/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2005 Blender Foundation. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): Brecht Van Lommel. * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/gpu/intern/gpu_extensions.c * \ingroup gpu * * Wrap OpenGL features such as textures, shaders and GLSL * with checks for drivers and GPU support. */ #include "BLI_utildefines.h" #include "BLI_math_base.h" #include "BLI_math_vector.h" #include "BKE_global.h" #include "GPU_basic_shader.h" #include "GPU_extensions.h" #include "GPU_glew.h" #include "GPU_texture.h" #include "intern/gpu_private.h" #include #include #include #ifdef WIN32 # include "BLI_winstuff.h" #endif /* Extensions support */ /* -- extension: version of GL that absorbs it * ARB_framebuffer object: 3.0 * EXT_framebuffer_object: 3.0 * EXT_framebuffer_blit: 3.0 * EXT_framebuffer_multisample: 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 */ static struct GPUGlobal { GLint maxtexsize; GLint maxcubemapsize; GLint maxtextures; bool extdisabled; int colordepth; int samples_color_texture_max; GPUDeviceType device; GPUOSType os; GPUDriverType driver; /* workaround for different calculation of dfdy factors on GPUs. Some GPUs/drivers * calculate dfdy in shader differently when drawing to an offscreen buffer. First * number is factor on screen and second is off-screen */ float dfdyfactors[2]; float max_anisotropy; } GG = {1, 0}; /* GPU Types */ bool GPU_type_matches(GPUDeviceType device, GPUOSType os, GPUDriverType driver) { return (GG.device & device) && (GG.os & os) && (GG.driver & driver); } /* GPU Extensions */ void GPU_extensions_disable(void) { GG.extdisabled = true; } int GPU_max_texture_size(void) { return GG.maxtexsize; } int GPU_max_textures(void) { return GG.maxtextures; } float GPU_max_texture_anisotropy(void) { return GG.max_anisotropy; } int GPU_max_color_texture_samples(void) { return GG.samples_color_texture_max; } int GPU_max_cube_map_size(void) { return GG.maxcubemapsize; } void GPU_get_dfdy_factors(float fac[2]) { copy_v2_v2(fac, GG.dfdyfactors); } void gpu_extensions_init(void) { /* BLI_assert(GLEW_VERSION_2_1); */ /* ^-- maybe a bit extreme? */ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &GG.maxtextures); glGetIntegerv(GL_MAX_TEXTURE_SIZE, &GG.maxtexsize); glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &GG.maxcubemapsize); if (GLEW_EXT_texture_filter_anisotropic) glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &GG.max_anisotropy); else GG.max_anisotropy = 1.0f; GLint r, g, b; 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_VERSION_3_2 || GLEW_ARB_texture_multisample) { glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &GG.samples_color_texture_max); } const char *vendor = (const char *)glGetString(GL_VENDOR); const char *renderer = (const char *)glGetString(GL_RENDERER); const char *version = (const char *)glGetString(GL_VERSION); if (strstr(vendor, "ATI")) { GG.device = GPU_DEVICE_ATI; GG.driver = GPU_DRIVER_OFFICIAL; } else if (strstr(vendor, "NVIDIA")) { GG.device = GPU_DEVICE_NVIDIA; GG.driver = GPU_DRIVER_OFFICIAL; } else if (strstr(vendor, "Intel") || /* src/mesa/drivers/dri/intel/intel_context.c */ strstr(renderer, "Mesa DRI Intel") || strstr(renderer, "Mesa DRI Mobile Intel")) { GG.device = GPU_DEVICE_INTEL; GG.driver = GPU_DRIVER_OFFICIAL; } else if ((strstr(renderer, "Mesa DRI R")) || (strstr(renderer, "Gallium ") && strstr(renderer, " on ATI ")) || (strstr(renderer, "Gallium ") && strstr(renderer, " on AMD "))) { GG.device = GPU_DEVICE_ATI; GG.driver = GPU_DRIVER_OPENSOURCE; } else if (strstr(renderer, "Nouveau") || strstr(vendor, "nouveau")) { GG.device = GPU_DEVICE_NVIDIA; GG.driver = GPU_DRIVER_OPENSOURCE; } else if (strstr(vendor, "Mesa")) { GG.device = GPU_DEVICE_SOFTWARE; GG.driver = GPU_DRIVER_SOFTWARE; } else if (strstr(vendor, "Microsoft")) { GG.device = GPU_DEVICE_SOFTWARE; GG.driver = GPU_DRIVER_SOFTWARE; } else if (strstr(renderer, "Apple Software Renderer")) { GG.device = GPU_DEVICE_SOFTWARE; GG.driver = GPU_DRIVER_SOFTWARE; } else { GG.device = GPU_DEVICE_ANY; GG.driver = GPU_DRIVER_ANY; } /* 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); #ifdef _WIN32 GG.os = GPU_OS_WIN; #elif defined(__APPLE__) GG.os = GPU_OS_MAC; #else GG.os = GPU_OS_UNIX; #endif /* df/dy calculation factors, those are dependent on driver */ if ((strstr(vendor, "ATI") && strstr(version, "3.3.10750"))) { GG.dfdyfactors[0] = 1.0; GG.dfdyfactors[1] = -1.0; } else if ((GG.device == GPU_DEVICE_INTEL) && (GG.os == GPU_OS_WIN) && (strstr(version, "4.0.0 - Build 10.18.10.3308") || strstr(version, "4.0.0 - Build 9.18.10.3186") || strstr(version, "4.0.0 - Build 9.18.10.3165") || strstr(version, "3.1.0 - Build 9.17.10.3347") || strstr(version, "3.1.0 - Build 9.17.10.4101") || strstr(version, "3.3.0 - Build 8.15.10.2618"))) { GG.dfdyfactors[0] = -1.0; GG.dfdyfactors[1] = 1.0; } else { GG.dfdyfactors[0] = 1.0; GG.dfdyfactors[1] = 1.0; } GPU_invalid_tex_init(); GPU_basic_shaders_init(); } void gpu_extensions_exit(void) { GPU_basic_shaders_exit(); GPU_invalid_tex_free(); } bool GPU_legacy_support(void) { /* return whether or not current GL context is compatible with legacy OpenGL */ static bool checked = false; static bool support = true; if (!checked) { if (GLEW_VERSION_3_2) { GLint profile; glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &profile); if (G.debug & G_DEBUG_GPU) { printf("GL_CONTEXT_PROFILE_MASK = %#x (%s profile)\n", (unsigned int)profile, (profile & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) ? "compatibility" : (profile & GL_CONTEXT_CORE_PROFILE_BIT) ? "core" : "unknown"); } if (profile == 0) { /* workaround for nVidia's Linux driver */ support = GLEW_ARB_compatibility; } else { support = profile & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT; } } else if (GLEW_VERSION_3_1) { support = GLEW_ARB_compatibility; } /* any OpenGL version <= 3.0 is legacy, so support remains true */ checked = true; } return support; } bool GPU_full_non_power_of_two_support(void) { /* always supported on full GL but still relevant for OpenGL ES 2.0 where * NPOT textures can't use mipmaps or repeat wrap mode */ return true; } bool GPU_display_list_support(void) { /* deprecated in GL 3 * supported on older GL and compatibility profile * still queried by game engine */ return true; } bool GPU_bicubic_bump_support(void) { return GLEW_VERSION_4_0 || (GLEW_ARB_texture_query_lod && GLEW_VERSION_3_0); } bool GPU_geometry_shader_support(void) { /* in GL 3.2 geometry shaders are fully supported * core profile clashes with our other shaders so accept compatibility only * other GL versions can use EXT_geometry_shader4 if available */ return (GLEW_VERSION_3_2 && GPU_legacy_support()) || GLEW_EXT_geometry_shader4; } bool GPU_geometry_shader_support_via_extension(void) { return GLEW_EXT_geometry_shader4 && !(GLEW_VERSION_3_2 && GPU_legacy_support()); } bool GPU_instanced_drawing_support(void) { return GLEW_VERSION_3_1 || GLEW_ARB_draw_instanced; } int GPU_color_depth(void) { return GG.colordepth; } bool GPU_mem_stats_supported(void) { return (GLEW_NVX_gpu_memory_info || (GLEW_ATI_meminfo)) && (G.debug & G_DEBUG_GPU_MEM); } void GPU_mem_stats_get(int *totalmem, int *freemem) { if (GLEW_NVX_gpu_memory_info) { /* returned value in Kb */ glGetIntegerv(GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, totalmem); glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, freemem); } else if (GLEW_ATI_meminfo) { int stats[4]; glGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, stats); *freemem = stats[0]; *totalmem = 0; } else { *totalmem = 0; *freemem = 0; } }