161 lines
6.9 KiB
C++
161 lines
6.9 KiB
C++
/*************************************************************************/
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/* config.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifdef GLES3_ENABLED
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#include "config.h"
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#include "core/templates/vector.h"
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using namespace GLES3;
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Config *Config::singleton = nullptr;
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Config::Config() {
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singleton = this;
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should_orphan = true;
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// If this is to early we need to change our code similar to what we're doing in RendererRD,
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// and instantiate our storage classes when we are ready to do so in the order we want.
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initialize();
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}
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Config::~Config() {
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singleton = nullptr;
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}
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void Config::initialize() {
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{
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const GLubyte *extension_string = glGetString(GL_EXTENSIONS);
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Vector<String> exts = String((const char *)extension_string).split(" ");
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for (int i = 0; i < exts.size(); i++) {
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extensions.insert(exts[i]);
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}
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}
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keep_original_textures = true; // false
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shrink_textures_x2 = false;
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depth_internalformat = GL_DEPTH_COMPONENT;
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depth_type = GL_UNSIGNED_INT;
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#ifdef GLES_OVER_GL
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float_texture_supported = true;
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s3tc_supported = true;
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etc_supported = false;
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support_npot_repeat_mipmap = true;
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depth_buffer_internalformat = GL_DEPTH_COMPONENT24;
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#else
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float_texture_supported = extensions.has("GL_ARB_texture_float") || extensions.has("GL_OES_texture_float");
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s3tc_supported = extensions.has("GL_EXT_texture_compression_s3tc") || extensions.has("WEBGL_compressed_texture_s3tc");
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etc_supported = extensions.has("GL_OES_compressed_ETC1_RGB8_texture") || extensions.has("WEBGL_compressed_texture_etc1");
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support_npot_repeat_mipmap = extensions.has("GL_OES_texture_npot");
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#ifdef JAVASCRIPT_ENABLED
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// RenderBuffer internal format must be 16 bits in WebGL,
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// but depth_texture should default to 32 always
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// if the implementation doesn't support 32, it should just quietly use 16 instead
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// https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/
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depth_buffer_internalformat = GL_DEPTH_COMPONENT16;
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depth_type = GL_UNSIGNED_INT;
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#else
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// on mobile check for 24 bit depth support for RenderBufferStorage
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if (extensions.has("GL_OES_depth24")) {
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depth_buffer_internalformat = _DEPTH_COMPONENT24_OES;
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depth_type = GL_UNSIGNED_INT;
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} else {
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depth_buffer_internalformat = GL_DEPTH_COMPONENT16;
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depth_type = GL_UNSIGNED_SHORT;
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}
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#endif
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#endif
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#ifdef GLES_OVER_GL
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//TODO: causes huge problems with desktop video drivers. Making false for now, needs to be true to render SCREEN_TEXTURE mipmaps
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render_to_mipmap_supported = false;
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#else
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//check if mipmaps can be used for SCREEN_TEXTURE and Glow on Mobile and web platforms
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render_to_mipmap_supported = extensions.has("GL_OES_fbo_render_mipmap") && extensions.has("GL_EXT_texture_lod");
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#endif
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#ifdef GLES_OVER_GL
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use_rgba_2d_shadows = false;
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support_depth_texture = true;
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use_rgba_3d_shadows = false;
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support_depth_cubemaps = true;
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#else
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use_rgba_2d_shadows = !(float_texture_supported && extensions.has("GL_EXT_texture_rg"));
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support_depth_texture = extensions.has("GL_OES_depth_texture") || extensions.has("WEBGL_depth_texture");
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use_rgba_3d_shadows = !support_depth_texture;
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support_depth_cubemaps = extensions.has("GL_OES_depth_texture_cube_map");
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#endif
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#ifdef GLES_OVER_GL
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support_32_bits_indices = true;
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#else
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support_32_bits_indices = extensions.has("GL_OES_element_index_uint");
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#endif
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#ifdef GLES_OVER_GL
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support_write_depth = true;
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#elif defined(JAVASCRIPT_ENABLED)
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support_write_depth = false;
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#else
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support_write_depth = extensions.has("GL_EXT_frag_depth");
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#endif
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support_half_float_vertices = true;
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//every platform should support this except web, iOS has issues with their support, so add option to disable
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#ifdef JAVASCRIPT_ENABLED
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support_half_float_vertices = false;
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#endif
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bool disable_half_float = false; //GLOBAL_GET("rendering/opengl/compatibility/disable_half_float");
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if (disable_half_float) {
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support_half_float_vertices = false;
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}
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etc_supported = extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
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latc_supported = extensions.has("GL_EXT_texture_compression_latc");
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bptc_supported = extensions.has("GL_ARB_texture_compression_bptc");
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rgtc_supported = extensions.has("GL_EXT_texture_compression_rgtc") || extensions.has("GL_ARB_texture_compression_rgtc") || extensions.has("EXT_texture_compression_rgtc");
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bptc_supported = extensions.has("GL_ARB_texture_compression_bptc") || extensions.has("EXT_texture_compression_bptc");
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srgb_decode_supported = extensions.has("GL_EXT_texture_sRGB_decode");
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glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &max_vertex_texture_image_units);
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_texture_image_units);
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
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force_vertex_shading = false; //GLOBAL_GET("rendering/quality/shading/force_vertex_shading");
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use_fast_texture_filter = false; //GLOBAL_GET("rendering/quality/filters/use_nearest_mipmap_filter");
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// should_orphan = GLOBAL_GET("rendering/options/api_usage_legacy/orphan_buffers");
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}
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#endif // GLES3_ENABLED
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