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- /**************************************************************************/
- /* 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 "core/config/project_settings.h"
- #include "core/templates/vector.h"
- #ifdef ANDROID_ENABLED
- #include <GLES3/gl3.h>
- #include <GLES3/gl3ext.h>
- #include <GLES3/gl3platform.h>
- #include <EGL/egl.h>
- #include <EGL/eglext.h>
- #endif
- using namespace GLES3;
- #define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
- Config *Config::singleton = nullptr;
- Config::Config() {
- singleton = this;
- {
- GLint max_extensions = 0;
- glGetIntegerv(GL_NUM_EXTENSIONS, &max_extensions);
- for (int 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");
- #ifdef 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");
- #endif
- glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &max_vertex_texture_image_units);
- glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_image_units);
- glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
- glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &max_uniform_buffer_size);
- glGetIntegerv(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);
- }
- multiview_supported = extensions.has("GL_OVR_multiview2") || extensions.has("GL_OVR_multiview");
- #ifdef ANDROID_ENABLED
- if (multiview_supported) {
- eglFramebufferTextureMultiviewOVR = (PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC)eglGetProcAddress("glFramebufferTextureMultiviewOVR");
- if (eglFramebufferTextureMultiviewOVR == nullptr) {
- 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(",");
- String renderer = (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.findn(v) != -1) {
- 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");
- }
- Config::~Config() {
- singleton = nullptr;
- }
- #endif // GLES3_ENABLED
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