Files
SingularityViewer/indra/llrender/llgl.cpp
2019-03-07 00:37:17 -06:00

2560 lines
87 KiB
C++

/**
* @file llgl.cpp
* @brief LLGL implementation
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
// This file sets some global GL parameters, and implements some
// useful functions for GL operations.
#define GLH_EXT_SINGLE_FILE
#include "linden_common.h"
#include "boost/tokenizer.hpp"
#include "llsys.h"
#include "llgl.h"
#include "llrender.h"
#include "llerror.h"
#include "llerrorcontrol.h"
#include "llquaternion.h"
#include "llmath.h"
#include "m4math.h"
#include "llstring.h"
#include "llstacktrace.h"
#include "llglheaders.h"
#include "llglslshader.h"
#ifdef _DEBUG
//#define GL_STATE_VERIFY
#endif
BOOL gDebugSession = FALSE;
BOOL gDebugGL = FALSE;
BOOL gClothRipple = FALSE;
BOOL gNoRender = FALSE;
BOOL gGLActive = FALSE;
std::ofstream gFailLog;
#if !LL_DARWIN //Darwin doesn't load extensions that way! -SG
void* gl_get_proc_address(const char *pStr)
{
void* pPtr = (void*)GLH_EXT_GET_PROC_ADDRESS(pStr);
if(!pPtr)
LL_INFOS() << "Failed to find symbol '" << pStr << "'" << LL_ENDL;
return pPtr;
}
#undef GLH_EXT_GET_PROC_ADDRESS
#define GLH_EXT_GET_PROC_ADDRESS(p) gl_get_proc_address(p)
#undef GLH_EXT_GET_PROC_ADDRESS_CORE
#define GLH_EXT_GET_PROC_ADDRESS_CORE(ver, p) gl_get_proc_address((mGLVersion >= ver) ? p : p"ARB")
#undef GLH_EXT_GET_PROC_ADDRESS_CORE_EXT
#define GLH_EXT_GET_PROC_ADDRESS_CORE_EXT(ver, p) gl_get_proc_address((mGLVersion >= ver) ? p : p"EXT")
#undef GLH_EXT_GET_PROC_ADDRESS_CORE_OR_ARB
#define GLH_EXT_GET_PROC_ADDRESS_CORE_OR_ARB(ver, p, arb) gl_get_proc_address((mGLVersion >= ver) ? p : arb)
#endif //!LL_DARWIN
#if GL_ARB_debug_output
#ifndef APIENTRY
#define APIENTRY
#endif
void APIENTRY gl_debug_callback(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar* message,
GLvoid* userParam)
{
if (severity == GL_DEBUG_SEVERITY_HIGH_ARB)
{
LL_WARNS() << "----- GL ERROR --------" << LL_ENDL;
}
else
{
LL_WARNS() << "----- GL WARNING -------" << LL_ENDL;
}
LL_WARNS() << "Source: " << std::hex << source << std::dec << LL_ENDL;
LL_WARNS() << "Type: " << std::hex << type << std::dec << LL_ENDL;
LL_WARNS() << "ID: " << std::hex << id << std::dec<< LL_ENDL;
LL_WARNS() << "Severity: " << std::hex << severity << std::dec << LL_ENDL;
LL_WARNS() << "Message: " << message << LL_ENDL;
LL_WARNS() << "-----------------------" << LL_ENDL;
if (severity == GL_DEBUG_SEVERITY_HIGH_ARB)
{
LL_ERRS() << "Halting on GL Error" << LL_ENDL;
}
}
#endif
void parse_glsl_version(S32& major, S32& minor);
void ll_init_fail_log(std::string filename)
{
gFailLog.open(filename.c_str());
}
void ll_fail(std::string msg)
{
if (gDebugSession)
{
std::vector<std::string> lines;
gFailLog << LLError::utcTime() << " " << msg << std::endl;
gFailLog << "Stack Trace:" << std::endl;
ll_get_stack_trace(lines);
for(size_t i = 0; i < lines.size(); ++i)
{
gFailLog << lines[i] << std::endl;
}
gFailLog << "End of Stack Trace." << std::endl << std::endl;
gFailLog.flush();
}
};
void ll_close_fail_log()
{
gFailLog.close();
}
LLMatrix4 gGLObliqueProjectionInverse;
#define LL_GL_NAME_POOLING 0
std::list<LLGLUpdate*> LLGLUpdate::sGLQ;
#if (LL_WINDOWS || LL_LINUX) && !LL_MESA_HEADLESS
#if LL_WINDOWS
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = NULL;
PFNWGLGETPIXELFORMATATTRIBIVARBPROC wglGetPixelFormatAttribivARB = NULL;
PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARB = NULL;
PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT = NULL;
PFNGLDRAWRANGEELEMENTSPROC glDrawRangeElements = NULL;
// GL_ARB_multitexture
PFNGLMULTITEXCOORD1DARBPROC glMultiTexCoord1dARB = NULL;
PFNGLMULTITEXCOORD1DVARBPROC glMultiTexCoord1dvARB = NULL;
PFNGLMULTITEXCOORD1FARBPROC glMultiTexCoord1fARB = NULL;
PFNGLMULTITEXCOORD1FVARBPROC glMultiTexCoord1fvARB = NULL;
PFNGLMULTITEXCOORD1IARBPROC glMultiTexCoord1iARB = NULL;
PFNGLMULTITEXCOORD1IVARBPROC glMultiTexCoord1ivARB = NULL;
PFNGLMULTITEXCOORD1SARBPROC glMultiTexCoord1sARB = NULL;
PFNGLMULTITEXCOORD1SVARBPROC glMultiTexCoord1svARB = NULL;
PFNGLMULTITEXCOORD2DARBPROC glMultiTexCoord2dARB = NULL;
PFNGLMULTITEXCOORD2DVARBPROC glMultiTexCoord2dvARB = NULL;
PFNGLMULTITEXCOORD2FARBPROC glMultiTexCoord2fARB = NULL;
PFNGLMULTITEXCOORD2FVARBPROC glMultiTexCoord2fvARB = NULL;
PFNGLMULTITEXCOORD2IARBPROC glMultiTexCoord2iARB = NULL;
PFNGLMULTITEXCOORD2IVARBPROC glMultiTexCoord2ivARB = NULL;
PFNGLMULTITEXCOORD2SARBPROC glMultiTexCoord2sARB = NULL;
PFNGLMULTITEXCOORD2SVARBPROC glMultiTexCoord2svARB = NULL;
PFNGLMULTITEXCOORD3DARBPROC glMultiTexCoord3dARB = NULL;
PFNGLMULTITEXCOORD3DVARBPROC glMultiTexCoord3dvARB = NULL;
PFNGLMULTITEXCOORD3FARBPROC glMultiTexCoord3fARB = NULL;
PFNGLMULTITEXCOORD3FVARBPROC glMultiTexCoord3fvARB = NULL;
PFNGLMULTITEXCOORD3IARBPROC glMultiTexCoord3iARB = NULL;
PFNGLMULTITEXCOORD3IVARBPROC glMultiTexCoord3ivARB = NULL;
PFNGLMULTITEXCOORD3SARBPROC glMultiTexCoord3sARB = NULL;
PFNGLMULTITEXCOORD3SVARBPROC glMultiTexCoord3svARB = NULL;
PFNGLMULTITEXCOORD4DARBPROC glMultiTexCoord4dARB = NULL;
PFNGLMULTITEXCOORD4DVARBPROC glMultiTexCoord4dvARB = NULL;
PFNGLMULTITEXCOORD4FARBPROC glMultiTexCoord4fARB = NULL;
PFNGLMULTITEXCOORD4FVARBPROC glMultiTexCoord4fvARB = NULL;
PFNGLMULTITEXCOORD4IARBPROC glMultiTexCoord4iARB = NULL;
PFNGLMULTITEXCOORD4IVARBPROC glMultiTexCoord4ivARB = NULL;
PFNGLMULTITEXCOORD4SARBPROC glMultiTexCoord4sARB = NULL;
PFNGLMULTITEXCOORD4SVARBPROC glMultiTexCoord4svARB = NULL;
PFNGLACTIVETEXTUREARBPROC glActiveTextureARB = NULL;
PFNGLCLIENTACTIVETEXTUREARBPROC glClientActiveTextureARB = NULL;
#endif
#if LL_LINUX_NV_GL_HEADERS
// linux nvidia headers. these define these differently to mesa's. ugh.
PFNGLACTIVETEXTUREARBPROC glActiveTextureARB = NULL;
PFNGLCLIENTACTIVETEXTUREARBPROC glClientActiveTextureARB = NULL;
PFNGLDRAWRANGEELEMENTSPROC glDrawRangeElements = NULL;
#endif // LL_LINUX_NV_GL_HEADERS
// vertex blending prototypes
PFNGLWEIGHTPOINTERARBPROC glWeightPointerARB = NULL;
PFNGLVERTEXBLENDARBPROC glVertexBlendARB = NULL;
PFNGLWEIGHTFVARBPROC glWeightfvARB = NULL;
// Vertex buffer object prototypes
PFNGLBINDBUFFERARBPROC glBindBufferARB = NULL;
PFNGLDELETEBUFFERSARBPROC glDeleteBuffersARB = NULL;
PFNGLGENBUFFERSARBPROC glGenBuffersARB = NULL;
PFNGLISBUFFERARBPROC glIsBufferARB = NULL;
PFNGLBUFFERDATAARBPROC glBufferDataARB = NULL;
PFNGLBUFFERSUBDATAARBPROC glBufferSubDataARB = NULL;
PFNGLGETBUFFERSUBDATAARBPROC glGetBufferSubDataARB = NULL;
PFNGLMAPBUFFERARBPROC glMapBufferARB = NULL;
PFNGLUNMAPBUFFERARBPROC glUnmapBufferARB = NULL;
PFNGLGETBUFFERPARAMETERIVARBPROC glGetBufferParameterivARB = NULL;
PFNGLGETBUFFERPOINTERVARBPROC glGetBufferPointervARB = NULL;
//GL_ARB_vertex_array_object
PFNGLBINDVERTEXARRAYPROC glBindVertexArray = NULL;
PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays = NULL;
PFNGLGENVERTEXARRAYSPROC glGenVertexArrays = NULL;
PFNGLISVERTEXARRAYPROC glIsVertexArray = NULL;
// GL_ARB_map_buffer_range
PFNGLMAPBUFFERRANGEPROC glMapBufferRange = NULL;
PFNGLFLUSHMAPPEDBUFFERRANGEPROC glFlushMappedBufferRange = NULL;
// GL_ARB_texture_compression
PFNGLCOMPRESSEDTEXIMAGE3DARBPROC glCompressedTexImage3DARB = NULL;
PFNGLCOMPRESSEDTEXIMAGE2DARBPROC glCompressedTexImage2DARB = NULL;
PFNGLCOMPRESSEDTEXIMAGE1DARBPROC glCompressedTexImage1DARB = NULL;
PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC glCompressedTexSubImage3DARB = NULL;
PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC glCompressedTexSubImage2DARB = NULL;
PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC glCompressedTexSubImage1DARB = NULL;
PFNGLGETCOMPRESSEDTEXIMAGEARBPROC glGetCompressedTexImageARB = NULL;
// GL_ARB_sync
PFNGLFENCESYNCPROC glFenceSync = NULL;
PFNGLISSYNCPROC glIsSync = NULL;
PFNGLDELETESYNCPROC glDeleteSync = NULL;
PFNGLCLIENTWAITSYNCPROC glClientWaitSync = NULL;
PFNGLWAITSYNCPROC glWaitSync = NULL;
PFNGLGETINTEGER64VPROC glGetInteger64v = NULL;
PFNGLGETSYNCIVPROC glGetSynciv = NULL;
// GL_APPLE_flush_buffer_range
PFNGLBUFFERPARAMETERIAPPLEPROC glBufferParameteriAPPLE = NULL;
PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC glFlushMappedBufferRangeAPPLE = NULL;
// GL_ARB_occlusion_query
PFNGLGENQUERIESARBPROC glGenQueriesARB = NULL;
PFNGLDELETEQUERIESARBPROC glDeleteQueriesARB = NULL;
PFNGLISQUERYARBPROC glIsQueryARB = NULL;
PFNGLBEGINQUERYARBPROC glBeginQueryARB = NULL;
PFNGLENDQUERYARBPROC glEndQueryARB = NULL;
PFNGLGETQUERYIVARBPROC glGetQueryivARB = NULL;
PFNGLGETQUERYOBJECTIVARBPROC glGetQueryObjectivARB = NULL;
PFNGLGETQUERYOBJECTUIVARBPROC glGetQueryObjectuivARB = NULL;
PFNGLGETQUERYOBJECTUI64VEXTPROC glGetQueryObjectui64vEXT = NULL;
// GL_ARB_point_parameters
PFNGLPOINTPARAMETERFARBPROC glPointParameterfARB = NULL;
PFNGLPOINTPARAMETERFVARBPROC glPointParameterfvARB = NULL;
// GL_ARB_framebuffer_object
PFNGLISRENDERBUFFERPROC glIsRenderbuffer = NULL;
PFNGLBINDRENDERBUFFERPROC glBindRenderbuffer = NULL;
PFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers = NULL;
PFNGLGENRENDERBUFFERSPROC glGenRenderbuffers = NULL;
PFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage = NULL;
PFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv = NULL;
PFNGLISFRAMEBUFFERPROC glIsFramebuffer = NULL;
PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer = NULL;
PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers = NULL;
PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers = NULL;
PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus = NULL;
PFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D = NULL;
PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D = NULL;
PFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D = NULL;
PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer = NULL;
PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv = NULL;
PFNGLGENERATEMIPMAPPROC glGenerateMipmap = NULL;
PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer = NULL;
PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample = NULL;
PFNGLFRAMEBUFFERTEXTURELAYERPROC glFramebufferTextureLayer = NULL;
//GL_ARB_texture_multisample
PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample = NULL;
PFNGLTEXIMAGE3DMULTISAMPLEPROC glTexImage3DMultisample = NULL;
PFNGLGETMULTISAMPLEFVPROC glGetMultisamplefv = NULL;
PFNGLSAMPLEMASKIPROC glSampleMaski = NULL;
//transform feedback (4.0 core)
PFNGLBEGINTRANSFORMFEEDBACKPROC glBeginTransformFeedback = NULL;
PFNGLENDTRANSFORMFEEDBACKPROC glEndTransformFeedback = NULL;
PFNGLTRANSFORMFEEDBACKVARYINGSPROC glTransformFeedbackVaryings = NULL;
PFNGLBINDBUFFERRANGEPROC glBindBufferRange = NULL;
//GL_ARB_debug_output
PFNGLDEBUGMESSAGECONTROLARBPROC glDebugMessageControlARB = NULL;
PFNGLDEBUGMESSAGEINSERTARBPROC glDebugMessageInsertARB = NULL;
PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARB = NULL;
PFNGLGETDEBUGMESSAGELOGARBPROC glGetDebugMessageLogARB = NULL;
// GL_EXT_blend_func_separate
PFNGLBLENDFUNCSEPARATEEXTPROC glBlendFuncSeparateEXT = NULL;
// GL_ARB_draw_buffers
PFNGLDRAWBUFFERSARBPROC glDrawBuffersARB = NULL;
//shader object prototypes
PFNGLDELETEOBJECTARBPROC glDeleteShader = NULL;
PFNGLDELETEOBJECTARBPROC glDeleteProgram = NULL;
PFNGLDETACHOBJECTARBPROC glDetachObjectARB = NULL;
PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL;
PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL;
PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL;
PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL;
PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL;
PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL;
PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL;
PFNGLVALIDATEPROGRAMARBPROC glValidateProgramARB = NULL;
PFNGLUNIFORM1FARBPROC glUniform1fARB = NULL;
PFNGLUNIFORM2FARBPROC glUniform2fARB = NULL;
PFNGLUNIFORM3FARBPROC glUniform3fARB = NULL;
PFNGLUNIFORM4FARBPROC glUniform4fARB = NULL;
PFNGLUNIFORM1IARBPROC glUniform1iARB = NULL;
PFNGLUNIFORM2IARBPROC glUniform2iARB = NULL;
PFNGLUNIFORM3IARBPROC glUniform3iARB = NULL;
PFNGLUNIFORM4IARBPROC glUniform4iARB = NULL;
PFNGLUNIFORM1FVARBPROC glUniform1fvARB = NULL;
PFNGLUNIFORM2FVARBPROC glUniform2fvARB = NULL;
PFNGLUNIFORM3FVARBPROC glUniform3fvARB = NULL;
PFNGLUNIFORM4FVARBPROC glUniform4fvARB = NULL;
PFNGLUNIFORM1IVARBPROC glUniform1ivARB = NULL;
PFNGLUNIFORM2IVARBPROC glUniform2ivARB = NULL;
PFNGLUNIFORM3IVARBPROC glUniform3ivARB = NULL;
PFNGLUNIFORM4IVARBPROC glUniform4ivARB = NULL;
PFNGLUNIFORMMATRIX2FVARBPROC glUniformMatrix2fvARB = NULL;
PFNGLUNIFORMMATRIX3FVARBPROC glUniformMatrix3fvARB = NULL;
PFNGLUNIFORMMATRIX3X4FVPROC glUniformMatrix3x4fv = NULL;
PFNGLUNIFORMMATRIX4FVARBPROC glUniformMatrix4fvARB = NULL;
PFNGLGETOBJECTPARAMETERIVARBPROC glGetShaderiv = NULL;
PFNGLGETOBJECTPARAMETERIVARBPROC glGetProgramiv = NULL;
PFNGLGETINFOLOGARBPROC glGetShaderInfoLog = NULL;
PFNGLGETINFOLOGARBPROC glGetProgramInfoLog = NULL;
PFNGLGETATTACHEDOBJECTSARBPROC glGetAttachedObjectsARB = NULL;
PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB = NULL;
PFNGLGETACTIVEUNIFORMARBPROC glGetActiveUniformARB = NULL;
PFNGLGETUNIFORMFVARBPROC glGetUniformfvARB = NULL;
PFNGLGETUNIFORMIVARBPROC glGetUniformivARB = NULL;
PFNGLGETSHADERSOURCEARBPROC glGetShaderSourceARB = NULL;
PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer = NULL;
// vertex shader prototypes
PFNGLVERTEXATTRIB1DARBPROC glVertexAttrib1dARB = NULL;
PFNGLVERTEXATTRIB1DVARBPROC glVertexAttrib1dvARB = NULL;
PFNGLVERTEXATTRIB1FARBPROC glVertexAttrib1fARB = NULL;
PFNGLVERTEXATTRIB1FVARBPROC glVertexAttrib1fvARB = NULL;
PFNGLVERTEXATTRIB1SARBPROC glVertexAttrib1sARB = NULL;
PFNGLVERTEXATTRIB1SVARBPROC glVertexAttrib1svARB = NULL;
PFNGLVERTEXATTRIB2DARBPROC glVertexAttrib2dARB = NULL;
PFNGLVERTEXATTRIB2DVARBPROC glVertexAttrib2dvARB = NULL;
PFNGLVERTEXATTRIB2FARBPROC glVertexAttrib2fARB = NULL;
PFNGLVERTEXATTRIB2FVARBPROC glVertexAttrib2fvARB = NULL;
PFNGLVERTEXATTRIB2SARBPROC glVertexAttrib2sARB = NULL;
PFNGLVERTEXATTRIB2SVARBPROC glVertexAttrib2svARB = NULL;
PFNGLVERTEXATTRIB3DARBPROC glVertexAttrib3dARB = NULL;
PFNGLVERTEXATTRIB3DVARBPROC glVertexAttrib3dvARB = NULL;
PFNGLVERTEXATTRIB3FARBPROC glVertexAttrib3fARB = NULL;
PFNGLVERTEXATTRIB3FVARBPROC glVertexAttrib3fvARB = NULL;
PFNGLVERTEXATTRIB3SARBPROC glVertexAttrib3sARB = NULL;
PFNGLVERTEXATTRIB3SVARBPROC glVertexAttrib3svARB = NULL;
PFNGLVERTEXATTRIB4NBVARBPROC glVertexAttrib4NbvARB = NULL;
PFNGLVERTEXATTRIB4NIVARBPROC glVertexAttrib4NivARB = NULL;
PFNGLVERTEXATTRIB4NSVARBPROC glVertexAttrib4NsvARB = NULL;
PFNGLVERTEXATTRIB4NUBARBPROC glVertexAttrib4NubARB = NULL;
PFNGLVERTEXATTRIB4NUBVARBPROC glVertexAttrib4NubvARB = NULL;
PFNGLVERTEXATTRIB4NUIVARBPROC glVertexAttrib4NuivARB = NULL;
PFNGLVERTEXATTRIB4NUSVARBPROC glVertexAttrib4NusvARB = NULL;
PFNGLVERTEXATTRIB4BVARBPROC glVertexAttrib4bvARB = NULL;
PFNGLVERTEXATTRIB4DARBPROC glVertexAttrib4dARB = NULL;
PFNGLVERTEXATTRIB4DVARBPROC glVertexAttrib4dvARB = NULL;
PFNGLVERTEXATTRIB4FARBPROC glVertexAttrib4fARB = NULL;
PFNGLVERTEXATTRIB4FVARBPROC glVertexAttrib4fvARB = NULL;
PFNGLVERTEXATTRIB4IVARBPROC glVertexAttrib4ivARB = NULL;
PFNGLVERTEXATTRIB4SARBPROC glVertexAttrib4sARB = NULL;
PFNGLVERTEXATTRIB4SVARBPROC glVertexAttrib4svARB = NULL;
PFNGLVERTEXATTRIB4UBVARBPROC glVertexAttrib4ubvARB = NULL;
PFNGLVERTEXATTRIB4UIVARBPROC glVertexAttrib4uivARB = NULL;
PFNGLVERTEXATTRIB4USVARBPROC glVertexAttrib4usvARB = NULL;
PFNGLVERTEXATTRIBPOINTERARBPROC glVertexAttribPointerARB = NULL;
PFNGLENABLEVERTEXATTRIBARRAYARBPROC glEnableVertexAttribArrayARB = NULL;
PFNGLDISABLEVERTEXATTRIBARRAYARBPROC glDisableVertexAttribArrayARB = NULL;
PFNGLPROGRAMSTRINGARBPROC glProgramStringARB = NULL;
PFNGLBINDPROGRAMARBPROC glBindProgramARB = NULL;
PFNGLDELETEPROGRAMSARBPROC glDeleteProgramsARB = NULL;
PFNGLGENPROGRAMSARBPROC glGenProgramsARB = NULL;
PFNGLPROGRAMENVPARAMETER4DARBPROC glProgramEnvParameter4dARB = NULL;
PFNGLPROGRAMENVPARAMETER4DVARBPROC glProgramEnvParameter4dvARB = NULL;
PFNGLPROGRAMENVPARAMETER4FARBPROC glProgramEnvParameter4fARB = NULL;
PFNGLPROGRAMENVPARAMETER4FVARBPROC glProgramEnvParameter4fvARB = NULL;
PFNGLPROGRAMLOCALPARAMETER4DARBPROC glProgramLocalParameter4dARB = NULL;
PFNGLPROGRAMLOCALPARAMETER4DVARBPROC glProgramLocalParameter4dvARB = NULL;
PFNGLPROGRAMLOCALPARAMETER4FARBPROC glProgramLocalParameter4fARB = NULL;
PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glProgramLocalParameter4fvARB = NULL;
PFNGLGETPROGRAMENVPARAMETERDVARBPROC glGetProgramEnvParameterdvARB = NULL;
PFNGLGETPROGRAMENVPARAMETERFVARBPROC glGetProgramEnvParameterfvARB = NULL;
PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC glGetProgramLocalParameterdvARB = NULL;
PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC glGetProgramLocalParameterfvARB = NULL;
PFNGLGETPROGRAMIVARBPROC glGetProgramivARB = NULL;
PFNGLGETPROGRAMSTRINGARBPROC glGetProgramStringARB = NULL;
PFNGLGETVERTEXATTRIBDVARBPROC glGetVertexAttribdvARB = NULL;
PFNGLGETVERTEXATTRIBFVARBPROC glGetVertexAttribfvARB = NULL;
PFNGLGETVERTEXATTRIBIVARBPROC glGetVertexAttribivARB = NULL;
PFNGLGETVERTEXATTRIBPOINTERVARBPROC glGetVertexAttribPointervARB = NULL;
PFNGLISPROGRAMARBPROC glIsProgramARB = NULL;
PFNGLBINDATTRIBLOCATIONARBPROC glBindAttribLocationARB = NULL;
PFNGLGETACTIVEATTRIBARBPROC glGetActiveAttribARB = NULL;
PFNGLGETATTRIBLOCATIONARBPROC glGetAttribLocationARB = NULL;
#endif // (LL_WINDOWS || LL_LINUX || LL_SOLARIS) && !LL_MESA_HEADLESS
LLGLManager gGLManager;
LLGLManager::LLGLManager() :
mInited(FALSE),
mIsDisabled(FALSE),
mHasMultitexture(FALSE),
mHasATIMemInfo(FALSE),
mHasNVXMemInfo(FALSE),
mNumTextureUnits(1),
mHasMipMapGeneration(FALSE),
mHasCompressedTextures(FALSE),
mHasFramebufferObject(FALSE),
mMaxSamples(0),
mHasFramebufferMultisample(FALSE),
mHasBlendFuncSeparate(FALSE),
mHasSync(FALSE),
mHasVertexBufferObject(FALSE),
mHasVertexArrayObject(FALSE),
mHasMapBufferRange(FALSE),
mHasFlushBufferRange(FALSE),
mHasShaderObjects(FALSE),
mHasVertexShader(FALSE),
mHasFragmentShader(FALSE),
mNumTextureImageUnits(0),
mHasOcclusionQuery(FALSE),
mHasOcclusionQuery2(FALSE),
mHasPointParameters(FALSE),
mHasDrawBuffers(FALSE),
mHasTransformFeedback(FALSE),
mMaxIntegerSamples(0),
mHasAnisotropic(FALSE),
mHasARBEnvCombine(FALSE),
mHasCubeMap(FALSE),
mHasDebugOutput(FALSE),
mHasGpuShader5(FALSE),
mHasAdaptiveVsync(FALSE),
mHasTextureSwizzle(FALSE),
mIsATI(FALSE),
mIsNVIDIA(FALSE),
mIsIntel(FALSE),
mIsHD3K(FALSE),
mIsGF2or4MX(FALSE),
mIsGF3(FALSE),
mIsGFFX(FALSE),
mATIOffsetVerticalLines(FALSE),
mATIOldDriver(FALSE),
#if LL_DARWIN
mIsMobileGF(FALSE),
#endif
mHasRequirements(TRUE),
mDebugGPU(FALSE),
mDriverVersionMajor(1),
mDriverVersionMinor(0),
mDriverVersionRelease(0),
mGLVersion(1.0f),
mGLSLVersionMajor(0),
mGLSLVersionMinor(0),
mVRAM(0),
mGLMaxVertexRange(0),
mGLMaxIndexRange(0),
mGLMaxVertexUniformComponents(0)
{
}
std::set<std::string> sGLExtensions;
void registerExtension(std::string ext)
{
sGLExtensions.emplace(ext);
LL_DEBUGS("GLExtensions") << ext << LL_ENDL;
}
void loadExtensionStrings()
{
sGLExtensions.clear();
typedef boost::tokenizer<boost::char_separator<char> > tokenizer;
boost::char_separator<char> sep(" ");
std::string extensions((const char*)glGetString(GL_EXTENSIONS));
for (auto& extension : tokenizer(extensions, sep))
{
registerExtension(extension);
}
#if LL_WINDOWS
PFNWGLGETEXTENSIONSSTRINGARBPROC wglGetExtensionsStringARB = (PFNWGLGETEXTENSIONSSTRINGARBPROC)wglGetProcAddress("wglGetExtensionsStringARB");
if (wglGetExtensionsStringARB)
{
extensions = std::string(wglGetExtensionsStringARB(wglGetCurrentDC()));
for (auto& extension : tokenizer(extensions, sep))
{
registerExtension(extension);
}
}
#endif
}
bool ExtensionExists(std::string ext)
{
if (sGLExtensions.empty())
loadExtensionStrings();
return sGLExtensions.find(ext) != sGLExtensions.end();
}
//---------------------------------------------------------------------
// Global initialization for GL
//---------------------------------------------------------------------
void LLGLManager::initWGL()
{
#if LL_WINDOWS && !LL_MESA_HEADLESS
if (ExtensionExists("WGL_ARB_pixel_format"))
{
wglGetPixelFormatAttribivARB = (PFNWGLGETPIXELFORMATATTRIBIVARBPROC)wglGetProcAddress("wglGetPixelFormatAttribiv");
wglChoosePixelFormatARB = (PFNWGLCHOOSEPIXELFORMATARBPROC)wglGetProcAddress("wglChoosePixelFormat");
}
else
{
LL_WARNS("RenderInit") << "No ARB pixel format extensions" << LL_ENDL;
}
if (ExtensionExists("WGL_ARB_create_context"))
{
wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribs");
}
else
{
LL_WARNS("RenderInit") << "No ARB create context extensions" << LL_ENDL;
}
if (ExtensionExists("WGL_EXT_swap_control"))
{
wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress("wglSwapIntervalEXT");
}
else
{
LL_WARNS("RenderInit") << "No ARB swap control extensions" << LL_ENDL;
}
#endif
}
// return false if unable (or unwilling due to old drivers) to init GL
bool LLGLManager::initGL()
{
if (mInited)
{
LL_ERRS("RenderInit") << "Calling init on LLGLManager after already initialized!" << LL_ENDL;
}
stop_glerror();
loadExtensionStrings();
stop_glerror();
// Extract video card strings and convert to upper case to
// work around driver-to-driver variation in capitalization.
mGLVendor = std::string((const char *)glGetString(GL_VENDOR));
LLStringUtil::toUpper(mGLVendor);
mGLRenderer = std::string((const char *)glGetString(GL_RENDERER));
LLStringUtil::toUpper(mGLRenderer);
parse_gl_version( &mDriverVersionMajor,
&mDriverVersionMinor,
&mDriverVersionRelease,
&mDriverVersionVendorString,
&mGLVersionString);
mGLVersion = mDriverVersionMajor + mDriverVersionMinor * .1f;
if (mGLVersion >= 2.f)
{
parse_glsl_version(mGLSLVersionMajor, mGLSLVersionMinor);
#if LL_DARWIN
//never use GLSL greater than 1.20 on OSX
if (mGLSLVersionMajor > 1 || mGLSLVersionMinor >= 30)
{
mGLSLVersionMajor = 1;
mGLSLVersionMinor = 20;
}
#endif
}
// Trailing space necessary to keep "nVidia Corpor_ati_on" cards
// from being recognized as ATI.
if (mGLVendor.substr(0,4) == "ATI "
//#if LL_LINUX
// // The Mesa-based drivers put this in the Renderer string,
// // not the Vendor string.
// || mGLRenderer.find("AMD") != std::string::npos
//#endif //LL_LINUX
)
{
mGLVendorShort = "ATI";
// *TODO: Fix this?
mIsATI = TRUE;
#if LL_WINDOWS && !LL_MESA_HEADLESS
if (mDriverVersionRelease < 3842)
{
mATIOffsetVerticalLines = TRUE;
}
#endif // LL_WINDOWS
#if (LL_WINDOWS || LL_LINUX) && !LL_MESA_HEADLESS
// count any pre OpenGL 3.0 implementation as an old driver
if (mGLVersion < 3.f)
{
mATIOldDriver = TRUE;
}
#endif // (LL_WINDOWS || LL_LINUX) && !LL_MESA_HEADLESS
}
else if (mGLVendor.find("NVIDIA ") != std::string::npos)
{
mGLVendorShort = "NVIDIA";
mIsNVIDIA = TRUE;
if ( mGLRenderer.find("GEFORCE4 MX") != std::string::npos
|| mGLRenderer.find("GEFORCE2") != std::string::npos
|| mGLRenderer.find("GEFORCE 2") != std::string::npos
|| mGLRenderer.find("GEFORCE4 460 GO") != std::string::npos
|| mGLRenderer.find("GEFORCE4 440 GO") != std::string::npos
|| mGLRenderer.find("GEFORCE4 420 GO") != std::string::npos)
{
mIsGF2or4MX = TRUE;
}
else if (mGLRenderer.find("GEFORCE FX") != std::string::npos
|| mGLRenderer.find("QUADRO FX") != std::string::npos
|| mGLRenderer.find("NV34") != std::string::npos)
{
mIsGFFX = TRUE;
}
else if(mGLRenderer.find("GEFORCE3") != std::string::npos)
{
mIsGF3 = TRUE;
}
#if LL_DARWIN
else if ((mGLRenderer.find("9400M") != std::string::npos)
|| (mGLRenderer.find("9600M") != std::string::npos)
|| (mGLRenderer.find("9800M") != std::string::npos))
{
mIsMobileGF = TRUE;
}
#endif
}
else if (mGLVendor.find("INTEL") != std::string::npos
#if LL_LINUX
// The Mesa-based drivers put this in the Renderer string,
// not the Vendor string.
|| mGLRenderer.find("INTEL") != std::string::npos
#endif //LL_LINUX
)
{
mGLVendorShort = "INTEL";
mIsIntel = TRUE;
#if LL_WINDOWS
if (mGLRenderer.find("HD") != std::string::npos
&& ((mGLRenderer.find("2000") != std::string::npos || mGLRenderer.find("3000") != std::string::npos)
|| (mGLVersion == 3.1f && mGLRenderer.find("INTEL(R) HD GRAPHICS") != std::string::npos)))
{
mIsHD3K = TRUE;
}
#endif
}
else
{
mGLVendorShort = "MISC";
}
stop_glerror();
initExtensions();
stop_glerror();
if (mGLVersion >= 2.1f && mHasCompressedTextures && LLImageGL::sCompressTextures)
{ //use texture compression
glHint(GL_TEXTURE_COMPRESSION_HINT, GL_NICEST);
}
else
{ //GL version is < 3.0, always disable texture compression
LLImageGL::sCompressTextures = false;
}
S32 old_vram = mVRAM;
if (mHasATIMemInfo)
{ //ask the gl how much vram is free at startup and attempt to use no more than half of that
S32 meminfo[4];
glGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, meminfo);
mVRAM = meminfo[0]/1024;
}
else if (mHasNVXMemInfo)
{
S32 dedicated_memory;
glGetIntegerv(GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX, &dedicated_memory);
mVRAM = dedicated_memory/1024;
}
if (mVRAM < 256)
{ //something likely went wrong using the above extensions, fall back to old method
mVRAM = old_vram;
}
stop_glerror();
stop_glerror();
if (mHasFragmentShader)
{
GLint num_tex_image_units;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &num_tex_image_units);
mNumTextureImageUnits = llmin(num_tex_image_units, 32);
}
if (mHasVertexShader)
{
//According to the spec, the resulting value should never be less than 512. We need at least 1024 to use skinned shaders.
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &mGLMaxVertexUniformComponents);
if (mIsHD3K)
{
mGLMaxVertexUniformComponents = llmax(mGLMaxVertexUniformComponents, 4096);
}
}
if (LLRender::sGLCoreProfile)
{
// If core is true, then mNumTextureUnits is pretty much unused.
mNumTextureUnits = llmin(mNumTextureImageUnits, MAX_GL_TEXTURE_UNITS);
}
else if (mHasMultitexture)
{
GLint num_tex_units;
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &num_tex_units);
mNumTextureUnits = llmin(num_tex_units, (GLint)MAX_GL_TEXTURE_UNITS);
if (mIsIntel)
{
mNumTextureUnits = llmin(mNumTextureUnits, 2);
}
}
else
{
mHasRequirements = FALSE;
// We don't support cards that don't support the GL_ARB_multitexture extension
LL_WARNS("RenderInit") << "GL Drivers do not support GL_ARB_multitexture" << LL_ENDL;
return false;
}
stop_glerror();
//Singu Note: Multisampled texture stuff in v3 is dead, however we DO use multisampled FBOs.
if (mHasFramebufferMultisample)
{
glGetIntegerv(GL_MAX_INTEGER_SAMPLES, &mMaxIntegerSamples);
glGetIntegerv(GL_MAX_SAMPLES, &mMaxSamples);
}
stop_glerror();
#if LL_WINDOWS
if (mHasDebugOutput && gDebugGL)
{ //setup debug output callback
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallbackARB((GLDEBUGPROCARB) gl_debug_callback, NULL);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL, true);
}
#endif
stop_glerror();
#if LL_WINDOWS
if (mIsIntel && mGLVersion <= 3.f)
{ //never try to use framebuffer objects on older intel drivers (crashy)
mHasFramebufferObject = FALSE;
}
#endif
stop_glerror();
setToDebugGPU();
stop_glerror();
initGLStates();
stop_glerror();
return true;
}
void LLGLManager::setToDebugGPU()
{
//"MOBILE INTEL(R) 965 EXPRESS CHIP",
if (mGLRenderer.find("INTEL") != std::string::npos && mGLRenderer.find("965") != std::string::npos)
{
mDebugGPU = TRUE ;
}
return ;
}
void LLGLManager::getGLInfo(LLSD& info)
{
info["GLInfo"]["GLVendor"] = std::string((const char *)glGetString(GL_VENDOR));
info["GLInfo"]["GLRenderer"] = std::string((const char *)glGetString(GL_RENDERER));
info["GLInfo"]["GLVersion"] = std::string((const char *)glGetString(GL_VERSION));
#if !LL_MESA_HEADLESS
for (auto& extension : sGLExtensions)
{
info["GLInfo"]["GLExtensions"].append(extension);
}
#endif
}
std::string LLGLManager::getGLInfoString()
{
std::string info_str;
info_str += std::string("GL_VENDOR ") + ll_safe_string((const char *)glGetString(GL_VENDOR)) + std::string("\n");
info_str += std::string("GL_RENDERER ") + ll_safe_string((const char *)glGetString(GL_RENDERER)) + std::string("\n");
info_str += std::string("GL_VERSION ") + ll_safe_string((const char *)glGetString(GL_VERSION)) + std::string("\n");
#if !LL_MESA_HEADLESS
info_str += std::string("GL_EXTENSIONS:\n");
for (auto& extension : sGLExtensions)
{
info_str += extension + "\n";
}
#endif
return info_str;
}
void LLGLManager::printGLInfoString()
{
LL_INFOS("RenderInit") << "GL_VENDOR: " << ((const char *)glGetString(GL_VENDOR)) << LL_ENDL;
LL_INFOS("RenderInit") << "GL_RENDERER: " << ((const char *)glGetString(GL_RENDERER)) << LL_ENDL;
LL_INFOS("RenderInit") << "GL_VERSION: " << ((const char *)glGetString(GL_VERSION)) << LL_ENDL;
#if !LL_MESA_HEADLESS
LL_DEBUGS("RenderInit") << "GL_EXTENSIONS:" << "\n";
for (auto& extension : sGLExtensions)
{
LL_CONT << extension << "\n";
}
LL_CONT << LL_ENDL;
#endif
}
std::string LLGLManager::getRawGLString()
{
std::string gl_string;
gl_string = ll_safe_string((char*)glGetString(GL_VENDOR)) + " " + ll_safe_string((char*)glGetString(GL_RENDERER));
return gl_string;
}
void LLGLManager::shutdownGL()
{
if (mInited)
{
glFinish();
stop_glerror();
mInited = FALSE;
}
}
// these are used to turn software blending on. They appear in the Debug/Avatar menu
// presence of vertex skinning/blending or vertex programs will set these to FALSE by default.
void LLGLManager::initExtensions()
{
#if LL_MESA_HEADLESS
# ifdef GL_ARB_multitexture
mHasMultitexture = TRUE;
# else
mHasMultitexture = FALSE;
# endif // GL_ARB_multitexture
# ifdef GL_ARB_texture_env_combine
mHasARBEnvCombine = TRUE;
# else
mHasARBEnvCombine = FALSE;
# endif // GL_ARB_texture_env_combine
# ifdef GL_ARB_texture_compression
mHasCompressedTextures = TRUE;
# else
mHasCompressedTextures = FALSE;
# endif // GL_ARB_texture_compression
# ifdef GL_ARB_vertex_buffer_object
mHasVertexBufferObject = TRUE;
# else
mHasVertexBufferObject = FALSE;
# endif // GL_ARB_vertex_buffer_object
# ifdef GL_EXT_framebuffer_object
mHasFramebufferObject = TRUE;
# else
mHasFramebufferObject = FALSE;
# endif // GL_EXT_framebuffer_object
# ifdef GL_EXT_framebuffer_multisample
mHasFramebufferMultisample = TRUE;
# else
mHasFramebufferMultisample = FALSE;
# endif // GL_EXT_framebuffer_multisample
# ifdef GL_ARB_draw_buffers
mHasDrawBuffers = TRUE;
#else
mHasDrawBuffers = FALSE;
# endif // GL_ARB_draw_buffers
# if defined(GL_NV_depth_clamp) || defined(GL_ARB_depth_clamp)
mHasDepthClamp = TRUE;
#else
mHasDepthClamp = FALSE;
#endif // defined(GL_NV_depth_clamp) || defined(GL_ARB_depth_clamp)
# if GL_EXT_blend_func_separate
mHasBlendFuncSeparate = TRUE;
#else
mHasBlendFuncSeparate = FALSE;
# endif // GL_EXT_blend_func_separate
mHasMipMapGeneration = FALSE;
mHasAnisotropic = FALSE;
mHasCubeMap = FALSE;
mHasOcclusionQuery = FALSE;
mHasPointParameters = FALSE;
mHasShaderObjects = FALSE;
mHasVertexShader = FALSE;
mHasFragmentShader = FALSE;
#ifdef GL_ARB_gpu_shader5
mHasGpuShader5 = FALSE;
#endif
#else // LL_MESA_HEADLESS
mHasMultitexture = mGLVersion >= 1.3f || ExtensionExists("GL_ARB_multitexture");
mHasATIMemInfo = ExtensionExists("GL_ATI_meminfo");
mHasNVXMemInfo = ExtensionExists("GL_NVX_gpu_memory_info");
mHasCompressedTextures = mGLVersion >= 1.3 || ExtensionExists("GL_ARB_texture_compression");
mHasAnisotropic = mGLVersion >= 4.6f || ExtensionExists("GL_EXT_texture_filter_anisotropic");
mHasCubeMap = mGLVersion >= 1.3f || ExtensionExists("GL_ARB_texture_cube_map");
mHasARBEnvCombine = mGLVersion >= 2.1f || ExtensionExists("GL_ARB_texture_env_combine");
mHasOcclusionQuery = mGLVersion >= 1.5f || ExtensionExists("GL_ARB_occlusion_query");
mHasOcclusionQuery2 = mGLVersion >= 3.3f || ExtensionExists("GL_ARB_occlusion_query2");
mHasVertexBufferObject = mGLVersion >= 1.5f || ExtensionExists("GL_ARB_vertex_buffer_object");
mHasVertexArrayObject = mGLVersion >= 3.f || ExtensionExists("GL_ARB_vertex_array_object");
mHasSync = mGLVersion >= 3.2f || ExtensionExists("GL_ARB_sync");
mHasMapBufferRange = mGLVersion >= 3.f || ExtensionExists("GL_ARB_map_buffer_range");
mHasFlushBufferRange = ExtensionExists("GL_APPLE_flush_buffer_range");
mHasDepthClamp = mGLVersion >= 3.2f || ExtensionExists("GL_ARB_depth_clamp") || ExtensionExists("GL_NV_depth_clamp");
// mask out FBO support when packed_depth_stencil isn't there 'cause we need it for LLRenderTarget -Brad
#ifdef GL_ARB_framebuffer_object
mHasFramebufferObject = mGLVersion >= 3.f || ExtensionExists("GL_ARB_framebuffer_object");
#else
mHasFramebufferObject = mGLVersion >= 3.f || (ExtensionExists("GL_EXT_framebuffer_object") &&
ExtensionExists("GL_EXT_framebuffer_blit") &&
ExtensionExists("GL_EXT_framebuffer_multisample") &&
ExtensionExists("GL_EXT_packed_depth_stencil"));
#endif
mHasFramebufferMultisample = mGLVersion >= 3.f || (mHasFramebufferObject && ExtensionExists("GL_EXT_framebuffer_multisample"));
mHasMipMapGeneration = mHasFramebufferObject || mGLVersion >= 1.4f;
mHasDrawBuffers = mGLVersion >= 2.f || ExtensionExists("GL_ARB_draw_buffers");
mHasBlendFuncSeparate = mGLVersion >= 1.4f || ExtensionExists("GL_EXT_blend_func_separate");
mHasDebugOutput = mGLVersion >= 4.3f || ExtensionExists("GL_ARB_debug_output");
mHasTransformFeedback = mGLVersion >= 4.f || ExtensionExists("GL_EXT_transform_feedback");
#if !LL_DARWIN
mHasPointParameters = mGLVersion >= 2.f || (!mIsATI && ExtensionExists("GL_ARB_point_parameters"));
#endif
mHasShaderObjects = mGLVersion >= 2.f || ExtensionExists("GL_ARB_shader_objects") && (LLRender::sGLCoreProfile || ExtensionExists("GL_ARB_shading_language_100"));
mHasVertexShader = mGLVersion >= 2.f || (ExtensionExists("GL_ARB_vertex_program") && ExtensionExists("GL_ARB_vertex_shader")
&& (LLRender::sGLCoreProfile || ExtensionExists("GL_ARB_shading_language_100")));
mHasFragmentShader = mGLVersion >= 2.f || ExtensionExists("GL_ARB_fragment_shader") && (LLRender::sGLCoreProfile || ExtensionExists("GL_ARB_shading_language_100"));
#endif
#ifdef GL_ARB_gpu_shader5
mHasGpuShader5 = mGLVersion >= 4.f || ExtensionExists("GL_ARB_gpu_shader5");;
#endif
#if LL_WINDOWS
mHasAdaptiveVsync = ExtensionExists("WGL_EXT_swap_control_tear");
#elif LL_LINUX
mHasAdaptiveVsync = ExtensionExists("GLX_EXT_swap_control_tear");
#endif
#ifdef GL_ARB_texture_swizzle
mHasTextureSwizzle = mGLVersion >= 3.3f || ExtensionExists("GL_ARB_texture_swizzle");
#endif
#if LL_LINUX || LL_SOLARIS
LL_INFOS() << "initExtensions() checking shell variables to adjust features..." << LL_ENDL;
// Our extension support for the Linux Client is very young with some
// potential driver gotchas, so offer a semi-secret way to turn it off.
if (getenv("LL_GL_NOEXT")) /* Flawfinder: ignore */
{
//mHasMultitexture = FALSE; // NEEDED!
mHasDepthClamp = FALSE;
mHasARBEnvCombine = FALSE;
mHasCompressedTextures = FALSE;
mHasVertexBufferObject = FALSE;
mHasFramebufferObject = FALSE;
mHasFramebufferMultisample = FALSE;
mHasDrawBuffers = FALSE;
mHasBlendFuncSeparate = FALSE;
mHasMipMapGeneration = FALSE;
mHasAnisotropic = FALSE;
mHasCubeMap = FALSE;
mHasOcclusionQuery = FALSE;
mHasPointParameters = FALSE;
mHasShaderObjects = FALSE;
mHasVertexShader = FALSE;
mHasFragmentShader = FALSE;
mHasAdaptiveVsync = FALSE;
mHasTextureSwizzle = FALSE;
LL_WARNS("RenderInit") << "GL extension support DISABLED via LL_GL_NOEXT" << LL_ENDL;
}
else if (getenv("LL_GL_BASICEXT")) /* Flawfinder: ignore */
{
// This switch attempts to turn off all support for exotic
// extensions which I believe correspond to fatal driver
// bug reports. This should be the default until we get a
// proper blacklist/whitelist on Linux.
mHasMipMapGeneration = FALSE;
mHasAnisotropic = FALSE;
//mHasCubeMap = FALSE; // apparently fatal on Intel 915 & similar
//mHasOcclusionQuery = FALSE; // source of many ATI system hangs
mHasShaderObjects = FALSE;
mHasVertexShader = FALSE;
mHasFragmentShader = FALSE;
mHasBlendFuncSeparate = FALSE;
LL_WARNS("RenderInit") << "GL extension support forced to SIMPLE level via LL_GL_BASICEXT" << LL_ENDL;
}
if (getenv("LL_GL_BLACKLIST")) /* Flawfinder: ignore */
{
// This lets advanced troubleshooters disable specific
// GL extensions to isolate problems with their hardware.
// SL-28126
const char *const blacklist = getenv("LL_GL_BLACKLIST"); /* Flawfinder: ignore */
LL_WARNS("RenderInit") << "GL extension support partially disabled via LL_GL_BLACKLIST: " << blacklist << LL_ENDL;
if (strchr(blacklist,'a')) mHasARBEnvCombine = FALSE;
if (strchr(blacklist,'b')) mHasCompressedTextures = FALSE;
if (strchr(blacklist,'c')) mHasVertexBufferObject = FALSE;
if (strchr(blacklist,'d')) mHasMipMapGeneration = FALSE;//S
// if (strchr(blacklist,'f')) mHasNVVertexArrayRange = FALSE;//S
// if (strchr(blacklist,'g')) mHasNVFence = FALSE;//S
if (strchr(blacklist,'i')) mHasAnisotropic = FALSE;//S
if (strchr(blacklist,'j')) mHasCubeMap = FALSE;//S
// if (strchr(blacklist,'k')) mHasATIVAO = FALSE;//S
if (strchr(blacklist,'l')) mHasOcclusionQuery = FALSE;
if (strchr(blacklist,'m')) mHasShaderObjects = FALSE;//S
if (strchr(blacklist,'n')) mHasVertexShader = FALSE;//S
if (strchr(blacklist,'o')) mHasFragmentShader = FALSE;//S
if (strchr(blacklist,'p')) mHasPointParameters = FALSE;//S
if (strchr(blacklist,'q')) mHasFramebufferObject = FALSE;//S
if (strchr(blacklist,'r')) mHasDrawBuffers = FALSE;//S
if (strchr(blacklist,'s')) mHasFramebufferMultisample = FALSE;
if (strchr(blacklist,'u')) mHasBlendFuncSeparate = FALSE;//S
if (strchr(blacklist,'v')) mHasDepthClamp = FALSE;
}
#endif // LL_LINUX || LL_SOLARIS
if (!mHasMultitexture)
{
LL_INFOS("RenderInit") << "Couldn't initialize multitexturing" << LL_ENDL;
}
if (!mHasMipMapGeneration)
{
LL_INFOS("RenderInit") << "Couldn't initialize mipmap generation" << LL_ENDL;
}
if (!mHasARBEnvCombine)
{
LL_INFOS("RenderInit") << "Couldn't initialize GL_ARB_texture_env_combine" << LL_ENDL;
}
if (!mHasAnisotropic)
{
LL_INFOS("RenderInit") << "Couldn't initialize anisotropic filtering" << LL_ENDL;
}
if (!mHasCompressedTextures)
{
LL_INFOS("RenderInit") << "Couldn't initialize GL_ARB_texture_compression" << LL_ENDL;
}
if (!mHasOcclusionQuery)
{
LL_INFOS("RenderInit") << "Couldn't initialize GL_ARB_occlusion_query" << LL_ENDL;
}
if (!mHasOcclusionQuery2)
{
LL_INFOS("RenderInit") << "Couldn't initialize GL_ARB_occlusion_query2" << LL_ENDL;
}
if (!mHasPointParameters)
{
LL_INFOS("RenderInit") << "Couldn't initialize GL_ARB_point_parameters" << LL_ENDL;
}
if (!mHasShaderObjects)
{
LL_INFOS("RenderInit") << "Couldn't initialize GL_ARB_shader_objects" << LL_ENDL;
}
if (!mHasVertexShader)
{
LL_INFOS("RenderInit") << "Couldn't initialize GL_ARB_vertex_shader" << LL_ENDL;
}
if (!mHasFragmentShader)
{
LL_INFOS("RenderInit") << "Couldn't initialize GL_ARB_fragment_shader" << LL_ENDL;
}
if (!mHasBlendFuncSeparate)
{
LL_INFOS("RenderInit") << "Couldn't initialize GL_EXT_blend_func_separate" << LL_ENDL;
}
if (!mHasDrawBuffers)
{
LL_INFOS("RenderInit") << "Couldn't initialize GL_ARB_draw_buffers" << LL_ENDL;
}
// Disable certain things due to known bugs
if (mIsIntel && mHasMipMapGeneration)
{
LL_INFOS("RenderInit") << "Disabling mip-map generation for Intel GPUs" << LL_ENDL;
mHasMipMapGeneration = FALSE;
}
//Don't do this! This has since been fixed. I've benchmarked it. Hardware generation considerably faster. -Shyotl
/*
if (mIsATI && mHasMipMapGeneration)
{
LL_INFOS("RenderInit") << "Disabling mip-map generation for ATI GPUs (performance opt)" << LL_ENDL;
mHasMipMapGeneration = FALSE;
}*/
// Misc
glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, (GLint*) &mGLMaxVertexRange);
glGetIntegerv(GL_MAX_ELEMENTS_INDICES, (GLint*) &mGLMaxIndexRange);
#if (LL_WINDOWS || LL_LINUX) && !LL_MESA_HEADLESS
LL_DEBUGS("RenderInit") << "GL Probe: Getting symbols" << LL_ENDL;
#if LL_WINDOWS
if (mHasMultitexture)
{
glMultiTexCoord1dARB = (PFNGLMULTITEXCOORD1DARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord1d");
glMultiTexCoord1dvARB = (PFNGLMULTITEXCOORD1DVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord1dv");
glMultiTexCoord1fARB = (PFNGLMULTITEXCOORD1FARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord1f");
glMultiTexCoord1fvARB = (PFNGLMULTITEXCOORD1FVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord1fv");
glMultiTexCoord1iARB = (PFNGLMULTITEXCOORD1IARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord1i");
glMultiTexCoord1ivARB = (PFNGLMULTITEXCOORD1IVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord1iv");
glMultiTexCoord1sARB = (PFNGLMULTITEXCOORD1SARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord1s");
glMultiTexCoord1svARB = (PFNGLMULTITEXCOORD1SVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord1sv");
glMultiTexCoord2dARB = (PFNGLMULTITEXCOORD2DARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord2d");
glMultiTexCoord2dvARB = (PFNGLMULTITEXCOORD2DVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord2dv");
glMultiTexCoord2fARB = (PFNGLMULTITEXCOORD2FARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord2f");
glMultiTexCoord2fvARB = (PFNGLMULTITEXCOORD2FVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord2fv");
glMultiTexCoord2iARB = (PFNGLMULTITEXCOORD2IARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord2i");
glMultiTexCoord2ivARB = (PFNGLMULTITEXCOORD2IVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord2iv");
glMultiTexCoord2sARB = (PFNGLMULTITEXCOORD2SARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord2s");
glMultiTexCoord2svARB = (PFNGLMULTITEXCOORD2SVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord2sv");
glMultiTexCoord3dARB = (PFNGLMULTITEXCOORD3DARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord3d");
glMultiTexCoord3dvARB = (PFNGLMULTITEXCOORD3DVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord3dv");
glMultiTexCoord3fARB = (PFNGLMULTITEXCOORD3FARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord3f");
glMultiTexCoord3fvARB = (PFNGLMULTITEXCOORD3FVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord3fv");
glMultiTexCoord3iARB = (PFNGLMULTITEXCOORD3IARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord3i");
glMultiTexCoord3ivARB = (PFNGLMULTITEXCOORD3IVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord3iv");
glMultiTexCoord3sARB = (PFNGLMULTITEXCOORD3SARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord3s");
glMultiTexCoord3svARB = (PFNGLMULTITEXCOORD3SVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord3sv");
glMultiTexCoord4dARB = (PFNGLMULTITEXCOORD4DARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord4d");
glMultiTexCoord4dvARB = (PFNGLMULTITEXCOORD4DVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord4dv");
glMultiTexCoord4fARB = (PFNGLMULTITEXCOORD4FARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord4f");
glMultiTexCoord4fvARB = (PFNGLMULTITEXCOORD4FVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord4fv");
glMultiTexCoord4iARB = (PFNGLMULTITEXCOORD4IARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord4i");
glMultiTexCoord4ivARB = (PFNGLMULTITEXCOORD4IVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord4iv");
glMultiTexCoord4sARB = (PFNGLMULTITEXCOORD4SARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord4s");
glMultiTexCoord4svARB = (PFNGLMULTITEXCOORD4SVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glMultiTexCoord4sv");
glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glActiveTexture");
glClientActiveTextureARB = (PFNGLCLIENTACTIVETEXTUREARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glClientActiveTexture");
}
#endif
if (mHasCompressedTextures)
{
glCompressedTexImage3DARB = (PFNGLCOMPRESSEDTEXIMAGE3DARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glCompressedTexImage3D");
glCompressedTexImage2DARB = (PFNGLCOMPRESSEDTEXIMAGE2DARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glCompressedTexImage2D");
glCompressedTexImage1DARB = (PFNGLCOMPRESSEDTEXIMAGE1DARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glCompressedTexImage1D");
glCompressedTexSubImage3DARB = (PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glCompressedTexSubImage3D");
glCompressedTexSubImage2DARB = (PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glCompressedTexSubImage2D");
glCompressedTexSubImage1DARB = (PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glCompressedTexSubImage1D");
glGetCompressedTexImageARB = (PFNGLGETCOMPRESSEDTEXIMAGEARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.3, "glGetCompressedTexImage");
}
if (mHasVertexBufferObject)
{
glBindBufferARB = (PFNGLBINDBUFFERARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.5, "glBindBuffer");
if (glBindBufferARB)
{
glDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.5, "glDeleteBuffers");
glGenBuffersARB = (PFNGLGENBUFFERSARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.5, "glGenBuffers");
glIsBufferARB = (PFNGLISBUFFERARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.5, "glIsBuffer");
glBufferDataARB = (PFNGLBUFFERDATAARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.5, "glBufferData");
glBufferSubDataARB = (PFNGLBUFFERSUBDATAARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.5, "glBufferSubData");
glGetBufferSubDataARB = (PFNGLGETBUFFERSUBDATAARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.5, "glGetBufferSubData");
glMapBufferARB = (PFNGLMAPBUFFERARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.5, "glMapBuffer");
glUnmapBufferARB = (PFNGLUNMAPBUFFERARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.5, "glUnmapBuffer");
glGetBufferParameterivARB = (PFNGLGETBUFFERPARAMETERIVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.5, "glGetBufferParameteriv");
glGetBufferPointervARB = (PFNGLGETBUFFERPOINTERVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.5, "glGetBufferPointerv");
}
else
{
mHasVertexBufferObject = FALSE;
}
}
if (mHasVertexArrayObject)
{
glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC) GLH_EXT_GET_PROC_ADDRESS("glBindVertexArray");
glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC) GLH_EXT_GET_PROC_ADDRESS("glDeleteVertexArrays");
glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC) GLH_EXT_GET_PROC_ADDRESS("glGenVertexArrays");
glIsVertexArray = (PFNGLISVERTEXARRAYPROC) GLH_EXT_GET_PROC_ADDRESS("glIsVertexArray");
}
if (mHasSync)
{
glFenceSync = (PFNGLFENCESYNCPROC) GLH_EXT_GET_PROC_ADDRESS("glFenceSync");
glIsSync = (PFNGLISSYNCPROC) GLH_EXT_GET_PROC_ADDRESS("glIsSync");
glDeleteSync = (PFNGLDELETESYNCPROC) GLH_EXT_GET_PROC_ADDRESS("glDeleteSync");
glClientWaitSync = (PFNGLCLIENTWAITSYNCPROC) GLH_EXT_GET_PROC_ADDRESS("glClientWaitSync");
glWaitSync = (PFNGLWAITSYNCPROC) GLH_EXT_GET_PROC_ADDRESS("glWaitSync");
glGetInteger64v = (PFNGLGETINTEGER64VPROC) GLH_EXT_GET_PROC_ADDRESS("glGetInteger64v");
glGetSynciv = (PFNGLGETSYNCIVPROC) GLH_EXT_GET_PROC_ADDRESS("glGetSynciv");
}
if (mHasMapBufferRange)
{
glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC) GLH_EXT_GET_PROC_ADDRESS("glMapBufferRange");
glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC) GLH_EXT_GET_PROC_ADDRESS("glFlushMappedBufferRange");
}
if (mHasFramebufferObject)
{
LL_INFOS() << "initExtensions() FramebufferObject-related procs..." << LL_ENDL;
glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC) GLH_EXT_GET_PROC_ADDRESS("glIsRenderbuffer");
glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC) GLH_EXT_GET_PROC_ADDRESS("glBindRenderbuffer");
glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC) GLH_EXT_GET_PROC_ADDRESS("glDeleteRenderbuffers");
glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC) GLH_EXT_GET_PROC_ADDRESS("glGenRenderbuffers");
glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC) GLH_EXT_GET_PROC_ADDRESS("glRenderbufferStorage");
glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC) GLH_EXT_GET_PROC_ADDRESS("glGetRenderbufferParameteriv");
glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC) GLH_EXT_GET_PROC_ADDRESS("glIsFramebuffer");
glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC) GLH_EXT_GET_PROC_ADDRESS("glBindFramebuffer");
glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC) GLH_EXT_GET_PROC_ADDRESS("glDeleteFramebuffers");
glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC) GLH_EXT_GET_PROC_ADDRESS("glGenFramebuffers");
glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC) GLH_EXT_GET_PROC_ADDRESS("glCheckFramebufferStatus");
glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC) GLH_EXT_GET_PROC_ADDRESS("glFramebufferTexture1D");
glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC) GLH_EXT_GET_PROC_ADDRESS("glFramebufferTexture2D");
glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC) GLH_EXT_GET_PROC_ADDRESS("glFramebufferTexture3D");
glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC) GLH_EXT_GET_PROC_ADDRESS("glFramebufferRenderbuffer");
glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) GLH_EXT_GET_PROC_ADDRESS("glGetFramebufferAttachmentParameteriv");
glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC) GLH_EXT_GET_PROC_ADDRESS("glGenerateMipmap");
glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC) GLH_EXT_GET_PROC_ADDRESS("glBlitFramebuffer");
glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) GLH_EXT_GET_PROC_ADDRESS("glRenderbufferStorageMultisample");
glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC) GLH_EXT_GET_PROC_ADDRESS("glFramebufferTextureLayer");
}
if (mHasDrawBuffers)
{
glDrawBuffersARB = (PFNGLDRAWBUFFERSARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glDrawBuffers");
}
if (mHasBlendFuncSeparate)
{
glBlendFuncSeparateEXT = (PFNGLBLENDFUNCSEPARATEEXTPROC)GLH_EXT_GET_PROC_ADDRESS_CORE_EXT(1.4, "glBlendFuncSeparate");
}
if (mHasTransformFeedback)
{
glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)GLH_EXT_GET_PROC_ADDRESS_CORE_EXT(4.0, "glBeginTransformFeedback");
glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)GLH_EXT_GET_PROC_ADDRESS_CORE_EXT(4.0, "glEndTransformFeedback");
glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)GLH_EXT_GET_PROC_ADDRESS_CORE_EXT(4.0, "glTransformFeedbackVaryings");
glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)GLH_EXT_GET_PROC_ADDRESS_CORE_EXT(3.0, "glBindBufferRange");
}
if (mHasDebugOutput)
{
glDebugMessageControlARB = (PFNGLDEBUGMESSAGECONTROLARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(4.3, "glDebugMessageControl");
glDebugMessageInsertARB = (PFNGLDEBUGMESSAGEINSERTARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(4.3, "glDebugMessageInsert");
glDebugMessageCallbackARB = (PFNGLDEBUGMESSAGECALLBACKARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(4.3, "glDebugMessageCallback");
glGetDebugMessageLogARB = (PFNGLGETDEBUGMESSAGELOGARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(4.3, "glGetDebugMessageLog");
}
#if !LL_LINUX || LL_LINUX_NV_GL_HEADERS
// This is expected to be a static symbol on Linux GL implementations, except if we use the nvidia headers - bah
glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)GLH_EXT_GET_PROC_ADDRESS("glDrawRangeElements");
if (!glDrawRangeElements)
{
mGLMaxVertexRange = 0;
mGLMaxIndexRange = 0;
}
#endif // !LL_LINUX || LL_LINUX_NV_GL_HEADERS
#if LL_LINUX_NV_GL_HEADERS
// nvidia headers are critically different from mesa-esque
glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC)GLH_EXT_GET_PROC_ADDRESS("glActiveTexture");
glClientActiveTextureARB = (PFNGLCLIENTACTIVETEXTUREARBPROC)GLH_EXT_GET_PROC_ADDRESS("glClientActiveTexture");
#endif // LL_LINUX_NV_GL_HEADERS
if (mHasOcclusionQuery)
{
LL_INFOS() << "initExtensions() OcclusionQuery-related procs..." << LL_ENDL;
glGenQueriesARB = (PFNGLGENQUERIESARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.4, "glGenQueries");
glDeleteQueriesARB = (PFNGLDELETEQUERIESARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.4, "glDeleteQueries");
glIsQueryARB = (PFNGLISQUERYARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.4, "glIsQuery");
glBeginQueryARB = (PFNGLBEGINQUERYARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.4, "glBeginQuery");
glEndQueryARB = (PFNGLENDQUERYARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.4, "glEndQuery");
glGetQueryivARB = (PFNGLGETQUERYIVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.4, "glGetQueryiv");
glGetQueryObjectivARB = (PFNGLGETQUERYOBJECTIVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.4, "glGetQueryObjectiv");
glGetQueryObjectuivARB = (PFNGLGETQUERYOBJECTUIVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(1.4, "glGetQueryObjectuiv");
}
#if !LL_DARWIN
glGetQueryObjectui64vEXT = (PFNGLGETQUERYOBJECTUI64VEXTPROC)GLH_EXT_GET_PROC_ADDRESS_CORE_EXT(3.2, "glGetQueryObjectui64v");
#endif
if (mHasPointParameters)
{
LL_INFOS() << "initExtensions() PointParameters-related procs..." << LL_ENDL;
glPointParameterfARB = (PFNGLPOINTPARAMETERFARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glPointParameterf");
glPointParameterfvARB = (PFNGLPOINTPARAMETERFVARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glPointParameterfv");
}
if (mHasShaderObjects)
{
glDeleteShader = (PFNGLDELETEOBJECTARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE_OR_ARB(2.0, "glDeleteShader", "glDeleteObjectARB");
glDeleteProgram = (PFNGLDELETEOBJECTARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE_OR_ARB(2.0, "glDeleteProgram", "glDeleteObjectARB");
glDetachObjectARB = (PFNGLDETACHOBJECTARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE_OR_ARB(2.0, "glDetachShader", "glDetachObjectARB");
glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE_OR_ARB(2.0, "glCreateShader", "glCreateShaderObjectARB");
glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glShaderSource");
glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glCompileShader");
glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE_OR_ARB(2.0, "glCreateProgram", "glCreateProgramObjectARB");
glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE_OR_ARB(2.0, "glAttachShader", "glAttachObjectARB");
glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glLinkProgram");
glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE_OR_ARB(2.0, "glUseProgram", "glUseProgramObjectARB");
glValidateProgramARB = (PFNGLVALIDATEPROGRAMARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glValidateProgram");
glUniform1fARB = (PFNGLUNIFORM1FARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glUniform1f");
glUniform2fARB = (PFNGLUNIFORM2FARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glUniform2f");
glUniform3fARB = (PFNGLUNIFORM3FARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glUniform3f");
glUniform4fARB = (PFNGLUNIFORM4FARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glUniform4f");
glUniform1iARB = (PFNGLUNIFORM1IARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glUniform1i");
glUniform2iARB = (PFNGLUNIFORM2IARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glUniform2i");
glUniform3iARB = (PFNGLUNIFORM3IARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glUniform3i");
glUniform4iARB = (PFNGLUNIFORM4IARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glUniform4i");
glUniform1fvARB = (PFNGLUNIFORM1FVARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glUniform1fv");
glUniform2fvARB = (PFNGLUNIFORM2FVARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glUniform2fv");
glUniform3fvARB = (PFNGLUNIFORM3FVARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glUniform3fv");
glUniform4fvARB = (PFNGLUNIFORM4FVARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glUniform4fv");
glUniform1ivARB = (PFNGLUNIFORM1IVARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glUniform1iv");
glUniform2ivARB = (PFNGLUNIFORM2IVARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glUniform2iv");
glUniform3ivARB = (PFNGLUNIFORM3IVARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glUniform3iv");
glUniform4ivARB = (PFNGLUNIFORM4IVARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glUniform4iv");
glUniformMatrix2fvARB = (PFNGLUNIFORMMATRIX2FVARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glUniformMatrix2fv");
glUniformMatrix3fvARB = (PFNGLUNIFORMMATRIX3FVARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glUniformMatrix3fv");
glUniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.1, "glUniformMatrix3x4fv");
glUniformMatrix4fvARB = (PFNGLUNIFORMMATRIX4FVARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glUniformMatrix4fv");
glGetShaderiv = (PFNGLGETOBJECTPARAMETERIVARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE_OR_ARB(2.0, "glGetShaderiv", "glGetObjectParameteriv");
glGetProgramiv = (PFNGLGETOBJECTPARAMETERIVARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE_OR_ARB(2.0, "glGetProgramiv", "glGetObjectParameteriv");
glGetShaderInfoLog = (PFNGLGETINFOLOGARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE_OR_ARB(2.0, "glGetShaderInfoLog", "glGetInfoLog");
glGetProgramInfoLog = (PFNGLGETINFOLOGARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE_OR_ARB(2.0, "glGetProgramInfoLog", "glGetInfoLog");
glGetAttachedObjectsARB = (PFNGLGETATTACHEDOBJECTSARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE_OR_ARB(2.0, "glGetAttachedShaders", "glGetAttachedObjects");
glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glGetUniformLocation");
glGetActiveUniformARB = (PFNGLGETACTIVEUNIFORMARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glGetActiveUniform");
glGetUniformfvARB = (PFNGLGETUNIFORMFVARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glGetUniformfv");
glGetUniformivARB = (PFNGLGETUNIFORMIVARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glGetUniformiv");
glGetShaderSourceARB = (PFNGLGETSHADERSOURCEARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glGetShaderSource");
}
if (mHasVertexShader)
{
LL_INFOS() << "initExtensions() VertexShader-related procs..." << LL_ENDL;
glGetAttribLocationARB = (PFNGLGETATTRIBLOCATIONARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glGetAttribLocation");
glBindAttribLocationARB = (PFNGLBINDATTRIBLOCATIONARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glBindAttribLocation");
glGetActiveAttribARB = (PFNGLGETACTIVEATTRIBARBPROC) GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glGetActiveAttrib");
glVertexAttrib1dARB = (PFNGLVERTEXATTRIB1DARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib1d");
glVertexAttrib1dvARB = (PFNGLVERTEXATTRIB1DVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib1dv");
glVertexAttrib1fARB = (PFNGLVERTEXATTRIB1FARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib1f");
glVertexAttrib1fvARB = (PFNGLVERTEXATTRIB1FVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib1fv");
glVertexAttrib1sARB = (PFNGLVERTEXATTRIB1SARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib1s");
glVertexAttrib1svARB = (PFNGLVERTEXATTRIB1SVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib1sv");
glVertexAttrib2dARB = (PFNGLVERTEXATTRIB2DARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib2d");
glVertexAttrib2dvARB = (PFNGLVERTEXATTRIB2DVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib2dv");
glVertexAttrib2fARB = (PFNGLVERTEXATTRIB2FARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib2f");
glVertexAttrib2fvARB = (PFNGLVERTEXATTRIB2FVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib2fv");
glVertexAttrib2sARB = (PFNGLVERTEXATTRIB2SARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib2s");
glVertexAttrib2svARB = (PFNGLVERTEXATTRIB2SVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib2sv");
glVertexAttrib3dARB = (PFNGLVERTEXATTRIB3DARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib3d");
glVertexAttrib3dvARB = (PFNGLVERTEXATTRIB3DVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib3dv");
glVertexAttrib3fARB = (PFNGLVERTEXATTRIB3FARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib3f");
glVertexAttrib3fvARB = (PFNGLVERTEXATTRIB3FVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib3fv");
glVertexAttrib3sARB = (PFNGLVERTEXATTRIB3SARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib3s");
glVertexAttrib3svARB = (PFNGLVERTEXATTRIB3SVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib3sv");
glVertexAttrib4NbvARB = (PFNGLVERTEXATTRIB4NBVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib4Nbv");
glVertexAttrib4NivARB = (PFNGLVERTEXATTRIB4NIVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib4Niv");
glVertexAttrib4NsvARB = (PFNGLVERTEXATTRIB4NSVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib4Nsv");
glVertexAttrib4NubARB = (PFNGLVERTEXATTRIB4NUBARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib4Nub");
glVertexAttrib4NubvARB = (PFNGLVERTEXATTRIB4NUBVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib4Nubv");
glVertexAttrib4NuivARB = (PFNGLVERTEXATTRIB4NUIVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib4Nuiv");
glVertexAttrib4NusvARB = (PFNGLVERTEXATTRIB4NUSVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib4Nusv");
glVertexAttrib4bvARB = (PFNGLVERTEXATTRIB4BVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib4bv");
glVertexAttrib4dARB = (PFNGLVERTEXATTRIB4DARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib4d");
glVertexAttrib4dvARB = (PFNGLVERTEXATTRIB4DVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib4dv");
glVertexAttrib4fARB = (PFNGLVERTEXATTRIB4FARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib4f");
glVertexAttrib4fvARB = (PFNGLVERTEXATTRIB4FVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib4fv");
glVertexAttrib4ivARB = (PFNGLVERTEXATTRIB4IVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib4iv");
glVertexAttrib4sARB = (PFNGLVERTEXATTRIB4SARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib4s");
glVertexAttrib4svARB = (PFNGLVERTEXATTRIB4SVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib4sv");
glVertexAttrib4ubvARB = (PFNGLVERTEXATTRIB4UBVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib4ubv");
glVertexAttrib4uivARB = (PFNGLVERTEXATTRIB4UIVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib4uiv");
glVertexAttrib4usvARB = (PFNGLVERTEXATTRIB4USVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttrib4usv");
glVertexAttribPointerARB = (PFNGLVERTEXATTRIBPOINTERARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glVertexAttribPointer");
glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(3.0, "glVertexAttribIPointer");
glEnableVertexAttribArrayARB = (PFNGLENABLEVERTEXATTRIBARRAYARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glEnableVertexAttribArray");
glDisableVertexAttribArrayARB = (PFNGLDISABLEVERTEXATTRIBARRAYARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glDisableVertexAttribArray");
glGetVertexAttribdvARB = (PFNGLGETVERTEXATTRIBDVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glGetVertexAttribdv");
glGetVertexAttribfvARB = (PFNGLGETVERTEXATTRIBFVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glGetVertexAttribfv");
glGetVertexAttribivARB = (PFNGLGETVERTEXATTRIBIVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glGetVertexAttribiv");
glGetVertexAttribPointervARB = (PFNGLGETVERTEXATTRIBPOINTERVARBPROC)GLH_EXT_GET_PROC_ADDRESS_CORE(2.0, "glGetVertexAttribPointerv");
}
LL_DEBUGS("RenderInit") << "GL Probe: Got symbols" << LL_ENDL;
#endif
mInited = TRUE;
}
void rotate_quat(LLQuaternion& rotation)
{
F32 angle_radians, x, y, z;
rotation.getAngleAxis(&angle_radians, &x, &y, &z);
gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z);
}
void flush_glerror()
{
glGetError();
}
const std::string getGLErrorString(GLenum error)
{
switch(error)
{
case GL_NO_ERROR:
return "No Error";
case GL_INVALID_ENUM:
return "Invalid Enum";
case GL_INVALID_VALUE:
return "Invalid Value";
case GL_INVALID_OPERATION:
return "Invalid Operation";
case GL_INVALID_FRAMEBUFFER_OPERATION:
return "Invalid Framebuffer Operation";
case GL_OUT_OF_MEMORY:
return "Out of Memory";
case GL_STACK_UNDERFLOW:
return "Stack Underflow";
case GL_STACK_OVERFLOW:
return "Stack Overflow";
#ifdef GL_TABLE_TOO_LARGE
case GL_TABLE_TOO_LARGE:
return "Table too large";
#endif
default:
return "UNKNOWN ERROR";
}
}
//this function outputs gl error to the log file, does not crash the code.
void log_glerror()
{
if (LL_UNLIKELY(!gGLManager.mInited))
{
return ;
}
// Create or update texture to be used with this data
GLenum error;
error = glGetError();
while (LL_UNLIKELY(error))
{
std::string gl_error_msg = getGLErrorString(error);
LL_WARNS() << "GL Error: 0x" << std::hex << error << std::dec << " GL Error String: " << gl_error_msg << LL_ENDL;
error = glGetError();
}
}
void do_assert_glerror()
{
// Create or update texture to be used with this data
GLenum error;
error = glGetError();
BOOL quit = FALSE;
while (LL_UNLIKELY(error))
{
quit = TRUE;
std::string gl_error_msg = getGLErrorString(error);
LL_WARNS("RenderState") << "GL Error: 0x" << std::hex << error << std::dec << LL_ENDL;
LL_WARNS("RenderState") << "GL Error String: " << gl_error_msg << LL_ENDL;
if (gDebugSession)
{
gFailLog << "GL Error: 0x" << std::hex << error << std::dec << " GL Error String: " << gl_error_msg << std::endl;
}
error = glGetError();
}
if (quit)
{
if (gDebugSession)
{
ll_fail("assert_glerror failed");
}
else
{
LL_ERRS() << "One or more unhandled GL errors." << LL_ENDL;
}
}
}
void assert_glerror()
{
if(!gNoRender)
{}
else
{
return;
}
if (!gGLActive)
{
//LL_WARNS() << "GL used while not active!" << LL_ENDL;
if (!gDebugSession)
{}
else
{
//ll_fail("GL used while not active");
}
}
if (!gDebugGL)
{
//funny looking if for branch prediction -- gDebugGL is almost always false and assert_glerror is called often
}
else
{
do_assert_glerror();
}
}
void clear_glerror()
{
// Create or update texture to be used with this data
glGetError();
}
///////////////////////////////////////////////////////////////
//
// LLGLState
//
// Static members
std::vector<LLGLStateStaticData*> LLGLStateValidator::sStateDataVec;
GLboolean LLGLDepthTest::sDepthEnabled = GL_FALSE; // OpenGL default
GLenum LLGLDepthTest::sDepthFunc = GL_LESS; // OpenGL default
GLboolean LLGLDepthTest::sWriteEnabled = GL_TRUE; // OpenGL default
//static
void LLGLStateValidator::initClass()
{
stop_glerror();
gGL.setSceneBlendType(LLRender::BT_ALPHA);
//make sure multisample defaults to disabled
glDisable(GL_MULTISAMPLE_ARB);
stop_glerror();
for (auto data : sStateDataVec)
{
llassert_always(data->depth == 0);
llassert_always(data->activeInstance == nullptr);
if (data->disabler && *data->disabler)
{
continue;
}
const char* stateStr = data->stateStr;
LLGLenum state = data->state;
LLGLboolean cur_state = data->currentState;
llassert_always_msg(cur_state == glIsEnabled(state), llformat("%s expected %s", stateStr, cur_state ? "TRUE" : "FALSE"));
}
const bool old = gDebugGL;
gDebugGL = true;
checkStates();
gDebugGL = old;
}
//static
void LLGLStateValidator::restoreGL()
{
initClass();
}
//static
// Really shouldn't be needed, but seems we sometimes do.
void LLGLStateValidator::resetTextureStates()
{
gGL.flush();
GLint maxTextureUnits;
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &maxTextureUnits);
for (S32 j = maxTextureUnits-1; j >=0; j--)
{
gGL.getTexUnit(j)->activate();
glClientActiveTextureARB(GL_TEXTURE0_ARB+j);
j == 0 ? gGL.getTexUnit(j)->enable(LLTexUnit::TT_TEXTURE) : gGL.getTexUnit(j)->disable();
}
}
void LLGLStateValidator::dumpStates()
{
LL_INFOS("RenderState") << "GL States:" << LL_ENDL;
for (auto data : sStateDataVec)
{
LL_INFOS("RenderState") << llformat("%s : %s", data->stateStr, data->currentState ? "TRUE" : "FALSE") << LL_ENDL;
}
}
void LLGLStateValidator::checkState(LLGLStateStaticData& data)
{
if (gDebugGL)
{
if (data.disabler && *data.disabler)
{
return;
}
if (!gDebugSession)
{
llassert_always(data.currentState == (bool)glIsEnabled(data.state));
}
else
{
if (data.currentState != (bool)glIsEnabled(data.state))
{
ll_fail(llformat("GL enabled state for %s does not match expected state of %s.", data.stateStr, data.currentState ? "TRUE" : "FALSE"));
}
}
}
}
bool LLGLStateValidator::registerStateData(LLGLStateStaticData& data)
{
sStateDataVec.emplace_back(&data);
return true;
}
void LLGLStateValidator::checkStates(const std::string& msg)
{
if (!gDebugGL || gGLManager.mIsDisabled)
{
return;
}
stop_glerror();
GLint src = gGL.getContextSnapshot().blendColorSFactor;
GLint dst = gGL.getContextSnapshot().blendColorDFactor;
stop_glerror();
BOOL error = FALSE;
if (src != LLRender::BF_SOURCE_ALPHA || dst != LLRender::BF_ONE_MINUS_SOURCE_ALPHA)
{
if (gDebugSession)
{
gFailLog << "Blend function corrupted: " << std::hex << src << " " << std::hex << dst << " " << msg << std::dec << std::endl;
error = TRUE;
}
else
{
LL_GL_ERRS << "Blend function corrupted: " << std::hex << src << " " << std::hex << dst << " " << msg << std::dec << LL_ENDL;
}
}
for (auto data : sStateDataVec)
{
if (data->disabler && *data->disabler)
{
continue;
}
const char* stateStr = data->stateStr;
LLGLenum state = data->state;
LLGLboolean cur_state = data->currentState;
stop_glerror();
LLGLboolean gl_state = glIsEnabled(state);
stop_glerror();
if(cur_state != gl_state)
{
dumpStates();
if (gDebugSession)
{
gFailLog << llformat("LLGLState error. State: %s 0x%04x. Expected %s", stateStr, state, cur_state ? "TRUE" : "FALSE") << std::endl;
error = TRUE;
}
else
{
LL_GL_ERRS << llformat("LLGLState error. State: %s 0x%04x. Expected %s", stateStr, state, cur_state ? "TRUE" : "FALSE") << LL_ENDL;
}
}
}
if (error)
{
ll_fail("LLGLStateValidator::checkStates failed.");
}
stop_glerror();
}
void LLGLStateValidator::checkTextureChannels(const std::string& msg)
{
#if 0
if (!gDebugGL)
{
return;
}
stop_glerror();
GLint activeTexture;
glGetIntegerv(GL_ACTIVE_TEXTURE_ARB, &activeTexture);
stop_glerror();
BOOL error = FALSE;
if (activeTexture == GL_TEXTURE0_ARB)
{
GLint tex_env_mode = 0;
glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &tex_env_mode);
stop_glerror();
if (tex_env_mode != GL_MODULATE)
{
error = TRUE;
LL_WARNS("RenderState") << "GL_TEXTURE_ENV_MODE invalid: " << std::hex << tex_env_mode << std::dec << LL_ENDL;
if (gDebugSession)
{
gFailLog << "GL_TEXTURE_ENV_MODE invalid: " << std::hex << tex_env_mode << std::dec << std::endl;
}
}
}
static const char* label[] =
{
"GL_TEXTURE_2D",
"GL_TEXTURE_COORD_ARRAY",
"GL_TEXTURE_1D",
"GL_TEXTURE_CUBE_MAP_ARB",
"GL_TEXTURE_GEN_S",
"GL_TEXTURE_GEN_T",
"GL_TEXTURE_GEN_Q",
"GL_TEXTURE_GEN_R",
"GL_TEXTURE_RECTANGLE_ARB"
};
static GLint value[] =
{
GL_TEXTURE_2D,
GL_TEXTURE_COORD_ARRAY,
GL_TEXTURE_1D,
GL_TEXTURE_CUBE_MAP_ARB,
GL_TEXTURE_GEN_S,
GL_TEXTURE_GEN_T,
GL_TEXTURE_GEN_Q,
GL_TEXTURE_GEN_R,
GL_TEXTURE_RECTANGLE_ARB
};
GLint stackDepth = 0;
for (GLint i = 1; i < gGLManager.mNumTextureUnits; i++)
{
gGL.getTexUnit(i)->activate();
glClientActiveTextureARB(GL_TEXTURE0_ARB+i);
stop_glerror();
glGetIntegerv(GL_TEXTURE_STACK_DEPTH, &stackDepth);
stop_glerror();
if (stackDepth != 1)
{
error = TRUE;
LL_WARNS("RenderState") << "Texture matrix stack corrupted." << LL_ENDL;
if (gDebugSession)
{
gFailLog << "Texture matrix stack corrupted." << std::endl;
}
}
LLMatrix4a mat;
glGetFloatv(GL_TEXTURE_MATRIX, (GLfloat*) mat.mMatrix);
stop_glerror();
if (!mat.isIdentity())
{
error = TRUE;
LL_WARNS("RenderState") << "Texture matrix in channel " << i << " corrupt." << LL_ENDL;
if (gDebugSession)
{
gFailLog << "Texture matrix in channel " << i << " corrupt." << std::endl;
}
}
for (S32 j = (i == 0 ? 1 : 0);
j < 8; j++)
{
if (glIsEnabled(value[j]))
{
error = TRUE;
LL_WARNS("RenderState") << "Texture channel " << i << " still has " << label[j] << " enabled." << LL_ENDL;
if (gDebugSession)
{
gFailLog << "Texture channel " << i << " still has " << label[j] << " enabled." << std::endl;
}
}
stop_glerror();
}
glGetFloatv(GL_TEXTURE_MATRIX, mat.m);
stop_glerror();
if (mat != identity)
{
error = TRUE;
LL_WARNS("RenderState") << "Texture matrix " << i << " is not identity." << LL_ENDL;
if (gDebugSession)
{
gFailLog << "Texture matrix " << i << " is not identity." << std::endl;
}
}
{
GLint tex = 0;
stop_glerror();
glGetIntegerv(GL_TEXTURE_BINDING_2D, &tex);
stop_glerror();
if (tex != 0)
{
error = TRUE;
LL_WARNS("RenderState") << "Texture channel " << i << " still has texture " << tex << " bound." << LL_ENDL;
if (gDebugSession)
{
gFailLog << "Texture channel " << i << " still has texture " << tex << " bound." << std::endl;
}
}
}
}
stop_glerror();
gGL.getTexUnit(0)->activate();
glClientActiveTextureARB(GL_TEXTURE0_ARB);
stop_glerror();
if (error)
{
if (gDebugSession)
{
ll_fail("LLGLStateValidator::checkTextureChannels failed.");
}
else
{
LL_GL_ERRS << "GL texture state corruption detected. " << msg << LL_ENDL;
}
}
#endif
}
void LLGLStateValidator::checkClientArrays(const std::string& msg, U32 data_mask)
{
if (!gDebugGL || LLGLSLShader::sNoFixedFunction)
{
return;
}
stop_glerror();
BOOL error = FALSE;
GLint active_texture;
glGetIntegerv(GL_CLIENT_ACTIVE_TEXTURE_ARB, &active_texture);
if (active_texture != GL_TEXTURE0_ARB)
{
LL_WARNS() << "Client active texture corrupted: " << active_texture << LL_ENDL;
if (gDebugSession)
{
gFailLog << "Client active texture corrupted: " << active_texture << std::endl;
}
error = TRUE;
}
/*glGetIntegerv(GL_ACTIVE_TEXTURE_ARB, &active_texture);
if (active_texture != GL_TEXTURE0_ARB)
{
LL_WARNS() << "Active texture corrupted: " << active_texture << LL_ENDL;
if (gDebugSession)
{
gFailLog << "Active texture corrupted: " << active_texture << std::endl;
}
error = TRUE;
}*/
static const char* label[] =
{
"GL_VERTEX_ARRAY",
"GL_NORMAL_ARRAY",
"GL_COLOR_ARRAY",
"GL_TEXTURE_COORD_ARRAY"
};
static GLint value[] =
{
GL_VERTEX_ARRAY,
GL_NORMAL_ARRAY,
GL_COLOR_ARRAY,
GL_TEXTURE_COORD_ARRAY
};
U32 mask[] =
{ //copied from llvertexbuffer.h
0x0001, //MAP_VERTEX,
0x0002, //MAP_NORMAL,
0x0010, //MAP_COLOR,
0x0004, //MAP_TEXCOORD
};
for (S32 j = 1; j < 4; j++)
{
if (glIsEnabled(value[j]))
{
if (!(mask[j] & data_mask))
{
error = TRUE;
LL_WARNS("RenderState") << "GL still has " << label[j] << " enabled." << LL_ENDL;
if (gDebugSession)
{
gFailLog << "GL still has " << label[j] << " enabled." << std::endl;
}
}
}
else
{
if (mask[j] & data_mask)
{
error = TRUE;
LL_WARNS("RenderState") << "GL does not have " << label[j] << " enabled." << LL_ENDL;
if (gDebugSession)
{
gFailLog << "GL does not have " << label[j] << " enabled." << std::endl;
}
}
}
}
glClientActiveTextureARB(GL_TEXTURE1_ARB);
gGL.getTexUnit(1)->activate();
if (glIsEnabled(GL_TEXTURE_COORD_ARRAY))
{
if (!(data_mask & 0x0008))
{
error = TRUE;
LL_WARNS("RenderState") << "GL still has GL_TEXTURE_COORD_ARRAY enabled on channel 1." << LL_ENDL;
if (gDebugSession)
{
gFailLog << "GL still has GL_TEXTURE_COORD_ARRAY enabled on channel 1." << std::endl;
}
}
}
else
{
if (data_mask & 0x0008)
{
error = TRUE;
LL_WARNS("RenderState") << "GL does not have GL_TEXTURE_COORD_ARRAY enabled on channel 1." << LL_ENDL;
if (gDebugSession)
{
gFailLog << "GL does not have GL_TEXTURE_COORD_ARRAY enabled on channel 1." << std::endl;
}
}
}
/*if (glIsEnabled(GL_TEXTURE_2D))
{
if (!(data_mask & 0x0008))
{
error = TRUE;
LL_WARNS("RenderState") << "GL still has GL_TEXTURE_2D enabled on channel 1." << LL_ENDL;
if (gDebugSession)
{
gFailLog << "GL still has GL_TEXTURE_2D enabled on channel 1." << std::endl;
}
}
}
else
{
if (data_mask & 0x0008)
{
error = TRUE;
LL_WARNS("RenderState") << "GL does not have GL_TEXTURE_2D enabled on channel 1." << LL_ENDL;
if (gDebugSession)
{
gFailLog << "GL does not have GL_TEXTURE_2D enabled on channel 1." << std::endl;
}
}
}*/
glClientActiveTextureARB(GL_TEXTURE0_ARB);
gGL.getTexUnit(0)->activate();
if (gGLManager.mHasVertexShader && LLGLSLShader::sNoFixedFunction)
{ //make sure vertex attribs are all disabled
GLint count;
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &count);
for (GLint i = 0; i < count; i++)
{
GLint enabled;
glGetVertexAttribivARB((GLuint) i, GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB, &enabled);
if (enabled)
{
error = TRUE;
LL_WARNS("RenderState") << "GL still has vertex attrib array " << i << " enabled." << LL_ENDL;
if (gDebugSession)
{
gFailLog << "GL still has vertex attrib array " << i << " enabled." << std::endl;
}
}
}
}
if (error)
{
if (gDebugSession)
{
ll_fail("LLGLStateValidator::checkClientArrays failed.");
}
else
{
LL_GL_ERRS << "GL client array corruption detected. " << msg << LL_ENDL;
}
}
}
///////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
initLLGLState(GL_BLEND, false, nullptr);
initLLGLState(GL_CLIP_PLANE0, false, nullptr);
initLLGLState(GL_CULL_FACE, false, nullptr);
initLLGLState(GL_DEPTH_CLAMP, false, nullptr);
initLLGLState(GL_DITHER, true, nullptr);
initLLGLState(GL_LINE_SMOOTH, false, nullptr);
initLLGLState(GL_MULTISAMPLE_ARB, false, nullptr);
initLLGLState(GL_POLYGON_OFFSET_FILL, false, nullptr);
initLLGLState(GL_POLYGON_OFFSET_LINE, false, nullptr);
initLLGLState(GL_POLYGON_SMOOTH, false, nullptr);
initLLGLState(GL_SCISSOR_TEST, false, nullptr);
initLLGLState(GL_STENCIL_TEST, false, nullptr);
initLLGLState(GL_ALPHA_TEST, false, &LLGLSLShader::sNoFixedFunction);
initLLGLState(GL_COLOR_MATERIAL, false, &LLGLSLShader::sNoFixedFunction);
initLLGLState(GL_FOG, false, &LLGLSLShader::sNoFixedFunction);
initLLGLState(GL_LINE_STIPPLE, false, &LLGLSLShader::sNoFixedFunction);
initLLGLState(GL_LIGHTING, false, &LLGLSLShader::sNoFixedFunction);
initLLGLState(GL_NORMALIZE, false, &LLGLSLShader::sNoFixedFunction);
initLLGLState(GL_POLYGON_STIPPLE, false, &LLGLSLShader::sNoFixedFunction);
initLLGLState(GL_TEXTURE_GEN_Q, false, &LLGLSLShader::sNoFixedFunction);
initLLGLState(GL_TEXTURE_GEN_R, false, &LLGLSLShader::sNoFixedFunction);
initLLGLState(GL_TEXTURE_GEN_S, false, &LLGLSLShader::sNoFixedFunction);
initLLGLState(GL_TEXTURE_GEN_T, false, &LLGLSLShader::sNoFixedFunction);
void LLGLManager::initGLStates()
{
//gl states moved to classes in llglstates.h
LLGLStateValidator::initClass();
}
////////////////////////////////////////////////////////////////////////////////
void parse_gl_version( S32* major, S32* minor, S32* release, std::string* vendor_specific, std::string* version_string )
{
// GL_VERSION returns a null-terminated string with the format:
// <major>.<minor>[.<release>] [<vendor specific>]
const char* version = (const char*) glGetString(GL_VERSION);
*major = 0;
*minor = 0;
*release = 0;
vendor_specific->assign("");
if( !version )
{
return;
}
version_string->assign(version);
std::string ver_copy( version );
S32 len = (S32)strlen( version ); /* Flawfinder: ignore */
S32 i = 0;
S32 start;
// Find the major version
start = i;
for( ; i < len; i++ )
{
if( '.' == version[i] )
{
break;
}
}
std::string major_str = ver_copy.substr(start,i-start);
LLStringUtil::convertToS32(major_str, *major);
if( '.' == version[i] )
{
i++;
}
// Find the minor version
start = i;
for( ; i < len; i++ )
{
if( ('.' == version[i]) || isspace(version[i]) )
{
break;
}
}
std::string minor_str = ver_copy.substr(start,i-start);
LLStringUtil::convertToS32(minor_str, *minor);
// Find the release number (optional)
if( '.' == version[i] )
{
i++;
start = i;
for( ; i < len; i++ )
{
if( isspace(version[i]) )
{
break;
}
}
std::string release_str = ver_copy.substr(start,i-start);
LLStringUtil::convertToS32(release_str, *release);
}
// Skip over any white space
while( version[i] && isspace( version[i] ) )
{
i++;
}
// Copy the vendor-specific string (optional)
if( version[i] )
{
vendor_specific->assign( version + i );
}
}
void parse_glsl_version(S32& major, S32& minor)
{
// GL_SHADING_LANGUAGE_VERSION returns a null-terminated string with the format:
// <major>.<minor>[.<release>] [<vendor specific>]
const char* version = (const char*) glGetString(GL_SHADING_LANGUAGE_VERSION);
major = 0;
minor = 0;
if( !version )
{
return;
}
std::string ver_copy( version );
S32 len = (S32)strlen( version ); /* Flawfinder: ignore */
S32 i = 0;
S32 start;
// Find the major version
start = i;
for( ; i < len; i++ )
{
if( '.' == version[i] )
{
break;
}
}
std::string major_str = ver_copy.substr(start,i-start);
LLStringUtil::convertToS32(major_str, major);
if( '.' == version[i] )
{
i++;
}
// Find the minor version
start = i;
for( ; i < len; i++ )
{
if( ('.' == version[i]) || isspace(version[i]) )
{
break;
}
}
std::string minor_str = ver_copy.substr(start,i-start);
LLStringUtil::convertToS32(minor_str, minor);
}
LLGLUserClipPlane::LLGLUserClipPlane(const LLPlane& p, const LLMatrix4a& modelview, const LLMatrix4a& projection, bool apply)
{
mApply = apply;
if (mApply)
{
mModelview = modelview;
mProjection = projection;
setPlane(p[0], p[1], p[2], p[3]);
}
}
void LLGLUserClipPlane::setPlane(F32 a, F32 b, F32 c, F32 d)
{
LLMatrix4a& P = mProjection;
LLMatrix4a& M = mModelview;
LLMatrix4a invtrans_MVP;
invtrans_MVP.setMul(P,M);
invtrans_MVP.invert();
invtrans_MVP.transpose();
LLVector4a oplane(a,b,c,d);
LLVector4a cplane;
LLVector4a cplane_splat;
LLVector4a cplane_neg;
invtrans_MVP.rotate4(oplane,cplane);
cplane_splat.splat<2>(cplane);
cplane_splat.setAbs(cplane_splat);
cplane.div(cplane_splat);
cplane.sub(LLVector4a(0.f,0.f,0.f,1.f));
cplane_splat.splat<2>(cplane);
cplane_neg = cplane;
cplane_neg.negate();
cplane.setSelectWithMask( cplane_splat.lessThan( _mm_setzero_ps() ), cplane_neg, cplane );
LLMatrix4a suffix;
suffix.setIdentity();
suffix.setColumn<2>(cplane);
LLMatrix4a newP;
newP.setMul(suffix,P);
gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.pushMatrix();
gGL.loadMatrix(newP);
//gGLObliqueProjectionInverse = LLMatrix4(newP.inverse().transpose().m);
gGL.matrixMode(LLRender::MM_MODELVIEW);
}
LLGLUserClipPlane::~LLGLUserClipPlane()
{
if (mApply)
{
gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.popMatrix();
gGL.matrixMode(LLRender::MM_MODELVIEW);
}
}
LLGLNamePool::LLGLNamePool()
{
}
LLGLNamePool::~LLGLNamePool()
{
}
void LLGLNamePool::upkeep()
{
std::sort(mNameList.begin(), mNameList.end(), CompareUsed());
}
void LLGLNamePool::cleanup()
{
for (name_list_t::iterator iter = mNameList.begin(); iter != mNameList.end(); ++iter)
{
releaseName(iter->name);
}
mNameList.clear();
}
GLuint LLGLNamePool::allocate()
{
#if LL_GL_NAME_POOLING
for (name_list_t::iterator iter = mNameList.begin(); iter != mNameList.end(); ++iter)
{
if (!iter->used)
{
iter->used = TRUE;
return iter->name;
}
}
NameEntry entry;
entry.name = allocateName();
entry.used = TRUE;
mNameList.push_back(entry);
return entry.name;
#else
return allocateName();
#endif
}
void LLGLNamePool::release(GLuint name)
{
#if LL_GL_NAME_POOLING
for (name_list_t::iterator iter = mNameList.begin(); iter != mNameList.end(); ++iter)
{
if (iter->name == name)
{
if (iter->used)
{
iter->used = FALSE;
return;
}
else
{
LL_ERRS() << "Attempted to release a pooled name that is not in use!" << LL_ENDL;
}
}
}
LL_ERRS() << "Attempted to release a non pooled name!" << LL_ENDL;
#else
releaseName(name);
#endif
}
//static
void LLGLNamePool::upkeepPools()
{
for (tracker_t::instance_iter iter = beginInstances(), iter_end = endInstances(); iter != iter_end; ++iter)
{
LLGLNamePool & pool = *iter;
pool.upkeep();
}
}
//static
void LLGLNamePool::cleanupPools()
{
for (tracker_t::instance_iter iter = beginInstances(), iter_end = endInstances(); iter != iter_end; ++iter)
{
LLGLNamePool & pool = *iter;
pool.cleanup();
}
}
LLGLDepthTest::LLGLDepthTest(GLboolean depth_enabled, GLboolean write_enabled, GLenum depth_func)
: mPrevDepthEnabled(sDepthEnabled), mPrevDepthFunc(sDepthFunc), mPrevWriteEnabled(sWriteEnabled)
{
stop_glerror();
checkState();
if (!depth_enabled)
{ // always disable depth writes if depth testing is disabled
// GL spec defines this as a requirement, but some implementations allow depth writes with testing disabled
// The proper way to write to depth buffer with testing disabled is to enable testing and use a depth_func of GL_ALWAYS
write_enabled = FALSE;
}
if (depth_enabled != sDepthEnabled)
{
gGL.flush();
if (depth_enabled) glEnable(GL_DEPTH_TEST);
else glDisable(GL_DEPTH_TEST);
sDepthEnabled = depth_enabled;
}
if (depth_func != sDepthFunc)
{
gGL.flush();
glDepthFunc(depth_func);
sDepthFunc = depth_func;
}
if (write_enabled != sWriteEnabled)
{
gGL.flush();
glDepthMask(write_enabled);
sWriteEnabled = write_enabled;
}
}
LLGLDepthTest::~LLGLDepthTest()
{
checkState();
if (sDepthEnabled != mPrevDepthEnabled )
{
gGL.flush();
if (mPrevDepthEnabled) glEnable(GL_DEPTH_TEST);
else glDisable(GL_DEPTH_TEST);
sDepthEnabled = mPrevDepthEnabled;
}
if (sDepthFunc != mPrevDepthFunc)
{
gGL.flush();
glDepthFunc(mPrevDepthFunc);
sDepthFunc = mPrevDepthFunc;
}
if (sWriteEnabled != mPrevWriteEnabled )
{
gGL.flush();
glDepthMask(mPrevWriteEnabled);
sWriteEnabled = mPrevWriteEnabled;
}
}
void LLGLDepthTest::checkState()
{
if (gDebugGL)
{
GLint func = 0;
GLboolean mask = FALSE;
glGetIntegerv(GL_DEPTH_FUNC, &func);
glGetBooleanv(GL_DEPTH_WRITEMASK, &mask);
if (glIsEnabled(GL_DEPTH_TEST) != sDepthEnabled ||
sWriteEnabled != mask ||
sDepthFunc != func)
{
if (gDebugSession)
{
gFailLog << "Unexpected depth testing state." << std::endl;
}
else
{
LL_GL_ERRS << "Unexpected depth testing state." << LL_ENDL;
}
}
}
}
LLGLSquashToFarClip::LLGLSquashToFarClip(const LLMatrix4a& P_in, U32 layer)
{
LLMatrix4a P = P_in;
F32 depth = 0.99999f - 0.0001f * layer;
LLVector4a col = P.getColumn<3>();
col.mul(depth);
P.setColumn<2>(col);
gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.pushMatrix();
gGL.loadMatrix(P);
gGL.matrixMode(LLRender::MM_MODELVIEW);
}
LLGLSquashToFarClip::~LLGLSquashToFarClip()
{
gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.popMatrix();
gGL.matrixMode(LLRender::MM_MODELVIEW);
}
LLGLSyncFence::LLGLSyncFence()
{
#ifdef GL_ARB_sync
mSync = 0;
#endif
}
LLGLSyncFence::~LLGLSyncFence()
{
#ifdef GL_ARB_sync
if (mSync)
{
glDeleteSync(mSync);
}
#endif
}
void LLGLSyncFence::placeFence()
{
#ifdef GL_ARB_sync
if (mSync)
{
glDeleteSync(mSync);
}
mSync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
#endif
}
bool LLGLSyncFence::isCompleted()
{
bool ret = true;
#ifdef GL_ARB_sync
if (mSync)
{
GLenum status = glClientWaitSync(mSync, 0, 1);
if (status == GL_TIMEOUT_EXPIRED)
{
ret = false;
}
}
#endif
return ret;
}
void LLGLSyncFence::wait()
{
#ifdef GL_ARB_sync
if (mSync)
{
while (glClientWaitSync(mSync, 0, FENCE_WAIT_TIME_NANOSECONDS) == GL_TIMEOUT_EXPIRED)
{ //track the number of times we've waited here
static S32 waits = 0;
waits++;
}
}
#endif
}