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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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
* of the License, 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 this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "graphics/opengl/context.h"
#include "common/debug.h"
#include "common/str.h"
#include "common/textconsole.h"
#include "common/tokenizer.h"
#include "graphics/opengl/system_headers.h"
#ifdef USE_OPENGL
namespace Common {
DECLARE_SINGLETON(OpenGL::Context);
}
namespace OpenGL {
Context::Context() {
reset();
}
void Context::reset() {
maxTextureSize = 0;
NPOTSupported = false;
shadersSupported = false;
framebufferObjectSupported = false;
packedDepthStencilSupported = false;
unpackSubImageSupported = false;
framebufferObjectMultisampleSupported = false;
multisampleMaxSamples = -1;
}
void Context::initialize(ContextType contextType) {
// Initialize default state.
reset();
type = contextType;
// Obtain maximum texture size.
glGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint *)&maxTextureSize);
debug(5, "OpenGL maximum texture size: %d", maxTextureSize);
const char *extString = (const char *)glGetString(GL_EXTENSIONS);
bool ARBShaderObjects = false;
bool ARBShadingLanguage100 = false;
bool ARBVertexShader = false;
bool ARBFragmentShader = false;
bool EXTFramebufferMultisample = false;
bool EXTFramebufferBlit = false;
Common::StringTokenizer tokenizer(extString, " ");
while (!tokenizer.empty()) {
Common::String token = tokenizer.nextToken();
if (token == "GL_ARB_texture_non_power_of_two" || token == "GL_OES_texture_npot") {
NPOTSupported = true;
} else if (token == "GL_ARB_shader_objects") {
ARBShaderObjects = true;
} else if (token == "GL_ARB_shading_language_100") {
ARBShadingLanguage100 = true;
} else if (token == "GL_ARB_vertex_shader") {
ARBVertexShader = true;
} else if (token == "GL_ARB_fragment_shader") {
ARBFragmentShader = true;
} else if (token == "GL_EXT_framebuffer_object") {
framebufferObjectSupported = true;
} else if (token == "GL_EXT_packed_depth_stencil" || token == "GL_OES_packed_depth_stencil") {
packedDepthStencilSupported = true;
} else if (token == "GL_EXT_unpack_subimage") {
unpackSubImageSupported = true;
} else if (token == "GL_EXT_framebuffer_multisample") {
EXTFramebufferMultisample = true;
} else if (token == "GL_EXT_framebuffer_blit") {
EXTFramebufferBlit = true;
}
}
int glslVersion = getGLSLVersion();
debug(5, "OpenGL GLSL version: %d", glslVersion);
if (type == kContextGLES2) {
// GLES2 always has (limited) NPOT support.
NPOTSupported = true;
// GLES2 always has shader support.
shadersSupported = true;
// GLES2 always has FBO support.
framebufferObjectSupported = true;
// ResidualVM does not support multisample FBOs with GLES2 for now
framebufferObjectMultisampleSupported = false;
multisampleMaxSamples = -1;
} else {
shadersSupported = ARBShaderObjects && ARBShadingLanguage100 && ARBVertexShader && ARBFragmentShader && glslVersion >= 120;
// Desktop GL always has unpack sub-image support
unpackSubImageSupported = true;
framebufferObjectMultisampleSupported = EXTFramebufferMultisample && EXTFramebufferBlit;
if (framebufferObjectMultisampleSupported) {
glGetIntegerv(GL_MAX_SAMPLES, (GLint *)&multisampleMaxSamples);
}
}
// Log context type.
switch (type) {
case kContextGL:
debug(5, "OpenGL: GL context initialized");
break;
case kContextGLES2:
debug(5, "OpenGL: GLES2 context initialized");
break;
}
// Log features supported by GL context.
debug(5, "OpenGL: NPOT texture support: %d", NPOTSupported);
debug(5, "OpenGL: Shader support: %d", shadersSupported);
debug(5, "OpenGL: FBO support: %d", framebufferObjectSupported);
debug(5, "OpenGL: Packed depth stencil support: %d", packedDepthStencilSupported);
debug(5, "OpenGL: Unpack subimage support: %d", unpackSubImageSupported);
}
int Context::getGLSLVersion() const {
const char *glslVersionString = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
if (!glslVersionString) {
warning("Could not get GLSL version");
return 0;
}
const char *glslVersionFormat;
if (type == kContextGL) {
glslVersionFormat = "%d.%d";
} else {
glslVersionFormat = "OpenGL ES GLSL ES %d.%d";
}
int glslMajorVersion, glslMinorVersion;
if (sscanf(glslVersionString, glslVersionFormat, &glslMajorVersion, &glslMinorVersion) != 2) {
warning("Could not parse GLSL version '%s'", glslVersionString);
return 0;
}
return glslMajorVersion * 100 + glslMinorVersion;
}
} // End of namespace OpenGL
#endif
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