Files
fs2open.github.com/code/graphics/opengl/gropengl.cpp
the-eandClaude Opus 5 4c0ff8414d Grow the scene/post render targets when the viewport does
The offscreen targets backing the scene texture and post-processing were
allocated once from gr_screen at gr_init() and never revisited. Anything drawn
while gr_screen was larger got clipped to their edge and stretched back over
the viewport. The game hits this on the SDL window-resize path
(osapi.cpp calls gr_screen_resize()); qtFRED hits it constantly, since its 3D
viewport is a resizable dock widget.

Add gf_resize_render_targets, called from gr_screen_resize(), and implement it
for OpenGL: grow the targets to cover the new gr_screen, rebuilding only the
resolution-dependent resources. The post-processing table, the compiled
shaders and the SMAA lookup textures are resolution-independent and stay
alive, which is what makes this cheap enough to run off a window drag. This
mirrors what the Vulkan backend already does in VulkanPostProcessor::resize();
Vulkan leaves the hook unset because recreateSwapChain() owns it there.

The allocation only ever grows: gr_screen_resize() is called every frame by
qtFRED and repeatedly by the briefing map widget, so tracking the high-water
mark avoids thrashing, and the shrunk state is already handled by
Scene_texture_u_scale/v_scale. The size is also clamped to the hardware limit
up front, so a viewport past that limit stops asking to be resized instead of
rebuilding every frame. If the larger allocation fails outright -- most likely
precisely when growing -- the resize stops before rebuilding the
post-processing targets on top of scene textures that no longer exist.

This replaces Gr_min_render_target_w/h, which sized the targets for the
largest attached display up front -- on a 4K display at 2x scaling that was
over a gigabyte of VRAM, allocated at launch, for a feature that is off by
default and may never be switched on.

Deletions now go through GL_state.Texture.Delete(): a freed texture name the
state cache still holds would make a later Enable() of the recycled name a
silent no-op. This mattered little when teardown only ran at shutdown. While
there, the scene teardown now releases everything setup allocates -- it was
leaking Scene_ldr/composite/luminance/Cockpit_depth and all six MSAA targets --
and post-processing shutdown releases the SMAA lookup textures.

Separately, fix the sampling extents that the above makes reachable:

 - deferred-f.sdr turns gl_FragCoord into a G-buffer coordinate using
   invScreenWidth/Height, which described gr_screen rather than the G-buffer.
   Fixed in both backends; it is currently a no-op under Vulkan, where
   resize() keeps the extent equal to gr_screen, but states the requirement
   instead of relying on that.
 - the MSAA scene-colour copy, the MSAA resolve and the fog pass sampled the
   full [0,1] range of targets that are only filled to the u/v scale.
 - fxaa-v.sdr derived its texcoord from vertPosition, ignoring the
   sub-rectangle the draw call asked for.

Those extents now come from opengl_draw_full_screen_scene_texture() rather
than being open-coded, so a new pass cannot quietly reintroduce the bug. The
volumetric nebula pass is deliberately left unscaled and commented: it uses
fragTexCoord both to reconstruct a ray direction and to sample, which needs a
shader change to separate.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-11-07 19:45:48 +01:00

1753 lines
51 KiB
C++

#if defined(_WIN32)
#include <windows.h>
#include <windowsx.h>
#include <direct.h>
#endif
#if !defined __APPLE_CC__ && !defined __ANDROID__ && defined SCP_UNIX
#include<glad/glad_glx.h>
//Required because X defines none and always, which is used later
#undef None
#undef Always
#endif
#include "gropengl.h"
#include "ShaderProgram.h"
#include "gropenglbmpman.h"
#include "gropengldeferred.h"
#include "gropengldraw.h"
#include "gropenglopenxr.h"
#include "gropenglpostprocessing.h"
#include "gropenglquery.h"
#include "gropenglshader.h"
#include "gropenglstate.h"
#include "gropenglsync.h"
#include "gropengltexture.h"
#include "gropengltnl.h"
#include "bmpman/bmpman.h"
#include "cfile/cfile.h"
#include "cmdline/cmdline.h"
#include "ddsutils/ddsutils.h"
#include "debugconsole/console.h"
#include "graphics/2d.h"
#include "graphics/matrix.h"
#include "libs/renderdoc/renderdoc.h"
#include "lighting/lighting.h"
#include "math/floating.h"
#include "model/model.h"
#include "options/Option.h"
#include "osapi/osapi.h"
#include "osapi/osregistry.h"
#include "pngutils/pngutils.h"
#ifdef USE_OPENGL_ES
#include "es_compatibility.h"
#endif
#include "backends/imgui_impl_opengl3.h"
#include <glad/glad.h>
// minimum GL / GLES version we can reliably support is 3.2
static const int MIN_REQUIRED_GL_VERSION = 32;
// minimum GLSL version we can reliably support is 110
static const int MIN_REQUIRED_GLSL_VERSION = 150;
int GL_version = 0;
int GLSL_version = 0;
bool GL_initted = 0;
//0==no fog
//1==linear
//2==fog coord EXT
//3==NV Radial
int OGL_fogmode = 0;
int Use_PBOs = 0;
static ubyte *GL_saved_screen = NULL;
static int GL_saved_screen_id = -1;
static GLuint GL_screen_pbo = 0;
float GL_alpha_threshold = 0.0f;
extern const char *Osreg_title;
extern SCP_string Window_title;
extern GLfloat GL_anisotropy;
static GLenum GL_read_format = GL_BGRA;
GLuint GL_vao = 0;
SCP_string GL_implementation_id;
SCP_vector<GLint> GL_binary_formats;
static std::unique_ptr<os::OpenGLContext> GL_context = nullptr;
static std::unique_ptr<os::GraphicsOperations> graphic_operations = nullptr;
static os::Viewport* current_viewport = nullptr;
void gr_opengl_clear()
{
float red = gr_screen.current_clear_color.red / 255.0f;
float green = gr_screen.current_clear_color.green / 255.0f;
float blue = gr_screen.current_clear_color.blue / 255.0f;
float alpha = gr_screen.current_clear_color.alpha / 255.0f;
if ( High_dynamic_range ) {
const float SRGB_GAMMA = 2.2f;
red = pow(red, SRGB_GAMMA);
green = pow(green, SRGB_GAMMA);
blue = pow(blue, SRGB_GAMMA);
}
// Make sure that all channels are enabled before doing this.
GL_state.ColorMask(true, true, true, true);
glClearColor(red, green, blue, alpha);
glClear ( GL_COLOR_BUFFER_BIT );
}
void gr_opengl_flip()
{
if (!GL_initted)
return;
if (Cmdline_window_res) {
GL_state.PopFramebufferState();
const float gamma = Cmdline_no_set_gamma ? 1.0f : Gr_gamma;
GLuint present_source = Back_framebuffer;
// At gamma 1.0 the correction shader is an identity transform, so skip the extra
// fullscreen pass and present Back_framebuffer directly.
if (gamma != 1.0f) {
// Gamma-correct Back_texture into an offscreen scratch texture. This is an FBO -> FBO
// draw, the same class of operation as every other post-process pass. Presenting straight
// into the window-system default framebuffer from a shader draw that samples a
// just-rendered texture caused flicker on some drivers, so the hand-off to the screen
// always goes through glBlitFramebuffer instead.
GL_state.BindFrameBuffer(GammaBlit_framebuffer);
glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
opengl_shader_set_current(gr_opengl_maybe_create_shader(SDR_TYPE_GAMMA_BLIT, 0));
GL_state.Texture.Enable(0, GL_TEXTURE_2D, Back_texture);
Current_shader->program->Uniforms.setTextureUniform("tex", 0);
GL_state.SetAlphaBlendMode(gr_alpha_blend::ALPHA_BLEND_NONE);
GL_state.SetZbufferType(ZBUFFER_TYPE_NONE);
// The last material of the frame may have left color writes disabled (e.g. a masked
// model pass in the briefing map render). The old blit-only present ignored the color
// mask, but this is a regular draw and needs color writes and no stencil to take effect.
GL_state.ColorMask(true, true, true, true);
GL_state.StencilTest(GL_FALSE);
opengl_set_generic_uniform_data<graphics::generic_data::gamma_encode_data>(
[gamma](graphics::generic_data::gamma_encode_data* data) {
data->gamma = gamma;
});
opengl_draw_full_screen_textured(0.0f, 0.0f, 1.0f, 1.0f);
present_source = GammaBlit_framebuffer;
}
GL_state.BindFrameBuffer(0, GL_DRAW_FRAMEBUFFER);
GL_state.BindFrameBuffer(present_source, GL_READ_FRAMEBUFFER);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glDrawBuffer(GL_BACK);
glBlitFramebuffer(0, 0, gr_screen.max_w, gr_screen.max_h, 0, 0, Cmdline_window_res->first, Cmdline_window_res->second, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glDrawBuffer(GL_NONE);
GL_state.BindFrameBuffer(0, GL_READ_FRAMEBUFFER);
}
if (Cmdline_gl_finish)
glFinish();
Assertion(GL_state.ValidForFlip(), "OpenGL state is invalid!");
current_viewport->swapBuffers();
opengl_tcache_frame();
#ifndef NDEBUG
int ic = opengl_check_for_errors();
if (ic) {
mprintf(("!!DEBUG!! OpenGL Errors this frame: %i\n", ic));
}
#endif
}
void gr_opengl_setup_frame() {
if (!GL_initted)
return;
if (Cmdline_window_res) {
GL_state.PushFramebufferState();
GL_state.BindFrameBuffer(Back_framebuffer);
glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
}
}
void gr_opengl_set_clip(int x, int y, int w, int h, int resize_mode)
{
// check for sanity of parameters
if (x < 0) {
x = 0;
}
if (y < 0) {
y = 0;
}
int to_resize = (resize_mode != GR_RESIZE_NONE && resize_mode != GR_RESIZE_REPLACE && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)));
int max_w = ((to_resize) ? gr_screen.max_w_unscaled : gr_screen.max_w);
int max_h = ((to_resize) ? gr_screen.max_h_unscaled : gr_screen.max_h);
if ((gr_screen.rendering_to_texture != -1) && to_resize) {
gr_unsize_screen_pos(&max_w, &max_h);
}
if (resize_mode != GR_RESIZE_REPLACE) {
if (x >= max_w) {
x = max_w - 1;
}
if (y >= max_h) {
y = max_h - 1;
}
if (x + w > max_w) {
w = max_w - x;
}
if (y + h > max_h) {
h = max_h - y;
}
if (w > max_w) {
w = max_w;
}
if (h > max_h) {
h = max_h;
}
}
gr_screen.offset_x_unscaled = x;
gr_screen.offset_y_unscaled = y;
gr_screen.clip_left_unscaled = 0;
gr_screen.clip_right_unscaled = w-1;
gr_screen.clip_top_unscaled = 0;
gr_screen.clip_bottom_unscaled = h-1;
gr_screen.clip_width_unscaled = w;
gr_screen.clip_height_unscaled = h;
if (to_resize) {
gr_resize_screen_pos(&x, &y, &w, &h, resize_mode);
} else {
gr_unsize_screen_pos( &gr_screen.offset_x_unscaled, &gr_screen.offset_y_unscaled );
gr_unsize_screen_pos( &gr_screen.clip_right_unscaled, &gr_screen.clip_bottom_unscaled );
gr_unsize_screen_pos( &gr_screen.clip_width_unscaled, &gr_screen.clip_height_unscaled );
}
gr_screen.offset_x = x;
gr_screen.offset_y = y;
gr_screen.clip_left = 0;
gr_screen.clip_right = w-1;
gr_screen.clip_top = 0;
gr_screen.clip_bottom = h-1;
gr_screen.clip_width = w;
gr_screen.clip_height = h;
gr_screen.clip_aspect = i2fl(w) / i2fl(h);
gr_screen.clip_center_x = (gr_screen.clip_left + gr_screen.clip_right) * 0.5f;
gr_screen.clip_center_y = (gr_screen.clip_top + gr_screen.clip_bottom) * 0.5f;
// just return early if we aren't actually going to need the scissor test
if ( (x == 0) && (y == 0) && (w == max_w) && (h == max_h) ) {
GL_state.ScissorTest(GL_FALSE);
return;
}
GL_state.ScissorTest(GL_TRUE);
if(GL_rendering_to_texture) {
glScissor(x, y, w, h);
} else {
glScissor(x, gr_screen.max_h-y-h, w, h);
}
}
void gr_opengl_reset_clip()
{
gr_screen.offset_x = gr_screen.offset_x_unscaled = 0;
gr_screen.offset_y = gr_screen.offset_y_unscaled = 0;
gr_screen.clip_left = gr_screen.clip_left_unscaled = 0;
gr_screen.clip_top = gr_screen.clip_top_unscaled = 0;
gr_screen.clip_right = gr_screen.clip_right_unscaled = gr_screen.max_w - 1;
gr_screen.clip_bottom = gr_screen.clip_bottom_unscaled = gr_screen.max_h - 1;
gr_screen.clip_width = gr_screen.clip_width_unscaled = gr_screen.max_w;
gr_screen.clip_height = gr_screen.clip_height_unscaled = gr_screen.max_h;
if (gr_screen.custom_size) {
gr_unsize_screen_pos( &gr_screen.clip_right_unscaled, &gr_screen.clip_bottom_unscaled );
gr_unsize_screen_pos( &gr_screen.clip_width_unscaled, &gr_screen.clip_height_unscaled );
}
gr_screen.clip_aspect = i2fl(gr_screen.clip_width) / i2fl(gr_screen.clip_height);
gr_screen.clip_center_x = (gr_screen.clip_left + gr_screen.clip_right) * 0.5f;
gr_screen.clip_center_y = (gr_screen.clip_top + gr_screen.clip_bottom) * 0.5f;
GL_state.ScissorTest(GL_FALSE);
}
void gr_opengl_print_screen(const char *filename)
{
char tmp[MAX_PATH_LEN];
GLubyte *pixels = NULL;
GLuint pbo = 0;
// save to a "screenshots" directory and tack on the filename
snprintf(tmp, MAX_PATH_LEN, "screenshots/%s.png", filename);
_mkdir(os_get_config_path("screenshots").c_str());
GL_state.PushFramebufferState();
GL_state.BindFrameBuffer(Cmdline_window_res ? Back_framebuffer : 0, GL_FRAMEBUFFER);
//Reading from the front buffer here seems to no longer work correctly; that just reads back all zeros
glReadBuffer(Cmdline_window_res ? GL_COLOR_ATTACHMENT0 : GL_FRONT);
// Clamp float values to [0,1] when reading from the GL_RGBA16F back framebuffer.
// The default GL_FIXED_ONLY only clamps fixed-point FBOs, leaving float FBO reads
// with out-of-range values (HDR > 1.0) producing undefined behavior when converted
// to integer types, which manifests as rainbow artifacts on bright areas.
glClampColor(GL_CLAMP_READ_COLOR, GL_TRUE);
// now for the data
if (Use_PBOs) {
Assert( !pbo );
glGenBuffers(1, &pbo);
if ( !pbo ) {
glClampColor(GL_CLAMP_READ_COLOR, GL_FIXED_ONLY);
return;
}
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo);
glBufferData(GL_PIXEL_PACK_BUFFER, (gr_screen.max_w * gr_screen.max_h * 4), NULL, GL_STATIC_READ);
glReadPixels(0, 0, gr_screen.max_w, gr_screen.max_h, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
// map the image data so that we can save it to file
pixels = (GLubyte*) glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
} else {
pixels = (GLubyte*) vm_malloc(gr_screen.max_w * gr_screen.max_h * 4, memory::quiet_alloc);
if (pixels == NULL) {
glClampColor(GL_CLAMP_READ_COLOR, GL_FIXED_ONLY);
return;
}
glReadPixels(0, 0, gr_screen.max_w, gr_screen.max_h, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, pixels);
glFlush();
}
glClampColor(GL_CLAMP_READ_COLOR, GL_FIXED_ONLY);
// Force alpha to fully opaque so screenshots are not saved with transparency.
// The framebuffer alpha can be < 255 due to blending operations affecting the alpha
// channel as a side effect, even though the rendered image itself is opaque.
int num_pixels = gr_screen.max_w * gr_screen.max_h;
for (int i = 0; i < num_pixels; i++) {
pixels[i * 4 + 3] = 255;
}
if (!png_write_bitmap(os_get_config_path(tmp).c_str(), gr_screen.max_w, gr_screen.max_h, true, pixels)) {
ReleaseWarning(LOCATION, "Failed to write screenshot to \"%s\".", os_get_config_path(tmp).c_str());
}
if (pbo) {
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
pixels = NULL;
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
glDeleteBuffers(1, &pbo);
}
GL_state.PopFramebufferState();
if (pixels != NULL) {
vm_free(pixels);
}
}
SCP_string gr_opengl_blob_screen()
{
GLubyte* pixels = nullptr;
GLuint pbo = 0;
GL_state.PushFramebufferState();
GLuint source_fbo = 0;
GLuint render_target = opengl_get_rtt_framebuffer();
if (render_target != 0) {
source_fbo = render_target;
}
else if (Cmdline_window_res) {
source_fbo = Back_framebuffer;
}
GL_state.BindFrameBuffer(source_fbo, GL_FRAMEBUFFER);
//Reading from the front buffer here seems to no longer work correctly; that just reads back all zeros
glReadBuffer(source_fbo != 0 ? GL_COLOR_ATTACHMENT0 : GL_FRONT);
// now for the data
if (Use_PBOs) {
Assert(!pbo);
glGenBuffers(1, &pbo);
if (!pbo) {
return "";
}
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo);
glBufferData(GL_PIXEL_PACK_BUFFER, (gr_screen.max_w * gr_screen.max_h * 4), NULL, GL_STATIC_READ);
glReadPixels(0, 0, gr_screen.max_w, gr_screen.max_h, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
// map the image data so that we can save it to file
pixels = (GLubyte*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
}
else {
pixels = (GLubyte*)vm_malloc(gr_screen.max_w * gr_screen.max_h * 4, memory::quiet_alloc);
if (pixels == nullptr) {
return "";
}
glReadPixels(0, 0, gr_screen.max_w, gr_screen.max_h, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, pixels);
glFlush();
}
SCP_string result = png_b64_bitmap(gr_screen.max_w, gr_screen.max_h, true, pixels);
if (pbo) {
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
pixels = NULL;
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
glDeleteBuffers(1, &pbo);
}
GL_state.PopFramebufferState();
if (pixels != nullptr) {
vm_free(pixels);
}
return "data:image/png;base64," + result;
}
void gr_opengl_dump_envmap(const char* filename)
{
char tmp[MAX_PATH_LEN];
GLubyte* pixels = nullptr;
_mkdir(os_get_config_path("envmaps").c_str());
auto width = 512; // These are the hardcoded envmap dimensions
auto height = 512; // in future envmap resolution should be dynamic, or at least extracted from envmap_render_target
auto sphere_width = 4 * width;
auto sphere_height = 2 * height;
auto env_tex = bm_get_gr_info<tcache_slot_opengl>(ENVMAP);
glBindTexture(env_tex->texture_target, env_tex->texture_id);
// Save the previous render target so we can reset it once we are done here
auto previous_target = gr_screen.rendering_to_texture;
// New render target
int sm_flags = (BMP_FLAG_RENDER_TARGET_STATIC);
int spheremap_render_target = bm_make_render_target(sphere_width, sphere_height, sm_flags);
bm_set_render_target(spheremap_render_target);
// Set up cubemap to spherical shader and draw
int env_shader = gr_opengl_maybe_create_shader(SDR_TYPE_ENVMAP_SPHERE_WARP, 0);
opengl_shader_set_current(env_shader);
GL_state.Texture.Enable(0, GL_TEXTURE_CUBE_MAP, env_tex->texture_id);
Current_shader->program->Uniforms.setTextureUniform("envmap", 0);
gr_clear();
opengl_draw_full_screen_textured(0.0f, 0.0f, Scene_texture_u_scale, Scene_texture_v_scale);
bm_set_render_target(previous_target);
// load texture info and write to file
auto sphere_tex = bm_get_gr_info<tcache_slot_opengl>(spheremap_render_target);
glBindTexture(sphere_tex->texture_target, sphere_tex->texture_id);
pixels = (GLubyte*)vm_malloc(sphere_width * sphere_height * 4, memory::quiet_alloc);
glGetTexImage(sphere_tex->texture_target, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
snprintf(tmp, MAX_PATH_LEN, "envmaps/%s.png", filename);
if (!png_write_bitmap(os_get_config_path(tmp).c_str(), 4 * width, 2 * height, true, pixels)) {
ReleaseWarning(LOCATION, "Failed to write envmap to \"%s\".", os_get_config_path(tmp).c_str());
}
// cleanup
if (!bm_release(spheremap_render_target, 1)) {
Warning(LOCATION, "Unable to release environment map render target.");
}
if (pixels != nullptr) {
vm_free(pixels);
}
}
void gr_opengl_shutdown()
{
opengl_tcache_shutdown();
opengl_tnl_shutdown();
opengl_scene_texture_shutdown();
opengl_post_process_shutdown();
opengl_shader_shutdown();
GL_initted = false;
glDeleteVertexArrays(1, &GL_vao);
GL_vao = 0;
graphic_operations->makeOpenGLContextCurrent(nullptr, nullptr);
GL_context = nullptr;
}
void gr_opengl_cleanup(bool closing, int /*minimize*/)
{
if ( !GL_initted ) {
return;
}
if ( !closing && !Fred_running ) {
gr_reset_clip();
gr_clear();
gr_flip();
gr_clear();
gr_flip();
gr_clear();
}
GL_initted = false;
opengl_tcache_flush();
current_viewport = nullptr;
// All windows have to be closed before we destroy the OpenGL context
os::closeAllViewports();
gr_opengl_shutdown();
graphic_operations.reset();
}
int gr_opengl_set_cull(int cull)
{
GLboolean enabled = GL_FALSE;
if (cull) {
enabled = GL_state.CullFace(GL_TRUE);
GL_state.FrontFaceValue(GL_CCW);
GL_state.CullFaceValue(GL_BACK);
} else {
enabled = GL_state.CullFace(GL_FALSE);
}
return (enabled) ? 1 : 0;
}
void gr_opengl_set_clear_color(int r, int g, int b)
{
gr_init_color(&gr_screen.current_clear_color, r, g, b);
}
int gr_opengl_set_color_buffer(int mode)
{
bvec4 enabled;
if ( mode ) {
enabled = GL_state.ColorMask(true, true, true, true);
} else {
enabled = GL_state.ColorMask(false, false, false, false);
}
GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA);
// Check if all channels are active
return enabled.x && enabled.y && enabled.z && enabled.w;
}
int gr_opengl_zbuffer_get()
{
if ( !gr_global_zbuffering ) {
return GR_ZBUFF_NONE;
}
return gr_zbuffering_mode;
}
int gr_opengl_zbuffer_set(int mode)
{
int tmp = gr_zbuffering_mode;
gr_zbuffering_mode = mode;
if (gr_zbuffering_mode == GR_ZBUFF_NONE) {
gr_zbuffering = 0;
GL_state.SetZbufferType(ZBUFFER_TYPE_NONE);
} else if ( gr_zbuffering_mode == GR_ZBUFF_READ ) {
gr_zbuffering = 1;
GL_state.SetZbufferType(ZBUFFER_TYPE_READ);
} else {
gr_zbuffering = 1;
GL_state.SetZbufferType(ZBUFFER_TYPE_FULL);
}
return tmp;
}
void gr_opengl_zbuffer_clear(int mode)
{
if (mode) {
gr_zbuffering = 1;
gr_zbuffering_mode = GR_ZBUFF_FULL;
gr_global_zbuffering = 1;
GL_state.SetAlphaBlendMode(ALPHA_BLEND_NONE);
GL_state.SetZbufferType(ZBUFFER_TYPE_FULL);
glClear(GL_DEPTH_BUFFER_BIT);
} else {
gr_zbuffering = 0;
gr_zbuffering_mode = GR_ZBUFF_NONE;
gr_global_zbuffering = 0;
GL_state.DepthTest(GL_FALSE);
}
}
int gr_opengl_stencil_set(int mode)
{
int tmp = gr_stencil_mode;
gr_stencil_mode = mode;
if ( mode == GR_STENCIL_READ ) {
GL_state.StencilTest(1);
GL_state.StencilFunc(GL_NOTEQUAL, 1, 0xFFFF);
GL_state.StencilOpSeparate(GL_FRONT_AND_BACK, GL_KEEP, GL_KEEP, GL_KEEP);
} else if ( mode == GR_STENCIL_WRITE ) {
GL_state.StencilTest(1);
GL_state.StencilFunc(GL_ALWAYS, 1, 0xFFFF);
GL_state.StencilOpSeparate(GL_FRONT_AND_BACK, GL_KEEP, GL_KEEP, GL_REPLACE);
} else {
GL_state.StencilTest(0);
GL_state.StencilFunc(GL_NEVER, 1, 0xFFFF);
GL_state.StencilOpSeparate(GL_FRONT_AND_BACK, GL_KEEP, GL_KEEP, GL_KEEP);
}
return tmp;
}
void gr_opengl_stencil_clear()
{
glClear(GL_STENCIL_BUFFER_BIT);
}
int gr_opengl_alpha_mask_set(int mode, float alpha)
{
if ( mode ) {
GL_alpha_threshold = alpha;
} else {
GL_alpha_threshold = 0.0f;
}
// alpha masking is deprecated
return mode;
}
void gr_opengl_get_region(int /*front*/, int w, int h, ubyte *data)
{
// if (front) {
// glReadBuffer(GL_FRONT);
// } else {
glReadBuffer(GL_BACK);
// }
GL_state.SetAlphaBlendMode(ALPHA_BLEND_NONE);
GL_state.SetZbufferType(ZBUFFER_TYPE_NONE);
if (gr_screen.bits_per_pixel == 16) {
glReadPixels(0, gr_screen.max_h-h, w, h, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, data);
} else if (gr_screen.bits_per_pixel == 32) {
glReadPixels(0, gr_screen.max_h-h, w, h, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
}
}
int gr_opengl_save_screen()
{
int i;
ubyte *sptr = NULL, *dptr = NULL;
ubyte *opengl_screen_tmp = NULL;
int width_times_pixel;
gr_opengl_reset_clip();
if (GL_saved_screen || GL_screen_pbo) {
// already have a screen saved so just bail...
return -1;
}
GL_saved_screen = (ubyte*)vm_malloc( gr_screen.max_w * gr_screen.max_h * 4, memory::quiet_alloc);
if (!GL_saved_screen) {
mprintf(( "Couldn't get memory for saved screen!\n" ));
return -1;
}
GLboolean save_state = GL_state.DepthTest(GL_FALSE);
GL_state.PushFramebufferState();
GL_state.BindFrameBuffer(Cmdline_window_res ? Back_framebuffer : 0, GL_FRAMEBUFFER);
//Reading from the front buffer here seems to no longer work correctly; that just reads back all zeros
glReadBuffer(Cmdline_window_res ? GL_COLOR_ATTACHMENT0 : GL_FRONT);
if ( Use_PBOs ) {
GLubyte *pixels = NULL;
glGenBuffers(1, &GL_screen_pbo);
if (!GL_screen_pbo) {
if (GL_saved_screen) {
vm_free(GL_saved_screen);
GL_saved_screen = NULL;
}
return -1;
}
glBindBuffer(GL_PIXEL_PACK_BUFFER, GL_screen_pbo);
glBufferData(GL_PIXEL_PACK_BUFFER, gr_screen.max_w * gr_screen.max_h * 4, NULL, GL_STATIC_READ);
glReadPixels(0, 0, gr_screen.max_w, gr_screen.max_h, GL_read_format, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
pixels = (GLubyte*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
width_times_pixel = (gr_screen.max_w * 4);
sptr = (ubyte *)pixels;
dptr = (ubyte *)&GL_saved_screen[gr_screen.max_w * gr_screen.max_h * 4];
for (i = 0; i < gr_screen.max_h; i++) {
dptr -= width_times_pixel;
memcpy(dptr, sptr, width_times_pixel);
sptr += width_times_pixel;
}
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
glDeleteBuffers(1, &GL_screen_pbo);
GL_screen_pbo = 0;
GL_saved_screen_id = bm_create(32, gr_screen.max_w, gr_screen.max_h, GL_saved_screen, 0);
} else {
opengl_screen_tmp = (ubyte*)vm_malloc( gr_screen.max_w * gr_screen.max_h * 4, memory::quiet_alloc);
if (!opengl_screen_tmp) {
if (GL_saved_screen) {
vm_free(GL_saved_screen);
GL_saved_screen = NULL;
}
mprintf(( "Couldn't get memory for temporary saved screen!\n" ));
GL_state.DepthTest(save_state);
return -1;
}
glReadPixels(0, 0, gr_screen.max_w, gr_screen.max_h, GL_read_format, GL_UNSIGNED_INT_8_8_8_8_REV, opengl_screen_tmp);
sptr = (ubyte *)&opengl_screen_tmp[gr_screen.max_w * gr_screen.max_h * 4];
dptr = (ubyte *)GL_saved_screen;
width_times_pixel = (gr_screen.max_w * 4);
for (i = 0; i < gr_screen.max_h; i++) {
sptr -= width_times_pixel;
memcpy(dptr, sptr, width_times_pixel);
dptr += width_times_pixel;
}
vm_free(opengl_screen_tmp);
GL_saved_screen_id = bm_create(32, gr_screen.max_w, gr_screen.max_h, GL_saved_screen, 0);
}
GL_state.PopFramebufferState();
GL_state.DepthTest(save_state);
return GL_saved_screen_id;
}
void gr_opengl_restore_screen(int bmp_id)
{
gr_reset_clip();
if ( !GL_saved_screen ) {
gr_clear();
return;
}
Assert( (bmp_id < 0) || (bmp_id == GL_saved_screen_id) );
if (GL_saved_screen_id < 0)
return;
gr_set_bitmap(GL_saved_screen_id);
gr_bitmap(0, 0, GR_RESIZE_NONE); // don't scale here since we already have real screen size
}
void gr_opengl_free_screen(int bmp_id)
{
if (!GL_saved_screen)
return;
vm_free(GL_saved_screen);
GL_saved_screen = NULL;
Assert( (bmp_id < 0) || (bmp_id == GL_saved_screen_id) );
if (GL_saved_screen_id < 0)
return;
bm_release(GL_saved_screen_id);
GL_saved_screen_id = -1;
}
//fill mode, solid/wire frame
void gr_opengl_set_fill_mode(int mode)
{
if (mode == GR_FILL_MODE_SOLID) {
GL_state.SetPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
return;
}
if (mode == GR_FILL_MODE_WIRE) {
GL_state.SetPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
return;
}
// default setting
GL_state.SetPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
void gr_opengl_zbias(int bias)
{
if (bias) {
GL_state.PolygonOffsetFill(GL_TRUE);
if(bias < 0) {
GL_state.SetPolygonOffset(1.0, -i2fl(bias));
}
else {
GL_state.SetPolygonOffset(0.0, -i2fl(bias));
}
} else {
GL_state.PolygonOffsetFill(GL_FALSE);
}
}
void gr_opengl_set_line_width(float width)
{
if (gr_lua_context_active()) {
gr_lua_screen.line_width = width;
} else {
if (width <= 1.0f) {
GL_state.SetLineWidth(width);
}
gr_screen.line_width = width;
}
}
int opengl_check_for_errors(const char *err_at)
{
#ifdef NDEBUG
return 0;
#endif
int num_errors = 0;
auto err = glGetError();
if (err != GL_NO_ERROR) {
if (err_at != NULL) {
nprintf(("OpenGL", "OpenGL Error from %s: %#x\n", err_at, err));
} else {
nprintf(("OpenGL", "OpenGL Error: %#x\n", err));
}
num_errors++;
}
return num_errors;
}
void opengl_set_vsync(bool enable)
{
if (enable) {
// Try to use adaptive vsync when supported
if (!GL_context->setSwapInterval(-1)) {
GL_context->setSwapInterval(1);
}
} else {
GL_context->setSwapInterval(0);
}
}
std::unique_ptr<os::Viewport> gr_opengl_create_viewport(const os::ViewPortProperties& props) {
os::ViewPortProperties attrs = props;
attrs.pixel_format.red_size = Gr_red.bits;
attrs.pixel_format.green_size = Gr_green.bits;
attrs.pixel_format.blue_size = Gr_blue.bits;
attrs.pixel_format.alpha_size = (gr_screen.bits_per_pixel == 32) ? Gr_alpha.bits : 0;
attrs.pixel_format.depth_size = (gr_screen.bits_per_pixel == 32) ? 24 : 16;
attrs.pixel_format.stencil_size = (gr_screen.bits_per_pixel == 32) ? 8 : 1;
attrs.pixel_format.multi_samples = os_config_read_uint(NULL, "OGL_AntiAliasSamples", 0);
attrs.enable_opengl = true;
#ifndef USE_OPENGL_ES
attrs.gl_attributes.profile = os::OpenGLProfile::Core;
#else
attrs.gl_attributes.profile = os::OpenGLProfile::ES;
#endif
return graphic_operations->createViewport(attrs);
}
void gr_opengl_use_viewport(os::Viewport* view) {
graphic_operations->makeOpenGLContextCurrent(view, GL_context.get());
current_viewport = view;
auto size = view->getSize();
gr_screen_resize(size.first, size.second);
}
int opengl_init_display_device()
{
os::ViewPortProperties attrs = {};
attrs.enable_opengl = true;
attrs.gl_attributes.major_version = MIN_REQUIRED_GL_VERSION / 10;
attrs.gl_attributes.minor_version = MIN_REQUIRED_GL_VERSION % 10;
#ifndef NDEBUG
attrs.gl_attributes.flags.set(os::OpenGLContextFlags::Debug);
#endif
#ifndef USE_OPENGL_ES
attrs.gl_attributes.profile = os::OpenGLProfile::Core;
#else
attrs.gl_attributes.profile = os::OpenGLProfile::ES;
#endif
attrs.display = gr_get_preferred_display();
attrs.width = (uint32_t) gr_screen.max_w;
attrs.height = (uint32_t) gr_screen.max_h;
attrs.title = Osreg_title;
if (!Window_title.empty()) {
attrs.title = Window_title;
}
if (Cmdline_enable_vr) {
// Force Windowed mode in VR
} else if (Using_in_game_options) {
switch (Gr_configured_window_state) {
case os::ViewportState::Windowed:
// That's the default
break;
case os::ViewportState::Borderless:
attrs.flags.set(os::ViewPortFlags::Borderless);
break;
case os::ViewportState::Fullscreen:
attrs.flags.set(os::ViewPortFlags::Fullscreen);
break;
}
} else {
if (!Cmdline_window && !Cmdline_fullscreen_window) {
attrs.flags.set(os::ViewPortFlags::Fullscreen);
} else if (Cmdline_fullscreen_window) {
attrs.flags.set(os::ViewPortFlags::Borderless);
}
}
if (Cmdline_capture_mouse)
attrs.flags.set(os::ViewPortFlags::Capture_Mouse);
auto viewport = gr_opengl_create_viewport(attrs);
if (!viewport) {
return 1;
}
const int gl_versions[] = { 45, 44, 43, 42, 41, 40, 33, 32 };
// find the latest and greatest OpenGL context
for (auto ver : gl_versions)
{
auto gl_attrs = attrs.gl_attributes;
gl_attrs.major_version = ver / 10;
gl_attrs.minor_version = ver % 10;
GL_context = graphic_operations->createOpenGLContext(viewport.get(), gl_attrs);
if (GL_context != nullptr)
{
break;
}
}
if (GL_context == nullptr) {
return 1;
}
auto port = os::addViewport(std::move(viewport));
os::setMainViewPort(port);
// We can't use gr_use_viewport because that tries to use OpenGL which hasn't been initialized yet
graphic_operations->makeOpenGLContextCurrent(port, GL_context.get());
current_viewport = port;
return 0;
}
static void gr_opengl_imgui_new_frame()
{
ImGui_ImplOpenGL3_NewFrame();
}
static void gr_opengl_imgui_render_draw_data()
{
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}
void gr_opengl_init_function_pointers()
{
gr_screen.gf_flip = gr_opengl_flip;
gr_screen.gf_setup_frame = gr_opengl_setup_frame;
gr_screen.gf_set_clip = gr_opengl_set_clip;
gr_screen.gf_reset_clip = gr_opengl_reset_clip;
gr_screen.gf_clear = gr_opengl_clear;
// gr_screen.gf_bitmap = gr_opengl_bitmap;
// gr_screen.gf_rect = gr_opengl_rect;
gr_screen.gf_print_screen = gr_opengl_print_screen;
gr_screen.gf_blob_screen = gr_opengl_blob_screen;
gr_screen.gf_dump_envmap = gr_opengl_dump_envmap;
gr_screen.gf_calculate_irrmap = gr_opengl_calculate_irrmap;
gr_screen.gf_zbuffer_get = gr_opengl_zbuffer_get;
gr_screen.gf_zbuffer_set = gr_opengl_zbuffer_set;
gr_screen.gf_zbuffer_clear = gr_opengl_zbuffer_clear;
gr_screen.gf_stencil_set = gr_opengl_stencil_set;
gr_screen.gf_stencil_clear = gr_opengl_stencil_clear;
gr_screen.gf_alpha_mask_set = gr_opengl_alpha_mask_set;
gr_screen.gf_save_screen = gr_opengl_save_screen;
gr_screen.gf_restore_screen = gr_opengl_restore_screen;
gr_screen.gf_free_screen = gr_opengl_free_screen;
// UnknownPlayer : Don't recognize this - MAY NEED DEBUGGING
gr_screen.gf_get_region = gr_opengl_get_region;
// now for the bitmap functions
gr_screen.gf_bm_free_data = gr_opengl_bm_free_data;
gr_screen.gf_bm_create = gr_opengl_bm_create;
gr_screen.gf_bm_init = gr_opengl_bm_init;
gr_screen.gf_bm_page_in_start = gr_opengl_bm_page_in_start;
gr_screen.gf_bm_data = gr_opengl_bm_data;
gr_screen.gf_bm_make_render_target = gr_opengl_bm_make_render_target;
gr_screen.gf_bm_set_render_target = gr_opengl_bm_set_render_target;
gr_screen.gf_set_cull = gr_opengl_set_cull;
gr_screen.gf_set_color_buffer = gr_opengl_set_color_buffer;
gr_screen.gf_set_clear_color = gr_opengl_set_clear_color;
gr_screen.gf_preload = gr_opengl_preload;
gr_screen.gf_set_texture_addressing = gr_opengl_set_texture_addressing;
gr_screen.gf_zbias = gr_opengl_zbias;
gr_screen.gf_set_fill_mode = gr_opengl_set_fill_mode;
gr_screen.gf_create_buffer = gr_opengl_create_buffer;
gr_screen.gf_delete_buffer = gr_opengl_delete_buffer;
gr_screen.gf_update_buffer_data = gr_opengl_update_buffer_data;
gr_screen.gf_update_buffer_data_offset = gr_opengl_update_buffer_data_offset;
gr_screen.gf_map_buffer = gr_opengl_map_buffer;
gr_screen.gf_flush_mapped_buffer = gr_opengl_flush_mapped_buffer;
gr_screen.gf_bind_uniform_buffer = gr_opengl_bind_uniform_buffer;
gr_screen.gf_update_transform_buffer = gr_opengl_update_transform_buffer;
gr_screen.gf_post_process_set_effect = gr_opengl_post_process_set_effect;
gr_screen.gf_post_process_set_defaults = gr_opengl_post_process_set_defaults;
gr_screen.gf_post_process_begin = gr_opengl_post_process_begin;
gr_screen.gf_post_process_end = gr_opengl_post_process_end;
gr_screen.gf_post_process_save_zbuffer = gr_opengl_post_process_save_zbuffer;
gr_screen.gf_post_process_restore_zbuffer = gr_opengl_post_process_restore_zbuffer;
gr_screen.gf_scene_texture_begin = gr_opengl_scene_texture_begin;
gr_screen.gf_scene_texture_end = gr_opengl_scene_texture_end;
gr_screen.gf_copy_effect_texture = gr_opengl_copy_effect_texture;
gr_screen.gf_resize_render_targets = gr_opengl_resize_render_targets;
gr_screen.gf_deferred_lighting_begin = gr_opengl_deferred_lighting_begin;
gr_screen.gf_deferred_lighting_msaa = gr_opengl_deferred_lighting_msaa;
gr_screen.gf_deferred_lighting_end = gr_opengl_deferred_lighting_end;
gr_screen.gf_deferred_lighting_finish = gr_opengl_deferred_lighting_finish;
gr_screen.gf_set_line_width = gr_opengl_set_line_width;
gr_screen.gf_sphere = gr_opengl_sphere;
gr_screen.gf_maybe_create_shader = gr_opengl_maybe_create_shader;
gr_screen.gf_recompile_all_shaders = gr_opengl_recompile_all_shaders;
gr_screen.gf_shadow_map_start = gr_opengl_shadow_map_start;
gr_screen.gf_shadow_map_end = gr_opengl_shadow_map_end;
gr_screen.gf_render_shield_impact = gr_opengl_render_shield_impact;
gr_screen.gf_update_texture = gr_opengl_update_texture;
gr_screen.gf_get_bitmap_from_texture = gr_opengl_get_bitmap_from_texture;
gr_screen.gf_clear_states = gr_opengl_clear_states;
gr_screen.gf_start_decal_pass = gr_opengl_start_decal_pass;
gr_screen.gf_stop_decal_pass = gr_opengl_stop_decal_pass;
gr_screen.gf_render_model = gr_opengl_render_model;
gr_screen.gf_render_shadow_draw = gr_opengl_render_shadow_draw;
gr_screen.gf_render_primitives= gr_opengl_render_primitives;
gr_screen.gf_render_primitives_particle = gr_opengl_render_primitives_particle;
gr_screen.gf_render_primitives_batched = gr_opengl_render_primitives_batched;
gr_screen.gf_render_primitives_distortion = gr_opengl_render_primitives_distortion;
gr_screen.gf_render_movie = gr_opengl_render_movie;
gr_screen.gf_render_nanovg = gr_opengl_render_nanovg;
gr_screen.gf_render_decals = gr_opengl_render_decals;
gr_screen.gf_render_rocket_primitives = gr_opengl_render_rocket_primitives;
gr_screen.gf_is_capable = gr_opengl_is_capable;
gr_screen.gf_get_property = gr_opengl_get_property;
gr_screen.gf_get_memory_stats = gr_opengl_get_memory_stats;
gr_screen.gf_push_debug_group = gr_opengl_push_debug_group;
gr_screen.gf_pop_debug_group = gr_opengl_pop_debug_group;
gr_screen.gf_create_query_object = gr_opengl_create_query_object;
gr_screen.gf_query_value = gr_opengl_query_value;
gr_screen.gf_query_value_available = gr_opengl_query_value_available;
gr_screen.gf_get_query_value = gr_opengl_get_query_value;
gr_screen.gf_delete_query_object = gr_opengl_delete_query_object;
gr_screen.gf_create_viewport = gr_opengl_create_viewport;
gr_screen.gf_use_viewport = gr_opengl_use_viewport;
gr_screen.gf_sync_fence = gr_opengl_sync_fence;
gr_screen.gf_sync_wait = gr_opengl_sync_wait;
gr_screen.gf_sync_delete = gr_opengl_sync_delete;
gr_screen.gf_set_viewport = gr_opengl_set_viewport;
gr_screen.gf_override_fog = gr_opengl_override_fog;
gr_screen.gf_imgui_new_frame = gr_opengl_imgui_new_frame;
gr_screen.gf_imgui_render_draw_data = gr_opengl_imgui_render_draw_data;
gr_screen.gf_openxr_get_extensions = gr_opengl_openxr_get_extensions;
gr_screen.gf_openxr_test_capabilities = gr_opengl_openxr_test_capabilities;
gr_screen.gf_openxr_create_session = gr_opengl_openxr_create_session;
gr_screen.gf_openxr_get_swapchain_format = gr_opengl_openxr_get_swapchain_format;
gr_screen.gf_openxr_acquire_swapchain_buffers = gr_opengl_openxr_acquire_swapchain_buffers;
gr_screen.gf_openxr_flip = gr_opengl_openxr_flip;
// NOTE: All function pointers here should have a Cmdline_nohtl check at the top
// if they shouldn't be run in non-HTL mode, Don't keep separate entries.
// *****************************************************************************
}
#ifndef NDEBUG
static void APIENTRY debug_callback(GLenum source, GLenum type, GLuint id, GLenum severity,
GLsizei /*length*/, const GLchar *message, const void * /*userParam*/) {
if (source == GL_DEBUG_SOURCE_APPLICATION_ARB) {
// Ignore application messages
return;
}
const char* sourceStr;
const char* typeStr;
const char* severityStr;
switch(source) {
case GL_DEBUG_SOURCE_API_ARB:
sourceStr = "OpenGL";
break;
case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB:
sourceStr = "WindowSys";
break;
case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB:
sourceStr = "Shader Compiler";
break;
case GL_DEBUG_SOURCE_THIRD_PARTY_ARB:
sourceStr = "Third Party";
break;
case GL_DEBUG_SOURCE_APPLICATION_ARB:
sourceStr = "Application";
break;
case GL_DEBUG_SOURCE_OTHER_ARB:
sourceStr = "Other";
break;
default:
sourceStr = "Unknown";
break;
}
switch(type) {
case GL_DEBUG_TYPE_ERROR_ARB:
typeStr = "Error";
break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
typeStr = "Deprecated behavior";
break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
typeStr = "Undefined behavior";
break;
case GL_DEBUG_TYPE_PORTABILITY_ARB:
typeStr = "Portability";
break;
case GL_DEBUG_TYPE_PERFORMANCE_ARB:
typeStr = "Performance";
break;
case GL_DEBUG_TYPE_OTHER_ARB:
typeStr = "Other";
break;
default:
typeStr = "Unknown";
break;
}
bool print_to_general_log = false;
switch(severity) {
case GL_DEBUG_SEVERITY_HIGH_ARB:
severityStr = "High";
print_to_general_log = true; // High priority messages are sent to the normal log for later troubleshooting
break;
case GL_DEBUG_SEVERITY_MEDIUM_ARB:
severityStr = "Medium";
break;
case GL_DEBUG_SEVERITY_LOW_ARB:
severityStr = "Low";
break;
default:
severityStr = "Unknown";
break;
}
if (print_to_general_log) {
mprintf(("OpenGL Debug: Source:%s\tType:%s\tID:%d\tSeverity:%s\tMessage:%s\n",
sourceStr, typeStr, id, severityStr, message));
} else {
// We still print these messages but only to the special debug stream
nprintf(("OpenGL Debug", "OpenGL Debug: Source:%s\tType:%s\tID:%d\tSeverity:%s\tMessage:%s\n",
sourceStr, typeStr, id, severityStr, message));
}
}
static bool hasPendingDebugMessage() {
GLint numMsgs = 0;
glGetIntegerv(GL_DEBUG_LOGGED_MESSAGES_ARB, &numMsgs);
return numMsgs > 0;
}
static bool printNextDebugMessage() {
if (!hasPendingDebugMessage()) {
return false;
}
GLint msgLen = 0;
glGetIntegerv(GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB, &msgLen);
SCP_vector<GLchar> msg;
msg.resize(msgLen + 1); // Includes null character, needs to be removed later
GLenum source;
GLenum type;
GLenum severity;
GLuint id;
GLsizei length;
GLuint numFound = glGetDebugMessageLogARB(1, static_cast<GLsizei>(msg.size()), &source, &type, &id, &severity, &length, &msg[0]);
if (numFound < 1) {
return false;
}
debug_callback(source, type, id, severity, length, msg.data(), nullptr);
return true;
}
#endif
static void init_extensions() {
// Swifty put this in, but it's not doing anything. Once he uses it, he can uncomment it.
//int use_base_vertex = Is_Extension_Enabled(OGL_ARB_DRAW_ELEMENTS_BASE_VERTEX);
if ( !Cmdline_no_pbo ) {
Use_PBOs = 1;
}
int ver = 0, major = 0, minor = 0;
const char *glsl_ver = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION);
#ifndef USE_OPENGL_ES
sscanf(glsl_ver, "%d.%d", &major, &minor);
#else
sscanf(glsl_ver, "OpenGL ES GLSL ES %d.%d", &major, &minor);
#endif
ver = (major * 100) + minor;
GLSL_version = ver;
// we require a minimum GLSL version
if (GLSL_version < MIN_REQUIRED_GLSL_VERSION) {
Error(LOCATION, "Current GL Shading Language Version of %d is less than the required version of %d. Switch video modes or update your drivers.", GLSL_version, MIN_REQUIRED_GLSL_VERSION);
}
GLint max_texture_units;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units);
// we need enough texture slots for this stuff to work
if (max_texture_units < 6) {
mprintf(( "Not enough texture units for height map support. We need at least 6, we found %d.\n", max_texture_units ));
Cmdline_height = 0;
} else if (max_texture_units < 5) {
mprintf(( "Not enough texture units for height and normal map support. We need at least 5, we found %d.\n", max_texture_units ));
Cmdline_normal = 0;
Cmdline_height = 0;
} else if (max_texture_units < 4) {
Error(LOCATION, "Not enough texture units found for proper rendering support! We need at least 4, we found %d.", max_texture_units);
}
}
bool gr_opengl_init(std::unique_ptr<os::GraphicsOperations>&& graphicsOps)
{
if (GL_initted) {
gr_opengl_cleanup(false);
GL_initted = false;
}
mprintf(( "Initializing OpenGL graphics device at %ix%i with %i-bit color...\n",
gr_screen.max_w,
gr_screen.max_h,
gr_screen.bits_per_pixel ));
// Load the RenderDoc API if available before doing anything with OpenGL
renderdoc::loadApi();
graphic_operations = std::move(graphicsOps);
if ( opengl_init_display_device() ) {
Error(LOCATION, "Unable to initialize display device!\n"
"This most likely means that your graphics drivers do not support the minimum required OpenGL version which is %d.%d.\n",
(MIN_REQUIRED_GL_VERSION / 10),
(MIN_REQUIRED_GL_VERSION % 10));
}
// Initialize function pointers
if (!gladLoadGLLoader(GL_context->getLoaderFunction())) {
Error(LOCATION, "Failed to load OpenGL!");
}
#if !defined __APPLE_CC__ && !defined __ANDROID__ && defined SCP_UNIX
if (!gladLoadGLXLoader(GL_context->getLoaderFunction(), nullptr, 0)) {
Error(LOCATION, "Failed to load GLX!");
}
#endif
// version check
GL_version = (GLVersion.major * 10) + GLVersion.minor;
if (GL_version < MIN_REQUIRED_GL_VERSION) {
Error(LOCATION, "Current GL Version of %d.%d is less than the "
"required version of %d.%d.\n"
"Switch video modes or update your drivers.",
GLVersion.major,
GLVersion.minor,
(MIN_REQUIRED_GL_VERSION / 10),
(MIN_REQUIRED_GL_VERSION % 10));
}
GL_initted = true;
#ifndef NDEBUG
// Set up the debug extension if present
if (GLAD_GL_ARB_debug_output) {
nprintf(("OpenGL Debug", "Using OpenGL debug extension\n"));
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
GLuint unusedIds = 0;
glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, &unusedIds, true);
glDebugMessageCallbackARB(debug_callback, nullptr);
// Now print all pending log messages
while (hasPendingDebugMessage()) {
printNextDebugMessage();
}
}
#endif
mprintf((" OpenGL Vendor : %s\n", glGetString(GL_VENDOR)));
mprintf((" OpenGL Renderer : %s\n", glGetString(GL_RENDERER)));
mprintf((" OpenGL Version : %s\n", glGetString(GL_VERSION)));
mprintf(( " GLSL Version : %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION)));
mprintf(( "\n" ));
mprintf(("Extensions: \n"));
mprintf((" Geo shader support : %s\n", GLAD_GL_ARB_gpu_shader5 ? NOX("YES") : NOX("NO")));
mprintf((" Layered viewport support : %s\n", GLAD_GL_ARB_shader_viewport_layer_array ? NOX("YES") : NOX("NO")));
mprintf((" S3TC texture support : %s\n", GLAD_GL_EXT_texture_compression_s3tc ? NOX("YES") : NOX("NO")));
mprintf((" BPTC texture support : %s\n", GLAD_GL_ARB_texture_compression_bptc ? NOX("YES") : NOX("NO")));
#ifdef USE_OPENGL_ES
GLint maxBuffers;
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxBuffers);
mprintf((" Max draw buffers : %d\n", maxBuffers));
if (maxBuffers < 6 && (Cmdline_deferred_lighting_cockpit || Cmdline_no_deferred_lighting != 0)) {
Warning(LOCATION,
"Deferred lightning is enabled in settings but the gpu does not support the minimum of 6 draw buffers. "
"This will result in rendering errors.");
}
mprintf((" Depth Clamp support : %s\n", GLAD_GL_EXT_depth_clamp ? NOX("YES") : NOX("NO")));
mprintf((" HW Cull distance support : %s\n", GLAD_GL_EXT_clip_cull_distance ? NOX("YES") : NOX("NO")));
mprintf((" Precompiled shaders support : %s\n", GLAD_GL_OES_get_program_binary ? NOX("YES") : NOX("NO")));
mprintf((" Immutable buffer storage support : %s\n", GLAD_GL_EXT_buffer_storage ? NOX("YES") : NOX("NO")));
mprintf((" BGRA8888 format support: %s\n", GLAD_GL_EXT_texture_format_BGRA8888 ? NOX("YES") : NOX("NO")));
mprintf((" Anisotropic filter support: %s\n", GLAD_GL_EXT_texture_filter_anisotropic ? NOX("YES") : NOX("NO")));
//for a theorical GLES MSAA implementation
mprintf((" Multisampled render to texture support: %s\n", GLAD_GL_EXT_multisampled_render_to_texture ? NOX("YES") : NOX("NO")));
mprintf((" Multisampled render to texture support 2: %s\n", GLAD_GL_EXT_multisampled_render_to_texture2 ? NOX("YES") : NOX("NO")));
glEnable(GL_BLEND); // needed for glBlendFunci
#endif
mprintf(("\n"));
// Build a string identifier for this OpenGL implementation
GL_implementation_id.clear();
GL_implementation_id += reinterpret_cast<const char*>(glGetString(GL_VENDOR));
GL_implementation_id += "\n";
GL_implementation_id += reinterpret_cast<const char*>(glGetString(GL_RENDERER));
GL_implementation_id += "\n";
GL_implementation_id += reinterpret_cast<const char*>(glGetString(GL_VERSION));
GL_implementation_id += "\n";
GL_implementation_id += reinterpret_cast<const char*>(glGetString(GL_SHADING_LANGUAGE_VERSION));
GLint formats = 0;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &formats);
GL_binary_formats.resize(formats);
glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, GL_binary_formats.data());
init_extensions();
// init state system (must come AFTER light is set up)
GL_state.init();
GLint max_texture_units = GL_supported_texture_units;
GLint max_texture_coords = GL_supported_texture_units;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units);
max_texture_coords = 1;
// create vertex array object to make OpenGL Core happy
glGenVertexArrays(1, &GL_vao);
GL_state.BindVertexArray(GL_vao);
GL_state.Texture.init(max_texture_units);
GL_state.Array.init(max_texture_coords);
GL_state.Constants.init();
opengl_set_texture_target();
GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable();
// ready the texture system
opengl_tcache_init();
opengl_tnl_init();
// setup default shaders, and shader related items
opengl_shader_init();
// post processing effects, after shaders are initialized
opengl_setup_scene_textures(gr_screen.max_w, gr_screen.max_h);
opengl_post_process_init();
// must be called after extensions are setup
opengl_set_vsync(Gr_enable_vsync);
gr_reset_matrices();
gr_setup_viewport();
glClear(GL_DEPTH_BUFFER_BIT);
glClear(GL_STENCIL_BUFFER_BIT);
#ifndef USE_OPENGL_ES
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
#endif
glDepthRange(0.0, 1.0);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glFlush();
Gr_current_red = &Gr_red;
Gr_current_blue = &Gr_blue;
Gr_current_green = &Gr_green;
Gr_current_alpha = &Gr_alpha;
// Initialize uniform buffer managers
gr_uniform_buffer_managers_init();
gr_setup_frame();
gr_opengl_reset_clip();
gr_opengl_clear();
gr_opengl_flip();
gr_setup_frame();
gr_opengl_clear();
gr_opengl_flip();
gr_setup_frame();
gr_opengl_clear();
glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &GL_max_elements_vertices);
glGetIntegerv(GL_MAX_ELEMENTS_INDICES, &GL_max_elements_indices);
mprintf(( " Max texture units: %i (%i)\n", GL_supported_texture_units, max_texture_units ));
mprintf(( " Max client texture states: %i (%i)\n", GL_supported_texture_units, max_texture_coords ));
mprintf(( " Max elements vertices: %i\n", GL_max_elements_vertices ));
mprintf(( " Max elements indices: %i\n", GL_max_elements_indices ));
mprintf(( " Max texture size: %ix%i\n", GL_max_texture_width, GL_max_texture_height ));
mprintf(( " Max render buffer size: %ix%i\n",
GL_max_renderbuffer_size,
GL_max_renderbuffer_size ));
mprintf((" Post-processing enabled: %s\n", (Gr_post_processing_enabled) ? "YES" : "NO"));
mprintf((" Using %s texture filter.\n", (GL_mipmap_filter) ? NOX("trilinear") : NOX("bilinear")));
mprintf((" Max uniform block size: %d\n", GL_state.Constants.GetMaxUniformBlockSize()));
mprintf((" Max uniform buffer bindings: %d\n", GL_state.Constants.GetMaxUniformBlockBindings()));
mprintf((" Uniform buffer byte offset alignment: %d\n", GL_state.Constants.GetUniformBufferOffsetAlignment()));
// This stops fred crashing if no textures are set
gr_screen.current_bitmap = -1;
mprintf(("... OpenGL init is complete!\n"));
if (Cmdline_ati_color_swap)
GL_read_format = GL_RGBA;
return true;
}
bool gr_opengl_is_capable(gr_capability capability)
{
switch ( capability ) {
case gr_capability::CAPABILITY_ENVIRONMENT_MAP:
return true;
case gr_capability::CAPABILITY_NORMAL_MAP:
return Cmdline_normal ? true : false;
case gr_capability::CAPABILITY_HEIGHT_MAP:
return Cmdline_height ? true : false;
case gr_capability::CAPABILITY_SOFT_PARTICLES:
case gr_capability::CAPABILITY_DISTORTION:
return Gr_enable_soft_particles && !Cmdline_no_fbo && !Cmdline_no_geo_sdr_effects;
case gr_capability::CAPABILITY_POST_PROCESSING:
return Gr_post_processing_enabled && !Cmdline_no_fbo;
case gr_capability::CAPABILITY_DEFERRED_LIGHTING:
return !Cmdline_no_fbo && light_deferred_enabled();
case gr_capability::CAPABILITY_SHADOWS:
return !Cmdline_no_geo_sdr_effects || (GLAD_GL_ARB_vertex_attrib_binding && GLAD_GL_ARB_shader_viewport_layer_array && GLAD_GL_ARB_gpu_shader5);
case gr_capability::CAPABILITY_THICK_OUTLINE:
return !Cmdline_no_geo_sdr_effects;
case gr_capability::CAPABILITY_BATCHED_SUBMODELS:
return true;
case gr_capability::CAPABILITY_TIMESTAMP_QUERY:
return GLAD_GL_ARB_timer_query != 0; // Timestamp queries are available from 3.3 onwards
case gr_capability::CAPABILITY_SEPARATE_BLEND_FUNCTIONS:
return GLAD_GL_ARB_draw_buffers_blend != 0; // We need an OpenGL extension for this
case gr_capability::CAPABILITY_PERSISTENT_BUFFER_MAPPING:
return GLAD_GL_ARB_buffer_storage != 0;
case gr_capability::CAPABILITY_BPTC:
return GLAD_GL_ARB_texture_compression_bptc != 0;
case gr_capability::CAPABILITY_S3TC:
return GLAD_GL_EXT_texture_compression_s3tc != 0;
case gr_capability::CAPABILITY_LARGE_SHADER:
return !Cmdline_no_large_shaders;
case gr_capability::CAPABILITY_INSTANCED_RENDERING:
return GLAD_GL_ARB_vertex_attrib_binding;
case gr_capability::CAPABILITY_FAST_SHADOWS:
return GLAD_GL_ARB_vertex_attrib_binding && GLAD_GL_ARB_shader_viewport_layer_array && GLAD_GL_ARB_gpu_shader5;
case gr_capability::CAPABILITY_QUERIES_REUSABLE:
return true;
case gr_capability::CAPABILITY_RAYTRACED_SHADOWS:
// Raytraced shadows are only implemented for the Vulkan backend.
return false;
case gr_capability::CAPABILITY_SHADOW_CONTACT_HARDENING:
// Needs a second sampler object (compare mode off) on the shadow map. Sampler
// objects are technically also available pre-3.3 via ARB_sampler_objects, but this
// project's glad build only wires glGenSamplers/glBindSampler/glSamplerParameteri
// up behind the core GL_VERSION_3_3 flag, not a separate ARB entry point -- so that's
// the check that actually reflects whether those functions are non-null here.
#ifdef USE_OPENGL_ES
// GLES has no GLAD_GL_VERSION_3_3 symbol, and the sampler setup here is desktop GL only.
return false;
#else
return GLAD_GL_VERSION_3_3 != 0;
#endif
}
return false;
}
bool gr_opengl_get_property(gr_property prop, void* dest)
{
switch (prop) {
case gr_property::UNIFORM_BUFFER_OFFSET_ALIGNMENT:
*((int*)dest) = GL_state.Constants.GetUniformBufferOffsetAlignment();
return true;
case gr_property::UNIFORM_BUFFER_MAX_SIZE:
*((int*)dest) = GL_state.Constants.GetMaxUniformBlockSize();
return true;
case gr_property::MAX_ANISOTROPY:
*((float*)dest) = GL_state.Constants.GetMaxAnisotropy();
return true;
default:
return false;
}
}
void gr_opengl_push_debug_group(const char* name) {
if (GLAD_GL_KHR_debug) {
glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION_KHR, 0, -1, name);
}
}
void gr_opengl_pop_debug_group() {
if (GLAD_GL_KHR_debug) {
glPopDebugGroup();
}
}
#if !defined(NDEBUG) || defined(FS_OPENGL_DEBUG) || defined(DOXYGEN)
void opengl_set_object_label(GLenum type, GLuint handle, const SCP_string& name) {
if (GLAD_GL_KHR_debug) {
glObjectLabel(type, handle, (GLsizei) name.size(), name.c_str());
}
}
#endif
uint opengl_data_type_size(GLenum data_type)
{
switch ( data_type ) {
case GL_BYTE:
return sizeof(GLbyte);
case GL_UNSIGNED_BYTE:
return sizeof(GLubyte);
case GL_SHORT:
return sizeof(GLshort);
case GL_UNSIGNED_SHORT:
return sizeof(GLushort);
case GL_INT:
return sizeof(GLint);
case GL_UNSIGNED_INT:
return sizeof(GLuint);
case GL_FLOAT:
return sizeof(GLfloat);
case GL_DOUBLE:
return sizeof(GLdouble);
}
return 0;
}
DCF(ogl_anisotropy, "toggles anisotropic filtering")
{
bool process = true;
int value;
if ( gr_screen.mode != GraphicsAPI::OpenGL ) {
dc_printf("Can only set anisotropic filter in OpenGL mode.\n");
return;
}
if (dc_optional_string_either("help", "--help")) {
dc_printf("Sets OpenGL anisotropic filtering level.\n");
dc_printf("GL_anisotropy [int] Valid values are 0 to %i. 0 turns off anisotropic filtering.\n",
(int)GL_state.Constants.GetMaxAnisotropy());
process = false;
}
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
dc_printf("Current anisotropic filter value is %i\n", (int)GL_anisotropy);
process = false;
}
if (!process) {
return;
}
if ( !GLAD_GL_EXT_texture_filter_anisotropic ) {
dc_printf("Error: Anisotropic filter is not settable!\n");
return;
}
if (!dc_maybe_stuff_int(&value)) {
// No arg passed, set to default
GL_anisotropy = 1.0f;
// opengl_set_anisotropy();
dc_printf("Anisotropic filter value reset to default level.\n");
} else {
GL_anisotropy = (GLfloat)value;
// opengl_set_anisotropy( (float)Dc_arg_float );
}
}