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//========= Copyright 1996-2009, Valve Corporation, All rights reserved. ============// // // Purpose: Defines a group of app systems that all have the same lifetime // that need to be connected/initialized, etc. in a well-defined order // // $Revision: $ // $NoKeywords: $ //=============================================================================//
//===============================================================================
GLMRendererInfo::GLMRendererInfo( void ) { m_display = NULL; Q_memset( &m_info, 0, sizeof( m_info ) ); }
GLMRendererInfo::~GLMRendererInfo( void ) { SDLAPP_FUNC;
if (m_display) { delete m_display; m_display = NULL; } }
// !!! FIXME: sync this function with the Mac version in case anything important has changed. void GLMRendererInfo::Init( GLMRendererInfoFields *info ) { SDLAPP_FUNC;
m_info = *info; m_display = NULL;
m_info.m_fullscreen = 0; m_info.m_accelerated = 1; m_info.m_windowed = 1; m_info.m_ati = true; m_info.m_atiNewer = true;
m_info.m_hasGammaWrites = true;
// If you haven't created a GL context by now (and initialized gGL), you're about to crash.
m_info.m_hasMixedAttachmentSizes = gGL->m_bHave_GL_ARB_framebuffer_object; m_info.m_hasBGRA = gGL->m_bHave_GL_EXT_vertex_array_bgra;
// !!! FIXME: what do these do on the Mac? m_info.m_hasNewFullscreenMode = false; m_info.m_hasNativeClipVertexMode = true;
// if user disabled them if (CommandLine()->FindParm("-glmdisableclipplanes")) { m_info.m_hasNativeClipVertexMode = false; } // or maybe enabled them.. if (CommandLine()->FindParm("-glmenableclipplanes")) { m_info.m_hasNativeClipVertexMode = true; } m_info.m_hasOcclusionQuery = gGL->m_bHave_GL_ARB_occlusion_query; m_info.m_hasFramebufferBlit = gGL->m_bHave_GL_EXT_framebuffer_blit || gGL->m_bHave_GL_ARB_framebuffer_object;
GLint nMaxAniso = 0; gGL->glGetIntegerv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &nMaxAniso ); m_info.m_maxAniso = clamp<int>( nMaxAniso, 0, 16 ); // We don't currently used bindable uniforms, but I've been experimenting with them so I might as well check this in just in case they turn out to be useful. m_info.m_hasBindableUniforms = gGL->m_bHave_GL_EXT_bindable_uniform; m_info.m_hasBindableUniforms = false; // !!! FIXME hardwiring this path to false until we see how to accelerate it properly m_info.m_maxVertexBindableUniforms = 0; m_info.m_maxFragmentBindableUniforms = 0; m_info.m_maxBindableUniformSize = 0; if (m_info.m_hasBindableUniforms) { gGL->glGetIntegerv(GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT, &m_info.m_maxVertexBindableUniforms); gGL->glGetIntegerv(GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT, &m_info.m_maxFragmentBindableUniforms); gGL->glGetIntegerv(GL_MAX_BINDABLE_UNIFORM_SIZE_EXT, &m_info.m_maxBindableUniformSize); if ( ( m_info.m_maxVertexBindableUniforms < 1 ) || ( m_info.m_maxFragmentBindableUniforms < 1 ) || ( m_info.m_maxBindableUniformSize < ( sizeof( float ) * 4 * 256 ) ) ) { m_info.m_hasBindableUniforms = false; } } m_info.m_hasUniformBuffers = gGL->m_bHave_GL_ARB_uniform_buffer; m_info.m_hasPerfPackage1 = true; // this flag is Mac-specific. We do slower things if you don't have Mac OS X 10.x.y or later. Linux always does the fast path!
//------------------------------------------------------------------- // runtime options that aren't negotiable once set
m_info.m_hasDualShaders = CommandLine()->FindParm("-glmdualshaders") != 0;
//------------------------------------------------------------------- // "can'ts "
#if defined( OSX ) m_info.m_cantBlitReliably = m_info.m_intel; //FIXME X3100&10.6.3 has problems blitting.. adjust this if bug fixed in 10.6.4 #else // m_cantBlitReliably path doesn't work right now, and the Intel path is different for us on Linux/Win7 anyway m_info.m_cantBlitReliably = false; #endif if (CommandLine()->FindParm("-glmenabletrustblit")) { m_info.m_cantBlitReliably = false; // we trust the blit, so set the cant-blit cap to false } if (CommandLine()->FindParm("-glmdisabletrustblit")) { m_info.m_cantBlitReliably = true; // we do not trust the blit, so set the cant-blit cap to true }
// MSAA resolve issues m_info.m_cantResolveFlipped = false;
#if defined( OSX ) m_info.m_cantResolveScaled = true; // generally true until new extension ships #else // DON'T just slam this to false and run without first testing with -gl_debug enabled on NVidia/AMD/etc. // This path needs the m_bHave_GL_EXT_framebuffer_multisample_blit_scaled extension. m_info.m_cantResolveScaled = true; if ( gGL->m_bHave_GL_EXT_framebuffer_multisample_blit_scaled ) { m_info.m_cantResolveScaled = false; } #endif // gamma decode impacting shader codegen m_info.m_costlyGammaFlips = false; }
void GLMRendererInfo::PopulateDisplays() { SDLAPP_FUNC;
Assert( !m_display ); m_display = new GLMDisplayInfo;
// Populate display mode table. m_display->PopulateModes(); }
void GLMRendererInfo::Dump( int which ) { SDLAPP_FUNC;
GLMPRINTF(("\n #%d: GLMRendererInfo @ %p, renderer-id=(%08x) display-mask=%08x vram=%dMB", which, this, m_info.m_rendererID, m_info.m_displayMask, m_info.m_vidMemory >> 20 )); GLMPRINTF(("\n VendorID=%04x DeviceID=%04x Model=%s", m_info.m_pciVendorID, m_info.m_pciDeviceID, m_info.m_pciModelString ));
m_display->Dump( which ); }
GLMDisplayDB::GLMDisplayDB () { SDLAPP_FUNC;
m_renderer.m_display = NULL; }
GLMDisplayDB::~GLMDisplayDB ( void ) { SDLAPP_FUNC;
if ( m_renderer.m_display ) { delete m_renderer.m_display; m_renderer.m_display = NULL; } }
#ifndef GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX #define GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX 0x9047 #endif
#ifndef GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX #define GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX 0x9048 #endif
#ifndef GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX #define GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX 0x9049 #endif
#ifndef GL_VBO_FREE_MEMORY_ATI #define GL_VBO_FREE_MEMORY_ATI 0x87FB #endif
#ifndef GL_TEXTURE_FREE_MEMORY_ATI #define GL_TEXTURE_FREE_MEMORY_ATI 0x87FC #endif
#ifndef GL_RENDERBUFFER_FREE_MEMORY_ATI #define GL_RENDERBUFFER_FREE_MEMORY_ATI 0x87FD #endif void GLMDisplayDB::PopulateRenderers( void ) { SDLAPP_FUNC;
Assert( !m_renderer.m_display );
GLMRendererInfoFields fields; memset( &fields, 0, sizeof(fields) );
// Assume 512MB of available video memory fields.m_vidMemory = 512 * 1024 * 1024; DebugPrintf( "GL_NVX_gpu_memory_info: %s\n", gGL->m_bHave_GL_NVX_gpu_memory_info ? "AVAILABLE" : "UNAVAILABLE" ); DebugPrintf( "GL_ATI_meminfo: %s\n", gGL->m_bHave_GL_ATI_meminfo ? "AVAILABLE" : "UNAVAILABLE" );
if ( gGL->m_bHave_GL_NVX_gpu_memory_info ) { gGL->glGetError();
GLint nTotalDedicated = 0, nTotalAvail = 0, nCurrentAvail = 0; gGL->glGetIntegerv( GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX, &nTotalDedicated ); gGL->glGetIntegerv( GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, &nTotalAvail ); gGL->glGetIntegerv( GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, &nCurrentAvail );
if ( gGL->glGetError() ) { DebugPrintf( "GL_NVX_gpu_memory_info: Failed retrieving available GPU memory\n" ); } else { DebugPrintf( "GL_NVX_gpu_memory_info: Total Dedicated: %u, Total Avail: %u, Current Avail: %u\n", nTotalDedicated, nTotalAvail, nCurrentAvail );
// Try to do something reasonable. Should we report dedicated or total available to the engine here? // For now, just take the MAX of both. uint64 nActualAvail = static_cast<uint64>( MAX( nTotalAvail, nTotalDedicated ) ) * 1024; fields.m_vidMemory = static_cast< GLint >( MIN( nActualAvail, 0x7FFFFFFF ) ); } } else if ( gGL->m_bHave_GL_ATI_meminfo ) { // As of 10/8/12 this extension is only available under Linux and Windows FireGL parts. gGL->glGetError();
GLint nAvail[4] = { 0, 0, 0, 0 }; gGL->glGetIntegerv( GL_TEXTURE_FREE_MEMORY_ATI, nAvail );
if ( gGL->glGetError() ) { DebugPrintf( "GL_ATI_meminfo: Failed retrieving available GPU memory\n" ); } else { // param[0] - total memory free in the pool // param[1] - largest available free block in the pool // param[2] - total auxiliary memory free // param[3] - largest auxiliary free block
DebugPrintf( "GL_ATI_meminfo: GL_TEXTURE_FREE_MEMORY_ATI: Total Free: %i, Largest Avail: %i, Total Aux: %i, Largest Aux Avail: %i\n", nAvail[0], nAvail[1], nAvail[2], nAvail[3] );
uint64 nActualAvail = static_cast<uint64>( nAvail[0] ) * 1024; fields.m_vidMemory = static_cast< GLint >( MIN( nActualAvail, 0x7FFFFFFF ) ); } }
// Clamp the min amount of video memory to 256MB in case a query returned something bogus, or we interpreted it badly. fields.m_vidMemory = MAX( fields.m_vidMemory, 128 * 1024 * 1024 ); fields.m_texMemory = fields.m_vidMemory;
fields.m_pciVendorID = GLM_OPENGL_VENDOR_ID; fields.m_pciDeviceID = GLM_OPENGL_DEFAULT_DEVICE_ID; if ( ( gGL->m_nDriverProvider == cGLDriverProviderIntel ) || ( gGL->m_nDriverProvider == cGLDriverProviderIntelOpenSource ) ) { fields.m_pciDeviceID = GLM_OPENGL_LOW_PERF_DEVICE_ID; } /* fields.m_colorModes = (uint)-1; fields.m_bufferModes = (uint)-1; fields.m_depthModes = (uint)-1; fields.m_stencilModes = (uint)-1; fields.m_maxAuxBuffers = (uint)128; fields.m_maxSampleBuffers = (uint)128; fields.m_maxSamples = (uint)2048; fields.m_sampleModes = (uint)128; fields.m_sampleAlpha = (uint)32; */
GLint nMaxMultiSamples = 0; gGL->glGetIntegerv( GL_MAX_SAMPLES_EXT, &nMaxMultiSamples ); fields.m_maxSamples = clamp<int>( nMaxMultiSamples, 0, 8 ); DebugPrintf( "GL_MAX_SAMPLES_EXT: %i\n", nMaxMultiSamples );
// We only have one GLMRendererInfo on Linux, unlike Mac OS X. Whatever libGL.so wants to do, we go with it. m_renderer.Init( &fields );
// then go back and ask each renderer to populate its display info table. m_renderer.PopulateDisplays(); }
void GLMDisplayDB::PopulateFakeAdapters( uint realRendererIndex ) // fake adapters = one real adapter times however many displays are on it { SDLAPP_FUNC;
Assert( realRendererIndex == 0 ); }
void GLMDisplayDB::Populate(void) { SDLAPP_FUNC;
this->PopulateRenderers(); this->PopulateFakeAdapters( 0 );
#if GLMDEBUG this->Dump(); #endif }
int GLMDisplayDB::GetFakeAdapterCount( void ) { SDLAPP_FUNC;
return 1; }
bool GLMDisplayDB::GetFakeAdapterInfo( int fakeAdapterIndex, int *rendererOut, int *displayOut, GLMRendererInfoFields *rendererInfoOut, GLMDisplayInfoFields *displayInfoOut ) { SDLAPP_FUNC;
if (fakeAdapterIndex >= GetFakeAdapterCount() ) { *rendererOut = 0; *displayOut = 0; return true; // fail }
*rendererOut = 0; *displayOut = 0;
bool rendResult = GetRendererInfo( *rendererOut, rendererInfoOut ); bool dispResult = GetDisplayInfo( *rendererOut, *displayOut, displayInfoOut ); return rendResult || dispResult; }
int GLMDisplayDB::GetRendererCount( void ) { SDLAPP_FUNC;
return 1; }
bool GLMDisplayDB::GetRendererInfo( int rendererIndex, GLMRendererInfoFields *infoOut ) { SDLAPP_FUNC;
memset( infoOut, 0, sizeof( GLMRendererInfoFields ) );
if (rendererIndex >= GetRendererCount()) return true; // fail *infoOut = m_renderer.m_info;
return false; }
int GLMDisplayDB::GetDisplayCount( int rendererIndex ) { SDLAPP_FUNC;
if (rendererIndex >= GetRendererCount()) { Assert( 0 ); return 0; // fail } return 1; }
bool GLMDisplayDB::GetDisplayInfo( int rendererIndex, int displayIndex, GLMDisplayInfoFields *infoOut ) { SDLAPP_FUNC;
memset( infoOut, 0, sizeof( GLMDisplayInfoFields ) ); if (rendererIndex >= GetRendererCount()) return true; // fail if (displayIndex >= GetDisplayCount(rendererIndex)) return true; // fail *infoOut = m_renderer.m_display->m_info;
return false; }
int GLMDisplayDB::GetModeCount( int rendererIndex, int displayIndex ) { SDLAPP_FUNC;
if (rendererIndex >= GetRendererCount()) return 0; // fail if (displayIndex >= GetDisplayCount(rendererIndex)) return 0; // fail return m_renderer.m_display->m_modes->Count(); }
bool GLMDisplayDB::GetModeInfo( int rendererIndex, int displayIndex, int modeIndex, GLMDisplayModeInfoFields *infoOut ) { SDLAPP_FUNC;
memset( infoOut, 0, sizeof( GLMDisplayModeInfoFields ) ); if ( rendererIndex >= GetRendererCount()) return true; // fail if (displayIndex >= GetDisplayCount( rendererIndex ) ) return true; // fail if ( modeIndex >= GetModeCount( rendererIndex, displayIndex ) ) return true; // fail if ( modeIndex >= 0 ) { GLMDisplayMode *displayModeInfo = m_renderer.m_display->m_modes->Element( modeIndex );
*infoOut = displayModeInfo->m_info; } else { const GLMDisplayInfoFields &info = m_renderer.m_display->m_info;
infoOut->m_modePixelWidth = info.m_displayPixelWidth; infoOut->m_modePixelHeight = info.m_displayPixelHeight; infoOut->m_modeRefreshHz = 0;
//return true; // fail }
return false; }
void GLMDisplayDB::Dump( void ) { SDLAPP_FUNC;
GLMPRINTF(("\n GLMDisplayDB @ %p ",this ));
m_renderer.Dump( 0 ); }
//===============================================================================
GLMDisplayInfo::GLMDisplayInfo() { SDLAPP_FUNC;
m_modes = NULL;
int Width, Height; GetLargestDisplaySize( Width, Height );
m_info.m_displayPixelWidth = ( uint )Width; m_info.m_displayPixelHeight = ( uint )Height; }
GLMDisplayInfo::~GLMDisplayInfo( void ) { SDLAPP_FUNC; }
extern "C" int DisplayModeSortFunction( GLMDisplayMode * const *A, GLMDisplayMode * const *B ) { SDLAPP_FUNC;
int bigger = -1; int smaller = 1; // adjust these for desired ordering
// check refreshrate - higher should win if ( (*A)->m_info.m_modeRefreshHz > (*B)->m_info.m_modeRefreshHz ) { return bigger; } else if ( (*A)->m_info.m_modeRefreshHz < (*B)->m_info.m_modeRefreshHz ) { return smaller; }
// check area - larger mode should win int areaa = (*A)->m_info.m_modePixelWidth * (*A)->m_info.m_modePixelHeight; int areab = (*B)->m_info.m_modePixelWidth * (*B)->m_info.m_modePixelHeight;
if ( areaa > areab ) { return bigger; } else if ( areaa < areab ) { return smaller; } return 0; // equal rank }
void GLMDisplayInfo::PopulateModes( void ) { SDLAPP_FUNC;
Assert( !m_modes ); m_modes = new CUtlVector< GLMDisplayMode* >;
int nummodes = SDL_GetNumVideoDisplays();
for ( int i = 0; i < nummodes; i++ ) { SDL_Rect rect = { 0, 0, 0, 0 };
if ( !SDL_GetDisplayBounds( i, &rect ) && rect.w && rect.h ) { m_modes->AddToTail( new GLMDisplayMode( rect.w, rect.h, 0 ) ); } }
// Add a big pile of window resolutions. static const struct { uint w; uint h; } s_Resolutions[] = { { 640, 480 }, // 4x3 { 800, 600 }, { 1024, 768 }, { 1152, 864 }, { 1280, 960 }, { 1600, 1200 }, { 1920, 1440 }, { 2048, 1536 },
{ 1280, 720 }, // 16x9 { 1366, 768 }, { 1600, 900 }, { 1920, 1080 },
{ 720, 480 }, // 16x10 { 1280, 800 }, { 1680, 1050 }, { 1920, 1200 }, { 2560, 1600 }, };
for ( int i = 0; i < ARRAYSIZE( s_Resolutions ); i++ ) { uint w = s_Resolutions[ i ].w; uint h = s_Resolutions[ i ].h;
if ( ( w <= m_info.m_displayPixelWidth ) && ( h <= m_info.m_displayPixelHeight ) ) { m_modes->AddToTail( new GLMDisplayMode( w, h, 0 ) );
if ( ( w * 2 <= m_info.m_displayPixelWidth ) && ( h * 2 < m_info.m_displayPixelHeight ) ) { // Add double of everything also - Retina proofing hopefully. m_modes->AddToTail( new GLMDisplayMode( w * 2, h * 2, 0 ) ); } } }
m_modes->Sort( DisplayModeSortFunction );
// remove dupes. nummodes = m_modes->Count(); int i = 1; // not zero! while (i < nummodes) { GLMDisplayModeInfoFields& info0 = m_modes->Element( i - 1 )->m_info; GLMDisplayModeInfoFields& info1 = m_modes->Element( i )->m_info;
if ( ( info0.m_modePixelWidth == info1.m_modePixelWidth ) && ( info0.m_modePixelHeight == info1.m_modePixelHeight ) && ( info0.m_modeRefreshHz == info1.m_modeRefreshHz ) ) { m_modes->Remove(i); nummodes--; } else { i++; } } }
void GLMDisplayInfo::Dump( int which ) { SDLAPP_FUNC;
GLMPRINTF(("\n #%d: GLMDisplayInfo @ %08x, pixwidth=%d pixheight=%d", which, (int)this, m_info.m_displayPixelWidth, m_info.m_displayPixelHeight ));
FOR_EACH_VEC( *m_modes, i ) { ( *m_modes )[i]->Dump(i); } }
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