/* vid_sdl.c - SDL vid component Copyright (C) 2018 a1batross 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. */ #include "common.h" #include "client.h" #include "gl_local.h" #include "gl_export.h" #define GL_CALL( x ) #x, (void**)&p##x static dllfunc_t opengl_110funcs[] = { { GL_CALL( glClearColor ) }, { GL_CALL( glClear ) }, { GL_CALL( glAlphaFunc ) }, { GL_CALL( glBlendFunc ) }, { GL_CALL( glCullFace ) }, { GL_CALL( glDrawBuffer ) }, { GL_CALL( glReadBuffer ) }, { GL_CALL( glAccum ) }, { GL_CALL( glEnable ) }, { GL_CALL( glDisable ) }, { GL_CALL( glEnableClientState ) }, { GL_CALL( glDisableClientState ) }, { GL_CALL( glGetBooleanv ) }, { GL_CALL( glGetDoublev ) }, { GL_CALL( glGetFloatv ) }, { GL_CALL( glGetIntegerv ) }, { GL_CALL( glGetError ) }, { GL_CALL( glGetString ) }, { GL_CALL( glFinish ) }, { GL_CALL( glFlush ) }, { GL_CALL( glClearDepth ) }, { GL_CALL( glDepthFunc ) }, { GL_CALL( glDepthMask ) }, { GL_CALL( glDepthRange ) }, { GL_CALL( glFrontFace ) }, { GL_CALL( glDrawElements ) }, { GL_CALL( glDrawArrays ) }, { GL_CALL( glColorMask ) }, { GL_CALL( glIndexPointer ) }, { GL_CALL( glVertexPointer ) }, { GL_CALL( glNormalPointer ) }, { GL_CALL( glColorPointer ) }, { GL_CALL( glTexCoordPointer ) }, { GL_CALL( glArrayElement ) }, { GL_CALL( glColor3f ) }, { GL_CALL( glColor3fv ) }, { GL_CALL( glColor4f ) }, { GL_CALL( glColor4fv ) }, { GL_CALL( glColor3ub ) }, { GL_CALL( glColor4ub ) }, { GL_CALL( glColor4ubv ) }, { GL_CALL( glTexCoord1f ) }, { GL_CALL( glTexCoord2f ) }, { GL_CALL( glTexCoord3f ) }, { GL_CALL( glTexCoord4f ) }, { GL_CALL( glTexCoord1fv ) }, { GL_CALL( glTexCoord2fv ) }, { GL_CALL( glTexCoord3fv ) }, { GL_CALL( glTexCoord4fv ) }, { GL_CALL( glTexGenf ) }, { GL_CALL( glTexGenfv ) }, { GL_CALL( glTexGeni ) }, { GL_CALL( glVertex2f ) }, { GL_CALL( glVertex3f ) }, { GL_CALL( glVertex3fv ) }, { GL_CALL( glNormal3f ) }, { GL_CALL( glNormal3fv ) }, { GL_CALL( glBegin ) }, { GL_CALL( glEnd ) }, { GL_CALL( glLineWidth ) }, { GL_CALL( glPointSize ) }, { GL_CALL( glMatrixMode ) }, { GL_CALL( glOrtho ) }, { GL_CALL( glRasterPos2f ) }, { GL_CALL( glFrustum ) }, { GL_CALL( glViewport ) }, { GL_CALL( glPushMatrix ) }, { GL_CALL( glPopMatrix ) }, { GL_CALL( glPushAttrib ) }, { GL_CALL( glPopAttrib ) }, { GL_CALL( glLoadIdentity ) }, { GL_CALL( glLoadMatrixd ) }, { GL_CALL( glLoadMatrixf ) }, { GL_CALL( glMultMatrixd ) }, { GL_CALL( glMultMatrixf ) }, { GL_CALL( glRotated ) }, { GL_CALL( glRotatef ) }, { GL_CALL( glScaled ) }, { GL_CALL( glScalef ) }, { GL_CALL( glTranslated ) }, { GL_CALL( glTranslatef ) }, { GL_CALL( glReadPixels ) }, { GL_CALL( glDrawPixels ) }, { GL_CALL( glStencilFunc ) }, { GL_CALL( glStencilMask ) }, { GL_CALL( glStencilOp ) }, { GL_CALL( glClearStencil ) }, { GL_CALL( glIsEnabled ) }, { GL_CALL( glIsList ) }, { GL_CALL( glIsTexture ) }, { GL_CALL( glTexEnvf ) }, { GL_CALL( glTexEnvfv ) }, { GL_CALL( glTexEnvi ) }, { GL_CALL( glTexParameterf ) }, { GL_CALL( glTexParameterfv ) }, { GL_CALL( glTexParameteri ) }, { GL_CALL( glHint ) }, { GL_CALL( glPixelStoref ) }, { GL_CALL( glPixelStorei ) }, { GL_CALL( glGenTextures ) }, { GL_CALL( glDeleteTextures ) }, { GL_CALL( glBindTexture ) }, { GL_CALL( glTexImage1D ) }, { GL_CALL( glTexImage2D ) }, { GL_CALL( glTexSubImage1D ) }, { GL_CALL( glTexSubImage2D ) }, { GL_CALL( glCopyTexImage1D ) }, { GL_CALL( glCopyTexImage2D ) }, { GL_CALL( glCopyTexSubImage1D ) }, { GL_CALL( glCopyTexSubImage2D ) }, { GL_CALL( glScissor ) }, { GL_CALL( glGetTexImage ) }, { GL_CALL( glGetTexEnviv ) }, { GL_CALL( glPolygonOffset ) }, { GL_CALL( glPolygonMode ) }, { GL_CALL( glPolygonStipple ) }, { GL_CALL( glClipPlane ) }, { GL_CALL( glGetClipPlane ) }, { GL_CALL( glShadeModel ) }, { GL_CALL( glGetTexLevelParameteriv ) }, { GL_CALL( glGetTexLevelParameterfv ) }, { GL_CALL( glFogfv ) }, { GL_CALL( glFogf ) }, { GL_CALL( glFogi ) }, { NULL , NULL } }; static dllfunc_t debugoutputfuncs[] = { { GL_CALL( glDebugMessageControlARB ) }, { GL_CALL( glDebugMessageInsertARB ) }, { GL_CALL( glDebugMessageCallbackARB ) }, { GL_CALL( glGetDebugMessageLogARB ) }, { NULL , NULL } }; static dllfunc_t multitexturefuncs[] = { { GL_CALL( glMultiTexCoord1f ) }, { GL_CALL( glMultiTexCoord2f ) }, { GL_CALL( glMultiTexCoord3f ) }, { GL_CALL( glMultiTexCoord4f ) }, { GL_CALL( glActiveTexture ) }, { GL_CALL( glActiveTextureARB ) }, { GL_CALL( glClientActiveTexture ) }, { GL_CALL( glClientActiveTextureARB ) }, { NULL , NULL } }; static dllfunc_t texture3dextfuncs[] = { { GL_CALL( glTexImage3D ) }, { GL_CALL( glTexSubImage3D ) }, { GL_CALL( glCopyTexSubImage3D ) }, { NULL , NULL } }; static dllfunc_t texturecompressionfuncs[] = { { GL_CALL( glCompressedTexImage3DARB ) }, { GL_CALL( glCompressedTexImage2DARB ) }, { GL_CALL( glCompressedTexImage1DARB ) }, { GL_CALL( glCompressedTexSubImage3DARB ) }, { GL_CALL( glCompressedTexSubImage2DARB ) }, { GL_CALL( glCompressedTexSubImage1DARB ) }, { GL_CALL( glGetCompressedTexImage ) }, { NULL , NULL } }; static dllfunc_t vbofuncs[] = { { GL_CALL( glBindBufferARB ) }, { GL_CALL( glDeleteBuffersARB ) }, { GL_CALL( glGenBuffersARB ) }, { GL_CALL( glIsBufferARB ) }, { GL_CALL( glMapBufferARB ) }, { GL_CALL( glUnmapBufferARB ) }, // , { GL_CALL( glBufferDataARB ) }, { GL_CALL( glBufferSubDataARB ) }, { NULL, NULL} }; /* ======================== DebugCallback For ARB_debug_output ======================== */ static void APIENTRY GL_DebugOutput( GLuint source, GLuint type, GLuint id, GLuint severity, GLint length, const GLcharARB *message, GLvoid *userParam ) { switch( type ) { case GL_DEBUG_TYPE_ERROR_ARB: Con_Printf( S_OPENGL_ERROR "%s\n", message ); break; case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: Con_Printf( S_OPENGL_WARN "%s\n", message ); break; case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: Con_Printf( S_OPENGL_WARN "%s\n", message ); break; case GL_DEBUG_TYPE_PORTABILITY_ARB: if( host_developer.value < DEV_EXTENDED ) return; Con_Printf( S_OPENGL_WARN "%s\n", message ); break; case GL_DEBUG_TYPE_PERFORMANCE_ARB: Con_Printf( S_OPENGL_NOTE "%s\n", message ); break; case GL_DEBUG_TYPE_OTHER_ARB: default: Con_Printf( S_OPENGL_NOTE "%s\n", message ); break; } } #ifdef XASH_GLES void GL_InitExtensionsGLES( void ) { // intialize wrapper type #ifdef XASH_NANOGL glConfig.context = CONTEXT_TYPE_GLES_1_X; glConfig.wrapper = GLES_WRAPPER_NANOGL; #elif defined( XASH_WES ) glConfig.context = CONTEXT_TYPE_GLES_2_X; glConfig.wrapper = GLES_WRAPPER_WES; #endif glConfig.hardware_type = GLHW_GENERIC; // initalize until base opengl functions loaded GL_SetExtension( GL_DRAW_RANGEELEMENTS_EXT, true ); GL_SetExtension( GL_ARB_MULTITEXTURE, true ); pglGetIntegerv( GL_MAX_TEXTURE_UNITS_ARB, &glConfig.max_texture_units ); glConfig.max_texture_coords = glConfig.max_texture_units = 4; GL_SetExtension( GL_ENV_COMBINE_EXT, true ); GL_SetExtension( GL_DOT3_ARB_EXT, true ); GL_SetExtension( GL_TEXTURE_3D_EXT, false ); GL_SetExtension( GL_SGIS_MIPMAPS_EXT, true ); // gles specs GL_SetExtension( GL_ARB_VERTEX_BUFFER_OBJECT_EXT, true ); // gles specs // hardware cubemaps GL_CheckExtension( "GL_OES_texture_cube_map", NULL, "gl_texture_cubemap", GL_TEXTURECUBEMAP_EXT ); if( GL_Support( GL_TEXTURECUBEMAP_EXT )) pglGetIntegerv( GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, &glConfig.max_cubemap_size ); GL_SetExtension( GL_ARB_SEAMLESS_CUBEMAP, false ); GL_SetExtension( GL_EXT_POINTPARAMETERS, false ); GL_CheckExtension( "GL_OES_texture_npot", NULL, "gl_texture_npot", GL_ARB_TEXTURE_NPOT_EXT ); GL_SetExtension( GL_TEXTURE_COMPRESSION_EXT, false ); GL_SetExtension( GL_CUSTOM_VERTEX_ARRAY_EXT, false ); GL_SetExtension( GL_CLAMPTOEDGE_EXT, true ); // by gles1 specs GL_SetExtension( GL_ANISOTROPY_EXT, false ); GL_SetExtension( GL_TEXTURE_LODBIAS, false ); GL_SetExtension( GL_CLAMP_TEXBORDER_EXT, false ); GL_SetExtension( GL_BLEND_MINMAX_EXT, false ); GL_SetExtension( GL_BLEND_SUBTRACT_EXT, false ); GL_SetExtension( GL_SEPARATESTENCIL_EXT, false ); GL_SetExtension( GL_STENCILTWOSIDE_EXT, false ); GL_SetExtension( GL_TEXTURE_ENV_ADD_EXT,false ); GL_SetExtension( GL_SHADER_OBJECTS_EXT, false ); GL_SetExtension( GL_SHADER_GLSL100_EXT, false ); GL_SetExtension( GL_VERTEX_SHADER_EXT,false ); GL_SetExtension( GL_FRAGMENT_SHADER_EXT, false ); GL_SetExtension( GL_SHADOW_EXT, false ); GL_SetExtension( GL_ARB_DEPTH_FLOAT_EXT, false ); GL_SetExtension( GL_OCCLUSION_QUERIES_EXT,false ); GL_CheckExtension( "GL_OES_depth_texture", NULL, "gl_depthtexture", GL_DEPTH_TEXTURE ); glConfig.texRectangle = glConfig.max_2d_rectangle_size = 0; // no rectangle Cvar_FullSet( "gl_allow_mirrors", "0", CVAR_READ_ONLY); // No support for GLES } #else void GL_InitExtensionsBigGL() { // intialize wrapper type glConfig.context = CONTEXT_TYPE_GL; glConfig.wrapper = GLES_WRAPPER_NONE; if( Q_stristr( glConfig.renderer_string, "geforce" )) glConfig.hardware_type = GLHW_NVIDIA; else if( Q_stristr( glConfig.renderer_string, "quadro fx" )) glConfig.hardware_type = GLHW_NVIDIA; else if( Q_stristr(glConfig.renderer_string, "rv770" )) glConfig.hardware_type = GLHW_RADEON; else if( Q_stristr(glConfig.renderer_string, "radeon hd" )) glConfig.hardware_type = GLHW_RADEON; else if( Q_stristr( glConfig.renderer_string, "eah4850" ) || Q_stristr( glConfig.renderer_string, "eah4870" )) glConfig.hardware_type = GLHW_RADEON; else if( Q_stristr( glConfig.renderer_string, "radeon" )) glConfig.hardware_type = GLHW_RADEON; else if( Q_stristr( glConfig.renderer_string, "intel" )) glConfig.hardware_type = GLHW_INTEL; else glConfig.hardware_type = GLHW_GENERIC; // multitexture glConfig.max_texture_units = glConfig.max_texture_coords = glConfig.max_teximage_units = 1; GL_CheckExtension( "GL_ARB_multitexture", multitexturefuncs, "gl_arb_multitexture", GL_ARB_MULTITEXTURE ); if( GL_Support( GL_ARB_MULTITEXTURE )) { pglGetIntegerv( GL_MAX_TEXTURE_UNITS_ARB, &glConfig.max_texture_units ); } if( glConfig.max_texture_units == 1 ) GL_SetExtension( GL_ARB_MULTITEXTURE, false ); // 3d texture support GL_CheckExtension( "GL_EXT_texture3D", texture3dextfuncs, "gl_texture_3d", GL_TEXTURE_3D_EXT ); if( GL_Support( GL_TEXTURE_3D_EXT )) { pglGetIntegerv( GL_MAX_3D_TEXTURE_SIZE, &glConfig.max_3d_texture_size ); if( glConfig.max_3d_texture_size < 32 ) { GL_SetExtension( GL_TEXTURE_3D_EXT, false ); Con_Printf( S_ERROR "GL_EXT_texture3D reported bogus GL_MAX_3D_TEXTURE_SIZE, disabled\n" ); } } // 2d texture array support GL_CheckExtension( "GL_EXT_texture_array", texture3dextfuncs, "gl_texture_2d_array", GL_TEXTURE_ARRAY_EXT ); if( GL_Support( GL_TEXTURE_ARRAY_EXT )) pglGetIntegerv( GL_MAX_ARRAY_TEXTURE_LAYERS_EXT, &glConfig.max_2d_texture_layers ); // cubemaps support GL_CheckExtension( "GL_ARB_texture_cube_map", NULL, "gl_texture_cubemap", GL_TEXTURE_CUBEMAP_EXT ); if( GL_Support( GL_TEXTURE_CUBEMAP_EXT )) { pglGetIntegerv( GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, &glConfig.max_cubemap_size ); // check for seamless cubemaps too GL_CheckExtension( "GL_ARB_seamless_cube_map", NULL, "gl_texture_cubemap_seamless", GL_ARB_SEAMLESS_CUBEMAP ); } GL_CheckExtension( "GL_ARB_texture_non_power_of_two", NULL, "gl_texture_npot", GL_ARB_TEXTURE_NPOT_EXT ); GL_CheckExtension( "GL_ARB_texture_compression", texturecompressionfuncs, "gl_dds_hardware_support", GL_TEXTURE_COMPRESSION_EXT ); GL_CheckExtension( "GL_EXT_texture_edge_clamp", NULL, "gl_clamp_to_edge", GL_CLAMPTOEDGE_EXT ); if( !GL_Support( GL_CLAMPTOEDGE_EXT )) GL_CheckExtension( "GL_SGIS_texture_edge_clamp", NULL, "gl_clamp_to_edge", GL_CLAMPTOEDGE_EXT ); glConfig.max_texture_anisotropy = 0.0f; GL_CheckExtension( "GL_EXT_texture_filter_anisotropic", NULL, "gl_ext_anisotropic_filter", GL_ANISOTROPY_EXT ); if( GL_Support( GL_ANISOTROPY_EXT )) pglGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glConfig.max_texture_anisotropy ); #ifdef _WIN32 // Win32 only drivers? // g-cont. because lodbias it too glitchy on Intel's cards if( glConfig.hardware_type != GLHW_INTEL ) #endif GL_CheckExtension( "GL_EXT_texture_lod_bias", NULL, "gl_texture_mipmap_biasing", GL_TEXTURE_LOD_BIAS ); if( GL_Support( GL_TEXTURE_LOD_BIAS )) pglGetFloatv( GL_MAX_TEXTURE_LOD_BIAS_EXT, &glConfig.max_texture_lod_bias ); GL_CheckExtension( "GL_ARB_texture_border_clamp", NULL, "gl_ext_texborder_clamp", GL_CLAMP_TEXBORDER_EXT ); GL_CheckExtension( "GL_ARB_depth_texture", NULL, "gl_depthtexture", GL_DEPTH_TEXTURE ); GL_CheckExtension( "GL_ARB_texture_float", NULL, "gl_arb_texture_float", GL_ARB_TEXTURE_FLOAT_EXT ); GL_CheckExtension( "GL_ARB_depth_buffer_float", NULL, "gl_arb_depth_float", GL_ARB_DEPTH_FLOAT_EXT ); GL_CheckExtension( "GL_EXT_gpu_shader4", NULL, NULL, GL_EXT_GPU_SHADER4 ); // don't confuse users GL_CheckExtension( "GL_ARB_shading_language_100", NULL, "gl_glslprogram", GL_SHADER_GLSL100_EXT ); GL_CheckExtension( "GL_ARB_vertex_buffer_object", vbofuncs, "gl_vertex_buffer_object", GL_ARB_VERTEX_BUFFER_OBJECT_EXT ); // rectangle textures support GL_CheckExtension( "GL_ARB_texture_rectangle", NULL, "gl_texture_rectangle", GL_TEXTURE_2D_RECT_EXT ); // this won't work without extended context if( glw_state.extended ) GL_CheckExtension( "GL_ARB_debug_output", debugoutputfuncs, "gl_debug_output", GL_DEBUG_OUTPUT ); if( GL_Support( GL_SHADER_GLSL100_EXT )) { pglGetIntegerv( GL_MAX_TEXTURE_COORDS_ARB, &glConfig.max_texture_coords ); pglGetIntegerv( GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &glConfig.max_teximage_units ); // check for hardware skinning pglGetIntegerv( GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &glConfig.max_vertex_uniforms ); pglGetIntegerv( GL_MAX_VERTEX_ATTRIBS_ARB, &glConfig.max_vertex_attribs ); #ifdef _WIN32 // Win32 only drivers? if( glConfig.hardware_type == GLHW_RADEON && glConfig.max_vertex_uniforms > 512 ) glConfig.max_vertex_uniforms /= 4; // radeon returns not correct info #endif } else { // just get from multitexturing glConfig.max_texture_coords = glConfig.max_teximage_units = glConfig.max_texture_units; } pglGetIntegerv( GL_MAX_TEXTURE_SIZE, &glConfig.max_2d_texture_size ); if( glConfig.max_2d_texture_size <= 0 ) glConfig.max_2d_texture_size = 256; if( GL_Support( GL_TEXTURE_2D_RECT_EXT )) pglGetIntegerv( GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT, &glConfig.max_2d_rectangle_size ); #ifndef XASH_GL_STATIC // enable gldebug if allowed if( GL_Support( GL_DEBUG_OUTPUT )) { if( host_developer.value ) { Con_Reportf( "Installing GL_DebugOutput...\n"); pglDebugMessageCallbackARB( GL_DebugOutput, NULL ); // force everything to happen in the main thread instead of in a separate driver thread pglEnable( GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB ); } // enable all the low priority messages pglDebugMessageControlARB( GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, NULL, true ); } #endif } #endif void GL_InitExtensions( void ) { // initialize gl extensions GL_CheckExtension( "OpenGL 1.1.0", opengl_110funcs, NULL, GL_OPENGL_110 ); // get our various GL strings glConfig.vendor_string = pglGetString( GL_VENDOR ); glConfig.renderer_string = pglGetString( GL_RENDERER ); glConfig.version_string = pglGetString( GL_VERSION ); glConfig.extensions_string = pglGetString( GL_EXTENSIONS ); Con_Reportf( "^3Video^7: %s\n", glConfig.renderer_string ); #ifdef XASH_GLES GL_InitExtensionsGLES(); #else GL_InitExtensionsBigGL(); #endif if( GL_Support( GL_TEXTURE_2D_RECT_EXT )) pglGetIntegerv( GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT, &glConfig.max_2d_rectangle_size ); Cvar_Get( "gl_max_size", va( "%i", glConfig.max_2d_texture_size ), 0, "opengl texture max dims" ); Cvar_Set( "gl_anisotropy", va( "%f", bound( 0, gl_texture_anisotropy->value, glConfig.max_texture_anisotropy ))); if( GL_Support( GL_TEXTURE_COMPRESSION_EXT )) Image_AddCmdFlags( IL_DDS_HARDWARE ); // MCD has buffering issues #ifdef _WIN32 if( Q_strstr( glConfig.renderer_string, "gdi" )) Cvar_SetValue( "gl_finish", 1 ); #endif tr.framecount = tr.visframecount = 1; glw_state.initialized = true; } void GL_ClearExtensions( void ) { // now all extensions are disabled memset( glConfig.extension, 0, sizeof( glConfig.extension )); glw_state.initialized = false; }