godot/drivers/gles3/storage/config.cpp
2024-05-08 12:48:01 +02:00

181 lines
8 KiB
C++

/**************************************************************************/
/* config.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#ifdef GLES3_ENABLED
#include "config.h"
#include "../rasterizer_gles3.h"
#include "texture_storage.h"
using namespace GLES3;
#define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
Config *Config::singleton = nullptr;
Config::Config() {
singleton = this;
{
int64_t max_extensions = 0;
glGetInteger64v(GL_NUM_EXTENSIONS, &max_extensions);
for (int64_t i = 0; i < max_extensions; i++) {
const GLubyte *s = glGetStringi(GL_EXTENSIONS, i);
if (!s) {
break;
}
extensions.insert((const char *)s);
}
}
bptc_supported = extensions.has("GL_ARB_texture_compression_bptc") || extensions.has("EXT_texture_compression_bptc");
astc_supported = extensions.has("GL_KHR_texture_compression_astc") || extensions.has("GL_OES_texture_compression_astc") || extensions.has("GL_KHR_texture_compression_astc_ldr") || extensions.has("GL_KHR_texture_compression_astc_hdr");
astc_hdr_supported = extensions.has("GL_KHR_texture_compression_astc_ldr");
astc_layered_supported = extensions.has("GL_KHR_texture_compression_astc_sliced_3d");
if (RasterizerGLES3::is_gles_over_gl()) {
float_texture_supported = true;
etc2_supported = false;
s3tc_supported = true;
rgtc_supported = true; //RGTC - core since OpenGL version 3.0
} else {
float_texture_supported = extensions.has("GL_EXT_color_buffer_float");
etc2_supported = true;
#if defined(ANDROID_ENABLED) || defined(IOS_ENABLED)
// Some Android devices report support for S3TC but we don't expect that and don't export the textures.
// This could be fixed but so few devices support it that it doesn't seem useful (and makes bigger APKs).
// For good measure we do the same hack for iOS, just in case.
s3tc_supported = false;
#else
s3tc_supported = extensions.has("GL_EXT_texture_compression_dxt1") || extensions.has("GL_EXT_texture_compression_s3tc") || extensions.has("WEBGL_compressed_texture_s3tc");
#endif
rgtc_supported = extensions.has("GL_EXT_texture_compression_rgtc") || extensions.has("GL_ARB_texture_compression_rgtc") || extensions.has("EXT_texture_compression_rgtc");
}
glGetInteger64v(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &max_vertex_texture_image_units);
glGetInteger64v(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_image_units);
glGetInteger64v(GL_MAX_TEXTURE_SIZE, &max_texture_size);
glGetInteger64v(GL_MAX_UNIFORM_BLOCK_SIZE, &max_uniform_buffer_size);
glGetInteger64v(GL_MAX_VIEWPORT_DIMS, max_viewport_size);
support_anisotropic_filter = extensions.has("GL_EXT_texture_filter_anisotropic");
if (support_anisotropic_filter) {
glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &anisotropic_level);
anisotropic_level = MIN(float(1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"))), anisotropic_level);
}
glGetIntegerv(GL_MAX_SAMPLES, &msaa_max_samples);
#ifdef WEB_ENABLED
msaa_supported = (msaa_max_samples > 0);
#else
msaa_supported = extensions.has("GL_EXT_framebuffer_multisample");
#endif
#ifndef IOS_ENABLED
#ifdef WEB_ENABLED
msaa_multiview_supported = extensions.has("OCULUS_multiview");
rt_msaa_multiview_supported = msaa_multiview_supported;
#else
msaa_multiview_supported = extensions.has("GL_EXT_multiview_texture_multisample");
#endif
multiview_supported = extensions.has("OCULUS_multiview") || extensions.has("GL_OVR_multiview2") || extensions.has("GL_OVR_multiview");
#endif
#ifdef ANDROID_ENABLED
// These are GLES only
rt_msaa_supported = extensions.has("GL_EXT_multisampled_render_to_texture");
rt_msaa_multiview_supported = extensions.has("GL_OVR_multiview_multisampled_render_to_texture");
if (multiview_supported) {
eglFramebufferTextureMultiviewOVR = (PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC)eglGetProcAddress("glFramebufferTextureMultiviewOVR");
if (eglFramebufferTextureMultiviewOVR == nullptr) {
multiview_supported = false;
}
}
if (msaa_multiview_supported) {
eglTexStorage3DMultisample = (PFNGLTEXSTORAGE3DMULTISAMPLEPROC)eglGetProcAddress("glTexStorage3DMultisample");
if (eglTexStorage3DMultisample == nullptr) {
msaa_multiview_supported = false;
}
}
if (rt_msaa_supported) {
eglFramebufferTexture2DMultisampleEXT = (PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC)eglGetProcAddress("glFramebufferTexture2DMultisampleEXT");
if (eglFramebufferTexture2DMultisampleEXT == nullptr) {
rt_msaa_supported = false;
}
}
if (rt_msaa_multiview_supported) {
eglFramebufferTextureMultisampleMultiviewOVR = (PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC)eglGetProcAddress("glFramebufferTextureMultisampleMultiviewOVR");
if (eglFramebufferTextureMultisampleMultiviewOVR == nullptr) {
rt_msaa_multiview_supported = false;
}
}
#endif
force_vertex_shading = false; //GLOBAL_GET("rendering/quality/shading/force_vertex_shading");
use_nearest_mip_filter = GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter");
use_depth_prepass = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable"));
if (use_depth_prepass) {
String vendors = GLOBAL_GET("rendering/driver/depth_prepass/disable_for_vendors");
Vector<String> vendor_match = vendors.split(",");
const String &renderer = String::utf8((const char *)glGetString(GL_RENDERER));
for (int i = 0; i < vendor_match.size(); i++) {
String v = vendor_match[i].strip_edges();
if (v == String()) {
continue;
}
if (renderer.containsn(v)) {
use_depth_prepass = false;
}
}
}
max_renderable_elements = GLOBAL_GET("rendering/limits/opengl/max_renderable_elements");
max_renderable_lights = GLOBAL_GET("rendering/limits/opengl/max_renderable_lights");
max_lights_per_object = GLOBAL_GET("rendering/limits/opengl/max_lights_per_object");
//Adreno 3xx Compatibility
const String rendering_device_name = String::utf8((const char *)glGetString(GL_RENDERER));
//TODO: Check the number between 300 and 399(?)
adreno_3xx_compatibility = (rendering_device_name.left(13) == "Adreno (TM) 3");
}
Config::~Config() {
singleton = nullptr;
}
#endif // GLES3_ENABLED