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/* ScummVM - Graphic Adventure Engine
*
* ScummVM 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "graphics/renderer.h"
#include "common/translation.h"
#include "common/system.h"
#include "graphics/opengl/context.h"
namespace Graphics {
static const RendererTypeDescription rendererTypes[] = {
#if defined(USE_OPENGL_GAME)
{ "opengl", _s("OpenGL"), kRendererTypeOpenGL },
#endif
#if defined(USE_OPENGL_SHADERS)
{ "opengl_shaders", _s("OpenGL with shaders"), kRendererTypeOpenGLShaders },
#endif
#ifdef USE_TINYGL
{ "software", "Software", kRendererTypeTinyGL },
#endif
{ 0, 0, kRendererTypeDefault }
};
DECLARE_TRANSLATION_ADDITIONAL_CONTEXT("OpenGL with shaders", "lowres")
Common::Array<RendererTypeDescription> Renderer::listTypes() {
uint32 available = getAvailableTypes();
Common::Array<RendererTypeDescription> ret;
for (const RendererTypeDescription *rt = rendererTypes; rt->code; ++rt) {
if (available & rt->id) {
ret.push_back(*rt);
}
}
return ret;
}
RendererType Renderer::parseTypeCode(const Common::String &code) {
const RendererTypeDescription *rt = rendererTypes;
while (rt->code) {
if (rt->code == code) {
return rt->id;
}
rt++;
}
return kRendererTypeDefault;
}
Common::String Renderer::getTypeCode(RendererType type) {
const RendererTypeDescription *rt = rendererTypes;
while (rt->code) {
if (rt->id == type) {
return rt->code;
}
rt++;
}
return "";
}
uint32 Renderer::getAvailableTypes() {
uint32 available = 0;
#if defined(USE_TINYGL)
/* TinyGL doesn't depend on hardware support */
available |= kRendererTypeTinyGL;
#endif
#if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS)
bool backendCapableOpenGL = g_system->hasFeature(OSystem::kFeatureOpenGLForGame);
if (backendCapableOpenGL) {
/* Backend either support OpenGL or OpenGL ES(2) */
#if defined(USE_OPENGL_GAME)
/* OpenGL classic is compiled in, check if hardware supports it */
if (g_system->getOpenGLType() == OpenGL::kContextGL) {
available |= kRendererTypeOpenGL;
}
#endif
#if defined(USE_OPENGL_SHADERS)
/* OpenGL with shaders is compiled in, check if hardware supports it */
if (g_system->hasFeature(OSystem::kFeatureShadersForGame)) {
available |= kRendererTypeOpenGLShaders;
}
#endif
}
#endif // defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS
return available;
}
RendererType Renderer::getBestMatchingType(RendererType desired, uint32 available) {
/* What we want is possible */
if (available & desired) {
return desired;
}
/* We apply the same logic when nothing is desired and when what we want is not possible */
if (desired != kRendererTypeDefault) {
warning("Unable to create a '%s' renderer", getTypeCode(desired).c_str());
}
/* Shaders are the best experience */
if (available & kRendererTypeOpenGLShaders) {
return kRendererTypeOpenGLShaders;
}
/* then OpenGL */
if (available & kRendererTypeOpenGL) {
return kRendererTypeOpenGL;
}
/* then TinyGL */
if (available & kRendererTypeTinyGL) {
return kRendererTypeTinyGL;
}
/* Failure is not an option */
error("Unable to create a renderer");
}
} // End of namespace Graphics
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