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