mirror of https://github.com/PCSX2/pcsx2.git
498 lines
24 KiB
C++
498 lines
24 KiB
C++
/* * Copyright (C) 2011-2014 Gregory hainaut
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* Copyright (C) 2007-2009 Gabest
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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 General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* 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 General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#include "stdafx.h"
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#include "GLLoader.h"
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#include "GSdx.h"
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PFNGLACTIVETEXTUREPROC gl_ActiveTexture = NULL;
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PFNGLBLENDCOLORPROC gl_BlendColor = NULL;
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PFNGLATTACHSHADERPROC gl_AttachShader = NULL;
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PFNGLBINDBUFFERPROC gl_BindBuffer = NULL;
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PFNGLBINDBUFFERBASEPROC gl_BindBufferBase = NULL;
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PFNGLBINDBUFFERRANGEPROC gl_BindBufferRange = NULL;
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PFNGLBINDFRAMEBUFFERPROC gl_BindFramebuffer = NULL;
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PFNGLBINDSAMPLERPROC gl_BindSampler = NULL;
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PFNGLBINDVERTEXARRAYPROC gl_BindVertexArray = NULL;
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PFNGLBLENDEQUATIONSEPARATEIARBPROC gl_BlendEquationSeparateiARB = NULL;
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PFNGLBLENDFUNCSEPARATEIARBPROC gl_BlendFuncSeparateiARB = NULL;
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PFNGLBLITFRAMEBUFFERPROC gl_BlitFramebuffer = NULL;
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PFNGLBUFFERDATAPROC gl_BufferData = NULL;
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PFNGLCHECKFRAMEBUFFERSTATUSPROC gl_CheckFramebufferStatus = NULL;
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PFNGLCLEARBUFFERFVPROC gl_ClearBufferfv = NULL;
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PFNGLCLEARBUFFERIVPROC gl_ClearBufferiv = NULL;
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PFNGLCLEARBUFFERUIVPROC gl_ClearBufferuiv = NULL;
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PFNGLCOLORMASKIPROC gl_ColorMaski = NULL;
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PFNGLCOMPILESHADERPROC gl_CompileShader = NULL;
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PFNGLCREATEPROGRAMPROC gl_CreateProgram = NULL;
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PFNGLCREATESHADERPROC gl_CreateShader = NULL;
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PFNGLCREATESHADERPROGRAMVPROC gl_CreateShaderProgramv = NULL;
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PFNGLDELETEBUFFERSPROC gl_DeleteBuffers = NULL;
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PFNGLDELETEFRAMEBUFFERSPROC gl_DeleteFramebuffers = NULL;
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PFNGLDELETEPROGRAMPROC gl_DeleteProgram = NULL;
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PFNGLDELETESAMPLERSPROC gl_DeleteSamplers = NULL;
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PFNGLDELETESHADERPROC gl_DeleteShader = NULL;
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PFNGLDELETEVERTEXARRAYSPROC gl_DeleteVertexArrays = NULL;
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PFNGLDETACHSHADERPROC gl_DetachShader = NULL;
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PFNGLDRAWBUFFERSPROC gl_DrawBuffers = NULL;
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PFNGLDRAWELEMENTSBASEVERTEXPROC gl_DrawElementsBaseVertex = NULL;
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PFNGLENABLEVERTEXATTRIBARRAYPROC gl_EnableVertexAttribArray = NULL;
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PFNGLFRAMEBUFFERRENDERBUFFERPROC gl_FramebufferRenderbuffer = NULL;
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PFNGLFRAMEBUFFERTEXTURE2DPROC gl_FramebufferTexture2D = NULL;
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PFNGLGENBUFFERSPROC gl_GenBuffers = NULL;
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PFNGLGENFRAMEBUFFERSPROC gl_GenFramebuffers = NULL;
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PFNGLGENSAMPLERSPROC gl_GenSamplers = NULL;
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PFNGLGENVERTEXARRAYSPROC gl_GenVertexArrays = NULL;
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PFNGLGETBUFFERPARAMETERIVPROC gl_GetBufferParameteriv = NULL;
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PFNGLGETDEBUGMESSAGELOGARBPROC gl_GetDebugMessageLogARB = NULL;
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PFNGLDEBUGMESSAGECALLBACKPROC gl_DebugMessageCallback = NULL;
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PFNGLGETPROGRAMINFOLOGPROC gl_GetProgramInfoLog = NULL;
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PFNGLGETPROGRAMIVPROC gl_GetProgramiv = NULL;
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PFNGLGETSHADERIVPROC gl_GetShaderiv = NULL;
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PFNGLGETSTRINGIPROC gl_GetStringi = NULL;
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PFNGLISFRAMEBUFFERPROC gl_IsFramebuffer = NULL;
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PFNGLLINKPROGRAMPROC gl_LinkProgram = NULL;
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PFNGLMAPBUFFERPROC gl_MapBuffer = NULL;
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PFNGLMAPBUFFERRANGEPROC gl_MapBufferRange = NULL;
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PFNGLPROGRAMPARAMETERIPROC gl_ProgramParameteri = NULL;
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PFNGLSAMPLERPARAMETERFPROC gl_SamplerParameterf = NULL;
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PFNGLSAMPLERPARAMETERIPROC gl_SamplerParameteri = NULL;
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PFNGLSHADERSOURCEPROC gl_ShaderSource = NULL;
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PFNGLUNIFORM1IPROC gl_Uniform1i = NULL;
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PFNGLUNMAPBUFFERPROC gl_UnmapBuffer = NULL;
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PFNGLUSEPROGRAMSTAGESPROC gl_UseProgramStages = NULL;
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PFNGLVERTEXATTRIBIPOINTERPROC gl_VertexAttribIPointer = NULL;
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PFNGLVERTEXATTRIBPOINTERPROC gl_VertexAttribPointer = NULL;
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PFNGLBUFFERSUBDATAPROC gl_BufferSubData = NULL;
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PFNGLFENCESYNCPROC gl_FenceSync = NULL;
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PFNGLDELETESYNCPROC gl_DeleteSync = NULL;
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PFNGLCLIENTWAITSYNCPROC gl_ClientWaitSync = NULL;
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PFNGLFLUSHMAPPEDBUFFERRANGEPROC gl_FlushMappedBufferRange = NULL;
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PFNGLBLENDEQUATIONSEPARATEPROC gl_BlendEquationSeparate = NULL;
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PFNGLBLENDFUNCSEPARATEPROC gl_BlendFuncSeparate = NULL;
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// GL4.0
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// GL4.1
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PFNGLBINDPROGRAMPIPELINEPROC gl_BindProgramPipeline = NULL;
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PFNGLGENPROGRAMPIPELINESPROC gl_GenProgramPipelines = NULL;
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PFNGLDELETEPROGRAMPIPELINESPROC gl_DeleteProgramPipelines = NULL;
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PFNGLGETPROGRAMPIPELINEIVPROC gl_GetProgramPipelineiv = NULL;
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PFNGLVALIDATEPROGRAMPIPELINEPROC gl_ValidateProgramPipeline = NULL;
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PFNGLGETPROGRAMPIPELINEINFOLOGPROC gl_GetProgramPipelineInfoLog = NULL;
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PFNGLGETPROGRAMBINARYPROC gl_GetProgramBinary = NULL;
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// NO GL4.1
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PFNGLUSEPROGRAMPROC gl_UseProgram = NULL;
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PFNGLGETSHADERINFOLOGPROC gl_GetShaderInfoLog = NULL;
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PFNGLPROGRAMUNIFORM1IPROC gl_ProgramUniform1i = NULL;
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// GL4.3
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PFNGLCOPYIMAGESUBDATAPROC gl_CopyImageSubData = NULL;
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PFNGLINVALIDATETEXIMAGEPROC gl_InvalidateTexImage = NULL;
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PFNGLPUSHDEBUGGROUPPROC gl_PushDebugGroup = NULL;
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PFNGLPOPDEBUGGROUPPROC gl_PopDebugGroup = NULL;
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PFNGLDEBUGMESSAGEINSERTPROC gl_DebugMessageInsert = NULL;
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// GL4.2
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PFNGLBINDIMAGETEXTUREPROC gl_BindImageTexture = NULL;
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PFNGLMEMORYBARRIERPROC gl_MemoryBarrier = NULL;
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PFNGLTEXSTORAGE2DPROC gl_TexStorage2D = NULL;
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// GL4.4
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PFNGLCLEARTEXIMAGEPROC gl_ClearTexImage = NULL;
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PFNGLBUFFERSTORAGEPROC gl_BufferStorage = NULL;
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// GL4.5
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PFNGLCREATETEXTURESPROC gl_CreateTextures = NULL;
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PFNGLTEXTURESTORAGE2DPROC gl_TextureStorage2D = NULL;
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PFNGLTEXTURESUBIMAGE2DPROC gl_TextureSubImage2D = NULL;
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PFNGLCOPYTEXTURESUBIMAGE2DPROC gl_CopyTextureSubImage2D = NULL;
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PFNGLBINDTEXTUREUNITPROC gl_BindTextureUnit = NULL;
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PFNGLGETTEXTUREIMAGEPROC gl_GetTextureImage = NULL;
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PFNGLTEXTUREPARAMETERIPROC gl_TextureParameteri = NULL;
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PFNGLCREATEFRAMEBUFFERSPROC gl_CreateFramebuffers = NULL;
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PFNGLCLEARNAMEDFRAMEBUFFERFVPROC gl_ClearNamedFramebufferfv = NULL;
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PFNGLCLEARNAMEDFRAMEBUFFERIVPROC gl_ClearNamedFramebufferiv = NULL;
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PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC gl_ClearNamedFramebufferuiv = NULL;
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PFNGLNAMEDFRAMEBUFFERTEXTUREPROC gl_NamedFramebufferTexture = NULL;
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PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC gl_NamedFramebufferDrawBuffers = NULL;
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PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC gl_NamedFramebufferReadBuffer = NULL;
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PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC gl_CheckNamedFramebufferStatus = NULL;
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PFNGLCREATEBUFFERSPROC gl_CreateBuffers = NULL;
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PFNGLNAMEDBUFFERSTORAGEPROC gl_NamedBufferStorage = NULL;
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PFNGLNAMEDBUFFERDATAPROC gl_NamedBufferData = NULL;
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PFNGLNAMEDBUFFERSUBDATAPROC gl_NamedBufferSubData = NULL;
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PFNGLMAPNAMEDBUFFERPROC gl_MapNamedBuffer = NULL;
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PFNGLMAPNAMEDBUFFERRANGEPROC gl_MapNamedBufferRange = NULL;
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PFNGLUNMAPNAMEDBUFFERPROC gl_UnmapNamedBuffer = NULL;
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PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC gl_FlushMappedNamedBufferRange = NULL;
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PFNGLCREATESAMPLERSPROC gl_CreateSamplers = NULL;
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PFNGLCREATEPROGRAMPIPELINESPROC gl_CreateProgramPipelines = NULL;
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PFNGLCLIPCONTROLPROC gl_ClipControl = NULL;
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PFNGLTEXTUREBARRIERPROC gl_TextureBarrier = NULL;
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namespace Emulate_DSA {
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// Texture entry point
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void APIENTRY BindTextureUnit(GLuint unit, GLuint texture) {
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gl_ActiveTexture(GL_TEXTURE0 + unit);
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glBindTexture(GL_TEXTURE_2D, texture);
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}
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void APIENTRY CreateTexture(GLenum target, GLsizei n, GLuint *textures) {
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glGenTextures(1, textures);
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}
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void APIENTRY TextureStorage(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) {
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BindTextureUnit(7, texture);
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gl_TexStorage2D(GL_TEXTURE_2D, levels, internalformat, width, height);
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}
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void APIENTRY TextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) {
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BindTextureUnit(7, texture);
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glTexSubImage2D(GL_TEXTURE_2D, level, xoffset, yoffset, width, height, format, type, pixels);
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}
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void APIENTRY CopyTextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {
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BindTextureUnit(7, texture);
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glCopyTexSubImage2D(GL_TEXTURE_2D, level, xoffset, yoffset, x, y, width, height);
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}
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void APIENTRY GetTexureImage(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels) {
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BindTextureUnit(7, texture);
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glGetTexImage(GL_TEXTURE_2D, level, format, type, pixels);
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}
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void APIENTRY TextureParameteri (GLuint texture, GLenum pname, GLint param) {
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BindTextureUnit(7, texture);
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glTexParameteri(GL_TEXTURE_2D, pname, param);
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}
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// Framebuffer entry point
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GLenum fb_target = 0;
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void SetFramebufferTarget(GLenum target) {
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fb_target = target;
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}
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void APIENTRY CreateFramebuffers(GLsizei n, GLuint *framebuffers) {
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gl_GenFramebuffers(n, framebuffers);
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}
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void APIENTRY ClearNamedFramebufferfv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value) {
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gl_BindFramebuffer(fb_target, framebuffer);
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gl_ClearBufferfv(buffer, drawbuffer, value);
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}
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void APIENTRY ClearNamedFramebufferiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value) {
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gl_BindFramebuffer(fb_target, framebuffer);
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gl_ClearBufferiv(buffer, drawbuffer, value);
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}
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void APIENTRY ClearNamedFramebufferuiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value) {
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gl_BindFramebuffer(fb_target, framebuffer);
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gl_ClearBufferuiv(buffer, drawbuffer, value);
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}
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void APIENTRY NamedFramebufferTexture(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level) {
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gl_BindFramebuffer(fb_target, framebuffer);
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gl_FramebufferTexture2D(fb_target, attachment, GL_TEXTURE_2D, texture, level);
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}
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void APIENTRY NamedFramebufferDrawBuffers(GLuint framebuffer, GLsizei n, const GLenum *bufs) {
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gl_BindFramebuffer(fb_target, framebuffer);
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gl_DrawBuffers(n, bufs);
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}
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void APIENTRY NamedFramebufferReadBuffer(GLuint framebuffer, GLenum src) {
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gl_BindFramebuffer(fb_target, framebuffer);
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glReadBuffer(src);
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gl_BindFramebuffer(fb_target, 0);
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}
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GLenum APIENTRY CheckNamedFramebufferStatus(GLuint framebuffer, GLenum target) {
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gl_BindFramebuffer(fb_target, framebuffer);
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return gl_CheckFramebufferStatus(fb_target);
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}
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// Buffer entry point
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GLenum buffer_target = 0;
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void SetBufferTarget(GLenum target) {
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buffer_target = target;
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}
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void APIENTRY CreateBuffers(GLsizei n, GLuint *buffers) {
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gl_GenBuffers(1, buffers);
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}
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void APIENTRY NamedBufferStorage(GLuint buffer, GLsizei size, const void *data, GLbitfield flags) {
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gl_BindBuffer(buffer_target, buffer);
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gl_BufferStorage(buffer_target, size, data, flags);
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}
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void APIENTRY NamedBufferData(GLuint buffer, GLsizei size, const void *data, GLenum usage) {
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gl_BindBuffer(buffer_target, buffer);
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gl_BufferData(buffer_target, size, data, usage);
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}
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void APIENTRY NamedBufferSubData(GLuint buffer, GLintptr offset, GLsizei size, const void *data) {
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gl_BindBuffer(buffer_target, buffer);
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gl_BufferSubData(buffer_target, offset, size, data);
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}
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void *APIENTRY MapNamedBuffer(GLuint buffer, GLenum access) {
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gl_BindBuffer(buffer_target, buffer);
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return gl_MapBuffer(buffer_target, access);
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}
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void *APIENTRY MapNamedBufferRange(GLuint buffer, GLintptr offset, GLsizei length, GLbitfield access) {
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gl_BindBuffer(buffer_target, buffer);
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return gl_MapBufferRange(buffer_target, offset, length, access);
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}
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GLboolean APIENTRY UnmapNamedBuffer(GLuint buffer) {
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gl_BindBuffer(buffer_target, buffer);
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return gl_UnmapBuffer(buffer_target);
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}
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void APIENTRY FlushMappedNamedBufferRange(GLuint buffer, GLintptr offset, GLsizei length) {
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gl_BindBuffer(buffer_target, buffer);
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gl_FlushMappedBufferRange(buffer_target, offset, length);
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}
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// Misc entry point
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// (only purpose is to have a consistent API otherwise it is useless)
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void APIENTRY CreateProgramPipelines(GLsizei n, GLuint *pipelines) {
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gl_GenProgramPipelines(n, pipelines);
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}
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void APIENTRY CreateSamplers(GLsizei n, GLuint *samplers) {
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gl_GenSamplers(n, samplers);
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}
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// Replace function pointer to emulate DSA behavior
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void Init() {
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fprintf(stderr, "DSA is not supported. Replacing the GL function pointer to emulate it\n");
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gl_BindTextureUnit = BindTextureUnit;
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gl_CreateTextures = CreateTexture;
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gl_TextureStorage2D = TextureStorage;
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gl_TextureSubImage2D = TextureSubImage;
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gl_CopyTextureSubImage2D = CopyTextureSubImage;
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gl_GetTextureImage = GetTexureImage;
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gl_TextureParameteri = TextureParameteri;
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gl_CreateFramebuffers = CreateFramebuffers;
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gl_ClearNamedFramebufferfv = ClearNamedFramebufferfv;
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gl_ClearNamedFramebufferiv = ClearNamedFramebufferiv;
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gl_ClearNamedFramebufferuiv = ClearNamedFramebufferuiv;
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gl_NamedFramebufferDrawBuffers = NamedFramebufferDrawBuffers;
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gl_NamedFramebufferReadBuffer = NamedFramebufferReadBuffer;
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gl_CheckNamedFramebufferStatus = CheckNamedFramebufferStatus;
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gl_CreateBuffers = CreateBuffers;
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gl_NamedBufferStorage = NamedBufferStorage;
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gl_NamedBufferData = NamedBufferData;
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gl_NamedBufferSubData = NamedBufferSubData;
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gl_MapNamedBuffer = MapNamedBuffer;
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gl_MapNamedBufferRange = MapNamedBufferRange;
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gl_UnmapNamedBuffer = UnmapNamedBuffer;
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gl_FlushMappedNamedBufferRange = FlushMappedNamedBufferRange;
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gl_CreateProgramPipelines = CreateProgramPipelines;
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gl_CreateSamplers = CreateSamplers;
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}
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}
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namespace GLLoader {
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bool fglrx_buggy_driver = false;
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bool mesa_amd_buggy_driver = false;
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bool nvidia_buggy_driver = false;
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bool intel_buggy_driver = false;
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bool in_replayer = false;
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// GL4 hardware (due to proprietary driver limitation)
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bool found_GL_ARB_separate_shader_objects = false; // Issue with Mesa and Catalyst...
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bool found_geometry_shader = true; // we require GL3.3 so geometry must be supported by default
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bool found_GL_EXT_texture_filter_anisotropic = false;
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bool found_GL_ARB_clear_texture = false; // Don't know if GL3 GPU can support it
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bool found_GL_ARB_buffer_storage = false;
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bool found_GL_ARB_copy_image = false; // Not sure actually maybe GL3 GPU can do it
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bool found_GL_ARB_gpu_shader5 = false;
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bool found_GL_ARB_shader_image_load_store = false; // GLES3.1
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bool found_GL_ARB_texture_barrier = false; // Well maybe supported by older hardware I don't know
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// DX10 GPU limited driver
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bool found_GL_ARB_draw_buffers_blend = false;
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bool found_GL_ARB_clip_control = false;
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bool found_GL_ARB_direct_state_access = false;
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// Mandatory
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bool found_GL_ARB_texture_storage = false;
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bool found_GL_ARB_shading_language_420pack = false;
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static bool status_and_override(bool& found, const std::string& name, bool mandatory = false)
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{
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if (mandatory) {
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if (!found) {
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fprintf(stderr, "ERROR: %s is NOT SUPPORTED\n", name.c_str());
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}
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return found;
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}
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if (!found) {
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fprintf(stderr, "INFO: %s is NOT SUPPORTED\n", name.c_str());
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} else {
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fprintf(stderr, "INFO: %s is available\n", name.c_str());
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}
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std::string opt("override_");
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opt += name;
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if (theApp.GetConfig(opt.c_str(), -1) != -1) {
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found = !!theApp.GetConfig(opt.c_str(), -1);
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fprintf(stderr, "Override %s detection (%s)\n", name.c_str(), found ? "Enabled" : "Disabled");
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}
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return true;
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}
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bool check_gl_version(int major, int minor) {
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const GLubyte* s = glGetString(GL_VERSION);
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if (s == NULL) {
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fprintf(stderr, "Error: GLLoader failed to get GL version\n");
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return false;
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}
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GLuint v = 1;
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while (s[v] != '\0' && s[v-1] != ' ') v++;
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const char* vendor = (const char*)glGetString(GL_VENDOR);
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fprintf(stderr, "OpenGL information. GPU: %s. Vendor: %s. Driver: %s\n", glGetString(GL_RENDERER), vendor, &s[v]);
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// Name changed but driver is still bad!
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if (strstr(vendor, "ATI") || strstr(vendor, "Advanced Micro Devices"))
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fglrx_buggy_driver = true;
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if (strstr(vendor, "NVIDIA Corporation"))
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nvidia_buggy_driver = true;
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if (strstr(vendor, "Intel"))
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intel_buggy_driver = true;
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if (strstr(vendor, "X.Org") || strstr(vendor, "nouveau")) // Note: it might actually catch nouveau too, but bugs are likely to be the same anyway
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mesa_amd_buggy_driver = true;
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if (strstr(vendor, "VMware")) // Assume worst case because I don't know the real status
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mesa_amd_buggy_driver = intel_buggy_driver = true;
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if (mesa_amd_buggy_driver) {
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fprintf(stderr, "Buggy driver detected. Geometry shaders will be disabled\n");
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found_geometry_shader = false;
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}
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if (theApp.GetConfig("override_geometry_shader", -1) != -1) {
|
|
found_geometry_shader = !!theApp.GetConfig("override_geometry_shader", -1);
|
|
fprintf(stderr, "Overriding geometry shaders detection\n");
|
|
}
|
|
|
|
GLint major_gl = 0;
|
|
GLint minor_gl = 0;
|
|
glGetIntegerv(GL_MAJOR_VERSION, &major_gl);
|
|
glGetIntegerv(GL_MINOR_VERSION, &minor_gl);
|
|
if ( (major_gl < major) || ( major_gl == major && minor_gl < minor ) ) {
|
|
fprintf(stderr, "OpenGL %d.%d is not supported. Only OpenGL %d.%d\n was found", major, minor, major_gl, minor_gl);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool check_gl_supported_extension() {
|
|
int max_ext = 0;
|
|
glGetIntegerv(GL_NUM_EXTENSIONS, &max_ext);
|
|
|
|
if (gl_GetStringi && max_ext) {
|
|
for (GLint i = 0; i < max_ext; i++) {
|
|
string ext((const char*)gl_GetStringi(GL_EXTENSIONS, i));
|
|
// Bonus
|
|
if (ext.compare("GL_EXT_texture_filter_anisotropic") == 0) found_GL_EXT_texture_filter_anisotropic = true;
|
|
// GL4.0
|
|
if (ext.compare("GL_ARB_gpu_shader5") == 0) found_GL_ARB_gpu_shader5 = true;
|
|
if (ext.compare("GL_ARB_draw_buffers_blend") == 0) found_GL_ARB_draw_buffers_blend = true;
|
|
// GL4.1
|
|
if (ext.compare("GL_ARB_separate_shader_objects") == 0) {
|
|
if (!fglrx_buggy_driver && !mesa_amd_buggy_driver && !intel_buggy_driver) found_GL_ARB_separate_shader_objects = true;
|
|
else fprintf(stderr, "Buggy driver detected, GL_ARB_separate_shader_objects will be disabled\n");
|
|
}
|
|
// GL4.2
|
|
if (ext.compare("GL_ARB_shading_language_420pack") == 0) found_GL_ARB_shading_language_420pack = true;
|
|
if (ext.compare("GL_ARB_texture_storage") == 0) found_GL_ARB_texture_storage = true;
|
|
if (ext.compare("GL_ARB_shader_image_load_store") == 0) found_GL_ARB_shader_image_load_store = true;
|
|
// GL4.3
|
|
if (ext.compare("GL_ARB_copy_image") == 0) found_GL_ARB_copy_image = true;
|
|
// GL4.4
|
|
if (ext.compare("GL_ARB_buffer_storage") == 0) found_GL_ARB_buffer_storage = true;
|
|
if (ext.compare("GL_ARB_clear_texture") == 0) found_GL_ARB_clear_texture = true;
|
|
// GL4.5
|
|
if (ext.compare("GL_ARB_direct_state_access") == 0) found_GL_ARB_direct_state_access = true;
|
|
if (ext.compare("GL_ARB_clip_control") == 0) found_GL_ARB_clip_control = true;
|
|
if (ext.compare("GL_ARB_texture_barrier") == 0) found_GL_ARB_texture_barrier = true;
|
|
|
|
//fprintf(stderr, "DEBUG ext: %s\n", ext.c_str());
|
|
}
|
|
}
|
|
|
|
bool status = true;
|
|
fprintf(stderr, "\n");
|
|
|
|
// Bonus
|
|
status &= status_and_override(found_GL_EXT_texture_filter_anisotropic, "GL_EXT_texture_filter_anisotropic");
|
|
// GL4.0
|
|
status &= status_and_override(found_GL_ARB_gpu_shader5, "GL_ARB_gpu_shader5");
|
|
status &= status_and_override(found_GL_ARB_draw_buffers_blend, "GL_ARB_draw_buffers_blend");
|
|
// GL4.1
|
|
status &= status_and_override(found_GL_ARB_separate_shader_objects, "GL_ARB_separate_shader_objects");
|
|
// GL4.2
|
|
status &= status_and_override(found_GL_ARB_shader_image_load_store, "GL_ARB_shader_image_load_store");
|
|
status &= status_and_override(found_GL_ARB_shading_language_420pack, "GL_ARB_shading_language_420pack", true);
|
|
status &= status_and_override(found_GL_ARB_texture_storage, "GL_ARB_texture_storage", true);
|
|
// GL4.3
|
|
status &= status_and_override(found_GL_ARB_copy_image, "GL_ARB_copy_image");
|
|
// GL4.4
|
|
status &= status_and_override(found_GL_ARB_buffer_storage,"GL_ARB_buffer_storage");
|
|
status &= status_and_override(found_GL_ARB_clear_texture,"GL_ARB_clear_texture");
|
|
// GL4.5
|
|
status &= status_and_override(found_GL_ARB_clip_control, "GL_ARB_clip_control");
|
|
status &= status_and_override(found_GL_ARB_direct_state_access, "GL_ARB_direct_state_access");
|
|
status &= status_and_override(found_GL_ARB_texture_barrier, "GL_ARB_texture_barrier");
|
|
|
|
if (!found_GL_ARB_direct_state_access) {
|
|
Emulate_DSA::Init();
|
|
}
|
|
if (gl_BindTextureUnit == NULL) {
|
|
fprintf(stderr, "FATAL ERROR !!!! Failed to setup DSA function pointer!!!\n");
|
|
status = false;
|
|
}
|
|
|
|
if (!found_GL_ARB_texture_barrier) {
|
|
fprintf(stderr, "Error GL_ARB_texture_barrier is not supported by your driver. You can't emulate correctly the GS blending unit! Sorry!\n");
|
|
theApp.SetConfig("accurate_blending_unit", 0);
|
|
theApp.SetConfig("accurate_date", 0);
|
|
}
|
|
|
|
fprintf(stderr, "\n");
|
|
|
|
return status;
|
|
}
|
|
}
|