Files
pcsx2/plugins/GSdx/GLLoader.cpp
T
bositman 8d61ab2af2 OpenGL printf wording corrections, removed Shadow Hearts CRC (not used anymore in GSstate)
Some minor grammar fixes to OpenGL prints and removed Shadow Hearts CRC
which has been left behind
2015-06-06 22:28:59 +03:00

518 lines
25 KiB
C++

/* * Copyright (C) 2011-2014 Gregory hainaut
* Copyright (C) 2007-2009 Gabest
*
* 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 2, 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.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GLLoader.h"
#include "GSdx.h"
PFNGLACTIVETEXTUREPROC gl_ActiveTexture = NULL;
PFNGLBLENDCOLORPROC gl_BlendColor = NULL;
PFNGLATTACHSHADERPROC gl_AttachShader = NULL;
PFNGLBINDBUFFERPROC gl_BindBuffer = NULL;
PFNGLBINDBUFFERBASEPROC gl_BindBufferBase = NULL;
PFNGLBINDFRAMEBUFFERPROC gl_BindFramebuffer = NULL;
PFNGLBINDSAMPLERPROC gl_BindSampler = NULL;
PFNGLBINDVERTEXARRAYPROC gl_BindVertexArray = NULL;
PFNGLBLENDEQUATIONSEPARATEIARBPROC gl_BlendEquationSeparateiARB = NULL;
PFNGLBLENDFUNCSEPARATEIARBPROC gl_BlendFuncSeparateiARB = NULL;
PFNGLBLITFRAMEBUFFERPROC gl_BlitFramebuffer = NULL;
PFNGLBUFFERDATAPROC gl_BufferData = NULL;
PFNGLCHECKFRAMEBUFFERSTATUSPROC gl_CheckFramebufferStatus = NULL;
PFNGLCLEARBUFFERFVPROC gl_ClearBufferfv = NULL;
PFNGLCLEARBUFFERIVPROC gl_ClearBufferiv = NULL;
PFNGLCLEARBUFFERUIVPROC gl_ClearBufferuiv = NULL;
PFNGLCOLORMASKIPROC gl_ColorMaski = NULL;
PFNGLCOMPILESHADERPROC gl_CompileShader = NULL;
PFNGLCREATEPROGRAMPROC gl_CreateProgram = NULL;
PFNGLCREATESHADERPROC gl_CreateShader = NULL;
PFNGLCREATESHADERPROGRAMVPROC gl_CreateShaderProgramv = NULL;
PFNGLDELETEBUFFERSPROC gl_DeleteBuffers = NULL;
PFNGLDELETEFRAMEBUFFERSPROC gl_DeleteFramebuffers = NULL;
PFNGLDELETEPROGRAMPROC gl_DeleteProgram = NULL;
PFNGLDELETESAMPLERSPROC gl_DeleteSamplers = NULL;
PFNGLDELETESHADERPROC gl_DeleteShader = NULL;
PFNGLDELETEVERTEXARRAYSPROC gl_DeleteVertexArrays = NULL;
PFNGLDETACHSHADERPROC gl_DetachShader = NULL;
PFNGLDRAWBUFFERSPROC gl_DrawBuffers = NULL;
PFNGLDRAWELEMENTSBASEVERTEXPROC gl_DrawElementsBaseVertex = NULL;
PFNGLENABLEVERTEXATTRIBARRAYPROC gl_EnableVertexAttribArray = NULL;
PFNGLFRAMEBUFFERRENDERBUFFERPROC gl_FramebufferRenderbuffer = NULL;
PFNGLFRAMEBUFFERTEXTURE2DPROC gl_FramebufferTexture2D = NULL;
PFNGLGENBUFFERSPROC gl_GenBuffers = NULL;
PFNGLGENFRAMEBUFFERSPROC gl_GenFramebuffers = NULL;
PFNGLGENSAMPLERSPROC gl_GenSamplers = NULL;
PFNGLGENVERTEXARRAYSPROC gl_GenVertexArrays = NULL;
PFNGLGETBUFFERPARAMETERIVPROC gl_GetBufferParameteriv = NULL;
PFNGLGETDEBUGMESSAGELOGARBPROC gl_GetDebugMessageLogARB = NULL;
PFNGLDEBUGMESSAGECALLBACKPROC gl_DebugMessageCallback = NULL;
PFNGLGETPROGRAMINFOLOGPROC gl_GetProgramInfoLog = NULL;
PFNGLGETPROGRAMIVPROC gl_GetProgramiv = NULL;
PFNGLGETSHADERIVPROC gl_GetShaderiv = NULL;
PFNGLGETSTRINGIPROC gl_GetStringi = NULL;
PFNGLISFRAMEBUFFERPROC gl_IsFramebuffer = NULL;
PFNGLLINKPROGRAMPROC gl_LinkProgram = NULL;
PFNGLMAPBUFFERPROC gl_MapBuffer = NULL;
PFNGLMAPBUFFERRANGEPROC gl_MapBufferRange = NULL;
PFNGLPROGRAMPARAMETERIPROC gl_ProgramParameteri = NULL;
PFNGLSAMPLERPARAMETERFPROC gl_SamplerParameterf = NULL;
PFNGLSAMPLERPARAMETERIPROC gl_SamplerParameteri = NULL;
PFNGLSHADERSOURCEPROC gl_ShaderSource = NULL;
PFNGLUNIFORM1IPROC gl_Uniform1i = NULL;
PFNGLUNMAPBUFFERPROC gl_UnmapBuffer = NULL;
PFNGLUSEPROGRAMSTAGESPROC gl_UseProgramStages = NULL;
PFNGLVERTEXATTRIBIPOINTERPROC gl_VertexAttribIPointer = NULL;
PFNGLVERTEXATTRIBPOINTERPROC gl_VertexAttribPointer = NULL;
PFNGLBUFFERSUBDATAPROC gl_BufferSubData = NULL;
PFNGLFENCESYNCPROC gl_FenceSync = NULL;
PFNGLDELETESYNCPROC gl_DeleteSync = NULL;
PFNGLCLIENTWAITSYNCPROC gl_ClientWaitSync = NULL;
PFNGLFLUSHMAPPEDBUFFERRANGEPROC gl_FlushMappedBufferRange = NULL;
// GL4.0
PFNGLUNIFORMSUBROUTINESUIVPROC gl_UniformSubroutinesuiv = NULL;
// GL4.1
PFNGLBINDPROGRAMPIPELINEPROC gl_BindProgramPipeline = NULL;
PFNGLGENPROGRAMPIPELINESPROC gl_GenProgramPipelines = NULL;
PFNGLDELETEPROGRAMPIPELINESPROC gl_DeleteProgramPipelines = NULL;
PFNGLGETPROGRAMPIPELINEIVPROC gl_GetProgramPipelineiv = NULL;
PFNGLVALIDATEPROGRAMPIPELINEPROC gl_ValidateProgramPipeline = NULL;
PFNGLGETPROGRAMPIPELINEINFOLOGPROC gl_GetProgramPipelineInfoLog = NULL;
// NO GL4.1
PFNGLUSEPROGRAMPROC gl_UseProgram = NULL;
PFNGLGETSHADERINFOLOGPROC gl_GetShaderInfoLog = NULL;
PFNGLPROGRAMUNIFORM1IPROC gl_ProgramUniform1i = NULL;
// GL4.3
PFNGLCOPYIMAGESUBDATAPROC gl_CopyImageSubData = NULL;
PFNGLINVALIDATETEXIMAGEPROC gl_InvalidateTexImage = NULL;
PFNGLPUSHDEBUGGROUPPROC gl_PushDebugGroup = NULL;
PFNGLPOPDEBUGGROUPPROC gl_PopDebugGroup = NULL;
PFNGLDEBUGMESSAGEINSERTPROC gl_DebugMessageInsert = NULL;
// GL4.2
PFNGLBINDIMAGETEXTUREPROC gl_BindImageTexture = NULL;
PFNGLMEMORYBARRIERPROC gl_MemoryBarrier = NULL;
PFNGLTEXSTORAGE2DPROC gl_TexStorage2D = NULL;
// GL4.4
PFNGLCLEARTEXIMAGEPROC gl_ClearTexImage = NULL;
PFNGLBUFFERSTORAGEPROC gl_BufferStorage = NULL;
// GL_ARB_bindless_texture (GL5?)
PFNGLGETTEXTURESAMPLERHANDLEARBPROC gl_GetTextureSamplerHandleARB = NULL;
PFNGLMAKETEXTUREHANDLERESIDENTARBPROC gl_MakeTextureHandleResidentARB = NULL;
PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC gl_MakeTextureHandleNonResidentARB = NULL;
PFNGLUNIFORMHANDLEUI64VARBPROC gl_UniformHandleui64vARB = NULL;
PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC gl_ProgramUniformHandleui64vARB = NULL;
// GL4.5
PFNGLCREATETEXTURESPROC gl_CreateTextures = NULL;
PFNGLTEXTURESTORAGE2DPROC gl_TextureStorage2D = NULL;
PFNGLTEXTURESUBIMAGE2DPROC gl_TextureSubImage2D = NULL;
PFNGLCOPYTEXTURESUBIMAGE2DPROC gl_CopyTextureSubImage2D = NULL;
PFNGLBINDTEXTUREUNITPROC gl_BindTextureUnit = NULL;
PFNGLGETTEXTUREIMAGEPROC gl_GetTextureImage = NULL;
PFNGLCREATEFRAMEBUFFERSPROC gl_CreateFramebuffers = NULL;
PFNGLCLEARNAMEDFRAMEBUFFERFVPROC gl_ClearNamedFramebufferfv = NULL;
PFNGLCLEARNAMEDFRAMEBUFFERIVPROC gl_ClearNamedFramebufferiv = NULL;
PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC gl_ClearNamedFramebufferuiv = NULL;
PFNGLNAMEDFRAMEBUFFERTEXTUREPROC gl_NamedFramebufferTexture = NULL;
PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC gl_NamedFramebufferDrawBuffers = NULL;
PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC gl_NamedFramebufferReadBuffer = NULL;
PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC gl_CheckNamedFramebufferStatus = NULL;
PFNGLCREATEBUFFERSPROC gl_CreateBuffers = NULL;
PFNGLNAMEDBUFFERSTORAGEPROC gl_NamedBufferStorage = NULL;
PFNGLNAMEDBUFFERDATAPROC gl_NamedBufferData = NULL;
PFNGLNAMEDBUFFERSUBDATAPROC gl_NamedBufferSubData = NULL;
PFNGLMAPNAMEDBUFFERPROC gl_MapNamedBuffer = NULL;
PFNGLMAPNAMEDBUFFERRANGEPROC gl_MapNamedBufferRange = NULL;
PFNGLUNMAPNAMEDBUFFERPROC gl_UnmapNamedBuffer = NULL;
PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC gl_FlushMappedNamedBufferRange = NULL;
PFNGLCREATESAMPLERSPROC gl_CreateSamplers = NULL;
PFNGLCREATEPROGRAMPIPELINESPROC gl_CreateProgramPipelines = NULL;
PFNGLCLIPCONTROLPROC gl_ClipControl = NULL;
PFNGLTEXTUREBARRIERPROC gl_TextureBarrier = NULL;
namespace Emulate_DSA {
// Texture entry point
void APIENTRY BindTextureUnit(GLuint unit, GLuint texture) {
gl_ActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_2D, texture);
}
void APIENTRY CreateTexture(GLenum target, GLsizei n, GLuint *textures) {
glGenTextures(1, textures);
}
void APIENTRY TextureStorage(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) {
BindTextureUnit(7, texture);
gl_TexStorage2D(GL_TEXTURE_2D, levels, internalformat, width, height);
}
void APIENTRY TextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) {
BindTextureUnit(7, texture);
glTexSubImage2D(GL_TEXTURE_2D, level, xoffset, yoffset, width, height, format, type, pixels);
}
void APIENTRY CopyTextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {
BindTextureUnit(7, texture);
glCopyTexSubImage2D(GL_TEXTURE_2D, level, xoffset, yoffset, x, y, width, height);
}
void APIENTRY GetTexureImage(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels) {
BindTextureUnit(7, texture);
glGetTexImage(GL_TEXTURE_2D, level, format, type, pixels);
}
// Framebuffer entry point
GLenum fb_target = 0;
void SetFramebufferTarget(GLenum target) {
fb_target = target;
}
void APIENTRY CreateFramebuffers(GLsizei n, GLuint *framebuffers) {
gl_GenFramebuffers(n, framebuffers);
}
void APIENTRY ClearNamedFramebufferfv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value) {
gl_BindFramebuffer(fb_target, framebuffer);
gl_ClearBufferfv(buffer, drawbuffer, value);
}
void APIENTRY ClearNamedFramebufferiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value) {
gl_BindFramebuffer(fb_target, framebuffer);
gl_ClearBufferiv(buffer, drawbuffer, value);
}
void APIENTRY ClearNamedFramebufferuiv(GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value) {
gl_BindFramebuffer(fb_target, framebuffer);
gl_ClearBufferuiv(buffer, drawbuffer, value);
}
void APIENTRY NamedFramebufferTexture(GLuint framebuffer, GLenum attachment, GLuint texture, GLint level) {
gl_BindFramebuffer(fb_target, framebuffer);
gl_FramebufferTexture2D(fb_target, attachment, GL_TEXTURE_2D, texture, level);
}
void APIENTRY NamedFramebufferDrawBuffers(GLuint framebuffer, GLsizei n, const GLenum *bufs) {
gl_BindFramebuffer(fb_target, framebuffer);
gl_DrawBuffers(n, bufs);
}
void APIENTRY NamedFramebufferReadBuffer(GLuint framebuffer, GLenum src) {
gl_BindFramebuffer(fb_target, framebuffer);
glReadBuffer(src);
gl_BindFramebuffer(fb_target, 0);
}
GLenum APIENTRY CheckNamedFramebufferStatus(GLuint framebuffer, GLenum target) {
gl_BindFramebuffer(fb_target, framebuffer);
return gl_CheckFramebufferStatus(fb_target);
}
// Buffer entry point
GLenum buffer_target = 0;
void SetBufferTarget(GLenum target) {
buffer_target = target;
}
void APIENTRY CreateBuffers(GLsizei n, GLuint *buffers) {
gl_GenBuffers(1, buffers);
}
void APIENTRY NamedBufferStorage(GLuint buffer, GLsizei size, const void *data, GLbitfield flags) {
gl_BindBuffer(buffer_target, buffer);
gl_BufferStorage(buffer_target, size, data, flags);
}
void APIENTRY NamedBufferData(GLuint buffer, GLsizei size, const void *data, GLenum usage) {
gl_BindBuffer(buffer_target, buffer);
gl_BufferData(buffer_target, size, data, usage);
}
void APIENTRY NamedBufferSubData(GLuint buffer, GLintptr offset, GLsizei size, const void *data) {
gl_BindBuffer(buffer_target, buffer);
gl_BufferSubData(buffer_target, offset, size, data);
}
void *APIENTRY MapNamedBuffer(GLuint buffer, GLenum access) {
gl_BindBuffer(buffer_target, buffer);
return gl_MapBuffer(buffer_target, access);
}
void *APIENTRY MapNamedBufferRange(GLuint buffer, GLintptr offset, GLsizei length, GLbitfield access) {
gl_BindBuffer(buffer_target, buffer);
return gl_MapBufferRange(buffer_target, offset, length, access);
}
GLboolean APIENTRY UnmapNamedBuffer(GLuint buffer) {
gl_BindBuffer(buffer_target, buffer);
return gl_UnmapBuffer(buffer_target);
}
void APIENTRY FlushMappedNamedBufferRange(GLuint buffer, GLintptr offset, GLsizei length) {
gl_BindBuffer(buffer_target, buffer);
gl_FlushMappedBufferRange(buffer_target, offset, length);
}
// Misc entry point
// (only purpose is to have a consistent API otherwise it is useless)
void APIENTRY CreateProgramPipelines(GLsizei n, GLuint *pipelines) {
gl_GenProgramPipelines(n, pipelines);
}
void APIENTRY CreateSamplers(GLsizei n, GLuint *samplers) {
gl_GenSamplers(n, samplers);
}
// Replace function pointer to emulate DSA behavior
void Init() {
fprintf(stderr, "DSA is not supported. Replacing the GL function pointer to emulate it\n");
gl_BindTextureUnit = BindTextureUnit;
gl_CreateTextures = CreateTexture;
gl_TextureStorage2D = TextureStorage;
gl_TextureSubImage2D = TextureSubImage;
gl_CopyTextureSubImage2D = CopyTextureSubImage;
gl_GetTextureImage = GetTexureImage;
gl_CreateFramebuffers = CreateFramebuffers;
gl_ClearNamedFramebufferfv = ClearNamedFramebufferfv;
gl_ClearNamedFramebufferiv = ClearNamedFramebufferiv;
gl_ClearNamedFramebufferuiv = ClearNamedFramebufferuiv;
gl_NamedFramebufferDrawBuffers = NamedFramebufferDrawBuffers;
gl_NamedFramebufferReadBuffer = NamedFramebufferReadBuffer;
gl_CheckNamedFramebufferStatus = CheckNamedFramebufferStatus;
gl_CreateBuffers = CreateBuffers;
gl_NamedBufferStorage = NamedBufferStorage;
gl_NamedBufferData = NamedBufferData;
gl_NamedBufferSubData = NamedBufferSubData;
gl_MapNamedBuffer = MapNamedBuffer;
gl_MapNamedBufferRange = MapNamedBufferRange;
gl_UnmapNamedBuffer = UnmapNamedBuffer;
gl_FlushMappedNamedBufferRange = FlushMappedNamedBufferRange;
gl_CreateProgramPipelines = CreateProgramPipelines;
gl_CreateSamplers = CreateSamplers;
}
}
namespace GLLoader {
bool fglrx_buggy_driver = false;
bool mesa_amd_buggy_driver = false;
bool nvidia_buggy_driver = false;
bool intel_buggy_driver = false;
bool in_replayer = false;
// Optional
bool found_GL_ARB_separate_shader_objects = false; // Issue with Mesa and Catalyst...
bool found_geometry_shader = true; // we require GL3.3 so geometry must be supported by default
bool found_GL_EXT_texture_filter_anisotropic = false;
bool found_GL_ARB_clear_texture = false; // Don't know if GL3 GPU can support it
// Note: except Apple, all drivers support explicit uniform location
bool found_GL_ARB_explicit_uniform_location = false; // need by subroutine and bindless texture
// GL4 hardware
bool found_GL_ARB_buffer_storage = false;
bool found_GL_ARB_copy_image = false; // Not sure actually maybe GL3 GPU can do it
bool found_GL_ARB_gpu_shader5 = false;
bool found_GL_ARB_shader_image_load_store = false; // GLES3.1
bool found_GL_ARB_shader_subroutine = false;
bool found_GL_ARB_bindless_texture = false; // GL5 GPU?
bool found_GL_ARB_texture_barrier = false; // Well maybe supported by older hardware I don't know
// GL4.5 for the future (dx10/dx11 compatibility)
bool found_GL_ARB_clip_control = false;
bool found_GL_ARB_direct_state_access = false;
// Mandatory
bool found_GL_ARB_texture_storage = false;
bool found_GL_ARB_shading_language_420pack = false;
bool found_GL_ARB_draw_buffers_blend = false; // could be easily be optional, but I'm lazy
static bool status_and_override(bool& found, const std::string& name, bool mandatory = false)
{
if (mandatory) {
if (!found) {
fprintf(stderr, "ERROR: %s is NOT SUPPORTED\n", name.c_str());
}
return found;
}
if (!found) {
fprintf(stderr, "INFO: %s is NOT SUPPORTED\n", name.c_str());
} else {
fprintf(stderr, "INFO: %s is available\n", name.c_str());
}
std::string opt("override_");
opt += name;
if (theApp.GetConfig(opt.c_str(), -1) != -1) {
found = !!theApp.GetConfig(opt.c_str(), -1);
fprintf(stderr, "Override %s detection (%s)\n", name.c_str(), found ? "Enabled" : "Disabled");
}
return true;
}
bool check_gl_version(uint32 major, uint32 minor) {
const GLubyte* s = glGetString(GL_VERSION);
if (s == NULL) {
fprintf(stderr, "Error: GLLoader failed to get GL version\n");
return false;
}
const char* vendor = (const char*)glGetString(GL_VENDOR);
fprintf(stderr, "Supported Opengl version: %s on GPU: %s. Vendor: %s\n", s, glGetString(GL_RENDERER), vendor);
fprintf(stderr, "Note: the maximum supported supported by GSdx is 3.3 (even if you driver supports more)!\n");
// Name change but driver is still bad!
if (strstr(vendor, "ATI") || strstr(vendor, "Advanced Micro Devices"))
fglrx_buggy_driver = true;
if (strstr(vendor, "NVIDIA Corporation"))
nvidia_buggy_driver = true;
if (strstr(vendor, "Intel"))
intel_buggy_driver = true;
if (strstr(vendor, "X.Org") || strstr(vendor, "nouveau")) // Note: it might actually catch nouveau too, but bug are likely to be the same anyway
mesa_amd_buggy_driver = true;
if (strstr(vendor, "VMware")) // Assume worst case because I don't know the real status
mesa_amd_buggy_driver = intel_buggy_driver = true;
GLuint dot = 0;
while (s[dot] != '\0' && s[dot] != '.') dot++;
if (dot == 0) return false;
GLuint major_gl = s[dot-1]-'0';
GLuint minor_gl = s[dot+1]-'0';
if (theApp.GetConfig("override_geometry_shader", -1) != -1) {
found_geometry_shader = !!theApp.GetConfig("override_geometry_shader", -1);
fprintf(stderr, "Overriding geometry shaders detection\n");
}
if ( (major_gl < major) || ( major_gl == major && minor_gl < minor ) ) {
fprintf(stderr, "OpenGL %d.%d is not supported\n", major, minor);
return false;
}
return true;
}
bool check_gl_supported_extension() {
int max_ext = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &max_ext);
if (gl_GetStringi && max_ext) {
for (GLint i = 0; i < max_ext; i++) {
string ext((const char*)gl_GetStringi(GL_EXTENSIONS, i));
// Bonus
if (ext.compare("GL_EXT_texture_filter_anisotropic") == 0) found_GL_EXT_texture_filter_anisotropic = true;
// GL4.0
if (ext.compare("GL_ARB_gpu_shader5") == 0) found_GL_ARB_gpu_shader5 = true;
if (ext.compare("GL_ARB_draw_buffers_blend") == 0) found_GL_ARB_draw_buffers_blend = true;
// GL4.1
if (ext.compare("GL_ARB_separate_shader_objects") == 0) {
if (!fglrx_buggy_driver && !mesa_amd_buggy_driver && !intel_buggy_driver) found_GL_ARB_separate_shader_objects = true;
else fprintf(stderr, "Buggy driver detected, GL_ARB_separate_shader_objects will be disabled\n");
}
#if 0
// Erratum: on nvidia implementation, gain is very nice : 42.5 fps => 46.5 fps
//
// Strangely it doesn't provide the speed boost as expected.
// Note: only atst/colclip was replaced with subroutine for the moment. It replace 2000 program switch on
// colin mcrae 3 by 2100 uniform, but code is slower!
//
// Current hypothesis: the validation of useprogram is done in the "driver thread" whereas the extra function calls
// are done on the overloaded main threads.
// Apitrace profiling shows faster GPU draw times
if (ext.compare("GL_ARB_shader_subroutine") == 0) found_GL_ARB_shader_subroutine = true;
#endif
// GL4.2
if (ext.compare("GL_ARB_shading_language_420pack") == 0) found_GL_ARB_shading_language_420pack = true;
if (ext.compare("GL_ARB_texture_storage") == 0) found_GL_ARB_texture_storage = true;
// (I'm not sure AMD supports correctly GL_ARB_shader_image_load_store
if (ext.compare("GL_ARB_shader_image_load_store") == 0) found_GL_ARB_shader_image_load_store = true;
// GL4.3
if (ext.compare("GL_ARB_copy_image") == 0) found_GL_ARB_copy_image = true;
if (ext.compare("GL_ARB_explicit_uniform_location") == 0) found_GL_ARB_explicit_uniform_location = true;
// GL4.4
if (ext.compare("GL_ARB_buffer_storage") == 0) found_GL_ARB_buffer_storage = true;
if (ext.compare("GL_ARB_clear_texture") == 0) found_GL_ARB_clear_texture = true;
// FIXME: I have a crash when I hit pause (debug build)
//if (ext.compare("GL_ARB_bindless_texture") == 0) found_GL_ARB_bindless_texture = true;
// GL4.5
if (ext.compare("GL_ARB_direct_state_access") == 0) found_GL_ARB_direct_state_access = true;
if (ext.compare("GL_ARB_clip_control") == 0) found_GL_ARB_clip_control = true;
if (ext.compare("GL_ARB_texture_barrier") == 0) found_GL_ARB_texture_barrier = true;
//fprintf(stderr, "DEBUG ext: %s\n", ext.c_str());
}
}
bool status = true;
fprintf(stderr, "\n");
// Bonus
status &= status_and_override(found_GL_EXT_texture_filter_anisotropic, "GL_EXT_texture_filter_anisotropic");
// GL4.0
status &= status_and_override(found_GL_ARB_gpu_shader5, "GL_ARB_gpu_shader5");
status &= status_and_override(found_GL_ARB_draw_buffers_blend, "GL_ARB_draw_buffers_blend", true);
// GL4.1
status &= status_and_override(found_GL_ARB_separate_shader_objects, "GL_ARB_separate_shader_objects");
status &= status_and_override(found_GL_ARB_shader_subroutine, "GL_ARB_shader_subroutine");
// GL4.2
status &= status_and_override(found_GL_ARB_shader_image_load_store, "GL_ARB_shader_image_load_store");
status &= status_and_override(found_GL_ARB_shading_language_420pack, "GL_ARB_shading_language_420pack", true);
status &= status_and_override(found_GL_ARB_texture_storage, "GL_ARB_texture_storage", true);
// GL4.3
status &= status_and_override(found_GL_ARB_explicit_uniform_location, "GL_ARB_explicit_uniform_location");
status &= status_and_override(found_GL_ARB_copy_image, "GL_ARB_copy_image");
// GL4.4
status &= status_and_override(found_GL_ARB_buffer_storage,"GL_ARB_buffer_storage");
status &= status_and_override(found_GL_ARB_bindless_texture,"GL_ARB_bindless_texture");
status &= status_and_override(found_GL_ARB_clear_texture,"GL_ARB_clear_texture");
// GL4.5
status &= status_and_override(found_GL_ARB_clip_control, "GL_ARB_clip_control");
status &= status_and_override(found_GL_ARB_direct_state_access, "GL_ARB_direct_state_access");
status &= status_and_override(found_GL_ARB_texture_barrier, "GL_ARB_texture_barrier");
if (!found_GL_ARB_direct_state_access) {
Emulate_DSA::Init();
}
if (gl_BindTextureUnit == NULL) {
fprintf(stderr, "FATAL ERROR !!!! Failed to setup DSA function pointer!!!\n");
status = false;
}
if (!found_GL_ARB_texture_barrier) {
if (theApp.GetConfig("accurate_blend", 1)) {
fprintf(stderr, "Error GL_ARB_texture_barrier is not supported by your driver so you can't enable accurate_blend! Sorry.\n");
theApp.SetConfig("accurate_blend", 0);
}
}
fprintf(stderr, "\n");
return status;
}
}