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//========= Copyright Valve Corporation, All rights reserved. ============//
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// TOGL CODE LICENSE
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//
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// Copyright 2011-2014 Valve Corporation
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// All Rights Reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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// glentrypoints.cpp
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//
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//=============================================================================//
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// Immediately include gl.h, etc. here to avoid compilation warnings.
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#include "togles/rendermechanism.h"
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#include "appframework/AppFramework.h"
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#include "appframework/IAppSystemGroup.h"
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#include "tier0/dbg.h"
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#include "tier0/icommandline.h"
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#include "tier0/platform.h"
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#include "interface.h"
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#include "filesystem.h"
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#include "filesystem_init.h"
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#include "tier1/convar.h"
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#include "vstdlib/cvar.h"
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#include "inputsystem/ButtonCode.h"
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#include "tier1.h"
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#include "tier2/tier2.h"
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#if defined(_LINUX) && !defined(__ANDROID__)
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#include <GL/glx.h>
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#endif
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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#if !defined(DX_TO_GL_ABSTRACTION)
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#error
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#endif
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#if defined(OSX) || defined(LINUX) || (defined (WIN32) && defined( DX_TO_GL_ABSTRACTION ))
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#include "appframework/ilaunchermgr.h"
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ILauncherMgr *g_pLauncherMgr = NULL;
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#endif
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#define DEBUG_ALL_GLCALLS 0
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#if DEBUG_ALL_GLCALLS
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bool g_bDebugOpenGLCalls = true;
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bool g_bPrintOpenGLCalls = false;
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#define GL_EXT(x,glmajor,glminor)
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#define GL_FUNC(ext,req,ret,fn,arg,call) \
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static ret (*fn##_gldebugptr) arg = NULL; \
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static ret fn##_gldebug arg { \
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if (!g_bDebugOpenGLCalls) { return fn##_gldebugptr call; } \
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if (g_bPrintOpenGLCalls) { \
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printf("Calling %s ... ", #fn); \
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fflush(stdout); \
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} \
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ret retval = fn##_gldebugptr call; \
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if (g_bPrintOpenGLCalls) { \
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printf("%s returned!\n", #fn); \
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fflush(stdout); \
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} \
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const GLenum err = glGetError_gldebugptr(); \
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if ( err == GL_INVALID_FRAMEBUFFER_OPERATION ) { \
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const GLenum fberr = gGL->glCheckFramebufferStatus( GL_FRAMEBUFFER ); \
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printf("%s triggered error GL_INVALID_FRAMEBUFFER_OPERATION! (0x%X)\n\n\n", #fn, (int) fberr); \
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fflush(stdout); \
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__asm__ __volatile__ ( "int $3\n\t" ); \
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} else if (err != GL_NO_ERROR) { \
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printf("%s triggered error 0x%X!\n\n\n", #fn, (int) err); \
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fflush(stdout); \
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__asm__ __volatile__ ( "int $3\n\t" ); \
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} \
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return retval; \
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}
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#define GL_FUNC_VOID(ext,req,fn,arg,call) \
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static void (*fn##_gldebugptr) arg = NULL; \
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static void fn##_gldebug arg { \
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if (!g_bDebugOpenGLCalls) { fn##_gldebugptr call; return; } \
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if (g_bPrintOpenGLCalls) { \
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printf("Calling %s ... ", #fn); \
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fflush(stdout); \
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} \
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fn##_gldebugptr call; \
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if (g_bPrintOpenGLCalls) { \
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printf("%s returned!\n", #fn); \
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fflush(stdout); \
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} \
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const GLenum err = glGetError_gldebugptr(); \
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if ( err == GL_INVALID_FRAMEBUFFER_OPERATION ) { \
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const GLenum fberr = gGL->glCheckFramebufferStatus( GL_FRAMEBUFFER ); \
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printf("%s triggered error GL_INVALID_FRAMEBUFFER_OPERATION! (0x%X)\n\n\n", #fn, (int) fberr); \
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fflush(stdout); \
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__asm__ __volatile__ ( "int $3\n\t" ); \
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} else if (err != GL_NO_ERROR) { \
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printf("%s triggered error 0x%X!\n\n\n", #fn, (int) err); \
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fflush(stdout); \
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__asm__ __volatile__ ( "int $3\n\t" ); \
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} \
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}
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#include "togles/glfuncs.inl"
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#undef GL_FUNC_VOID
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#undef GL_FUNC
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#undef GL_EXT
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#endif
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COpenGLEntryPoints *gGL = NULL;
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GL_GetProcAddressCallbackFunc_t gGL_GetProcAddressCallback = NULL;
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void *VoidFnPtrLookup_GlMgr(const char *fn, bool &okay, const bool bRequired, void *fallback)
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{
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void *retval = NULL;
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if ((!okay) && (!bRequired)) // always look up if required (so we get a complete list of crucial missing symbols).
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return NULL;
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// SDL does the right thing, so we never need to use tier0 in this case.
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retval = (*gGL_GetProcAddressCallback)(fn, okay, bRequired, fallback);
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//printf("CDynamicFunctionOpenGL: SDL_GL_GetProcAddress(\"%s\") returned %p\n", fn, retval);
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if ((retval == NULL) && (fallback != NULL))
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{
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//printf("CDynamicFunctionOpenGL: Using fallback %p for \"%s\"\n", fallback, fn);
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retval = fallback;
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}
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// Note that a non-NULL response doesn't mean it's safe to call the function!
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// You always have to check that the extension is supported;
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// an implementation MAY return NULL in this case, but it doesn't have to (and doesn't, with the DRI drivers).
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okay = (okay && (retval != NULL));
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if (bRequired && !okay)
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fprintf(stderr, "Could not find required OpenGL entry point '%s'!\n", fn);
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return retval;
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}
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COpenGLEntryPoints *GetOpenGLEntryPoints(GL_GetProcAddressCallbackFunc_t callback)
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{
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if (gGL == NULL)
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{
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gGL_GetProcAddressCallback = callback;
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gGL = new COpenGLEntryPoints();
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if (!gGL->m_bHave_OpenGL)
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Error( "Missing basic required OpenGL functionality." );
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}
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return gGL;
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}
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void ClearOpenGLEntryPoints()
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{
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if ( gGL )
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{
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gGL->ClearEntryPoints();
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}
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}
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COpenGLEntryPoints *ToGLConnectLibraries( CreateInterfaceFn factory )
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{
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ConnectTier1Libraries( &factory, 1 );
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ConVar_Register();
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ConnectTier2Libraries( &factory, 1 );
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if ( !g_pFullFileSystem )
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{
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Warning( "ToGL was unable to access the required interfaces!\n" );
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}
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// NOTE! : Overbright is 1.0 so that Hammer will work properly with the white bumped and unbumped lightmaps.
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MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f );
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#if defined( USE_SDL )
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g_pLauncherMgr = (ILauncherMgr *)factory( SDLMGR_INTERFACE_VERSION, NULL );
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#endif
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return gGL;
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}
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void ToGLDisconnectLibraries()
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{
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DisconnectTier2Libraries();
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ConVar_Unregister();
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DisconnectTier1Libraries();
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}
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#define GLVERNUM(Major, Minor, Patch) (((Major) * 100000) + ((Minor) * 1000) + (Patch))
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static void GetOpenGLVersion(int *major, int *minor, int *patch)
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{
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*major = *minor = *patch = 0;
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static CDynamicFunctionOpenGL< true, const GLubyte *( _APIENTRY *)(GLenum name), const GLubyte * > glGetString("glGetString");
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if (glGetString)
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{
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const char *version = (const char *) glGetString(GL_VERSION);
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if (version)
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{
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const char *s = version;
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while( *s )
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{
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if( *s >= '0' && *s <= '9' )
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{
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sscanf( s, "%d.%d", major, minor );
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break;
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}
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s++;
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}
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}
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}
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}
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static int GetOpenGLVersionMajor()
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{
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int major, minor, patch;
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GetOpenGLVersion(&major, &minor, &patch);
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return major;
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}
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static int GetOpenGLVersionMinor()
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{
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int major, minor, patch;
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GetOpenGLVersion(&major, &minor, &patch);
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return minor;
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}
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static int GetOpenGLVersionPatch()
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{
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int major, minor, patch;
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GetOpenGLVersion(&major, &minor, &patch);
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return patch;
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}
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static bool CheckBaseOpenGLVersion()
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{
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const int NEED_MAJOR = 3;
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const int NEED_MINOR = 2;
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const int NEED_PATCH = 0;
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int major, minor, patch;
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GetOpenGLVersion(&major, &minor, &patch);
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const int need = GLVERNUM(NEED_MAJOR, NEED_MINOR, NEED_PATCH);
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const int have = GLVERNUM(major, minor, patch);
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if (have < need)
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{
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Warning("PROBLEM: You appear to have OpenGL %d.%d.%d, but we need at least %d.%d.%d!\n",
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major, minor, patch, NEED_MAJOR, NEED_MINOR, NEED_PATCH);
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return false;
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}
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return true;
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}
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static bool CheckOpenGLExtension_internal(const char *ext, const int coremajor, const int coreminor)
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{
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if ((coremajor >= 0) && (coreminor >= 0)) // we know that this extension is part of the base spec as of GL_VERSION coremajor.coreminor.
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{
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int major, minor, patch;
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GetOpenGLVersion(&major, &minor, &patch);
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const int need = GLVERNUM(coremajor, coreminor, 0);
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const int have = GLVERNUM(major, minor, patch);
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if (have >= need)
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return true; // we definitely have access to this "extension," as it is part of this version of the GL's core functionality.
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}
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// okay, see if the GL_EXTENSIONS string reports it.
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static CDynamicFunctionOpenGL< true, const GLubyte *( _APIENTRY *)(GLenum name), const GLubyte * > glGetString("glGetString");
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if (!glGetString)
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return false;
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// hacky scanning of this string, because I don't want to spend time breaking it into a vector like I should have.
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const char *extensions = (const char *) glGetString(GL_EXTENSIONS);
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const size_t extlen = strlen(ext);
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while ((extensions) && (*extensions))
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{
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const char *ptr = strstr(extensions, ext);
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#if _WIN32
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if (!ptr)
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{
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static CDynamicFunctionOpenGL< true, const char *( _APIENTRY *)( ), const char * > wglGetExtensionsStringEXT("wglGetExtensionsStringEXT");
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if (wglGetExtensionsStringEXT)
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{
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extensions = wglGetExtensionsStringEXT();
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ptr = strstr(extensions, ext);
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}
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if (!ptr)
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{
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return false;
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}
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}
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#elif !defined ( OSX ) && !defined( __ANDROID__ )
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/*
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if (!ptr)
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{
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static CDynamicFunctionOpenGL< true, Display *( APIENTRY *)( ), Display* > glXGetCurrentDisplay("glXGetCurrentDisplay");
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static CDynamicFunctionOpenGL< true, const char *( APIENTRY *)( Display*, int ), const char * > glXQueryExtensionsString("glXQueryExtensionsString");
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if (glXQueryExtensionsString && glXGetCurrentDisplay)
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{
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extensions = glXQueryExtensionsString(glXGetCurrentDisplay(), 0);
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ptr = strstr(extensions, ext);
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}
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}*/
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#endif
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if (!ptr)
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return false;
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// make sure this matches the entire string, and isn't a substring match of some other extension.
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// if ( ( (string is at start of extension list) or (the char before the string is a space) ) and
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// (the next char after the string is a space or a null terminator) )
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if ( ((ptr == extensions) || (ptr[-1] == ' ')) &&
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((ptr[extlen] == ' ') || (ptr[extlen] == '\0')) )
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return true; // found it!
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extensions = ptr + extlen; // skip ahead, search again.
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}
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return false;
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}
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static bool CheckOpenGLExtension(const char *ext, const int coremajor, const int coreminor)
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{
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const bool retval = CheckOpenGLExtension_internal(ext, coremajor, coreminor);
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printf("This system %s the OpenGL extension %s.\n", retval ? "supports" : "DOES NOT support", ext);
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return retval;
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}
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extern bool g_bUsePseudoBufs;
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extern bool g_bDisableStaticBuffer;
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// The GL context you want entry points for must be current when you hit this constructor!
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COpenGLEntryPoints::COpenGLEntryPoints()
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: m_nTotalGLCycles(0)
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, m_nTotalGLCalls(0)
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, m_nOpenGLVersionMajor(GetOpenGLVersionMajor())
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, m_nOpenGLVersionMinor(GetOpenGLVersionMinor())
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, m_nOpenGLVersionPatch(GetOpenGLVersionPatch())
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, m_bHave_OpenGL(CheckBaseOpenGLVersion()) // may reset to false as these lookups happen.
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#define GL_EXT(x,glmajor,glminor) , m_bHave_##x(CheckOpenGLExtension(#x, glmajor, glminor))
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#define GL_FUNC(ext,req,ret,fn,arg,call) , fn(#fn, m_bHave_##ext)
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#define GL_FUNC_VOID(ext,req,fn,arg,call) , fn(#fn, m_bHave_##ext)
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#include "togles/glfuncs.inl"
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#undef GL_FUNC_VOID
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#undef GL_FUNC
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#undef GL_EXT
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{
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// Locally cache the copy of the GL device strings, to avoid needing to call these glGet's (which can be extremely slow) more than once.
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const char *pszString = ( const char * )glGetString(GL_VENDOR);
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m_pGLDriverStrings[cGLVendorString] = strdup( pszString ? pszString : "" );
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m_nDriverProvider = cGLDriverProviderUnknown;
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if ( V_stristr( m_pGLDriverStrings[cGLVendorString], "nvidia" ) )
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m_nDriverProvider = cGLDriverProviderNVIDIA;
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else if ( V_stristr( m_pGLDriverStrings[cGLVendorString], "amd" ) || V_stristr( m_pGLDriverStrings[cGLVendorString], "ati" ) )
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m_nDriverProvider = cGLDriverProviderAMD;
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else if ( V_stristr( m_pGLDriverStrings[cGLVendorString], "intel" ) )
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m_nDriverProvider = cGLDriverProviderIntelOpenSource;
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else if ( V_stristr( m_pGLDriverStrings[cGLVendorString], "apple" ) )
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m_nDriverProvider = cGLDriverProviderApple;
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else if ( V_stristr( m_pGLDriverStrings[cGLVendorString], "qualcomm" ) )
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m_nDriverProvider = cGLDriverProviderQualcomm;
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else if ( V_stristr( m_pGLDriverStrings[cGLVendorString], "arm" ) )
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m_nDriverProvider = cGLDriverProviderARM;
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else if ( V_stristr( m_pGLDriverStrings[cGLVendorString], "imagination technologies" ) )
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m_nDriverProvider = cGLDriverProviderImagination;
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pszString = ( const char * )glGetString(GL_RENDERER);
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m_pGLDriverStrings[cGLRendererString] = strdup( pszString ? pszString : "" );
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pszString = ( const char * )glGetString(GL_VERSION);
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m_pGLDriverStrings[cGLVersionString] = strdup( pszString ? pszString : "" );
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pszString = ( const char * )glGetString(GL_EXTENSIONS);
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m_pGLDriverStrings[cGLExtensionsString] = strdup( pszString ? pszString : "" );
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Msg( "GL_RENDERER=\"%s\" GL_VERSION=\"%s\" GL_VENDOR=\"%s\" (%d.%d.%d)\n", m_pGLDriverStrings[ cGLRendererString ], m_pGLDriverStrings[ cGLVersionString ], m_pGLDriverStrings[ cGLVendorString ],
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m_nOpenGLVersionMajor, m_nOpenGLVersionMinor, m_nOpenGLVersionPatch );
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Msg("GL_EXTENSIONS=\"%s\"\n", m_pGLDriverStrings[cGLExtensionsString]);
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// !!! FIXME: Alfred says the original GL_APPLE_fence code only exists to
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// !!! FIXME: hint Apple's drivers and not because we rely on the
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// !!! FIXME: functionality. If so, just remove this check (and the
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// !!! FIXME: GL_NV_fence code entirely).
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// GL_ARB_framebuffer_object is a superset of GL_EXT_framebuffer_object,
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// (etc) but if you don't call in through the ARB entry points, you won't
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// get the relaxed restrictions on mismatched attachment dimensions.
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// if (m_bHave_GL_ARB_framebuffer_object)
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{
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m_bHave_GL_EXT_framebuffer_object = true;
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m_bHave_GL_EXT_framebuffer_blit = true;
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m_bHave_GL_ARB_map_buffer_range = true;
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m_bHave_GL_EXT_direct_state_access = false;
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m_bHave_GL_ARB_occlusion_query = true;
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m_bHave_GL_EXT_buffer_storage = false;
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m_bHave_GL_ARB_vertex_buffer_object = true;
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m_bHave_GL_ARB_debug_output = true;
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m_bHave_GL_ARB_sync = true;
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// m_bHave_GL_EXT_texture_sRGB_decode = true;
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if( CommandLine()->FindParm( "-gl_enable_pseudobufs" ) )
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g_bUsePseudoBufs = true;
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if( CommandLine()->FindParm( "-gl_enable_static_buffer" ) )
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g_bDisableStaticBuffer = false;
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if( CommandLine()->FindParm( "-gl_enable_buffer_storage" ) )
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m_bHave_GL_EXT_buffer_storage = true;
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#if 0
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glBindFramebuffer.Force(glBindFramebuffer.Pointer());
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glBindRenderbuffer.Force(glBindRenderbuffer.Pointer());
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glCheckFramebufferStatus.Force(glCheckFramebufferStatus.Pointer());
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glDeleteRenderbuffers.Force(glDeleteRenderbuffers.Pointer());
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glFramebufferRenderbuffer.Force(glFramebufferRenderbuffer.Pointer());
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glFramebufferTexture2D.Force(glFramebufferTexture2D.Pointer());
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glFramebufferTexture3D.Force(glFramebufferTexture3D.Pointer());
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glGenFramebuffers.Force(glGenFramebuffers.Pointer());
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glGenRenderbuffers.Force(glGenRenderbuffers.Pointer());
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glDeleteFramebuffers.Force(glDeleteFramebuffers.Pointer());
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glBlitFramebuffer.Force(glBlitFramebuffer.Pointer());
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glRenderbufferStorageMultisample.Force(glRenderbufferStorageMultisample.Pointer());
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#endif
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}
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#if DEBUG_ALL_GLCALLS
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// push all GL calls through the debug wrappers.
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#define GL_EXT(x,glmajor,glminor)
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#define GL_FUNC(ext,req,ret,fn,arg,call) \
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fn##_gldebugptr = this->fn; \
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// this->fn.Force(fn##_gldebug);
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#define GL_FUNC_VOID(ext,req,fn,arg,call) \
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fn##_gldebugptr = this->fn; \
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// this->fn.Force(fn##_gldebug);
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#include "togles/glfuncs.inl"
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#undef GL_FUNC_VOID
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#undef GL_FUNC
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#undef GL_EXT
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#endif
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#ifdef OSX
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m_bHave_GL_NV_bindless_texture = false;
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m_bHave_GL_AMD_pinned_memory = false;
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#else
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if ( ( m_bHave_GL_NV_bindless_texture ) && ( !CommandLine()->CheckParm( "-gl_nv_bindless_texturing" ) ) )
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{
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m_bHave_GL_NV_bindless_texture = false;
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#if 0
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glGetTextureHandleNV.Force( NULL );
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glGetTextureSamplerHandleNV.Force( NULL );
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glMakeTextureHandleResidentNV.Force( NULL );
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glMakeTextureHandleNonResidentNV.Force( NULL );
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glUniformHandleui64NV.Force( NULL );
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glUniformHandleui64vNV.Force( NULL );
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glProgramUniformHandleui64NV.Force( NULL );
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glProgramUniformHandleui64vNV.Force( NULL );
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glIsTextureHandleResidentNV.Force( NULL );
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#endif
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}
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if ( !CommandLine()->CheckParm( "-gl_amd_pinned_memory" ) )
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{
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m_bHave_GL_AMD_pinned_memory = false;
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}
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#endif // !OSX
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// Getting reports of black screens, etc. with ARB_buffer_storage and AMD drivers. This type of thing:
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// http://forums.steampowered.com/forums/showthread.php?t=3266806
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// So disable it for now.
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if ( ( m_nDriverProvider == cGLDriverProviderAMD ) || CommandLine()->CheckParm( "-gl_disable_arb_buffer_storage" ) )
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{
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m_bHave_GL_EXT_buffer_storage = false;
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}
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printf( "GL_NV_bindless_texture: %s\n", m_bHave_GL_NV_bindless_texture ? "ENABLED" : "DISABLED" );
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printf( "GL_AMD_pinned_memory: %s\n", m_bHave_GL_AMD_pinned_memory ? "ENABLED" : "DISABLED" );
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printf( "GL_EXT_buffer_storage: %s\n", m_bHave_GL_EXT_buffer_storage ? "AVAILABLE" : "NOT AVAILABLE" );
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printf( "GL_EXT_texture_sRGB_decode: %s\n", m_bHave_GL_EXT_texture_sRGB_decode ? "AVAILABLE" : "NOT AVAILABLE" );
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#ifdef OSX
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if ( CommandLine()->FindParm( "-glmnosrgbdecode" ) )
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{
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Msg( "Forcing m_bHave_GL_EXT_texture_sRGB_decode off.\n" );
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m_bHave_GL_EXT_texture_sRGB_decode = false;
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}
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#endif
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/*#ifndef OSX
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if ( !m_bHave_GL_EXT_texture_sRGB_decode )
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{
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Error( "Required OpenGL extension \"GL_EXT_texture_sRGB_decode\" is not supported. Please update your OpenGL driver.\n" );
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}
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#endif*/
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}
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COpenGLEntryPoints::~COpenGLEntryPoints()
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{
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for ( uint i = 0; i < cGLTotalDriverProviders; ++i )
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{
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free( m_pGLDriverStrings[i] );
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m_pGLDriverStrings[i] = NULL;
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}
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}
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void COpenGLEntryPoints::ClearEntryPoints()
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{
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#define GL_EXT(x,glmajor,glminor)
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#define GL_FUNC(ext,req,ret,fn,arg,call) fn.Force( NULL );
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#define GL_FUNC_VOID(ext,req,fn,arg,call) fn.Force( NULL );
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#include "togles/glfuncs.inl"
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#undef GL_FUNC_VOID
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#undef GL_FUNC
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#undef GL_EXT
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}
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// Turn off memdbg macros (turned on up top) since this is included like a header
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#include "tier0/memdbgoff.h"
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