//========= Copyright Valve Corporation, All rights reserved. ============// // TOGL CODE LICENSE // // Copyright 2011-2014 Valve Corporation // All Rights Reserved. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // // glmdisplay.h // display related stuff - used by both GLMgr and the CocoaMgr // //=============================================================================== #ifndef GLMDISPLAY_H #define GLMDISPLAY_H #pragma once #ifdef USE_SDL #include "SDL_opengl.h" #endif #ifdef OSX #include #include #include #include #include #endif #ifdef MAC_OS_X_VERSION_10_9 typedef uint32_t CGDirectDisplayID; typedef uint32_t CGOpenGLDisplayMask; typedef double CGRefreshRate; #endif typedef void _PseudoNSGLContext; // aka NSOpenGLContext typedef _PseudoNSGLContext *PseudoNSGLContextPtr; struct GLMDisplayModeInfoFields { uint m_modePixelWidth; uint m_modePixelHeight; uint m_modeRefreshHz; // are we even going to talk about bit depth... not yet }; struct GLMDisplayInfoFields { #ifdef OSX CGDirectDisplayID m_cgDisplayID; CGOpenGLDisplayMask m_glDisplayMask; // result of CGDisplayIDToOpenGLDisplayMask on the cg_displayID. #endif uint m_displayPixelWidth; uint m_displayPixelHeight; }; struct GLMRendererInfoFields { /*properties of interest and their desired values. kCGLRPFullScreen = 54, true kCGLRPAccelerated = 73, true kCGLRPWindow = 80, true kCGLRPRendererID = 70, informational kCGLRPDisplayMask = 84, informational kCGLRPBufferModes = 100, informational kCGLRPColorModes = 103, informational kCGLRPAccumModes = 104, informational kCGLRPDepthModes = 105, informational kCGLRPStencilModes = 106, informational kCGLRPMaxAuxBuffers = 107, informational kCGLRPMaxSampleBuffers = 108, informational kCGLRPMaxSamples = 109, informational kCGLRPSampleModes = 110, informational kCGLRPSampleAlpha = 111, informational kCGLRPVideoMemory = 120, informational kCGLRPTextureMemory = 121, informational kCGLRPRendererCount = 128 number of renderers in the CGLRendererInfoObj under examination kCGLRPOffScreen = 53, D/C kCGLRPRobust = 75, FALSE or D/C - aka we're asking for no-fallback kCGLRPBackingStore = 76, D/C kCGLRPMPSafe = 78, D/C kCGLRPMultiScreen = 81, D/C kCGLRPCompliant = 83, D/C */ //--------------------------- info we have from CGL renderer queries, IOKit, Gestalt //--------------------------- these are set up in the displayDB by CocoaMgr GLint m_fullscreen; GLint m_accelerated; GLint m_windowed; GLint m_rendererID; GLint m_displayMask; GLint m_bufferModes; GLint m_colorModes; GLint m_accumModes; GLint m_depthModes; GLint m_stencilModes; GLint m_maxAuxBuffers; GLint m_maxSampleBuffers; GLint m_maxSamples; GLint m_sampleModes; GLint m_sampleAlpha; GLint m_vidMemory; GLint m_texMemory; uint m_pciVendorID; uint m_pciDeviceID; char m_pciModelString[64]; char m_driverInfoString[64]; //--------------------------- OS version related - set up by CocoaMgr // OS version found uint m_osComboVersion; // 0x00XXYYZZ : XX major, YY minor, ZZ minor minor : 10.6.3 --> 0x000A0603. 10.5.8 --> 0x000A0508. //--------------------------- shorthands - also set up by CocoaMgr - driven by vendorid / deviceid bool m_ati; bool m_atiR5xx; bool m_atiR6xx; bool m_atiR7xx; bool m_atiR8xx; bool m_atiNewer; bool m_intel; bool m_intel95x; bool m_intel3100; bool m_intelHD4000; bool m_nv; bool m_nvG7x; bool m_nvG8x; bool m_nvNewer; //--------------------------- context query results - left blank in the display DB - but valid in a GLMContext (call ctx->Caps() to get a const ref) // booleans bool m_hasGammaWrites; // aka glGetBooleanv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT) / glEnable(GL_FRAMEBUFFER_SRGB_EXT) bool m_hasMixedAttachmentSizes; // aka ARB_fbo in 10.6.3 - test for min OS vers, then exported ext string bool m_hasBGRA; // aka GL_BGRA vertex attribs in 10.6.3 - - test for min OS vers, then exported ext string bool m_hasNewFullscreenMode; // aka 10.6.x "big window" fullscreen mode bool m_hasNativeClipVertexMode; // aka GLSL gl_ClipVertex does not fall back to SW- OS version and folklore-based bool m_hasOcclusionQuery; // occlusion query: do you speak it ?! bool m_hasFramebufferBlit; // framebuffer blit: know what I'm sayin?! bool m_hasPerfPackage1; // means new MTGL, fast OQ, fast uniform upload, NV can resolve flipped (late summer 2010 post 10.6.4 update) // counts int m_maxAniso; // aniso limit - context query // other exts bool m_hasBindableUniforms; int m_maxVertexBindableUniforms; int m_maxFragmentBindableUniforms; int m_maxBindableUniformSize; bool m_hasUniformBuffers; // runtime options that aren't negotiable once set bool m_hasDualShaders; // must supply CLI arg "-glmdualshaders" or we go GLSL only //--------------------------- " can'ts " - specific problems that need to be worked around bool m_cantBlitReliably; // Intel chipsets have problems blitting sRGB sometimes bool m_cantAttachSRGB; // NV G8x on 10.5.8 can't have srgb tex on FBO color - separate issue from hasGammaWrites bool m_cantResolveFlipped; // happens on NV in 10.6.4 and prior - console variable "gl_can_resolve_flipped" can overrule bool m_cantResolveScaled; // happens everywhere per GL spec but may be relaxed some day - console variable "gl_can_resolve_scaled" can overrule bool m_costlyGammaFlips; // this means that sRGB sampling state affects shader code gen, resulting in state-dependent code regen //--------------------------- " bads " - known bad drivers bool m_badDriver1064NV; // this is the bad NVIDIA driver on 10.6.4 - stutter, tex corruption, black screen issues bool m_badDriver108Intel; // this is the bad Intel HD4000 driver on 10.8 - intermittent crash on GLSL compilation. }; #endif