/**************************************************************************** Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd. Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md). https://axmolengine.github.io/ 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. ****************************************************************************/ #include "DriverGL.h" #include "RenderPipelineGL.h" #include "BufferGL.h" #include "ShaderModuleGL.h" #include "CommandBufferGL.h" #include "TextureGL.h" #include "DepthStencilStateGL.h" #include "ProgramGL.h" #include "DriverGL.h" #include "RenderTargetGL.h" #include "MacrosGL.h" #include "renderer/backend/ProgramManager.h" #if !defined(__APPLE__) && AX_TARGET_PLATFORM != AX_PLATFORM_WINRT # include "CommandBufferGLES2.h" #endif #include "base/axstd.h" #include "xxhash/xxhash.h" #if !defined(GL_COMPRESSED_RGBA8_ETC2_EAC) # define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278 #endif #if !defined(GL_COMPRESSED_RGBA_ASTC_4x4) # define GL_COMPRESSED_RGBA_ASTC_4x4 0x93B0 #endif namespace ax { extern const char* axmolVersion(); } NS_AX_BACKEND_BEGIN static inline uint32_t hashString(std::string_view str) { return !str.empty() ? XXH32(str.data(), str.length(), 0) : 0; } template static void GL_EnumAllExtensions(_Fty&& func) { #if AX_GLES_PROFILE != 200 // NOT GLES2.0 GLint NumberOfExtensions{0}; glGetIntegerv(GL_NUM_EXTENSIONS, &NumberOfExtensions); for (GLint i = 0; i < NumberOfExtensions; ++i) { auto extName = (const char*)glGetStringi(GL_EXTENSIONS, i); if (extName) func(std::string_view{extName}); } #else auto extensions = (const char*)glGetString(GL_EXTENSIONS); if (extensions) { axstd::split_of_cb(extensions, " \f\n\r\t\v", [&func](const char* start, const char* end, char /*delim*/) { if (start != end) func(std::string_view{start, static_cast(end - start)}); }); } #endif } DriverBase* DriverBase::getInstance() { if (!_instance) _instance = new DriverGL(); return _instance; } DriverGL::DriverGL() { /// driver info // These queries work with all GL/GLES versions! _vendor = (char const*)glGetString(GL_VENDOR); _renderer = (char const*)glGetString(GL_RENDERER); _version = (char const*)glGetString(GL_VERSION); _shaderVer = (char const*)glGetString(GL_SHADING_LANGUAGE_VERSION); if (_version) { auto hint = strstr(_version, "OpenGL ES"); _verInfo.es = !!hint; if (_verInfo.es) { _verInfo.major = hint[10] - '0'; _verInfo.minor = hint[12] - '0'; } else { _verInfo.major = (_version[0] - '0'); _verInfo.minor = (_version[2] - '0'); } } // check OpenGL version at first constexpr int REQUIRED_GLES_MAJOR = (AX_GLES_PROFILE / AX_GLES_PROFILE_DEN); if ((!_verInfo.es && (_verInfo.major < 3 || (_verInfo.major == 3 && _verInfo.minor < 3))) || (_verInfo.es && _verInfo.major < REQUIRED_GLES_MAJOR)) { char strComplain[256] = {0}; #if AX_GLES_PROFILE == 0 sprintf(strComplain, "OpeGL 3.3+ is required (your version is %s). Please upgrade the driver of your video card.", _version); #else sprintf(strComplain, "OpeGL ES %d.%d+ is required (your version is %s). Please upgrade the driver of your video card.", REQUIRED_GLES_MAJOR, AX_GLES_PROFILE % AX_GLES_PROFILE, _version); #endif ccMessageBox(strComplain, "OpenGL version too old"); utils::killCurrentProcess(); // kill current process, don't cause crash when driver issue. return; } if (_version) ax::print("[GL:%s] Ready for GLSL by %s", _version, axmolVersion()); // caps glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &_maxAttributes); glGetIntegerv(GL_MAX_TEXTURE_SIZE, &_maxTextureSize); glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &_maxTextureUnits); // exts GL_EnumAllExtensions([this](const std::string_view& ext) { const auto key = hashString(ext); _glExtensions.insert(key); }); // texture compressions axstd::pod_vector formats; GLint numFormats{0}; glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numFormats); if (numFormats > 0) { formats.resize(numFormats); glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, formats.data()); const auto textureCompressions = std::set{formats.begin(), formats.end()}; if (textureCompressions.find(GL_COMPRESSED_RGBA_ASTC_4x4_KHR) != textureCompressions.end()) _textureCompressionAstc = true; if (textureCompressions.find(GL_COMPRESSED_RGBA8_ETC2_EAC) != textureCompressions.end()) _textureCompressionEtc2 = true; } glGetIntegerv(GL_FRAMEBUFFER_BINDING, &_defaultFBO); #if AX_GLES_PROFILE != 200 glGenVertexArrays(1, &_defaultVAO); glBindVertexArray(_defaultVAO); CHECK_GL_ERROR_DEBUG(); #endif } DriverGL::~DriverGL() { ProgramManager::destroyInstance(); } GLint DriverGL::getDefaultFBO() const { return _defaultFBO; } CommandBuffer* DriverGL::newCommandBuffer() { #if !defined(__APPLE__) && AX_TARGET_PLATFORM != AX_PLATFORM_WINRT return !isGLES2Only() ? new CommandBufferGL() : new CommandBufferGLES2(); #else return new CommandBufferGL(); #endif } Buffer* DriverGL::newBuffer(std::size_t size, BufferType type, BufferUsage usage) { return new BufferGL(size, type, usage); } TextureBackend* DriverGL::newTexture(const TextureDescriptor& descriptor) { switch (descriptor.textureType) { case TextureType::TEXTURE_2D: return new Texture2DGL(descriptor); case TextureType::TEXTURE_CUBE: return new TextureCubeGL(descriptor); default: return nullptr; } } RenderTarget* DriverGL::newDefaultRenderTarget(TargetBufferFlags rtf) { auto rtGL = new RenderTargetGL(true, this); rtGL->setTargetFlags(rtf); return rtGL; } RenderTarget* DriverGL::newRenderTarget(TargetBufferFlags rtf, TextureBackend* colorAttachment, TextureBackend* depthAttachment, TextureBackend* stencilAttachhment) { auto rtGL = new RenderTargetGL(false, this); rtGL->setTargetFlags(rtf); rtGL->bindFrameBuffer(); RenderTarget::ColorAttachment colors{{colorAttachment, 0}}; rtGL->setColorAttachment(colors); rtGL->setDepthAttachment(depthAttachment); rtGL->setStencilAttachment(stencilAttachhment); return rtGL; } ShaderModule* DriverGL::newShaderModule(ShaderStage stage, std::string_view source) { return new ShaderModuleGL(stage, source); } DepthStencilState* DriverGL::newDepthStencilState() { return new DepthStencilStateGL(); } RenderPipeline* DriverGL::newRenderPipeline() { return new RenderPipelineGL(); } Program* DriverGL::newProgram(std::string_view vertexShader, std::string_view fragmentShader) { return new ProgramGL(vertexShader, fragmentShader); } void DriverGL::resetState() { OpenGLState::reset(); } /// below is driver info APIs static GLuint compileShader(GLenum shaderType, const GLchar* source) { auto shader = glCreateShader(shaderType); if (!shader) return 0; glShaderSource(shader, 1, &source, nullptr); glCompileShader(shader); GLint status = 0; glGetShaderiv(shader, GL_COMPILE_STATUS, &status); if (status) return shader; GLint logLength = 0; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength); if (logLength > 1) { auto errorLog = axstd::make_unique_for_overwrite(static_cast(logLength)); glGetShaderInfoLog(shader, logLength, nullptr, static_cast(errorLog.get())); ax::print("axmol:ERROR: Failed to compile shader, detail: %s\n%s", errorLog.get(), source); } else { ax::print("axmol:ERROR: Failed to compile shader without errors."); } glDeleteShader(shader); return 0; } /// /// render 1x1 to back framebuffer to detect whether GPU support astc compressed texture really /// /// true: support, false: not support static bool checkASTCRenderability() { // 1x1/2x2 astc 4x4 compressed texels srgb uint8_t astctexels[] = {0xfc, 0xfd, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x80, 0x80, 0x00, 0x00, 0xff, 0xff}; GLuint texID = 0; glGenTextures(1, &texID); glBindTexture(GL_TEXTURE_2D, texID); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glCompressedTexImage2D(GL_TEXTURE_2D, 0, // level GL_COMPRESSED_RGBA_ASTC_4x4_KHR, // format 1, 1, // texture dim 0, // border sizeof(astctexels), // dataLen, astctexels); bool supported = false; auto error = glGetError(); if (!error) { #if !AX_GLES_PROFILE // read 1 spixel RGB: should be: 255, 128, 0 uint8_t pixel[4] = {0}; glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, &pixel); error = glGetError(); supported = !error && pixel[0] == 255 && pixel[1] == 128; #else // GLES no API: glGetTexImage // prepare a back frame buffer GLuint defaultFBO{0}; glGetIntegerv(GL_FRAMEBUFFER_BINDING, reinterpret_cast(&defaultFBO)); GLuint fbo{0}; glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); /// color attachment0 GLuint colorAttachment = 0; glGenTextures(1, &colorAttachment); glBindTexture(GL_TEXTURE_2D, colorAttachment); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); uint8_t black1x1[] = {0x00, 0x00, 0x00, 0x00}; // 1*1*4 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, black1x1); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorAttachment, 0); // GLenum buffers[1] = {GL_COLOR_ATTACHMENT0}; // glDrawBuffers(1, buffers); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) { // does back framebuffer reandy for render const char* vertexShader = R"(#version 100 precision highp float; attribute vec3 aPos; attribute vec2 aTexCoord; varying vec2 TexCoord; void main() { gl_Position = vec4(aPos, 1.0); TexCoord = vec2(aTexCoord.x, aTexCoord.y); })"; const char* fragShader = R"(#version 100 precision highp float; varying vec2 TexCoord; uniform sampler2D u_tex0; void main() { gl_FragColor = texture2D(u_tex0, TexCoord); } )"; // set up vertex data (and buffer(s)) and configure vertex attributes // ------------------------------------------------------------------ float vertices[] = { // positions // texture coords 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top right 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom right -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom left -1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left }; unsigned int indices[] = { 0, 1, 3, // first triangle 1, 2, 3 // second triangle }; GLuint defaultVAO{0}; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, reinterpret_cast(&defaultVAO)); unsigned int VBO, VAO, EBO; glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glGenBuffers(1, &EBO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); // position attribute glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), reinterpret_cast(0)); glEnableVertexAttribArray(0); // texture coord attribute glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), reinterpret_cast(3 * sizeof(float))); glEnableVertexAttribArray(1); // create shader program auto vShader = compileShader(GL_VERTEX_SHADER, vertexShader); auto fShader = compileShader(GL_FRAGMENT_SHADER, fragShader); auto program = glCreateProgram(); glAttachShader(program, vShader); glAttachShader(program, fShader); glLinkProgram(program); // render frame glUseProgram(program); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texID); glUniform1i(glGetUniformLocation(program, "u_tex0"), 0); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); // read pixel RGB: should be: 255, 128, 0 // uint32_t pixel = 0; uint8_t pixel[4]; glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel); supported = pixel[0] == 255 && pixel[1] == 128 && pixel[2] == 0; // clean render resources: VBO, VAO, EBO, program, vShader, fShader glDeleteBuffers(1, &VBO); glDeleteBuffers(1, &EBO); glDeleteVertexArrays(1, &VAO); glDeleteProgram(program); glDeleteShader(vShader); glDeleteShader(fShader); // restore binding to defaultVAO glBindVertexArray(defaultVAO); } // clean framebuffer resources glDeleteTextures(1, &colorAttachment); glDeleteFramebuffers(1, &fbo); // restore binding to defaultFBO glBindFramebuffer(GL_FRAMEBUFFER, defaultFBO); #endif } // clean test astc texture glDeleteTextures(1, &texID); glBindTexture(GL_TEXTURE_2D, 0); return supported; } bool DriverGL::isGLES2Only() const { return _verInfo.es && _verInfo.major == 2; } const char* DriverGL::getVendor() const { return _vendor; } const char* DriverGL::getRenderer() const { return _renderer; } const char* DriverGL::getVersion() const { return _version; } const char* DriverGL::getShaderVersion() const { return _shaderVer; } bool DriverGL::checkForFeatureSupported(FeatureType feature) { bool featureSupported = false; switch (feature) { case FeatureType::ETC1: featureSupported = hasExtension("GL_OES_compressed_ETC1_RGB8_texture"sv); break; case FeatureType::ETC2: featureSupported = _textureCompressionEtc2; break; case FeatureType::S3TC: #ifdef GL_EXT_texture_compression_s3tc featureSupported = hasExtension("GL_EXT_texture_compression_s3tc"sv); #endif break; case FeatureType::AMD_COMPRESSED_ATC: featureSupported = hasExtension("GL_AMD_compressed_ATC_texture"sv); break; case FeatureType::PVRTC: featureSupported = hasExtension("GL_IMG_texture_compression_pvrtc"sv); break; case FeatureType::IMG_FORMAT_BGRA8888: featureSupported = hasExtension("GL_IMG_texture_format_BGRA8888"sv); break; case FeatureType::DISCARD_FRAMEBUFFER: featureSupported = hasExtension("GL_EXT_discard_framebuffer"sv); break; case FeatureType::PACKED_DEPTH_STENCIL: featureSupported = hasExtension("GL_OES_packed_depth_stencil"sv); break; case FeatureType::VAO: #ifdef AX_PLATFORM_PC featureSupported = hasExtension("vertex_array_object"sv); #else featureSupported = hasExtension("GL_OES_vertex_array_object"sv); #endif break; case FeatureType::MAPBUFFER: featureSupported = hasExtension("GL_OES_mapbuffer"sv); break; case FeatureType::DEPTH24: featureSupported = hasExtension("GL_OES_depth24"sv); break; case FeatureType::ASTC: featureSupported = checkASTCRenderability(); break; default: break; } return featureSupported; } bool DriverGL::hasExtension(std::string_view searchName) const { const auto key = hashString(searchName); return _glExtensions.find(key) != _glExtensions.end(); } std::string DriverGL::dumpExtensions() const { std::string strExts; GL_EnumAllExtensions([&strExts](const std::string_view& ext) { strExts += ext; strExts += ','; }); return strExts; } NS_AX_BACKEND_END