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GitHub Repository: hrydgard/ppsspp
Path: blob/master/Common/GPU/OpenGL/GLFeatures.cpp
Views: 1401
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#include "ppsspp_config.h"
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#include <cstring>
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#include <set>
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#include "Common/StringUtils.h"
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#if PPSSPP_API(ANY_GL)
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#include "Common/GPU/OpenGL/GLCommon.h"
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#if defined(_WIN32)
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#include "GL/wglew.h"
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#endif
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#endif
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#include "Common/GPU/OpenGL/GLFeatures.h"
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#include "Common/Log.h"
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#if defined(USING_GLES2)
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#if defined(__ANDROID__)
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PFNEGLGETSYSTEMTIMEFREQUENCYNVPROC eglGetSystemTimeFrequencyNV;
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PFNEGLGETSYSTEMTIMENVPROC eglGetSystemTimeNV;
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PFNGLDRAWTEXTURENVPROC glDrawTextureNV;
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PFNGLBLITFRAMEBUFFERNVPROC glBlitFramebufferNV;
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PFNGLMAPBUFFERPROC glMapBuffer;
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PFNGLDISCARDFRAMEBUFFEREXTPROC glDiscardFramebufferEXT;
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PFNGLGENVERTEXARRAYSOESPROC glGenVertexArraysOES;
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PFNGLBINDVERTEXARRAYOESPROC glBindVertexArrayOES;
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PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArraysOES;
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PFNGLISVERTEXARRAYOESPROC glIsVertexArrayOES;
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#endif
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#if !PPSSPP_PLATFORM(IOS)
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#include "EGL/egl.h"
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#endif
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#endif
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GLExtensions gl_extensions;
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std::string g_all_gl_extensions;
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static std::set<std::string> g_set_gl_extensions;
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std::string g_all_egl_extensions;
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static std::set<std::string> g_set_egl_extensions;
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static bool extensionsDone = false;
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static bool useCoreContext = false;
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static void ParseExtensionsString(const std::string& str, std::set<std::string> &output) {
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output.clear();
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size_t next = 0;
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for (size_t pos = 0, len = str.length(); pos < len; ++pos) {
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if (str[pos] == ' ') {
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output.emplace(str.substr(next, pos - next));
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// Skip the delimiter itself.
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next = pos + 1;
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}
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}
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if (next == 0 && str.length() != 0) {
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output.insert(str);
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} else if (next < str.length()) {
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output.emplace(str.substr(next));
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}
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}
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bool GLExtensions::VersionGEThan(int major, int minor, int sub) {
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if (gl_extensions.ver[0] > major)
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return true;
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if (gl_extensions.ver[0] < major)
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return false;
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if (gl_extensions.ver[1] > minor)
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return true;
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if (gl_extensions.ver[1] < minor)
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return false;
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return gl_extensions.ver[2] >= sub;
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}
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int GLExtensions::GLSLVersion() {
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if (gl_extensions.IsGLES) {
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if (gl_extensions.GLES3) {
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// GLSL version matches ES version.
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return gl_extensions.ver[0] * 100 + gl_extensions.ver[1] * 10;
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} else {
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return 100;
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}
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} else {
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// Used for shader translation and core contexts (Apple drives fail without an exact match.)
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if (gl_extensions.VersionGEThan(3, 3)) {
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return gl_extensions.ver[0] * 100 + gl_extensions.ver[1] * 10;
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} else if (gl_extensions.VersionGEThan(3, 2)) {
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return 150;
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} else if (gl_extensions.VersionGEThan(3, 1)) {
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return 140;
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} else if (gl_extensions.VersionGEThan(3, 0)) {
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return 130;
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} else if (gl_extensions.VersionGEThan(2, 1)) {
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return 120;
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} else {
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return 110;
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}
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}
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}
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void ProcessGPUFeatures() {
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gl_extensions.bugs = 0;
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DEBUG_LOG(Log::G3D, "Checking for GL driver bugs... vendor=%i model='%s'", (int)gl_extensions.gpuVendor, gl_extensions.model);
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if (gl_extensions.gpuVendor == GPU_VENDOR_IMGTEC) {
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if (!strcmp(gl_extensions.model, "PowerVR SGX 545") ||
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!strcmp(gl_extensions.model, "PowerVR SGX 544") ||
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!strcmp(gl_extensions.model, "PowerVR SGX 544MP2") ||
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!strcmp(gl_extensions.model, "PowerVR SGX 543") ||
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!strcmp(gl_extensions.model, "PowerVR SGX 540") ||
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!strcmp(gl_extensions.model, "PowerVR SGX 530") ||
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!strcmp(gl_extensions.model, "PowerVR SGX 520") ) {
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WARN_LOG(Log::G3D, "GL DRIVER BUG: PVR with bad and terrible precision");
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gl_extensions.bugs |= BUG_PVR_SHADER_PRECISION_TERRIBLE | BUG_PVR_SHADER_PRECISION_BAD;
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} else {
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// TODO: I'm not sure if the Rogue series is affected by this.
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WARN_LOG(Log::G3D, "GL DRIVER BUG: PVR with bad precision");
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gl_extensions.bugs |= BUG_PVR_SHADER_PRECISION_BAD;
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}
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}
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}
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// http://stackoverflow.com/questions/16147700/opengl-es-using-tegra-specific-extensions-gl-ext-texture-array
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bool CheckGLExtensions() {
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#if PPSSPP_API(ANY_GL)
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// Make sure to only do this once. It's okay to call CheckGLExtensions from wherever,
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// as long as you're on the rendering thread (the one with the GL context).
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if (extensionsDone) {
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return true;
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}
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gl_extensions = {};
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gl_extensions.IsCoreContext = useCoreContext;
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const char *renderer = (const char *)glGetString(GL_RENDERER);
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const char *versionStr = (const char *)glGetString(GL_VERSION);
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const char *glslVersionStr = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
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if (!renderer || !versionStr || !glslVersionStr) {
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// Something is very wrong! Bail.
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return false;
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}
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extensionsDone = true;
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#ifdef USING_GLES2
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gl_extensions.IsGLES = !useCoreContext;
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#else
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if (strstr(versionStr, "OpenGL ES") == versionStr) {
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// For desktops running GLES.
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gl_extensions.IsGLES = true;
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}
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#endif
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// Check vendor string to try and guess GPU
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const char *cvendor = (char *)glGetString(GL_VENDOR);
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// TODO: move this stuff to gpu_features.cpp
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if (cvendor) {
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const std::string vendor = StripSpaces(std::string(cvendor));
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if (vendor == "NVIDIA Corporation"
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|| vendor == "Nouveau"
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|| vendor == "nouveau") {
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gl_extensions.gpuVendor = GPU_VENDOR_NVIDIA;
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} else if (vendor == "Advanced Micro Devices, Inc."
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|| vendor == "ATI Technologies Inc."
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|| vendor == "AMD") {
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gl_extensions.gpuVendor = GPU_VENDOR_AMD;
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} else if (vendor == "Intel"
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|| vendor == "Intel Inc."
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|| vendor == "Intel Corporation"
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|| vendor == "Tungsten Graphics, Inc") { // We'll assume this last one means Intel
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gl_extensions.gpuVendor = GPU_VENDOR_INTEL;
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} else if (vendor == "ARM") {
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gl_extensions.gpuVendor = GPU_VENDOR_ARM;
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} else if (vendor == "Imagination Technologies") {
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gl_extensions.gpuVendor = GPU_VENDOR_IMGTEC;
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} else if (vendor == "Qualcomm") {
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gl_extensions.gpuVendor = GPU_VENDOR_QUALCOMM;
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if (1 != sscanf(renderer, "Adreno (TM) %d", &gl_extensions.modelNumber)) {
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gl_extensions.modelNumber = 300; // or what should we default to?
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}
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} else if (vendor == "Broadcom") {
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gl_extensions.gpuVendor = GPU_VENDOR_BROADCOM;
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// Just for reference: Galaxy Y has renderer == "VideoCore IV HW"
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} else if (vendor == "Vivante Corporation") {
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gl_extensions.gpuVendor = GPU_VENDOR_VIVANTE;
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} else if (vendor == "Apple Inc." || vendor == "Apple") {
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gl_extensions.gpuVendor = GPU_VENDOR_APPLE;
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} else {
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WARN_LOG(Log::G3D, "Unknown GL vendor: '%s'", vendor.c_str());
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gl_extensions.gpuVendor = GPU_VENDOR_UNKNOWN;
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}
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} else {
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gl_extensions.gpuVendor = GPU_VENDOR_UNKNOWN;
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}
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INFO_LOG(Log::G3D, "GPU Vendor : %s ; renderer: %s version str: %s ; GLSL version str: %s", cvendor ? cvendor : "N/A", renderer, versionStr ? versionStr : "N/A", glslVersionStr ? glslVersionStr : "N/A");
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strncpy(gl_extensions.model, renderer, sizeof(gl_extensions.model));
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gl_extensions.model[sizeof(gl_extensions.model) - 1] = 0;
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// Start by assuming we're at 2.0.
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int parsed[2] = {2, 0};
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{ // Grab the version and attempt to parse.
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char buffer[128] = { 0 };
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strncpy(buffer, versionStr, sizeof(buffer) - 1);
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int len = (int)strlen(buffer);
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bool beforeDot = true;
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int lastDigit = 0;
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for (int i = 0; i < len; i++) {
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if (buffer[i] >= '0' && buffer[i] <= '9') {
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lastDigit = buffer[i] - '0';
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if (!beforeDot) {
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parsed[1] = lastDigit;
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break;
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}
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}
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if (beforeDot && buffer[i] == '.' && lastDigit) {
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parsed[0] = lastDigit;
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beforeDot = false;
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}
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}
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if (beforeDot && lastDigit) {
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parsed[0] = lastDigit;
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}
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}
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if (!gl_extensions.IsGLES) { // For desktop GL
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gl_extensions.ver[0] = parsed[0];
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gl_extensions.ver[1] = parsed[1];
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// If the GL version >= 4.3, we know it's a true superset of OpenGL ES 3.0 and can thus enable
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// all the same modern paths.
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// Most of it could be enabled on lower GPUs as well, but let's start this way.
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if (gl_extensions.VersionGEThan(4, 3, 0)) {
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gl_extensions.GLES3 = true;
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#ifdef USING_GLES2
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// Try to load up the other funcs if we're not using glew.
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gl3stubInit();
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#endif
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}
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} else {
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// Start by assuming we're at 2.0.
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gl_extensions.ver[0] = 2;
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#ifdef GL_MAJOR_VERSION
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// Before grabbing the values, reset the error.
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glGetError();
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glGetIntegerv(GL_MAJOR_VERSION, &gl_extensions.ver[0]);
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glGetIntegerv(GL_MINOR_VERSION, &gl_extensions.ver[1]);
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// We check error here to detect if these properties were supported.
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if (glGetError() != GL_NO_ERROR) {
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// They weren't, reset to GLES 2.0.
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gl_extensions.ver[0] = 2;
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gl_extensions.ver[1] = 0;
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} else if (parsed[0] && (gl_extensions.ver[0] != parsed[0] || gl_extensions.ver[1] != parsed[1])) {
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// Something going wrong. Possible bug in GL ES drivers. See #9688
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INFO_LOG(Log::G3D, "GL ES version mismatch. Version string '%s' parsed as %d.%d but API return %d.%d. Fallback to GL ES 2.0.",
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versionStr ? versionStr : "N/A", parsed[0], parsed[1], gl_extensions.ver[0], gl_extensions.ver[1]);
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gl_extensions.ver[0] = 2;
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gl_extensions.ver[1] = 0;
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}
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#endif
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// If the above didn't give us a version, or gave us a crazy version, fallback.
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#ifdef USING_GLES2
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if (versionStr && (gl_extensions.ver[0] < 3 || gl_extensions.ver[0] > 5)) {
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// Try to load GLES 3.0 only if "3.0" found in version
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// This simple heuristic avoids issues on older devices where you can only call eglGetProcAddress a limited
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// number of times. Make sure to check for 3.0 in the shader version too to avoid false positives, see #5584.
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bool gl_3_0_in_string = versionStr && strstr(versionStr, "3.0") && glslVersionStr && strstr(glslVersionStr, "3.0");
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bool gl_3_1_in_string = versionStr && strstr(versionStr, "3.1") && glslVersionStr && strstr(glslVersionStr, "3.1"); // intentionally left out .1
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if ((gl_3_0_in_string || gl_3_1_in_string) && gl3stubInit()) {
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gl_extensions.ver[0] = 3;
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if (gl_3_1_in_string) {
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gl_extensions.ver[1] = 1;
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}
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gl_extensions.GLES3 = true;
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// Though, let's ban Mali from the GLES 3 path for now, see #4078
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if (strstr(renderer, "Mali") != 0) {
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INFO_LOG(Log::G3D, "Forcing GLES3 off for Mali driver version: %s\n", versionStr ? versionStr : "N/A");
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gl_extensions.GLES3 = false;
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}
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} else {
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// Just to be safe.
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gl_extensions.ver[0] = 2;
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gl_extensions.ver[1] = 0;
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}
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} else {
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// Otherwise, let's trust GL_MAJOR_VERSION. Note that Mali is intentionally not banned here.
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if (gl_extensions.ver[0] >= 3) {
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gl_extensions.GLES3 = gl3stubInit();
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}
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}
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#else
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// If we have GLEW/similar, assume GLES3 loaded.
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gl_extensions.GLES3 = gl_extensions.ver[0] >= 3;
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#endif
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if (gl_extensions.GLES3) {
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if (gl_extensions.ver[1] >= 1) {
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INFO_LOG(Log::G3D, "OpenGL ES 3.1 support detected!\n");
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} else {
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INFO_LOG(Log::G3D, "OpenGL ES 3.0 support detected!\n");
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}
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}
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}
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const char *extString = nullptr;
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if (gl_extensions.ver[0] >= 3) {
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// Let's use the new way for OpenGL 3.x+, required in the core profile.
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GLint numExtensions = 0;
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glGetIntegerv(GL_NUM_EXTENSIONS, &numExtensions);
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g_all_gl_extensions.clear();
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g_set_gl_extensions.clear();
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for (GLint i = 0; i < numExtensions; ++i) {
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const char *ext = (const char *)glGetStringi(GL_EXTENSIONS, i);
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g_set_gl_extensions.insert(ext);
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g_all_gl_extensions += ext;
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g_all_gl_extensions += " ";
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}
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} else {
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extString = (const char *)glGetString(GL_EXTENSIONS);
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g_all_gl_extensions = extString ? extString : "";
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ParseExtensionsString(g_all_gl_extensions, g_set_gl_extensions);
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}
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#if defined(WIN32) && !defined(__LIBRETRO__)
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const char *wglString = 0;
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if (wglGetExtensionsStringEXT)
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wglString = wglGetExtensionsStringEXT();
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g_all_egl_extensions = wglString ? wglString : "";
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ParseExtensionsString(g_all_egl_extensions, g_set_egl_extensions);
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gl_extensions.EXT_swap_control_tear = g_set_egl_extensions.count("WGL_EXT_swap_control_tear") != 0;
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#elif !defined(USING_GLES2)
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// const char *glXString = glXQueryExtensionString();
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// gl_extensions.EXT_swap_control_tear = strstr(glXString, "GLX_EXT_swap_control_tear") != 0;
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#endif
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// Check the desktop extension instead of the OES one. They are very similar.
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// Also explicitly check those ATI devices that claims to support npot
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gl_extensions.OES_texture_npot = g_set_gl_extensions.count("GL_ARB_texture_non_power_of_two") != 0
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&& !(((strncmp(renderer, "ATI RADEON X", 12) == 0) || (strncmp(renderer, "ATI MOBILITY RADEON X", 21) == 0)));
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gl_extensions.ARB_conservative_depth = g_set_gl_extensions.count("GL_ARB_conservative_depth") != 0;
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gl_extensions.ARB_shader_image_load_store = (g_set_gl_extensions.count("GL_ARB_shader_image_load_store") != 0) || (g_set_gl_extensions.count("GL_EXT_shader_image_load_store") != 0);
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gl_extensions.ARB_shading_language_420pack = (g_set_gl_extensions.count("GL_ARB_shading_language_420pack") != 0);
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gl_extensions.EXT_bgra = g_set_gl_extensions.count("GL_EXT_bgra") != 0;
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gl_extensions.EXT_gpu_shader4 = g_set_gl_extensions.count("GL_EXT_gpu_shader4") != 0;
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gl_extensions.NV_framebuffer_blit = g_set_gl_extensions.count("GL_NV_framebuffer_blit") != 0;
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gl_extensions.NV_copy_image = g_set_gl_extensions.count("GL_NV_copy_image") != 0;
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gl_extensions.OES_copy_image = g_set_gl_extensions.count("GL_OES_copy_image") != 0;
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gl_extensions.EXT_copy_image = g_set_gl_extensions.count("GL_EXT_copy_image") != 0;
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gl_extensions.ARB_copy_image = g_set_gl_extensions.count("GL_ARB_copy_image") != 0;
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gl_extensions.ARB_buffer_storage = g_set_gl_extensions.count("GL_ARB_buffer_storage") != 0;
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gl_extensions.ARB_vertex_array_object = g_set_gl_extensions.count("GL_ARB_vertex_array_object") != 0;
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gl_extensions.ARB_texture_float = g_set_gl_extensions.count("GL_ARB_texture_float") != 0;
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gl_extensions.EXT_texture_filter_anisotropic = g_set_gl_extensions.count("GL_EXT_texture_filter_anisotropic") != 0 || g_set_gl_extensions.count("GL_ARB_texture_filter_anisotropic") != 0;
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gl_extensions.EXT_draw_instanced = g_set_gl_extensions.count("GL_EXT_draw_instanced") != 0;
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gl_extensions.ARB_draw_instanced = g_set_gl_extensions.count("GL_ARB_draw_instanced") != 0;
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gl_extensions.ARB_cull_distance = g_set_gl_extensions.count("GL_ARB_cull_distance") != 0;
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gl_extensions.ARB_depth_clamp = g_set_gl_extensions.count("GL_ARB_depth_clamp") != 0;
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gl_extensions.ARB_uniform_buffer_object = g_set_gl_extensions.count("GL_ARB_uniform_buffer_object") != 0;
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gl_extensions.ARB_explicit_attrib_location = g_set_gl_extensions.count("GL_ARB_explicit_attrib_location") != 0;
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gl_extensions.ARB_texture_non_power_of_two = g_set_gl_extensions.count("GL_ARB_texture_non_power_of_two") != 0;
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gl_extensions.ARB_shader_stencil_export = g_set_gl_extensions.count("GL_ARB_shader_stencil_export") != 0;
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gl_extensions.ARB_texture_compression_bptc = g_set_gl_extensions.count("GL_ARB_texture_compression_bptc") != 0;
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gl_extensions.ARB_texture_compression_rgtc = g_set_gl_extensions.count("GL_ARB_texture_compression_rgtc") != 0;
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gl_extensions.KHR_texture_compression_astc_ldr = g_set_gl_extensions.count("GL_KHR_texture_compression_astc_ldr") != 0;
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gl_extensions.EXT_texture_compression_s3tc = g_set_gl_extensions.count("GL_EXT_texture_compression_s3tc") != 0;
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gl_extensions.OES_texture_compression_astc = g_set_gl_extensions.count("GL_OES_texture_compression_astc") != 0;
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if (gl_extensions.IsGLES) {
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gl_extensions.EXT_blend_func_extended = g_set_gl_extensions.count("GL_EXT_blend_func_extended") != 0;
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gl_extensions.OES_texture_npot = g_set_gl_extensions.count("GL_OES_texture_npot") != 0;
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gl_extensions.OES_packed_depth_stencil = (g_set_gl_extensions.count("GL_OES_packed_depth_stencil") != 0) || gl_extensions.GLES3;
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gl_extensions.OES_depth24 = g_set_gl_extensions.count("GL_OES_depth24") != 0;
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gl_extensions.OES_depth_texture = g_set_gl_extensions.count("GL_OES_depth_texture") != 0;
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gl_extensions.OES_mapbuffer = g_set_gl_extensions.count("GL_OES_mapbuffer") != 0;
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gl_extensions.EXT_blend_minmax = g_set_gl_extensions.count("GL_EXT_blend_minmax") != 0;
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gl_extensions.EXT_unpack_subimage = g_set_gl_extensions.count("GL_EXT_unpack_subimage") != 0;
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gl_extensions.EXT_shader_framebuffer_fetch = g_set_gl_extensions.count("GL_EXT_shader_framebuffer_fetch") != 0;
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gl_extensions.ARM_shader_framebuffer_fetch = g_set_gl_extensions.count("GL_ARM_shader_framebuffer_fetch") != 0;
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gl_extensions.OES_texture_float = g_set_gl_extensions.count("GL_OES_texture_float") != 0;
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gl_extensions.OES_texture_3D = g_set_gl_extensions.count("GL_OES_texture_3D") != 0;
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gl_extensions.EXT_buffer_storage = g_set_gl_extensions.count("GL_EXT_buffer_storage") != 0;
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gl_extensions.EXT_clip_cull_distance = g_set_gl_extensions.count("GL_EXT_clip_cull_distance") != 0;
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gl_extensions.EXT_depth_clamp = g_set_gl_extensions.count("GL_EXT_depth_clamp") != 0;
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gl_extensions.APPLE_clip_distance = g_set_gl_extensions.count("GL_APPLE_clip_distance") != 0;
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#if defined(__ANDROID__)
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// On Android, incredibly, this is not consistently non-zero! It does seem to have the same value though.
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// https://twitter.com/ID_AA_Carmack/status/387383037794603008
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#ifdef _DEBUG
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void *invalidAddress = (void *)eglGetProcAddress("InvalidGlCall1");
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void *invalidAddress2 = (void *)eglGetProcAddress("AnotherInvalidGlCall2");
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DEBUG_LOG(Log::G3D, "Addresses returned for invalid extensions: %p %p", invalidAddress, invalidAddress2);
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#endif
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// These are all the same. Let's alias.
411
if (!gl_extensions.OES_copy_image) {
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if (gl_extensions.NV_copy_image) {
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glCopyImageSubDataOES = (decltype(glCopyImageSubDataOES))eglGetProcAddress("glCopyImageSubDataNV");
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} else if (gl_extensions.EXT_copy_image) {
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glCopyImageSubDataOES = (decltype(glCopyImageSubDataOES))eglGetProcAddress("glCopyImageSubDataEXT");
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}
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}
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if (gl_extensions.NV_framebuffer_blit) {
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glBlitFramebufferNV = (PFNGLBLITFRAMEBUFFERNVPROC)eglGetProcAddress("glBlitFramebufferNV");
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}
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gl_extensions.OES_vertex_array_object = g_set_gl_extensions.count("GL_OES_vertex_array_object") != 0;
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if (gl_extensions.OES_vertex_array_object) {
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glGenVertexArraysOES = (PFNGLGENVERTEXARRAYSOESPROC)eglGetProcAddress("glGenVertexArraysOES");
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glBindVertexArrayOES = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress("glBindVertexArrayOES");
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glDeleteVertexArraysOES = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress("glDeleteVertexArraysOES");
428
glIsVertexArrayOES = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress("glIsVertexArrayOES");
429
}
430
431
// Hm, this should be available on iOS too.
432
gl_extensions.EXT_discard_framebuffer = g_set_gl_extensions.count("GL_EXT_discard_framebuffer") != 0;
433
if (gl_extensions.EXT_discard_framebuffer) {
434
glDiscardFramebufferEXT = (PFNGLDISCARDFRAMEBUFFEREXTPROC)eglGetProcAddress("glDiscardFramebufferEXT");
435
}
436
#else
437
gl_extensions.OES_vertex_array_object = false;
438
gl_extensions.EXT_discard_framebuffer = false;
439
#endif
440
} else {
441
gl_extensions.ARB_blend_func_extended = g_set_gl_extensions.count("GL_ARB_blend_func_extended") != 0;
442
443
// Desktops support minmax and subimage unpack (GL_UNPACK_ROW_LENGTH etc)
444
gl_extensions.EXT_blend_minmax = true;
445
gl_extensions.EXT_unpack_subimage = true;
446
}
447
448
// GLES 3 subsumes many ES2 extensions.
449
if (gl_extensions.GLES3) {
450
gl_extensions.EXT_blend_minmax = true;
451
gl_extensions.EXT_unpack_subimage = true;
452
}
453
454
#if defined(__ANDROID__)
455
if (gl_extensions.OES_mapbuffer) {
456
glMapBuffer = (PFNGLMAPBUFFERPROC)eglGetProcAddress("glMapBufferOES");
457
}
458
459
// Look for EGL extensions
460
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
461
462
const char *eglString = eglQueryString(display, EGL_EXTENSIONS);
463
g_all_egl_extensions = eglString ? eglString : "";
464
ParseExtensionsString(g_all_egl_extensions, g_set_egl_extensions);
465
466
gl_extensions.EGL_NV_system_time = g_set_egl_extensions.count("EGL_NV_system_time") != 0;
467
gl_extensions.EGL_NV_coverage_sample = g_set_egl_extensions.count("EGL_NV_coverage_sample") != 0;
468
469
if (gl_extensions.EGL_NV_system_time) {
470
eglGetSystemTimeNV = (PFNEGLGETSYSTEMTIMENVPROC)eglGetProcAddress("eglGetSystemTimeNV");
471
eglGetSystemTimeFrequencyNV = (PFNEGLGETSYSTEMTIMEFREQUENCYNVPROC)eglGetProcAddress("eglGetSystemTimeFrequencyNV");
472
}
473
#elif defined(USING_GLES2) && defined(__linux__)
474
const char *eglString = eglQueryString(NULL, EGL_EXTENSIONS);
475
g_all_egl_extensions = eglString ? eglString : "";
476
if (eglString) {
477
eglString = eglQueryString(eglGetCurrentDisplay(), EGL_EXTENSIONS);
478
if (eglString) {
479
g_all_egl_extensions.append(" ");
480
g_all_egl_extensions.append(eglString);
481
}
482
}
483
ParseExtensionsString(g_all_egl_extensions, g_set_egl_extensions);
484
#endif
485
486
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &gl_extensions.maxVertexTextureUnits);
487
488
#ifdef GL_LOW_FLOAT
489
// This is probably a waste of time, implementations lie.
490
if (gl_extensions.IsGLES || g_set_gl_extensions.count("GL_ARB_ES2_compatibility") || gl_extensions.VersionGEThan(4, 1)) {
491
const GLint precisions[6] = {
492
GL_LOW_FLOAT, GL_MEDIUM_FLOAT, GL_HIGH_FLOAT,
493
GL_LOW_INT, GL_MEDIUM_INT, GL_HIGH_INT
494
};
495
GLint shaderTypes[2] = {
496
GL_VERTEX_SHADER, GL_FRAGMENT_SHADER
497
};
498
for (int st = 0; st < 2; st++) {
499
for (int p = 0; p < 6; p++) {
500
glGetShaderPrecisionFormat(shaderTypes[st], precisions[p], gl_extensions.range[st][p], &gl_extensions.precision[st][p]);
501
}
502
}
503
504
// Now, old Adreno lies about supporting full precision integers. So let's override it.
505
// The model number comparison should probably be 400 or 500. This causes us to avoid depal-in-shader.
506
// It seems though that this caused large perf regressions on Adreno 5xx, so I've bumped it up to 600.
507
if (gl_extensions.gpuVendor == GPU_VENDOR_QUALCOMM && gl_extensions.modelNumber < 600) {
508
WARN_LOG(Log::G3D, "Detected old Adreno - lowering reported int precision for safety");
509
gl_extensions.range[1][5][0] = 15;
510
gl_extensions.range[1][5][1] = 15;
511
}
512
}
513
#endif
514
515
gl_extensions.ARB_framebuffer_object = g_set_gl_extensions.count("GL_ARB_framebuffer_object") != 0;
516
gl_extensions.EXT_framebuffer_object = g_set_gl_extensions.count("GL_EXT_framebuffer_object") != 0;
517
gl_extensions.ARB_pixel_buffer_object = g_set_gl_extensions.count("GL_ARB_pixel_buffer_object") != 0;
518
gl_extensions.NV_pixel_buffer_object = g_set_gl_extensions.count("GL_NV_pixel_buffer_object") != 0;
519
520
if (!gl_extensions.IsGLES && gl_extensions.IsCoreContext) {
521
// These are required, and don't need to be specified by the driver (they aren't on Apple.)
522
gl_extensions.ARB_vertex_array_object = true;
523
gl_extensions.ARB_framebuffer_object = true;
524
}
525
526
// Add any extensions that are included in core. May be elided.
527
if (!gl_extensions.IsGLES) {
528
if (gl_extensions.VersionGEThan(3, 0)) {
529
gl_extensions.ARB_texture_float = true;
530
}
531
if (gl_extensions.VersionGEThan(3, 1)) {
532
gl_extensions.ARB_draw_instanced = true;
533
gl_extensions.ARB_uniform_buffer_object = true;
534
}
535
if (gl_extensions.VersionGEThan(3, 2)) {
536
gl_extensions.ARB_depth_clamp = true;
537
}
538
if (gl_extensions.VersionGEThan(3, 3)) {
539
gl_extensions.ARB_blend_func_extended = true;
540
gl_extensions.ARB_explicit_attrib_location = true;
541
}
542
if (gl_extensions.VersionGEThan(4, 0)) {
543
// ARB_gpu_shader5 = true;
544
}
545
if (gl_extensions.VersionGEThan(4, 1)) {
546
// ARB_get_program_binary = true;
547
// ARB_separate_shader_objects = true;
548
// ARB_shader_precision = true;
549
// ARB_viewport_array = true;
550
}
551
if (gl_extensions.VersionGEThan(4, 2)) {
552
// ARB_texture_storage = true;
553
}
554
if (gl_extensions.VersionGEThan(4, 3)) {
555
gl_extensions.ARB_copy_image = true;
556
gl_extensions.ARB_stencil_texturing = true;
557
// ARB_explicit_uniform_location = true;
558
// ARB_texture_view = true;
559
// ARB_vertex_attrib_binding = true;
560
}
561
if (gl_extensions.VersionGEThan(4, 4)) {
562
gl_extensions.ARB_buffer_storage = true;
563
}
564
if (gl_extensions.VersionGEThan(4, 5)) {
565
gl_extensions.ARB_cull_distance = true;
566
}
567
if (gl_extensions.VersionGEThan(4, 6)) {
568
// Actually ARB, but they're basically the same.
569
gl_extensions.EXT_texture_filter_anisotropic = true;
570
}
571
}
572
573
// Force off clip for a cmomon buggy Samsung version.
574
if (!strcmp(versionStr, "OpenGL ES 3.2 ANGLE git hash: aa8f94c52952")) {
575
// Maybe could use bugs, but for now let's just force it back off.
576
// Seeing errors that gl_ClipDistance is undefined.
577
gl_extensions.EXT_clip_cull_distance = false;
578
}
579
580
// Check the old query API. It doesn't seem to be very reliable (can miss stuff).
581
GLint numCompressedFormats = 0;
582
glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numCompressedFormats);
583
GLint *compressedFormats = new GLint[numCompressedFormats];
584
if (numCompressedFormats > 0) {
585
glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, compressedFormats);
586
for (int i = 0; i < numCompressedFormats; i++) {
587
switch (compressedFormats[i]) {
588
case GL_COMPRESSED_RGB8_ETC2: gl_extensions.supportsETC2 = true; break;
589
#ifdef GL_COMPRESSED_RGBA_ASTC_4x4_KHR
590
case GL_COMPRESSED_RGBA_ASTC_4x4_KHR: gl_extensions.supportsASTC = true; break;
591
#endif
592
#ifndef USING_GLES2
593
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: gl_extensions.supportsBC123 = true; break;
594
case GL_COMPRESSED_RGBA_BPTC_UNORM: gl_extensions.supportsBC7 = true; break;
595
#endif
596
}
597
}
598
}
599
600
// Enable additional formats based on extensions.
601
if (gl_extensions.EXT_texture_compression_s3tc) gl_extensions.supportsBC123 = true;
602
if (gl_extensions.ARB_texture_compression_bptc) gl_extensions.supportsBC7 = true;
603
if (gl_extensions.ARB_texture_compression_rgtc) gl_extensions.supportsBC45 = true;
604
if (gl_extensions.KHR_texture_compression_astc_ldr) gl_extensions.supportsASTC = true;
605
if (gl_extensions.OES_texture_compression_astc) gl_extensions.supportsASTC = true;
606
607
// Now, disable known-emulated texture formats.
608
if (gl_extensions.gpuVendor == GPU_VENDOR_NVIDIA && !gl_extensions.IsGLES) {
609
gl_extensions.supportsETC2 = false;
610
gl_extensions.supportsASTC = false;
611
}
612
delete[] compressedFormats;
613
614
ProcessGPUFeatures();
615
616
int error = glGetError();
617
if (error)
618
ERROR_LOG(Log::G3D, "GL error in init: %i", error);
619
620
#endif
621
return true;
622
}
623
624
void SetGLCoreContext(bool flag) {
625
if (!extensionsDone) {
626
useCoreContext = flag;
627
// For convenience, it'll get reset later.
628
gl_extensions.IsCoreContext = useCoreContext;
629
} else {
630
_assert_(flag == useCoreContext);
631
}
632
}
633
634
void ResetGLExtensions() {
635
extensionsDone = false;
636
637
gl_extensions = {};
638
gl_extensions.IsCoreContext = useCoreContext;
639
g_all_gl_extensions.clear();
640
g_all_egl_extensions.clear();
641
}
642
643
static const char * const glsl_fragment_prelude =
644
"#ifdef GL_ES\n"
645
"precision mediump float;\n"
646
"#endif\n";
647
648
std::string ApplyGLSLPrelude(const std::string &source, uint32_t stage) {
649
#if PPSSPP_API(ANY_GL)
650
std::string temp;
651
std::string version = "";
652
if (!gl_extensions.IsGLES && gl_extensions.IsCoreContext) {
653
// We need to add a corresponding #version. Apple drivers fail without an exact match.
654
version = StringFromFormat("#version %d\n", gl_extensions.GLSLVersion());
655
} else if (gl_extensions.IsGLES && gl_extensions.GLES3) {
656
version = StringFromFormat("#version %d es\n", gl_extensions.GLSLVersion());
657
}
658
if (stage == GL_FRAGMENT_SHADER) {
659
temp = version + glsl_fragment_prelude + source;
660
} else if (stage == GL_VERTEX_SHADER) {
661
temp = version + source;
662
}
663
return temp;
664
#else
665
return source;
666
#endif
667
}
668
669