mirror of
https://github.com/libretro/scummvm.git
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180 lines
5.4 KiB
C++
180 lines
5.4 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) 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 this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "graphics/opengl/context.h"
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#include "common/debug.h"
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#include "common/str.h"
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#include "common/textconsole.h"
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#include "common/tokenizer.h"
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#include "graphics/opengl/system_headers.h"
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#if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS) || defined(USE_GLES2)
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namespace Common {
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DECLARE_SINGLETON(OpenGL::ContextGL);
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}
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namespace OpenGL {
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ContextGL::ContextGL() {
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reset();
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}
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void ContextGL::reset() {
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maxTextureSize = 0;
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NPOTSupported = false;
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shadersSupported = false;
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framebufferObjectSupported = false;
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packedDepthStencilSupported = false;
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unpackSubImageSupported = false;
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framebufferObjectMultisampleSupported = false;
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OESDepth24 = false;
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multisampleMaxSamples = -1;
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}
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void ContextGL::initialize(ContextOGLType contextType) {
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// Initialize default state.
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reset();
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type = contextType;
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// Obtain maximum texture size.
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint *)&maxTextureSize);
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debug(5, "OpenGL maximum texture size: %d", maxTextureSize);
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const char *extString = (const char *)glGetString(GL_EXTENSIONS);
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bool ARBShaderObjects = false;
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bool ARBShadingLanguage100 = false;
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bool ARBVertexShader = false;
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bool ARBFragmentShader = false;
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bool EXTFramebufferMultisample = false;
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bool EXTFramebufferBlit = false;
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Common::StringTokenizer tokenizer(extString, " ");
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while (!tokenizer.empty()) {
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Common::String token = tokenizer.nextToken();
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if (token == "GL_ARB_texture_non_power_of_two" || token == "GL_OES_texture_npot") {
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NPOTSupported = true;
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} else if (token == "GL_ARB_shader_objects") {
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ARBShaderObjects = true;
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} else if (token == "GL_ARB_shading_language_100") {
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ARBShadingLanguage100 = true;
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} else if (token == "GL_ARB_vertex_shader") {
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ARBVertexShader = true;
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} else if (token == "GL_ARB_fragment_shader") {
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ARBFragmentShader = true;
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} else if (token == "GL_EXT_framebuffer_object") {
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framebufferObjectSupported = true;
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} else if (token == "GL_EXT_packed_depth_stencil" || token == "GL_OES_packed_depth_stencil") {
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packedDepthStencilSupported = true;
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} else if (token == "GL_EXT_unpack_subimage") {
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unpackSubImageSupported = true;
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} else if (token == "GL_EXT_framebuffer_multisample") {
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EXTFramebufferMultisample = true;
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} else if (token == "GL_EXT_framebuffer_blit") {
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EXTFramebufferBlit = true;
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} else if (token == "GL_OES_depth24") {
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OESDepth24 = true;
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}
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}
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int glslVersion = getGLSLVersion();
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debug(5, "OpenGL GLSL version: %d", glslVersion);
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if (type == kOGLContextGLES2) {
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// GLES2 always has (limited) NPOT support.
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NPOTSupported = true;
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// GLES2 always has shader support.
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shadersSupported = true;
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// GLES2 always has FBO support.
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framebufferObjectSupported = true;
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// ScummVM does not support multisample FBOs with GLES2 for now
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framebufferObjectMultisampleSupported = false;
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multisampleMaxSamples = -1;
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} else {
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shadersSupported = ARBShaderObjects && ARBShadingLanguage100 && ARBVertexShader && ARBFragmentShader && glslVersion >= 120;
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// Desktop GL always has unpack sub-image support
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unpackSubImageSupported = true;
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framebufferObjectMultisampleSupported = EXTFramebufferMultisample && EXTFramebufferBlit;
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if (framebufferObjectMultisampleSupported) {
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glGetIntegerv(GL_MAX_SAMPLES, (GLint *)&multisampleMaxSamples);
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}
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}
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// Log context type.
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switch (type) {
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case kOGLContextGL:
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debug(5, "OpenGL: GL context initialized");
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break;
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case kOGLContextGLES2:
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debug(5, "OpenGL: GLES2 context initialized");
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break;
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}
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// Log features supported by GL context.
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debug(5, "OpenGL: NPOT texture support: %d", NPOTSupported);
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debug(5, "OpenGL: Shader support: %d", shadersSupported);
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debug(5, "OpenGL: FBO support: %d", framebufferObjectSupported);
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debug(5, "OpenGL: Packed depth stencil support: %d", packedDepthStencilSupported);
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debug(5, "OpenGL: Unpack subimage support: %d", unpackSubImageSupported);
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}
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int ContextGL::getGLSLVersion() const {
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const char *glslVersionString = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
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if (!glslVersionString) {
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warning("Could not get GLSL version");
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return 0;
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}
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const char *glslVersionFormat;
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if (type == kOGLContextGL) {
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glslVersionFormat = "%d.%d";
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} else {
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glslVersionFormat = "OpenGL ES GLSL ES %d.%d";
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}
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int glslMajorVersion, glslMinorVersion;
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if (sscanf(glslVersionString, glslVersionFormat, &glslMajorVersion, &glslMinorVersion) != 2) {
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warning("Could not parse GLSL version '%s'", glslVersionString);
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return 0;
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}
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return glslMajorVersion * 100 + glslMinorVersion;
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}
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} // End of namespace OpenGL
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#endif
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