mirror of
https://github.com/hrydgard/ppsspp.git
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154 lines
3.8 KiB
C++
154 lines
3.8 KiB
C++
// This file will not pull in the OpenGL headers but will still let you
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// access information about the features of the current GPU, for auto-config
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// and similar purposes.
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#pragma once
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#include <string>
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#include <cstdint>
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// TODO: Replace with thin3d's vendor enum.
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enum {
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GPU_VENDOR_NVIDIA = 1,
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GPU_VENDOR_AMD = 2,
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GPU_VENDOR_INTEL = 3,
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GPU_VENDOR_ARM = 4, // Mali
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GPU_VENDOR_IMGTEC = 5, // PowerVR
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GPU_VENDOR_QUALCOMM = 6, // Adreno
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GPU_VENDOR_BROADCOM = 7, // Raspberry PI etc
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GPU_VENDOR_VIVANTE = 8,
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GPU_VENDOR_APPLE = 9,
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GPU_VENDOR_MESA = 10,
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GPU_VENDOR_UNKNOWN = 0,
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};
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// TODO: Move to Draw::Bugs
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enum {
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BUG_FBO_UNUSABLE = 1,
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BUG_PVR_SHADER_PRECISION_BAD = 2,
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BUG_PVR_SHADER_PRECISION_TERRIBLE = 4,
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};
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// Extensions to look at using:
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// GL_NV_map_buffer_range (same as GL_ARB_map_buffer_range ?)
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// WARNING: This gets memset-d - so no strings or other non-POD types please
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// TODO: Rename this GLFeatures or something.
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struct GLExtensions {
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int ver[3];
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int gpuVendor;
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char model[128];
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int modelNumber;
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bool IsGLES;
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bool IsCoreContext;
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bool GLES3; // true if the full OpenGL ES 3.0 is supported
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// OES
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bool OES_depth24;
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bool OES_packed_depth_stencil;
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bool OES_depth_texture;
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bool OES_texture_npot; // If this is set, can wrap non-pow-2 textures. Set on desktop.
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bool OES_mapbuffer;
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bool OES_vertex_array_object;
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bool OES_copy_image;
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bool OES_texture_float;
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bool OES_texture_3D;
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bool OES_texture_compression_astc;
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// ARB
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bool ARB_framebuffer_object;
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bool ARB_pixel_buffer_object;
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bool ARB_blend_func_extended; // dual source blending
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bool EXT_blend_func_extended; // dual source blending (GLES, new 2015)
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bool ARB_explicit_attrib_location;
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bool ARB_shader_image_load_store;
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bool ARB_shading_language_420pack;
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bool ARB_conservative_depth;
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bool ARB_copy_image;
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bool ARB_vertex_array_object;
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bool ARB_texture_float;
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bool ARB_draw_instanced;
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bool ARB_buffer_storage;
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bool ARB_cull_distance;
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bool ARB_depth_clamp;
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bool ARB_uniform_buffer_object;
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bool ARB_texture_non_power_of_two;
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bool ARB_stencil_texturing;
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bool ARB_shader_stencil_export;
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bool ARB_texture_compression_bptc;
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bool ARB_texture_compression_rgtc;
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// KHR
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bool KHR_texture_compression_astc_ldr;
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// EXT
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bool EXT_texture_compression_s3tc;
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bool EXT_swap_control_tear;
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bool EXT_discard_framebuffer;
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bool EXT_unpack_subimage; // always supported on desktop and ES3
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bool EXT_bgra;
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bool EXT_shader_framebuffer_fetch;
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bool EXT_gpu_shader4;
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bool EXT_blend_minmax;
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bool EXT_framebuffer_object;
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bool EXT_copy_image;
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bool EXT_texture_filter_anisotropic;
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bool PBO_EXT;
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bool EXT_draw_instanced;
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bool EXT_buffer_storage;
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bool EXT_clip_cull_distance;
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bool EXT_depth_clamp;
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// NV
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bool NV_copy_image;
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bool NV_framebuffer_blit;
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bool NV_pixel_buffer_object; // GL_NV_pixel_buffer_object
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// ARM
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bool ARM_shader_framebuffer_fetch;
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// APPLE
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bool APPLE_clip_distance;
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// EGL
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bool EGL_NV_system_time;
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bool EGL_NV_coverage_sample;
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// Bugs
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int bugs;
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// Shader precision. Only fetched on ES for now.
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int range[2][6][2]; // [vs,fs][lowf,mediumf,highf,lowi,mediumi,highi][min,max]
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int precision[2][6]; // [vs,fs][lowf...]
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int maxVertexTextureUnits;
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bool supportsETC2;
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bool supportsBC123;
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bool supportsBC45;
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bool supportsBC7;
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bool supportsASTC;
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// greater-or-equal than
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bool VersionGEThan(int major, int minor, int sub = 0);
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int GLSLVersion();
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};
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extern GLExtensions gl_extensions;
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// Call this after filling out vendor etc to lookup the bugs etc.
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// Only needs to be called once. Currently called by CheckGLExtensions().
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void ProcessGPUFeatures();
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extern std::string g_all_gl_extensions;
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extern std::string g_all_egl_extensions;
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// If this returns false, we're not gonna be able to use a GL context.
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bool CheckGLExtensions();
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void SetGLCoreContext(bool flag);
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void ResetGLExtensions();
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std::string ApplyGLSLPrelude(const std::string &source, uint32_t stage);
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