUGH;
case Format::D32:
supported = true;
break;
case Format::D24_S8:
#if !CONFIG2_GLES
supported = true;
#endif
break;
case Format::BC1_RGB: FALLTHROUGH;
case Format::BC1_RGBA: FALLTHROUGH;
case Format::BC2: FALLTHROUGH;
case Format::BC3:
supported = m_Capabilities.S3TC;
break;
}
return supported;
}
} // namespace GL
} // namespace Backend
} // namespace Renderer