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