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/* * Copyright (C) 2011-2014 Gregory hainaut
* Copyright (C) 2007-2009 Gabest
*
* This Program 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, or (at your option)
* any later version.
*
* This Program 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 GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GLLoader.h"
#include "GSdx.h"
PFNGLACTIVETEXTUREPROC gl_ActiveTexture = NULL;
PFNGLBLENDCOLORPROC gl_BlendColor = NULL;
PFNGLATTACHSHADERPROC glAttachShader = NULL;
PFNGLBINDBUFFERPROC glBindBuffer = NULL;
PFNGLBINDBUFFERBASEPROC glBindBufferBase = NULL;
PFNGLBINDBUFFERRANGEPROC glBindBufferRange = NULL;
PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer = NULL;
PFNGLBINDSAMPLERPROC glBindSampler = NULL;
PFNGLBINDVERTEXARRAYPROC glBindVertexArray = NULL;
PFNGLBLENDEQUATIONSEPARATEIARBPROC glBlendEquationSeparateiARB = NULL;
PFNGLBLENDFUNCSEPARATEIARBPROC glBlendFuncSeparateiARB = NULL;
PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer = NULL;
PFNGLBUFFERDATAPROC glBufferData = NULL;
PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus = NULL;
PFNGLCLEARBUFFERFVPROC glClearBufferfv = NULL;
PFNGLCLEARBUFFERIVPROC glClearBufferiv = NULL;
PFNGLCLEARBUFFERUIVPROC glClearBufferuiv = NULL;
PFNGLCOLORMASKIPROC glColorMaski = NULL;
PFNGLCOMPILESHADERPROC glCompileShader = NULL;
PFNGLCREATEPROGRAMPROC glCreateProgram = NULL;
PFNGLCREATESHADERPROC glCreateShader = NULL;
PFNGLCREATESHADERPROGRAMVPROC glCreateShaderProgramv = NULL;
PFNGLDELETEBUFFERSPROC glDeleteBuffers = NULL;
PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers = NULL;
PFNGLDELETEPROGRAMPROC glDeleteProgram = NULL;
PFNGLDELETESAMPLERSPROC glDeleteSamplers = NULL;
PFNGLDELETESHADERPROC glDeleteShader = NULL;
PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays = NULL;
PFNGLDETACHSHADERPROC glDetachShader = NULL;
PFNGLDRAWBUFFERSPROC glDrawBuffers = NULL;
PFNGLDRAWELEMENTSBASEVERTEXPROC glDrawElementsBaseVertex = NULL;
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray = NULL;
PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer = NULL;
PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D = NULL;
PFNGLGENBUFFERSPROC glGenBuffers = NULL;
PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers = NULL;
PFNGLGENSAMPLERSPROC glGenSamplers = NULL;
PFNGLGENVERTEXARRAYSPROC glGenVertexArrays = NULL;
PFNGLGETBUFFERPARAMETERIVPROC glGetBufferParameteriv = NULL;
PFNGLGETDEBUGMESSAGELOGARBPROC glGetDebugMessageLogARB = NULL;
PFNGLDEBUGMESSAGECALLBACKPROC glDebugMessageCallback = NULL;
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog = NULL;
PFNGLGETPROGRAMIVPROC glGetProgramiv = NULL;
PFNGLGETSHADERIVPROC glGetShaderiv = NULL;
PFNGLGETSTRINGIPROC glGetStringi = NULL;
PFNGLISFRAMEBUFFERPROC glIsFramebuffer = NULL;
PFNGLLINKPROGRAMPROC glLinkProgram = NULL;
PFNGLMAPBUFFERPROC glMapBuffer = NULL;
PFNGLMAPBUFFERRANGEPROC glMapBufferRange = NULL;
PFNGLPROGRAMPARAMETERIPROC glProgramParameteri = NULL;
PFNGLSAMPLERPARAMETERFPROC glSamplerParameterf = NULL;
PFNGLSAMPLERPARAMETERIPROC glSamplerParameteri = NULL;
PFNGLSHADERSOURCEPROC glShaderSource = NULL;
PFNGLUNIFORM1IPROC glUniform1i = NULL;
PFNGLUNMAPBUFFERPROC glUnmapBuffer = NULL;
PFNGLUSEPROGRAMSTAGESPROC glUseProgramStages = NULL;
PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer = NULL;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = NULL;
PFNGLBUFFERSUBDATAPROC glBufferSubData = NULL;
PFNGLFENCESYNCPROC glFenceSync = NULL;
PFNGLDELETESYNCPROC glDeleteSync = NULL;
PFNGLCLIENTWAITSYNCPROC glClientWaitSync = NULL;
PFNGLFLUSHMAPPEDBUFFERRANGEPROC glFlushMappedBufferRange = NULL;
PFNGLBLENDEQUATIONSEPARATEPROC glBlendEquationSeparate = NULL;
PFNGLBLENDFUNCSEPARATEPROC glBlendFuncSeparate = NULL;
// GL4.0
// GL4.1
PFNGLBINDPROGRAMPIPELINEPROC glBindProgramPipeline = NULL;
PFNGLGENPROGRAMPIPELINESPROC glGenProgramPipelines = NULL;
PFNGLDELETEPROGRAMPIPELINESPROC glDeleteProgramPipelines = NULL;
PFNGLGETPROGRAMPIPELINEIVPROC glGetProgramPipelineiv = NULL;
PFNGLVALIDATEPROGRAMPIPELINEPROC glValidateProgramPipeline = NULL;
PFNGLGETPROGRAMPIPELINEINFOLOGPROC glGetProgramPipelineInfoLog = NULL;
PFNGLGETPROGRAMBINARYPROC glGetProgramBinary = NULL;
// NO GL4.1
PFNGLUSEPROGRAMPROC glUseProgram = NULL;
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog = NULL;
PFNGLPROGRAMUNIFORM1IPROC glProgramUniform1i = NULL;
// GL4.3
PFNGLCOPYIMAGESUBDATAPROC glCopyImageSubData = NULL;
PFNGLINVALIDATETEXIMAGEPROC glInvalidateTexImage = NULL;
PFNGLPUSHDEBUGGROUPPROC glPushDebugGroup = NULL;
PFNGLPOPDEBUGGROUPPROC glPopDebugGroup = NULL;
PFNGLDEBUGMESSAGEINSERTPROC glDebugMessageInsert = NULL;
PFNGLDEBUGMESSAGECONTROLPROC glDebugMessageControl = NULL;
// GL4.2
PFNGLBINDIMAGETEXTUREPROC glBindImageTexture = NULL;
PFNGLMEMORYBARRIERPROC glMemoryBarrier = NULL;
PFNGLTEXSTORAGE2DPROC glTexStorage2D = NULL;
// GL4.4
PFNGLCLEARTEXIMAGEPROC glClearTexImage = NULL;
PFNGLBUFFERSTORAGEPROC glBufferStorage = NULL;
// GL4.5
PFNGLCREATETEXTURESPROC glCreateTextures = NULL;
PFNGLTEXTURESTORAGE2DPROC glTextureStorage2D = NULL;
PFNGLTEXTURESUBIMAGE2DPROC glTextureSubImage2D = NULL;
PFNGLCOPYTEXTURESUBIMAGE2DPROC glCopyTextureSubImage2D = NULL;
PFNGLBINDTEXTUREUNITPROC glBindTextureUnit = NULL;
PFNGLGETTEXTUREIMAGEPROC glGetTextureImage = NULL;
PFNGLTEXTUREPARAMETERIPROC glTextureParameteri = NULL;
PFNGLCREATEFRAMEBUFFERSPROC glCreateFramebuffers = NULL;
PFNGLCLEARNAMEDFRAMEBUFFERFVPROC glClearNamedFramebufferfv = NULL;
PFNGLCLEARNAMEDFRAMEBUFFERIVPROC glClearNamedFramebufferiv = NULL;
PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC glClearNamedFramebufferuiv = NULL;
PFNGLNAMEDFRAMEBUFFERTEXTUREPROC glNamedFramebufferTexture = NULL;
PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC glNamedFramebufferDrawBuffers = NULL;
PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC glNamedFramebufferReadBuffer = NULL;
PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC glCheckNamedFramebufferStatus = NULL;
PFNGLCREATEBUFFERSPROC glCreateBuffers = NULL;
PFNGLNAMEDBUFFERSTORAGEPROC glNamedBufferStorage = NULL;
PFNGLNAMEDBUFFERDATAPROC glNamedBufferData = NULL;
PFNGLNAMEDBUFFERSUBDATAPROC glNamedBufferSubData = NULL;
PFNGLMAPNAMEDBUFFERPROC glMapNamedBuffer = NULL;
PFNGLMAPNAMEDBUFFERRANGEPROC glMapNamedBufferRange = NULL;
PFNGLUNMAPNAMEDBUFFERPROC glUnmapNamedBuffer = NULL;
PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC glFlushMappedNamedBufferRange = NULL;
PFNGLCREATESAMPLERSPROC glCreateSamplers = NULL;
PFNGLCREATEPROGRAMPIPELINESPROC glCreateProgramPipelines = NULL;
PFNGLCLIPCONTROLPROC glClipControl = NULL;
PFNGLTEXTUREBARRIERPROC glTextureBarrier = NULL;
namespace Emulate_DSA {
// Texture entry point
void APIENTRY BindTextureUnit(GLuint unit, GLuint texture) {
gl_ActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_2D, texture);
}
void APIENTRY CreateTexture(GLenum target, GLsizei n, GLuint *textures) {
glGenTextures(1, textures);
}
void APIENTRY TextureStorage(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) {
BindTextureUnit(7, texture);
glTexStorage2D(GL_TEXTURE_2D, levels, internalformat, width, height);
}
void APIENTRY TextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) {
BindTextureUnit(7, texture);
glTexSubImage2D(GL_TEXTURE_2D, level, xoffset, yoffset, width, height, format, type, pixels);
}
void APIENTRY CopyTextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {
BindTextureUnit(7, texture);
glCopyTexSubImage2D(GL_TEXTURE_2D, level, xoffset, yoffset, x, y, width, height);
}
void APIENTRY GetTexureImage(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels) {
BindTextureUnit(7, texture);
glGetTexImage(GL_TEXTURE_2D, level, format, type, pixels);
}
void APIENTRY TextureParameteri (GLuint texture, GLenum pname, GLint param) {
BindTextureUnit(7, texture);
glTexParameteri(GL_TEXTURE_2D, pname, param);
}
// Framebuffer entry point
GLenum fb_target = 0;
void SetFramebufferTarget(GLenum target) {
fb_target = target;
}
void APIENTRY CreateFramebuffers(GLsizei n, GLuint *framebuffers) {
glGenFramebuffers(n, framebuffers);
}
void APIENTRY ClearNamedFramebufferfv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value) {
glBindFramebuffer(fb_target, framebuffer);
glClearBufferfv(buffer, drawbuffer, value);
}
void APIENTRY ClearNamedFramebufferiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value) {
glBindFramebuffer(fb_target, framebuffer);
glClearBufferiv(buffer, drawbuffer, value);
}
void APIENTRY ClearNamedFramebufferuiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value) {
glBindFramebuffer(fb_target, framebuffer);
glClearBufferuiv(buffer, drawbuffer, value);
}
void APIENTRY NamedFramebufferTexture(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level) {
glBindFramebuffer(fb_target, framebuffer);
glFramebufferTexture2D(fb_target, attachment, GL_TEXTURE_2D, texture, level);
}
void APIENTRY NamedFramebufferDrawBuffers(GLuint framebuffer, GLsizei n, const GLenum *bufs) {
glBindFramebuffer(fb_target, framebuffer);
glDrawBuffers(n, bufs);
}
void APIENTRY NamedFramebufferReadBuffer(GLuint framebuffer, GLenum src) {
glBindFramebuffer(fb_target, framebuffer);
glReadBuffer(src);
glBindFramebuffer(fb_target, 0);
}
GLenum APIENTRY CheckNamedFramebufferStatus(GLuint framebuffer, GLenum target) {
glBindFramebuffer(fb_target, framebuffer);
return glCheckFramebufferStatus(fb_target);
}
// Buffer entry point
GLenum buffer_target = 0;
void SetBufferTarget(GLenum target) {
buffer_target = target;
}
void APIENTRY CreateBuffers(GLsizei n, GLuint *buffers) {
glGenBuffers(1, buffers);
}
void APIENTRY NamedBufferStorage(GLuint buffer, buffer_proc_t size, const void *data, GLbitfield flags) {
glBindBuffer(buffer_target, buffer);
glBufferStorage(buffer_target, size, data, flags);
}
void APIENTRY NamedBufferData(GLuint buffer, buffer_proc_t size, const void *data, GLenum usage) {
glBindBuffer(buffer_target, buffer);
glBufferData(buffer_target, size, data, usage);
}
void APIENTRY NamedBufferSubData(GLuint buffer, GLintptr offset, buffer_proc_t size, const void *data) {
glBindBuffer(buffer_target, buffer);
glBufferSubData(buffer_target, offset, size, data);
}
void *APIENTRY MapNamedBuffer(GLuint buffer, GLenum access) {
glBindBuffer(buffer_target, buffer);
return glMapBuffer(buffer_target, access);
}
void *APIENTRY MapNamedBufferRange(GLuint buffer, GLintptr offset, buffer_proc_t length, GLbitfield access) {
glBindBuffer(buffer_target, buffer);
return glMapBufferRange(buffer_target, offset, length, access);
}
GLboolean APIENTRY UnmapNamedBuffer(GLuint buffer) {
glBindBuffer(buffer_target, buffer);
return glUnmapBuffer(buffer_target);
}
void APIENTRY FlushMappedNamedBufferRange(GLuint buffer, GLintptr offset, buffer_proc_t length) {
glBindBuffer(buffer_target, buffer);
glFlushMappedBufferRange(buffer_target, offset, length);
}
// Misc entry point
// (only purpose is to have a consistent API otherwise it is useless)
void APIENTRY CreateProgramPipelines(GLsizei n, GLuint *pipelines) {
glGenProgramPipelines(n, pipelines);
}
void APIENTRY CreateSamplers(GLsizei n, GLuint *samplers) {
glGenSamplers(n, samplers);
}
// Replace function pointer to emulate DSA behavior
void Init() {
fprintf(stderr, "DSA is not supported. Replacing the GL function pointer to emulate it\n");
glBindTextureUnit = BindTextureUnit;
glCreateTextures = CreateTexture;
glTextureStorage2D = TextureStorage;
glTextureSubImage2D = TextureSubImage;
glCopyTextureSubImage2D = CopyTextureSubImage;
glGetTextureImage = GetTexureImage;
glTextureParameteri = TextureParameteri;
glCreateFramebuffers = CreateFramebuffers;
glClearNamedFramebufferfv = ClearNamedFramebufferfv;
glClearNamedFramebufferiv = ClearNamedFramebufferiv;
glClearNamedFramebufferuiv = ClearNamedFramebufferuiv;
glNamedFramebufferDrawBuffers = NamedFramebufferDrawBuffers;
glNamedFramebufferReadBuffer = NamedFramebufferReadBuffer;
glCheckNamedFramebufferStatus = CheckNamedFramebufferStatus;
glCreateBuffers = CreateBuffers;
glNamedBufferStorage = NamedBufferStorage;
glNamedBufferData = NamedBufferData;
glNamedBufferSubData = NamedBufferSubData;
glMapNamedBuffer = MapNamedBuffer;
glMapNamedBufferRange = MapNamedBufferRange;
glUnmapNamedBuffer = UnmapNamedBuffer;
glFlushMappedNamedBufferRange = FlushMappedNamedBufferRange;
glCreateProgramPipelines = CreateProgramPipelines;
glCreateSamplers = CreateSamplers;
}
}
namespace GLLoader {
bool fglrx_buggy_driver = false;
bool mesa_amd_buggy_driver = false;
bool nvidia_buggy_driver = false;
bool intel_buggy_driver = false;
bool in_replayer = false;
// GL4 hardware (due to proprietary driver limitation)
bool found_GL_ARB_separate_shader_objects = false; // Issue with Mesa and Catalyst...
bool found_geometry_shader = true; // we require GL3.3 so geometry must be supported by default
bool found_GL_EXT_texture_filter_anisotropic = false;
bool found_GL_ARB_clear_texture = false; // Don't know if GL3 GPU can support it
bool found_GL_ARB_buffer_storage = false;
bool found_GL_ARB_copy_image = false; // Not sure actually maybe GL3 GPU can do it
bool found_GL_ARB_gpu_shader5 = false;
bool found_GL_ARB_shader_image_load_store = false; // GLES3.1
bool found_GL_ARB_texture_barrier = false; // Well maybe supported by older hardware I don't know
// DX10 GPU limited driver
bool found_GL_ARB_draw_buffers_blend = false;
bool found_GL_ARB_clip_control = false;
bool found_GL_ARB_direct_state_access = false;
// Mandatory
bool found_GL_ARB_texture_storage = false;
bool found_GL_ARB_shading_language_420pack = false;
static bool status_and_override(bool& found, const std::string& name, bool mandatory = false)
{
if (mandatory) {
if (!found) {
fprintf(stderr, "ERROR: %s is NOT SUPPORTED\n", name.c_str());
}
return found;
}
if (!found) {
fprintf(stdout, "INFO: %s is NOT SUPPORTED\n", name.c_str());
} else {
fprintf(stdout, "INFO: %s is available\n", name.c_str());
}
std::string opt("override_");
opt += name;
if (theApp.GetConfig(opt.c_str(), -1) != -1) {
found = !!theApp.GetConfig(opt.c_str(), -1);
fprintf(stderr, "Override %s detection (%s)\n", name.c_str(), found ? "Enabled" : "Disabled");
}
return true;
}
bool check_gl_version(int major, int minor) {
const GLubyte* s = glGetString(GL_VERSION);
if (s == NULL) {
fprintf(stderr, "Error: GLLoader failed to get GL version\n");
return false;
}
GLuint v = 1;
while (s[v] != '\0' && s[v-1] != ' ') v++;
const char* vendor = (const char*)glGetString(GL_VENDOR);
fprintf(stdout, "OpenGL information. GPU: %s. Vendor: %s. Driver: %s\n", glGetString(GL_RENDERER), vendor, &s[v]);
// Name changed but driver is still bad!
if (strstr(vendor, "ATI") || strstr(vendor, "Advanced Micro Devices"))
fglrx_buggy_driver = true;
if (strstr(vendor, "NVIDIA Corporation"))
nvidia_buggy_driver = true;
if (strstr(vendor, "Intel"))
intel_buggy_driver = true;
if (strstr(vendor, "X.Org") || strstr(vendor, "nouveau")) // Note: it might actually catch nouveau too, but bugs are likely to be the same anyway
mesa_amd_buggy_driver = true;
if (strstr(vendor, "VMware")) // Assume worst case because I don't know the real status
mesa_amd_buggy_driver = intel_buggy_driver = true;
if (mesa_amd_buggy_driver) {
fprintf(stderr, "Buggy driver detected. Geometry shaders will be disabled\n");
found_geometry_shader = false;
}
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 (glGetStringi && max_ext) {
for (GLint i = 0; i < max_ext; i++) {
string ext((const char*)glGetStringi(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;
// 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 (glBindTextureUnit == 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);
}
#ifdef _WINDOWS
if (status) {
if (intel_buggy_driver) {
fprintf(stderr, "OpenGL renderer isn't compatible with SandyBridge/IvyBridge GPU due to issues. Sorry.\n"
"Tip:Try it on Linux");
}
if (fglrx_buggy_driver) {
fprintf(stderr, "OpenGL renderer is slow on AMD GPU due to inefficient driver. Sorry.");
}
}
#endif
fprintf(stdout, "\n");
return status;
}
}
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