Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= 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 <OpenGL/OpenGL.h>
#include <OpenGL/gl.h>
#include <OpenGL/CGLTypes.h>
#include <OpenGL/CGLRenderers.h>
#include <OpenGL/CGLCurrent.h>
#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