mirror of https://github.com/axmolengine/axmol.git
444 lines
15 KiB
C++
444 lines
15 KiB
C++
/****************************************************************************
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2020 C4games Ltd
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https://axmolengine.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "DeviceInfoGL.h"
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#include "platform/GL.h"
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#include "base/axstd.h"
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#include "xxhash/xxhash.h"
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#if !defined(GL_COMPRESSED_RGBA8_ETC2_EAC)
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# define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
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#endif
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#if !defined(GL_COMPRESSED_RGBA_ASTC_4x4)
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# define GL_COMPRESSED_RGBA_ASTC_4x4 0x93B0
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#endif
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NS_AX_BACKEND_BEGIN
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static inline uint32_t hashString(std::string_view str)
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{
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return !str.empty() ? XXH32(str.data(), str.length(), 0) : 0;
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}
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static GLuint compileShader(GLenum shaderType, const GLchar* source)
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{
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auto shader = glCreateShader(shaderType);
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if (!shader)
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return 0;
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glShaderSource(shader, 1, &source, nullptr);
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glCompileShader(shader);
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GLint status = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (status)
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return shader;
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GLint logLength = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 1)
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{
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auto errorLog = axstd::make_unique_for_overwrite<char[]>(static_cast<size_t>(logLength));
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glGetShaderInfoLog(shader, logLength, nullptr, static_cast<GLchar*>(errorLog.get()));
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ax::print("axmol:ERROR: Failed to compile shader, detail: %s\n%s", errorLog.get(), source);
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}
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else
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{
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ax::print("axmol:ERROR: Failed to compile shader without errors.");
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}
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glDeleteShader(shader);
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return 0;
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}
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/// <summary>
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/// render 1x1 to back framebuffer to detect whether GPU support astc compressed texture really
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/// </summary>
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/// <returns>true: support, false: not support</returns>
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static bool checkASTCRenderability()
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{
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// 1x1/2x2 astc 4x4 compressed texels srgb
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uint8_t astctexels[] = {0xfc, 0xfd, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
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0xff, 0xff, 0x80, 0x80, 0x00, 0x00, 0xff, 0xff};
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GLuint texID = 0;
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glGenTextures(1, &texID);
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glBindTexture(GL_TEXTURE_2D, texID);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glCompressedTexImage2D(GL_TEXTURE_2D,
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0, // level
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GL_COMPRESSED_RGBA_ASTC_4x4_KHR, // format
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1, 1, // texture dim
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0, // border
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sizeof(astctexels), // dataLen,
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astctexels);
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bool supported = false;
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auto error = glGetError();
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if (!error)
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{
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#if !AX_GLES_PROFILE
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// read 1 spixel RGB: should be: 255, 128, 0
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uint8_t pixel[4] = {0};
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
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error = glGetError();
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supported = !error && pixel[0] == 255 && pixel[1] == 128;
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#else // GLES no API: glGetTexImage
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// prepare a back frame buffer
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GLuint defaultFBO{0};
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, reinterpret_cast<GLint*>(&defaultFBO));
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GLuint fbo{0};
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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/// color attachment0
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GLuint colorAttachment = 0;
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glGenTextures(1, &colorAttachment);
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glBindTexture(GL_TEXTURE_2D, colorAttachment);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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uint8_t black1x1[] = {0x00, 0x00, 0x00, 0x00}; // 1*1*4
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, black1x1);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorAttachment, 0);
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// GLenum buffers[1] = {GL_COLOR_ATTACHMENT0};
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// glDrawBuffers(1, buffers);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE)
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{ // does back framebuffer reandy for render
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const char* vertexShader = R"(#version 100
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precision highp float;
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attribute vec3 aPos;
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attribute vec2 aTexCoord;
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varying vec2 TexCoord;
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void main()
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{
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gl_Position = vec4(aPos, 1.0);
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TexCoord = vec2(aTexCoord.x, aTexCoord.y);
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})";
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const char* fragShader = R"(#version 100
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precision highp float;
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varying vec2 TexCoord;
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uniform sampler2D u_tex0;
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void main()
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{
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gl_FragColor = texture2D(u_tex0, TexCoord);
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}
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)";
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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float vertices[] = {
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// positions // texture coords
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top right
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1.0f, -1.0f, 0.0f, 1.0f, 0.0f, // bottom right
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom left
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-1.0f, 1.0f, 0.0f, 0.0f, 1.0f // top left
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};
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unsigned int indices[] = {
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0, 1, 3, // first triangle
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1, 2, 3 // second triangle
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};
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GLuint defaultVAO{0};
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, reinterpret_cast<GLint*>(&defaultVAO));
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unsigned int VBO, VAO, EBO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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// position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), reinterpret_cast<const void*>(0));
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glEnableVertexAttribArray(0);
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// texture coord attribute
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
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reinterpret_cast<const void*>(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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// create shader program
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auto vShader = compileShader(GL_VERTEX_SHADER, vertexShader);
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auto fShader = compileShader(GL_FRAGMENT_SHADER, fragShader);
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auto program = glCreateProgram();
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glAttachShader(program, vShader);
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glAttachShader(program, fShader);
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glLinkProgram(program);
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// render frame
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glUseProgram(program);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texID);
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glUniform1i(glGetUniformLocation(program, "u_tex0"), 0);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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// read pixel RGB: should be: 255, 128, 0
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// uint32_t pixel = 0;
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uint8_t pixel[4];
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glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
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supported = pixel[0] == 255 && pixel[1] == 128 && pixel[2] == 0;
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// clean render resources: VBO, VAO, EBO, program, vShader, fShader
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glDeleteBuffers(1, &VBO);
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glDeleteBuffers(1, &EBO);
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glDeleteVertexArrays(1, &VAO);
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glDeleteProgram(program);
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glDeleteShader(vShader);
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glDeleteShader(fShader);
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// restore binding to defaultVAO
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glBindVertexArray(defaultVAO);
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}
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// clean framebuffer resources
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glDeleteTextures(1, &colorAttachment);
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glDeleteFramebuffers(1, &fbo);
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// restore binding to defaultFBO
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glBindFramebuffer(GL_FRAMEBUFFER, defaultFBO);
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#endif
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}
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// clean test astc texture
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glDeleteTextures(1, &texID);
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glBindTexture(GL_TEXTURE_2D, 0);
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return supported;
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}
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template <typename _Fty>
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static void GL_EnumAllExtensions(_Fty&& func)
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{
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#if AX_GLES_PROFILE != 200 // NOT GLES2.0
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GLint NumberOfExtensions{0};
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glGetIntegerv(GL_NUM_EXTENSIONS, &NumberOfExtensions);
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for (GLint i = 0; i < NumberOfExtensions; ++i)
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{
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auto extName = (const char*)glGetStringi(GL_EXTENSIONS, i);
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if (extName)
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func(std::string_view{extName});
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}
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#else
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auto extensions = (const char*)glGetString(GL_EXTENSIONS);
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if (extensions)
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{
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axstd::split_of_cb(extensions, " \f\n\r\t\v", [&func](const char* start, const char* end, char /*delim*/) {
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if (start != end)
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func(std::string_view{start, static_cast<size_t>(end - start)});
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});
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}
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#endif
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}
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bool DeviceInfoGL::init()
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{
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// These queries work with all GL/GLES versions!
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_vendor = (char const*)glGetString(GL_VENDOR);
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_renderer = (char const*)glGetString(GL_RENDERER);
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_version = (char const*)glGetString(GL_VERSION);
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_shaderVer = (char const*)glGetString(GL_SHADING_LANGUAGE_VERSION);
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if (_version)
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{
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auto hint = strstr(_version, "OpenGL ES");
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_verInfo.es = !!hint;
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if (_verInfo.es)
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{
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_verInfo.major = hint[10] - '0';
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_verInfo.minor = hint[12] - '0';
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}
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else
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{
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_verInfo.major = (_version[0] - '0');
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_verInfo.minor = (_version[2] - '0');
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}
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}
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// check OpenGL version at first
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constexpr int REQUIRED_GLES_MAJOR = (AX_GLES_PROFILE / AX_GLES_PROFILE_DEN);
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if ((!_verInfo.es && (_verInfo.major < 3 || (_verInfo.major == 3 && _verInfo.minor < 3))) ||
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(_verInfo.es && _verInfo.major < REQUIRED_GLES_MAJOR))
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{
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char strComplain[256] = {0};
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#if AX_GLES_PROFILE == 0
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sprintf(strComplain,
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"OpeGL 3.3+ is required (your version is %s). Please upgrade the driver of your video card.", _version);
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#else
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sprintf(strComplain,
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"OpeGL ES %d.%d+ is required (your version is %s). Please upgrade the driver of your video card.",
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REQUIRED_GLES_MAJOR, AX_GLES_PROFILE % AX_GLES_PROFILE, _version);
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#endif
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ccMessageBox(strComplain, "OpenGL version too old");
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utils::killCurrentProcess(); // kill current process, don't cause crash when driver issue.
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return false;
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}
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if (_version)
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ax::print("[GL:%s] Ready for GLSL", _version);
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// caps
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &_maxAttributes);
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &_maxTextureSize);
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &_maxTextureUnits);
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// exts
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GL_EnumAllExtensions([this](const std::string_view& ext) {
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const auto key = hashString(ext);
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_glExtensions.insert(key);
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});
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// texture compressions
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axstd::pod_vector<GLint> formats;
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GLint numFormats{0};
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glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numFormats);
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if (numFormats > 0)
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{
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formats.resize_fit(numFormats);
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glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, formats.data());
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const auto textureCompressions = std::set<int>{formats.begin(), formats.end()};
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if (textureCompressions.find(GL_COMPRESSED_RGBA_ASTC_4x4_KHR) != textureCompressions.end())
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_textureCompressionAstc = true;
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if (textureCompressions.find(GL_COMPRESSED_RGBA8_ETC2_EAC) != textureCompressions.end())
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_textureCompressionEtc2 = true;
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}
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return true;
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}
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bool DeviceInfoGL::isGLES2Only() const
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{
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return _verInfo.es && _verInfo.major == 2;
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}
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const char* DeviceInfoGL::getVendor() const
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{
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return _vendor;
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}
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const char* DeviceInfoGL::getRenderer() const
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{
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return _renderer;
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}
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const char* DeviceInfoGL::getVersion() const
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{
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return _version;
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}
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const char* DeviceInfoGL::getShaderVersion() const
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{
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return _shaderVer;
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}
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bool DeviceInfoGL::checkForFeatureSupported(FeatureType feature)
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{
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bool featureSupported = false;
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switch (feature)
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{
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case FeatureType::ETC1:
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featureSupported = hasExtension("GL_OES_compressed_ETC1_RGB8_texture"sv);
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break;
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case FeatureType::ETC2:
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featureSupported = _textureCompressionEtc2;
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break;
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case FeatureType::S3TC:
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#ifdef GL_EXT_texture_compression_s3tc
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featureSupported = hasExtension("GL_EXT_texture_compression_s3tc"sv);
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#endif
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break;
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case FeatureType::AMD_COMPRESSED_ATC:
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featureSupported = hasExtension("GL_AMD_compressed_ATC_texture"sv);
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break;
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case FeatureType::PVRTC:
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featureSupported = hasExtension("GL_IMG_texture_compression_pvrtc"sv);
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break;
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case FeatureType::IMG_FORMAT_BGRA8888:
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featureSupported = hasExtension("GL_IMG_texture_format_BGRA8888"sv);
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break;
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case FeatureType::DISCARD_FRAMEBUFFER:
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featureSupported = hasExtension("GL_EXT_discard_framebuffer"sv);
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break;
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case FeatureType::PACKED_DEPTH_STENCIL:
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featureSupported = hasExtension("GL_OES_packed_depth_stencil"sv);
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break;
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case FeatureType::VAO:
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#ifdef AX_PLATFORM_PC
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featureSupported = hasExtension("vertex_array_object"sv);
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#else
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featureSupported = hasExtension("GL_OES_vertex_array_object"sv);
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#endif
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break;
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case FeatureType::MAPBUFFER:
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featureSupported = hasExtension("GL_OES_mapbuffer"sv);
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break;
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case FeatureType::DEPTH24:
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featureSupported = hasExtension("GL_OES_depth24"sv);
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break;
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case FeatureType::ASTC:
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featureSupported = checkASTCRenderability();
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break;
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default:
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break;
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}
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return featureSupported;
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}
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bool DeviceInfoGL::hasExtension(std::string_view searchName) const
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{
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const auto key = hashString(searchName);
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return _glExtensions.find(key) != _glExtensions.end();
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}
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std::string DeviceInfoGL::dumpExtensions() const
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{
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std::string strExts;
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GL_EnumAllExtensions([&strExts](const std::string_view& ext) {
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strExts += ext;
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strExts += ',';
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});
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return strExts;
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}
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NS_AX_BACKEND_END
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