// gdraw_wgl.c - copyright 2011-2012 RAD Game Tools // // This implements the Iggy graphics driver layer for GL on Windows. #define GDRAW_ASSERTS #include "iggy.h" #include "gdraw.h" #include "gdraw_wgl.h" #include #include #include "glext.h" #include #include #define true 1 #define false 0 /////////////////////////////////////////////////////////////////////////////// // // Extensions (we map to GL 2.0 function names for a uniform interface // across platforms) // #define GDRAW_GL_EXTENSION_LIST \ /* identifier import procname */ \ /* GL_ARB_multitexture */ \ GLE(ActiveTexture, "ActiveTextureARB", ACTIVETEXTUREARB) \ /* GL_ARB_texture_compression */ \ GLE(CompressedTexImage2D, "CompressedTexImage2DARB", COMPRESSEDTEXIMAGE2DARB) \ /* GL_ARB_vertex_buffer_object */ \ GLE(GenBuffers, "GenBuffersARB", GENBUFFERSARB) \ GLE(DeleteBuffers, "DeleteBuffersARB", DELETEBUFFERSARB) \ GLE(BindBuffer, "BindBufferARB", BINDBUFFERARB) \ GLE(BufferData, "BufferDataARB", BUFFERDATAARB) \ GLE(MapBuffer, "MapBufferARB", MAPBUFFERARB) \ GLE(UnmapBuffer, "UnmapBufferARB", UNMAPBUFFERARB) \ GLE(VertexAttribPointer, "VertexAttribPointerARB", VERTEXATTRIBPOINTERARB) \ GLE(EnableVertexAttribArray, "EnableVertexAttribArrayARB", ENABLEVERTEXATTRIBARRAYARB) \ GLE(DisableVertexAttribArray, "DisableVertexAttribArrayARB", DISABLEVERTEXATTRIBARRAYARB) \ /* GL_ARB_shader_objects */ \ GLE(CreateShader, "CreateShaderObjectARB", CREATESHADEROBJECTARB) \ GLE(DeleteShader, "DeleteObjectARB", DELETEOBJECTARB) \ GLE(ShaderSource, "ShaderSourceARB", SHADERSOURCEARB) \ GLE(CompileShader, "CompileShaderARB", COMPILESHADERARB) \ GLE(GetShaderiv, "GetObjectParameterivARB", GETOBJECTPARAMETERIVARB) \ GLE(GetShaderInfoLog, "GetInfoLogARB", GETINFOLOGARB) \ GLE(CreateProgram, "CreateProgramObjectARB", CREATEPROGRAMOBJECTARB) \ GLE(DeleteProgram, "DeleteObjectARB", DELETEOBJECTARB) \ GLE(AttachShader, "AttachObjectARB", ATTACHOBJECTARB) \ GLE(LinkProgram, "LinkProgramARB", LINKPROGRAMARB) \ GLE(GetUniformLocation, "GetUniformLocationARB", GETUNIFORMLOCATIONARB) \ GLE(UseProgram, "UseProgramObjectARB", USEPROGRAMOBJECTARB) \ GLE(GetProgramiv, "GetObjectParameterivARB", GETOBJECTPARAMETERIVARB) \ GLE(GetProgramInfoLog, "GetInfoLogARB", GETINFOLOGARB) \ GLE(Uniform1i, "Uniform1iARB", UNIFORM1IARB) \ GLE(Uniform4f, "Uniform4fARB", UNIFORM4FARB) \ GLE(Uniform4fv, "Uniform4fvARB", UNIFORM4FVARB) \ /* GL_ARB_vertex_shader */ \ GLE(BindAttribLocation, "BindAttribLocationARB", BINDATTRIBLOCATIONARB) \ /* GL_EXT_framebuffer_object */ \ GLE(GenRenderbuffers, "GenRenderbuffersEXT", GENRENDERBUFFERSEXT) \ GLE(DeleteRenderbuffers, "DeleteRenderbuffersEXT", DELETERENDERBUFFERSEXT) \ GLE(BindRenderbuffer, "BindRenderbufferEXT", BINDRENDERBUFFEREXT) \ GLE(RenderbufferStorage, "RenderbufferStorageEXT", RENDERBUFFERSTORAGEEXT) \ GLE(GenFramebuffers, "GenFramebuffersEXT", GENFRAMEBUFFERSEXT) \ GLE(DeleteFramebuffers, "DeleteFramebuffersEXT", DELETEFRAMEBUFFERSEXT) \ GLE(BindFramebuffer, "BindFramebufferEXT", BINDFRAMEBUFFEREXT) \ GLE(CheckFramebufferStatus, "CheckFramebufferStatusEXT", CHECKFRAMEBUFFERSTATUSEXT) \ GLE(FramebufferRenderbuffer, "FramebufferRenderbufferEXT", FRAMEBUFFERRENDERBUFFEREXT) \ GLE(FramebufferTexture2D, "FramebufferTexture2DEXT", FRAMEBUFFERTEXTURE2DEXT) \ GLE(GenerateMipmap, "GenerateMipmapEXT", GENERATEMIPMAPEXT) \ /* GL_EXT_framebuffer_blit */ \ GLE(BlitFramebuffer, "BlitFramebufferEXT", BLITFRAMEBUFFEREXT) \ /* GL_EXT_framebuffer_multisample */ \ GLE(RenderbufferStorageMultisample, "RenderbufferStorageMultisampleEXT",RENDERBUFFERSTORAGEMULTISAMPLEEXT) \ /* */ #define gdraw_GLx_(id) gdraw_GL_##id #define GDRAW_GLx_(id) GDRAW_GL_##id #define GDRAW_SHADERS "gdraw_gl_shaders.inl" typedef GLhandleARB GLhandle; typedef gdraw_gl_resourcetype gdraw_resourcetype; // Extensions #define GLE(id, import, procname) static PFNGL##procname##PROC gl##id; GDRAW_GL_EXTENSION_LIST #undef GLE static void load_extensions(void) { #define GLE(id, import, procname) gl##id = (PFNGL##procname##PROC) wglGetProcAddress("gl" import); GDRAW_GL_EXTENSION_LIST #undef GLE } static void clear_renderstate_platform_specific(void) { glDisable(GL_ALPHA_TEST); } static void error_msg_platform_specific(const char *msg) { OutputDebugStringA(msg); } /////////////////////////////////////////////////////////////////////////////// // // Shared code // #define GDRAW_MULTISAMPLING #include "gdraw_gl_shared.inl" /////////////////////////////////////////////////////////////////////////////// // // Initialization and platform-specific functionality // GDrawFunctions *gdraw_GL_CreateContext(S32 w, S32 h, S32 msaa_samples) { static const TextureFormatDesc tex_formats[] = { { IFT_FORMAT_rgba_8888, 1, 1, 4, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE }, { IFT_FORMAT_rgba_4444_LE, 1, 1, 2, GL_RGBA4, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4 }, { IFT_FORMAT_rgba_5551_LE, 1, 1, 2, GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1 }, { IFT_FORMAT_la_88, 1, 1, 2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE }, { IFT_FORMAT_la_44, 1, 1, 1, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE }, { IFT_FORMAT_i_8, 1, 1, 1, GL_INTENSITY8, GL_ALPHA, GL_UNSIGNED_BYTE }, { IFT_FORMAT_i_4, 1, 1, 1, GL_INTENSITY4, GL_ALPHA, GL_UNSIGNED_BYTE }, { IFT_FORMAT_l_8, 1, 1, 1, GL_LUMINANCE8, GL_LUMINANCE, GL_UNSIGNED_BYTE }, { IFT_FORMAT_l_4, 1, 1, 1, GL_LUMINANCE4, GL_LUMINANCE, GL_UNSIGNED_BYTE }, { IFT_FORMAT_DXT1, 4, 4, 8, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 0, GL_UNSIGNED_BYTE }, { IFT_FORMAT_DXT3, 4, 4, 16, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, 0, GL_UNSIGNED_BYTE }, { IFT_FORMAT_DXT5, 4, 4, 16, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, 0, GL_UNSIGNED_BYTE }, { 0, 0, 0, 0, 0, 0, 0 }, }; GDrawFunctions *funcs; const char *s; GLint n; // check for the extensions we need s = (const char *) glGetString(GL_EXTENSIONS); if (s == NULL) { assert(s != NULL); // if this is NULL, you're probably trying to create the device too early return NULL; } // check for the extensions we won't work without if (!hasext(s, "GL_ARB_multitexture") || !hasext(s, "GL_ARB_texture_compression") || !hasext(s, "GL_ARB_texture_mirrored_repeat") || !hasext(s, "GL_ARB_texture_non_power_of_two") || // with caveats - see below! !hasext(s, "GL_ARB_vertex_buffer_object") || !hasext(s, "GL_EXT_framebuffer_object") || !hasext(s, "GL_ARB_shader_objects") || !hasext(s, "GL_ARB_vertex_shader") || !hasext(s, "GL_ARB_fragment_shader")) return NULL; // if user requests multisampling and HW doesn't support it, bail if (!hasext(s, "GL_EXT_framebuffer_multisample") && msaa_samples > 1) return NULL; load_extensions(); funcs = create_context(w, h); if (!funcs) return NULL; gdraw->tex_formats = tex_formats; // check for optional extensions gdraw->has_mapbuffer = true; // part of core VBO extension on regular GL gdraw->has_depth24 = true; // we just assume. gdraw->has_texture_max_level = true; // core on regular GL if (hasext(s, "GL_EXT_packed_depth_stencil")) gdraw->has_packed_depth_stencil = true; // we require ARB_texture_non_power_of_two - on actual HW, this may either give us // "full" non-power-of-two support, or "conditional" non-power-of-two (wrap mode must // be CLAMP_TO_EDGE, no mipmaps). figure out which it is using this heuristic by // Unity's Aras Pranckevicius (thanks!): // http://www.aras-p.info/blog/2012/10/17/non-power-of-two-textures/ // // we use the second heuristic (texture size <8192 for cards without full NPOT support) // since we don't otherwise use ARB_fragment_program and don't want to create a program // just to be able to query MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB! glGetIntegerv(GL_MAX_TEXTURE_SIZE, &n); gdraw->has_conditional_non_power_of_two = n < 8192; // clamp number of multisampling levels to max supported if (msaa_samples > 1) { glGetIntegerv(GL_MAX_SAMPLES, &n); gdraw->multisampling = RR_MIN(msaa_samples, n); } opengl_check(); return funcs; }