[Bf-blender-cvs] [708779e] master: OpenGL: bump gpu_extensions to GL 2.1, prepare for 3.x
Mike Erwin
noreply at git.blender.org
Mon Nov 23 05:43:49 CET 2015
Commit: 708779e60b6780091f83ae35f4ae84f43f0e90be
Author: Mike Erwin
Date: Sun Nov 22 13:22:47 2015 -0500
Branches: master
https://developer.blender.org/rB708779e60b6780091f83ae35f4ae84f43f0e90be
OpenGL: bump gpu_extensions to GL 2.1, prepare for 3.x
Several changes. Tested working on Windows 10 GL 4.3 and MacOS 10.11 GL
2.1.
- document extensions used in this file
- some simple ARB/EXT suffix deletion
- stop checking for pre-2.1 features — they’re available!
- convert old ARB shader API to the one adopted in GL 2.0
- remove checks for old (pre-R600) ATI cards
- choose GLSL version at runtime, between 1.2 and 1.5
- prefer GLSL 1.5 for geometry shaders, fall back to
EXT_geometry_shader4 if needed
Differential Revision: https://developer.blender.org/D1632
===================================================================
M source/blender/gpu/intern/gpu_extensions.c
===================================================================
diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c
old mode 100644
new mode 100755
index 1edbc90..c0ada3c
--- a/source/blender/gpu/intern/gpu_extensions.c
+++ b/source/blender/gpu/intern/gpu_extensions.c
@@ -67,14 +67,16 @@
/* Extensions support */
-/* extensions used:
- * - texture border clamp: 1.3 core
- * - fragment shader: 2.0 core
- * - framebuffer object: ext specification
- * - multitexture 1.3 core
- * - arb non power of two: 2.0 core
- * - pixel buffer objects? 2.1 core
- * - arb draw buffers? 2.0 core
+/* -- extension: version of GL that absorbs it
+ * ARB_fragment_program: 2.0
+ * ARB_framebuffer object: 3.0
+ * EXT_framebuffer_multisample: 3.0
+ * EXT_framebuffer_blit: 3.0
+ * EXT_framebuffer_multisample_blit_scaled: ???
+ * ARB_draw_instanced: 3.1
+ * ARB_texture_multisample: 3.2
+ * EXT_geometry_shader4: 3.2
+ * ARB_texture_query_lod: 4.0
*/
/* Non-generated shaders */
@@ -164,24 +166,21 @@ void gpu_extensions_init(void)
GLint r, g, b;
const char *vendor, *renderer, *version;
- /* glewIsSupported("GL_VERSION_2_0") */
+ /* BLI_assert(GLEW_VERSION_2_1); */
+ /* ^-- maybe a bit extreme? */
- if (GLEW_ARB_multitexture)
- glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &GG.maxtextures);
+ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &GG.maxtextures);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &GG.maxtexsize);
GG.glslsupport = 1;
- if (!GLEW_ARB_multitexture) GG.glslsupport = 0;
- if (!GLEW_ARB_vertex_shader) GG.glslsupport = 0;
- if (!GLEW_ARB_fragment_shader) GG.glslsupport = 0;
glGetIntegerv(GL_RED_BITS, &r);
glGetIntegerv(GL_GREEN_BITS, &g);
glGetIntegerv(GL_BLUE_BITS, &b);
GG.colordepth = r + g + b; /* assumes same depth for RGB */
- if (GLEW_ARB_texture_multisample) {
+ if (GLEW_VERSION_3_2 || GLEW_ARB_texture_multisample) {
glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES , &GG.samples_color_texture_max);
}
@@ -229,28 +228,6 @@ void gpu_extensions_init(void)
GG.driver = GPU_DRIVER_ANY;
}
- if (GG.device == GPU_DEVICE_ATI) {
- /* ATI 9500 to X2300 cards support NPoT textures poorly
- * Incomplete list http://dri.freedesktop.org/wiki/ATIRadeon
- * New IDs from MESA's src/gallium/drivers/r300/r300_screen.c
- */
- /* This list is close enough to those using the legacy driver which
- * has a bug with display lists and glVertexAttrib
- */
- if (strstr(renderer, "R3") || strstr(renderer, "RV3") ||
- strstr(renderer, "R4") || strstr(renderer, "RV4") ||
- strstr(renderer, "RS4") || strstr(renderer, "RC4") ||
- strstr(renderer, "R5") || strstr(renderer, "RV5") ||
- strstr(renderer, "RS600") || strstr(renderer, "RS690") ||
- strstr(renderer, "RS740") || strstr(renderer, "X1") ||
- strstr(renderer, "X2") || strstr(renderer, "Radeon 9") ||
- strstr(renderer, "RADEON 9"))
- {
- GG.npotdisabled = 1;
- GG.dlistsdisabled = 1;
- }
- }
-
/* make sure double side isn't used by default and only getting enabled in places where it's
* really needed to prevent different unexpected behaviors like with intel gme965 card (sergey) */
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
@@ -297,20 +274,18 @@ void gpu_extensions_exit(void)
bool GPU_glsl_support(void)
{
- return !GG.extdisabled && GG.glslsupport;
+ return GG.glslsupport;
}
bool GPU_non_power_of_two_support(void)
{
- if (GG.npotdisabled)
- return false;
-
- return GLEW_ARB_texture_non_power_of_two;
+ /* still relevant for OpenGL ES */
+ return !GG.npotdisabled;
}
bool GPU_vertex_buffer_support(void)
{
- return GLEW_ARB_vertex_buffer_object || GLEW_VERSION_1_5;
+ return true;
}
bool GPU_display_list_support(void)
@@ -320,17 +295,26 @@ bool GPU_display_list_support(void)
bool GPU_bicubic_bump_support(void)
{
- return GLEW_ARB_texture_query_lod && GLEW_VERSION_3_0;
+ return GLEW_VERSION_4_0 || (GLEW_ARB_texture_query_lod && GLEW_VERSION_3_0);
}
+
bool GPU_geometry_shader_support(void)
{
- return GLEW_EXT_geometry_shader4 || GLEW_VERSION_3_2;
+ return GLEW_VERSION_3_2 || GLEW_EXT_geometry_shader4;
+}
+
+static bool GPU_geometry_shader_support_via_extension(void)
+{
+ /* in GL 3.2 geometry shaders are fully supported
+ * GL < 3.2 can use EXT_geometry_shader4 if available
+ */
+ return !GLEW_VERSION_3_2 && GLEW_EXT_geometry_shader4;
}
bool GPU_instanced_drawing_support(void)
{
- return GLEW_ARB_draw_instanced;
+ return GLEW_VERSION_3_1 || GLEW_ARB_draw_instanced;
}
int GPU_color_depth(void)
@@ -435,9 +419,6 @@ static GPUTexture *GPU_texture_create_nD(
GLenum type, format, internalformat;
void *pixels = NULL;
- if (depth && !GLEW_ARB_depth_texture)
- return NULL;
-
if (samples) {
CLAMP_MAX(samples, GG.samples_color_texture_max);
}
@@ -560,9 +541,9 @@ static GPUTexture *GPU_texture_create_nD(
if (depth) {
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE);
- glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
- glTexParameteri(tex->target_base, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
+ glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
+ glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
+ glTexParameteri(tex->target_base, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
}
else {
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@@ -971,15 +952,15 @@ void GPU_texture_bind(GPUTexture *tex, int number)
GPU_ASSERT_NO_GL_ERRORS("Pre Texture Bind");
- arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + number);
- if (number != 0) glActiveTextureARB(arbnumber);
+ arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + number);
+ if (number != 0) glActiveTexture(arbnumber);
if (tex->bindcode != 0) {
glBindTexture(tex->target, tex->bindcode);
}
else
GPU_invalid_tex_bind(tex->target);
glEnable(tex->target);
- if (number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);
+ if (number != 0) glActiveTexture(GL_TEXTURE0);
tex->number = number;
@@ -1000,11 +981,11 @@ void GPU_texture_unbind(GPUTexture *tex)
GPU_ASSERT_NO_GL_ERRORS("Pre Texture Unbind");
- arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + tex->number);
- if (tex->number != 0) glActiveTextureARB(arbnumber);
+ arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + tex->number);
+ if (tex->number != 0) glActiveTexture(arbnumber);
glBindTexture(tex->target, 0);
glDisable(tex->target_base);
- if (tex->number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);
+ if (tex->number != 0) glActiveTexture(GL_TEXTURE0);
tex->number = -1;
@@ -1025,8 +1006,8 @@ void GPU_texture_filter_mode(GPUTexture *tex, bool compare, bool use_filter)
GPU_ASSERT_NO_GL_ERRORS("Pre Texture Unbind");
- arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + tex->number);
- if (tex->number != 0) glActiveTextureARB(arbnumber);
+ arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + tex->number);
+ if (tex->number != 0) glActiveTexture(arbnumber);
if (tex->depth) {
if (compare)
@@ -1043,7 +1024,7 @@ void GPU_texture_filter_mode(GPUTexture *tex, bool compare, bool use_filter)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
- if (tex->number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);
+ if (tex->number != 0) glActiveTexture(GL_TEXTURE0);
GPU_ASSERT_NO_GL_ERRORS("Post Texture Unbind");
}
@@ -1232,7 +1213,7 @@ void GPU_texture_bind_as_framebuffer(GPUTexture *tex)
}
if (tex->target == GL_TEXTURE_2D_MULTISAMPLE) {
- glEnable(GL_MULTISAMPLE_ARB);
+ glEnable(GL_MULTISAMPLE);
}
/* push matrices and set default viewport and matrix */
@@ -1628,13 +1609,14 @@ int GPU_offscreen_color_texture(const GPUOffScreen *ofs)
/* GPUShader */
struct GPUShader {
- GLhandleARB object; /* handle for full shader */
- GLhandleARB vertex; /* handle for vertex shader */
- GLhandleARB fragment; /* handle for fragment shader */
- GLhandleARB geometry; /* handle for geometry shader */
- GLhandleARB lib; /* handle for libment shader */
- int totattrib; /* total number of attributes */
- int uniforms; /* required uniforms */
+ GLuint program; /* handle for full program (links shader stages below) */
+
+ GLuint vertex; /* handle for vertex shader */
+ GLuint geometry; /* handle for geometry shader */
+ GLuint fragment; /* handle for fragment shader */
+
+ int totattrib; /* total number of attributes */
+ int uniforms; /* required uniforms */
};
struct GPUProgram {
@@ -1653,7 +1635,7 @@ static void shader_print_errors(const char *task, const char *log, const char **
for (i = 0; i < totcode; i++) {
const char *c, *pos, *end = code[i] + strlen(code[i]);
- if ((G.debug & G_DEBUG)) {
+ if (G.debug & G_DEBUG) {
fprintf(stderr, "===== shader string %d ====\n", i + 1);
c = code[i];
@@ -1671,61 +1653,72 @@ static void shader_print_errors(const char *task, const char *log, const char **
fprintf(stderr, "%s\n", log);
}
-static const char *gpu_shader_version(bool use_opensubdiv)
+static const char *gpu_shader_version()
{
-#ifdef WITH_OPENSUBDIV
- if (use_opensubdiv) {
- return "#version 130\n";
+ if (GLEW_VERSION_3_2) {
+ return "#version 150 compatibility\n";
+ /* highest version that is widely supported
+ * gives us native geometry shaders!
+ * use compatibility profile so we can continue using builtin shader input/output names
+ */
}
-#else
- UNUSED_VARS(use_opensubdiv);
-#endif
-
- /* turn on glsl 1.30 for bicubic bump mapping and ATI clipping support */
- if (GLEW_VERSION_3_0 &&
- (GPU_bicubic_bump_support() || GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)))
- {
+ else if (GLEW_VERSION_3_1) {
+ return "#version 140\n";
+ /* also need the ARB_compatibility extension, handled below */
+ }
+ else if (GLEW_VERSION_3_0) {
return "#version 130\n";
+ /* GLSL 1.3 has modern syntax/keywords/datatypes so use if available
+ * older features are deprecated but still available without compatibility extension or profile
+ */
+ }
+ else {
+ return "#version 120\n";
+
@@ Diff output truncated at 10240 characters. @@
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