Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
// TOGL CODE LICENSE
//
// Copyright 2011-2014 Valve Corporation
// All Rights Reserved.
//
// 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.
//
// glentrypoints.cpp
//
//=============================================================================//
// Immediately include gl.h, etc. here to avoid compilation warnings.
#include "togl/rendermechanism.h"
#include "appframework/AppFramework.h"
#include "appframework/IAppSystemGroup.h"
#include "tier0/dbg.h"
#include "tier0/icommandline.h"
#include "tier0/platform.h"
#include "interface.h"
#include "filesystem.h"
#include "filesystem_init.h"
#include "tier1/convar.h"
#include "vstdlib/cvar.h"
#include "inputsystem/ButtonCode.h"
#include "tier1.h"
#include "tier2/tier2.h"
#ifdef _LINUX
#include <GL/glx.h>
#endif
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
#if !defined(DX_TO_GL_ABSTRACTION)
#error
#endif
#if defined(OSX) || defined(LINUX) || (defined (WIN32) && defined( DX_TO_GL_ABSTRACTION ))
#include "appframework/ilaunchermgr.h"
ILauncherMgr *g_pLauncherMgr = NULL;
#endif
#define DEBUG_ALL_GLCALLS 0
#if DEBUG_ALL_GLCALLS
bool g_bDebugOpenGLCalls = true;
bool g_bPrintOpenGLCalls = false;
#define GL_EXT(x,glmajor,glminor)
#define GL_FUNC(ext,req,ret,fn,arg,call) \
static ret (*fn##_gldebugptr) arg = NULL; \
static ret fn##_gldebug arg { \
if (!g_bDebugOpenGLCalls) { return fn##_gldebugptr call; } \
if (g_bPrintOpenGLCalls) { \
printf("Calling %s ... ", #fn); \
fflush(stdout); \
} \
ret retval = fn##_gldebugptr call; \
if (g_bPrintOpenGLCalls) { \
printf("%s returned!\n", #fn); \
fflush(stdout); \
} \
const GLenum err = glGetError_gldebugptr(); \
if ( err == GL_INVALID_FRAMEBUFFER_OPERATION_EXT ) { \
const GLenum fberr = gGL->glCheckFramebufferStatus( GL_FRAMEBUFFER_EXT ); \
printf("%s triggered error GL_INVALID_FRAMEBUFFER_OPERATION_EXT! (0x%X)\n\n\n", #fn, (int) fberr); \
fflush(stdout); \
__asm__ __volatile__ ( "int $3\n\t" ); \
} else if (err != GL_NO_ERROR) { \
printf("%s triggered error 0x%X!\n\n\n", #fn, (int) err); \
fflush(stdout); \
__asm__ __volatile__ ( "int $3\n\t" ); \
} \
return retval; \
}
#define GL_FUNC_VOID(ext,req,fn,arg,call) \
static void (*fn##_gldebugptr) arg = NULL; \
static void fn##_gldebug arg { \
if (!g_bDebugOpenGLCalls) { fn##_gldebugptr call; return; } \
if (g_bPrintOpenGLCalls) { \
printf("Calling %s ... ", #fn); \
fflush(stdout); \
} \
fn##_gldebugptr call; \
if (g_bPrintOpenGLCalls) { \
printf("%s returned!\n", #fn); \
fflush(stdout); \
} \
const GLenum err = glGetError_gldebugptr(); \
if ( err == GL_INVALID_FRAMEBUFFER_OPERATION_EXT ) { \
const GLenum fberr = gGL->glCheckFramebufferStatus( GL_FRAMEBUFFER_EXT ); \
printf("%s triggered error GL_INVALID_FRAMEBUFFER_OPERATION_EXT! (0x%X)\n\n\n", #fn, (int) fberr); \
fflush(stdout); \
__asm__ __volatile__ ( "int $3\n\t" ); \
} else if (err != GL_NO_ERROR) { \
printf("%s triggered error 0x%X!\n\n\n", #fn, (int) err); \
fflush(stdout); \
__asm__ __volatile__ ( "int $3\n\t" ); \
} \
}
#include "togl/glfuncs.inl"
#undef GL_FUNC_VOID
#undef GL_FUNC
#undef GL_EXT
#endif
COpenGLEntryPoints *gGL = NULL;
GL_GetProcAddressCallbackFunc_t gGL_GetProcAddressCallback = NULL;
void *VoidFnPtrLookup_GlMgr(const char *fn, bool &okay, const bool bRequired, void *fallback)
{
void *retval = NULL;
if ((!okay) && (!bRequired)) // always look up if required (so we get a complete list of crucial missing symbols).
return NULL;
// SDL does the right thing, so we never need to use tier0 in this case.
retval = (*gGL_GetProcAddressCallback)(fn, okay, bRequired, fallback);
//printf("CDynamicFunctionOpenGL: SDL_GL_GetProcAddress(\"%s\") returned %p\n", fn, retval);
if ((retval == NULL) && (fallback != NULL))
{
//printf("CDynamicFunctionOpenGL: Using fallback %p for \"%s\"\n", fallback, fn);
retval = fallback;
}
// Note that a non-NULL response doesn't mean it's safe to call the function!
// You always have to check that the extension is supported;
// an implementation MAY return NULL in this case, but it doesn't have to (and doesn't, with the DRI drivers).
okay = (okay && (retval != NULL));
if (bRequired && !okay)
fprintf(stderr, "Could not find required OpenGL entry point '%s'!\n", fn);
return retval;
}
COpenGLEntryPoints *GetOpenGLEntryPoints(GL_GetProcAddressCallbackFunc_t callback)
{
if (gGL == NULL)
{
gGL_GetProcAddressCallback = callback;
gGL = new COpenGLEntryPoints();
if (!gGL->m_bHave_OpenGL)
Error( "Missing basic required OpenGL functionality." );
}
return gGL;
}
void ClearOpenGLEntryPoints()
{
if ( gGL )
{
gGL->ClearEntryPoints();
}
}
COpenGLEntryPoints *ToGLConnectLibraries( CreateInterfaceFn factory )
{
ConnectTier1Libraries( &factory, 1 );
ConVar_Register();
ConnectTier2Libraries( &factory, 1 );
if ( !g_pFullFileSystem )
{
Warning( "ToGL was unable to access the required interfaces!\n" );
}
// NOTE! : Overbright is 1.0 so that Hammer will work properly with the white bumped and unbumped lightmaps.
MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f );
#if defined( USE_SDL )
g_pLauncherMgr = (ILauncherMgr *)factory( SDLMGR_INTERFACE_VERSION, NULL );
#endif
return gGL;
}
void ToGLDisconnectLibraries()
{
DisconnectTier2Libraries();
ConVar_Unregister();
DisconnectTier1Libraries();
}
#define GLVERNUM(Major, Minor, Patch) (((Major) * 100000) + ((Minor) * 1000) + (Patch))
static void GetOpenGLVersion(int *major, int *minor, int *patch)
{
*major = *minor = *patch = 0;
static CDynamicFunctionOpenGL< true, const GLubyte *( APIENTRY *)(GLenum name), const GLubyte * > glGetString("glGetString");
if (glGetString)
{
const char *version = (const char *) glGetString(GL_VERSION);
if (version)
{
sscanf( version, "%d.%d.%d", major, minor, patch );
}
}
}
static int GetOpenGLVersionMajor()
{
int major, minor, patch;
GetOpenGLVersion(&major, &minor, &patch);
return major;
}
static int GetOpenGLVersionMinor()
{
int major, minor, patch;
GetOpenGLVersion(&major, &minor, &patch);
return minor;
}
static int GetOpenGLVersionPatch()
{
int major, minor, patch;
GetOpenGLVersion(&major, &minor, &patch);
return patch;
}
static bool CheckBaseOpenGLVersion()
{
const int NEED_MAJOR = 2;
const int NEED_MINOR = 0;
const int NEED_PATCH = 0;
int major, minor, patch;
GetOpenGLVersion(&major, &minor, &patch);
const int need = GLVERNUM(NEED_MAJOR, NEED_MINOR, NEED_PATCH);
const int have = GLVERNUM(major, minor, patch);
if (have < need)
{
fprintf(stderr, "PROBLEM: You appear to have OpenGL %d.%d.%d, but we need at least %d.%d.%d!\n",
major, minor, patch, NEED_MAJOR, NEED_MINOR, NEED_PATCH);
return false;
}
return true;
}
static bool CheckOpenGLExtension_internal(const char *ext, const int coremajor, const int coreminor)
{
if ((coremajor >= 0) && (coreminor >= 0)) // we know that this extension is part of the base spec as of GL_VERSION coremajor.coreminor.
{
int major, minor, patch;
GetOpenGLVersion(&major, &minor, &patch);
const int need = GLVERNUM(coremajor, coreminor, 0);
const int have = GLVERNUM(major, minor, patch);
if (have >= need)
return true; // we definitely have access to this "extension," as it is part of this version of the GL's core functionality.
}
// okay, see if the GL_EXTENSIONS string reports it.
static CDynamicFunctionOpenGL< true, const GLubyte *( APIENTRY *)(GLenum name), const GLubyte * > glGetString("glGetString");
if (!glGetString)
return false;
// hacky scanning of this string, because I don't want to spend time breaking it into a vector like I should have.
const char *extensions = (const char *) glGetString(GL_EXTENSIONS);
const size_t extlen = strlen(ext);
while ((extensions) && (*extensions))
{
const char *ptr = strstr(extensions, ext);
#if _WIN32
if (!ptr)
{
static CDynamicFunctionOpenGL< true, const char *( APIENTRY *)( ), const char * > wglGetExtensionsStringEXT("wglGetExtensionsStringEXT");
if (wglGetExtensionsStringEXT)
{
extensions = wglGetExtensionsStringEXT();
ptr = strstr(extensions, ext);
}
if (!ptr)
{
return false;
}
}
#elif !defined ( OSX )
if (!ptr)
{
static CDynamicFunctionOpenGL< true, Display *( APIENTRY *)( ), Display* > glXGetCurrentDisplay("glXGetCurrentDisplay");
static CDynamicFunctionOpenGL< true, const char *( APIENTRY *)( Display*, int ), const char * > glXQueryExtensionsString("glXQueryExtensionsString");
if (glXQueryExtensionsString && glXGetCurrentDisplay)
{
extensions = glXQueryExtensionsString(glXGetCurrentDisplay(), 0);
ptr = strstr(extensions, ext);
}
}
#endif
if (!ptr)
return false;
// make sure this matches the entire string, and isn't a substring match of some other extension.
// if ( ( (string is at start of extension list) or (the char before the string is a space) ) and
// (the next char after the string is a space or a null terminator) )
if ( ((ptr == extensions) || (ptr[-1] == ' ')) &&
((ptr[extlen] == ' ') || (ptr[extlen] == '\0')) )
return true; // found it!
extensions = ptr + extlen; // skip ahead, search again.
}
return false;
}
static bool CheckOpenGLExtension(const char *ext, const int coremajor, const int coreminor)
{
const bool retval = CheckOpenGLExtension_internal(ext, coremajor, coreminor);
printf("This system %s the OpenGL extension %s.\n", retval ? "supports" : "DOES NOT support", ext);
return retval;
}
// The GL context you want entry points for must be current when you hit this constructor!
COpenGLEntryPoints::COpenGLEntryPoints()
: m_nTotalGLCycles(0)
, m_nTotalGLCalls(0)
, m_nOpenGLVersionMajor(GetOpenGLVersionMajor())
, m_nOpenGLVersionMinor(GetOpenGLVersionMinor())
, m_nOpenGLVersionPatch(GetOpenGLVersionPatch())
, m_bHave_OpenGL(CheckBaseOpenGLVersion()) // may reset to false as these lookups happen.
#define GL_EXT(x,glmajor,glminor) , m_bHave_##x(CheckOpenGLExtension(#x, glmajor, glminor))
#define GL_FUNC(ext,req,ret,fn,arg,call) , fn(#fn, m_bHave_##ext)
#define GL_FUNC_VOID(ext,req,fn,arg,call) , fn(#fn, m_bHave_##ext)
#include "togl/glfuncs.inl"
#undef GL_FUNC_VOID
#undef GL_FUNC
#undef GL_EXT
{
// Locally cache the copy of the GL device strings, to avoid needing to call these glGet's (which can be extremely slow) more than once.
const char *pszString = ( const char * )glGetString(GL_VENDOR);
m_pGLDriverStrings[cGLVendorString] = strdup( pszString ? pszString : "" );
m_nDriverProvider = cGLDriverProviderUnknown;
if ( V_stristr( m_pGLDriverStrings[cGLVendorString], "nvidia" ) )
m_nDriverProvider = cGLDriverProviderNVIDIA;
else if ( V_stristr( m_pGLDriverStrings[cGLVendorString], "amd" ) || V_stristr( m_pGLDriverStrings[cGLVendorString], "ati" ) )
m_nDriverProvider = cGLDriverProviderAMD;
else if ( V_stristr( m_pGLDriverStrings[cGLVendorString], "intel" ) )
m_nDriverProvider = cGLDriverProviderIntelOpenSource;
else if ( V_stristr( m_pGLDriverStrings[cGLVendorString], "apple" ) )
m_nDriverProvider = cGLDriverProviderApple;
pszString = ( const char * )glGetString(GL_RENDERER);
m_pGLDriverStrings[cGLRendererString] = strdup( pszString ? pszString : "" );
pszString = ( const char * )glGetString(GL_VERSION);
m_pGLDriverStrings[cGLVersionString] = strdup( pszString ? pszString : "" );
pszString = ( const char * )glGetString(GL_EXTENSIONS);
m_pGLDriverStrings[cGLExtensionsString] = strdup( pszString ? pszString : "" );
printf( "OpenGL: %s %s (%d.%d.%d)\n", m_pGLDriverStrings[ cGLRendererString ], m_pGLDriverStrings[ cGLVersionString ],
m_nOpenGLVersionMajor, m_nOpenGLVersionMinor, m_nOpenGLVersionPatch );
// !!! FIXME: Alfred says the original GL_APPLE_fence code only exists to
// !!! FIXME: hint Apple's drivers and not because we rely on the
// !!! FIXME: functionality. If so, just remove this check (and the
// !!! FIXME: GL_NV_fence code entirely).
if ((m_bHave_OpenGL) && ((!m_bHave_GL_NV_fence) && (!m_bHave_GL_ARB_sync) && (!m_bHave_GL_APPLE_fence)))
{
Error( "Required OpenGL extension \"GL_NV_fence\", \"GL_ARB_sync\", or \"GL_APPLE_fence\" is not supported. Please upgrade your OpenGL driver." );
}
// same extension, different name.
if (m_bHave_GL_EXT_vertex_array_bgra || m_bHave_GL_ARB_vertex_array_bgra)
{
m_bHave_GL_EXT_vertex_array_bgra = m_bHave_GL_ARB_vertex_array_bgra = true;
}
// GL_ARB_framebuffer_object is a superset of GL_EXT_framebuffer_object,
// (etc) but if you don't call in through the ARB entry points, you won't
// get the relaxed restrictions on mismatched attachment dimensions.
if (m_bHave_GL_ARB_framebuffer_object)
{
m_bHave_GL_EXT_framebuffer_object = true;
m_bHave_GL_EXT_framebuffer_blit = true;
m_bHave_GL_EXT_framebuffer_multisample = true;
glBindFramebufferEXT.Force(glBindFramebuffer.Pointer());
glBindRenderbufferEXT.Force(glBindRenderbuffer.Pointer());
glCheckFramebufferStatusEXT.Force(glCheckFramebufferStatus.Pointer());
glDeleteRenderbuffersEXT.Force(glDeleteRenderbuffers.Pointer());
glFramebufferRenderbufferEXT.Force(glFramebufferRenderbuffer.Pointer());
glFramebufferTexture2DEXT.Force(glFramebufferTexture2D.Pointer());
glFramebufferTexture3DEXT.Force(glFramebufferTexture3D.Pointer());
glGenFramebuffersEXT.Force(glGenFramebuffers.Pointer());
glGenRenderbuffersEXT.Force(glGenRenderbuffers.Pointer());
glDeleteFramebuffersEXT.Force(glDeleteFramebuffers.Pointer());
glBlitFramebufferEXT.Force(glBlitFramebuffer.Pointer());
glRenderbufferStorageMultisampleEXT.Force(glRenderbufferStorageMultisample.Pointer());
}
#if DEBUG_ALL_GLCALLS
// push all GL calls through the debug wrappers.
#define GL_EXT(x,glmajor,glminor)
#define GL_FUNC(ext,req,ret,fn,arg,call) \
fn##_gldebugptr = this->fn; \
this->fn.Force(fn##_gldebug);
#define GL_FUNC_VOID(ext,req,fn,arg,call) \
fn##_gldebugptr = this->fn; \
this->fn.Force(fn##_gldebug);
#include "togl/glfuncs.inl"
#undef GL_FUNC_VOID
#undef GL_FUNC
#undef GL_EXT
#endif
#ifdef OSX
m_bHave_GL_NV_bindless_texture = false;
m_bHave_GL_AMD_pinned_memory = false;
#else
if ( ( m_bHave_GL_NV_bindless_texture ) && ( !CommandLine()->CheckParm( "-gl_nv_bindless_texturing" ) ) )
{
m_bHave_GL_NV_bindless_texture = false;
glGetTextureHandleNV.Force( NULL );
glGetTextureSamplerHandleNV.Force( NULL );
glMakeTextureHandleResidentNV.Force( NULL );
glMakeTextureHandleNonResidentNV.Force( NULL );
glUniformHandleui64NV.Force( NULL );
glUniformHandleui64vNV.Force( NULL );
glProgramUniformHandleui64NV.Force( NULL );
glProgramUniformHandleui64vNV.Force( NULL );
glIsTextureHandleResidentNV.Force( NULL );
}
if ( !CommandLine()->CheckParm( "-gl_amd_pinned_memory" ) )
{
m_bHave_GL_AMD_pinned_memory = false;
}
#endif // !OSX
// Getting reports of black screens, etc. with ARB_buffer_storage and AMD drivers. This type of thing:
// http://forums.steampowered.com/forums/showthread.php?t=3266806
// So disable it for now.
if ( ( m_nDriverProvider == cGLDriverProviderAMD ) || CommandLine()->CheckParm( "-gl_disable_arb_buffer_storage" ) )
{
m_bHave_GL_ARB_buffer_storage = false;
}
printf( "GL_NV_bindless_texture: %s\n", m_bHave_GL_NV_bindless_texture ? "ENABLED" : "DISABLED" );
printf( "GL_AMD_pinned_memory: %s\n", m_bHave_GL_AMD_pinned_memory ? "ENABLED" : "DISABLED" );
printf( "GL_ARB_buffer_storage: %s\n", m_bHave_GL_ARB_buffer_storage ? "AVAILABLE" : "NOT AVAILABLE" );
printf( "GL_EXT_texture_sRGB_decode: %s\n", m_bHave_GL_EXT_texture_sRGB_decode ? "AVAILABLE" : "NOT AVAILABLE" );
bool bGLCanDecodeS3TCTextures = m_bHave_GL_EXT_texture_compression_s3tc || ( m_bHave_GL_EXT_texture_compression_dxt1 && m_bHave_GL_ANGLE_texture_compression_dxt3 && m_bHave_GL_ANGLE_texture_compression_dxt5 );
if ( !bGLCanDecodeS3TCTextures )
{
Error( "This application requires either the GL_EXT_texture_compression_s3tc, or the GL_EXT_texture_compression_dxt1 + GL_ANGLE_texture_compression_dxt3 + GL_ANGLE_texture_compression_dxt5 OpenGL extensions. Please install S3TC texture support.\n" );
}
#ifdef OSX
if ( CommandLine()->FindParm( "-glmnosrgbdecode" ) )
{
Msg( "Forcing m_bHave_GL_EXT_texture_sRGB_decode off.\n" );
m_bHave_GL_EXT_texture_sRGB_decode = false;
}
#endif
#ifndef OSX
if ( !m_bHave_GL_EXT_texture_sRGB_decode )
{
Error( "Required OpenGL extension \"GL_EXT_texture_sRGB_decode\" is not supported. Please update your OpenGL driver.\n" );
}
#endif
}
COpenGLEntryPoints::~COpenGLEntryPoints()
{
for ( uint i = 0; i < cGLTotalDriverProviders; ++i )
{
free( m_pGLDriverStrings[i] );
m_pGLDriverStrings[i] = NULL;
}
}
void COpenGLEntryPoints::ClearEntryPoints()
{
#define GL_EXT(x,glmajor,glminor)
#define GL_FUNC(ext,req,ret,fn,arg,call) fn.Force( NULL );
#define GL_FUNC_VOID(ext,req,fn,arg,call) fn.Force( NULL );
#include "togl/glfuncs.inl"
#undef GL_FUNC_VOID
#undef GL_FUNC
#undef GL_EXT
}
// Turn off memdbg macros (turned on up top) since this is included like a header
#include "tier0/memdbgoff.h"