| 1 | /**************************************************************************/ |
| 2 | /* config.cpp */ |
| 3 | /**************************************************************************/ |
| 4 | /* This file is part of: */ |
| 5 | /* GODOT ENGINE */ |
| 6 | /* https://godotengine.org */ |
| 7 | /**************************************************************************/ |
| 8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
| 9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
| 10 | /* */ |
| 11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
| 12 | /* a copy of this software and associated documentation files (the */ |
| 13 | /* "Software"), to deal in the Software without restriction, including */ |
| 14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
| 16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
| 17 | /* the following conditions: */ |
| 18 | /* */ |
| 19 | /* The above copyright notice and this permission notice shall be */ |
| 20 | /* included in all copies or substantial portions of the Software. */ |
| 21 | /* */ |
| 22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
| 23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
| 28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
| 29 | /**************************************************************************/ |
| 30 | |
| 31 | #ifdef GLES3_ENABLED |
| 32 | |
| 33 | #include "config.h" |
| 34 | #include "core/config/project_settings.h" |
| 35 | #include "core/templates/vector.h" |
| 36 | |
| 37 | #ifdef ANDROID_ENABLED |
| 38 | #include <GLES3/gl3.h> |
| 39 | #include <GLES3/gl3ext.h> |
| 40 | #include <GLES3/gl3platform.h> |
| 41 | |
| 42 | #include <EGL/egl.h> |
| 43 | #include <EGL/eglext.h> |
| 44 | #endif |
| 45 | |
| 46 | using namespace GLES3; |
| 47 | |
| 48 | #define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF |
| 49 | |
| 50 | Config *Config::singleton = nullptr; |
| 51 | |
| 52 | Config::Config() { |
| 53 | singleton = this; |
| 54 | |
| 55 | { |
| 56 | int64_t max_extensions = 0; |
| 57 | glGetInteger64v(GL_NUM_EXTENSIONS, &max_extensions); |
| 58 | for (int64_t i = 0; i < max_extensions; i++) { |
| 59 | const GLubyte *s = glGetStringi(GL_EXTENSIONS, i); |
| 60 | if (!s) { |
| 61 | break; |
| 62 | } |
| 63 | extensions.insert((const char *)s); |
| 64 | } |
| 65 | } |
| 66 | |
| 67 | bptc_supported = extensions.has("GL_ARB_texture_compression_bptc" ) || extensions.has("EXT_texture_compression_bptc" ); |
| 68 | 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" ); |
| 69 | astc_hdr_supported = extensions.has("GL_KHR_texture_compression_astc_ldr" ); |
| 70 | astc_layered_supported = extensions.has("GL_KHR_texture_compression_astc_sliced_3d" ); |
| 71 | |
| 72 | #ifdef GLES_OVER_GL |
| 73 | float_texture_supported = true; |
| 74 | etc2_supported = false; |
| 75 | s3tc_supported = true; |
| 76 | rgtc_supported = true; //RGTC - core since OpenGL version 3.0 |
| 77 | #else |
| 78 | float_texture_supported = extensions.has("GL_EXT_color_buffer_float" ); |
| 79 | etc2_supported = true; |
| 80 | #if defined(ANDROID_ENABLED) || defined(IOS_ENABLED) |
| 81 | // Some Android devices report support for S3TC but we don't expect that and don't export the textures. |
| 82 | // This could be fixed but so few devices support it that it doesn't seem useful (and makes bigger APKs). |
| 83 | // For good measure we do the same hack for iOS, just in case. |
| 84 | s3tc_supported = false; |
| 85 | #else |
| 86 | s3tc_supported = extensions.has("GL_EXT_texture_compression_dxt1" ) || extensions.has("GL_EXT_texture_compression_s3tc" ) || extensions.has("WEBGL_compressed_texture_s3tc" ); |
| 87 | #endif |
| 88 | rgtc_supported = extensions.has("GL_EXT_texture_compression_rgtc" ) || extensions.has("GL_ARB_texture_compression_rgtc" ) || extensions.has("EXT_texture_compression_rgtc" ); |
| 89 | #endif |
| 90 | |
| 91 | glGetInteger64v(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &max_vertex_texture_image_units); |
| 92 | glGetInteger64v(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_image_units); |
| 93 | glGetInteger64v(GL_MAX_TEXTURE_SIZE, &max_texture_size); |
| 94 | glGetInteger64v(GL_MAX_UNIFORM_BLOCK_SIZE, &max_uniform_buffer_size); |
| 95 | glGetInteger64v(GL_MAX_VIEWPORT_DIMS, max_viewport_size); |
| 96 | |
| 97 | support_anisotropic_filter = extensions.has("GL_EXT_texture_filter_anisotropic" ); |
| 98 | if (support_anisotropic_filter) { |
| 99 | glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &anisotropic_level); |
| 100 | anisotropic_level = MIN(float(1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level" ))), anisotropic_level); |
| 101 | } |
| 102 | |
| 103 | multiview_supported = extensions.has("GL_OVR_multiview2" ) || extensions.has("GL_OVR_multiview" ); |
| 104 | #ifdef ANDROID_ENABLED |
| 105 | if (multiview_supported) { |
| 106 | eglFramebufferTextureMultiviewOVR = (PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC)eglGetProcAddress("glFramebufferTextureMultiviewOVR" ); |
| 107 | if (eglFramebufferTextureMultiviewOVR == nullptr) { |
| 108 | multiview_supported = false; |
| 109 | } |
| 110 | } |
| 111 | #endif |
| 112 | |
| 113 | force_vertex_shading = false; //GLOBAL_GET("rendering/quality/shading/force_vertex_shading"); |
| 114 | use_nearest_mip_filter = GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter" ); |
| 115 | |
| 116 | use_depth_prepass = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable" )); |
| 117 | if (use_depth_prepass) { |
| 118 | String vendors = GLOBAL_GET("rendering/driver/depth_prepass/disable_for_vendors" ); |
| 119 | Vector<String> vendor_match = vendors.split("," ); |
| 120 | String renderer = (const char *)glGetString(GL_RENDERER); |
| 121 | for (int i = 0; i < vendor_match.size(); i++) { |
| 122 | String v = vendor_match[i].strip_edges(); |
| 123 | if (v == String()) { |
| 124 | continue; |
| 125 | } |
| 126 | |
| 127 | if (renderer.findn(v) != -1) { |
| 128 | use_depth_prepass = false; |
| 129 | } |
| 130 | } |
| 131 | } |
| 132 | |
| 133 | max_renderable_elements = GLOBAL_GET("rendering/limits/opengl/max_renderable_elements" ); |
| 134 | max_renderable_lights = GLOBAL_GET("rendering/limits/opengl/max_renderable_lights" ); |
| 135 | max_lights_per_object = GLOBAL_GET("rendering/limits/opengl/max_lights_per_object" ); |
| 136 | } |
| 137 | |
| 138 | Config::~Config() { |
| 139 | singleton = nullptr; |
| 140 | } |
| 141 | |
| 142 | #endif // GLES3_ENABLED |
| 143 | |