OpenGL: bump gpu_extensions to GL 2.1, prepare for 3.x

Several changes. Tested working on Windows 10 GL 4.3 and MacOS 10.11 GL
2.1.

- document extensions used in this file
- some simple ARB/EXT suffix deletion
- stop checking for pre-2.1 features — they’re available!
- convert old ARB shader API to the one adopted in GL 2.0
- remove checks for old (pre-R600) ATI cards
- choose GLSL version at runtime, between 1.2 and 1.5
- prefer GLSL 1.5 for geometry shaders, fall back to
EXT_geometry_shader4 if needed

Differential Revision: https://developer.blender.org/D1632
This commit is contained in:
2015-11-22 13:22:47 -05:00
parent d28431a648
commit 708779e60b

430
source/blender/gpu/intern/gpu_extensions.c Normal file → Executable file
View File

@@ -67,14 +67,16 @@
/* Extensions support */
/* extensions used:
* - texture border clamp: 1.3 core
* - fragment shader: 2.0 core
* - framebuffer object: ext specification
* - multitexture 1.3 core
* - arb non power of two: 2.0 core
* - pixel buffer objects? 2.1 core
* - arb draw buffers? 2.0 core
/* -- extension: version of GL that absorbs it
* ARB_fragment_program: 2.0
* ARB_framebuffer object: 3.0
* EXT_framebuffer_multisample: 3.0
* EXT_framebuffer_blit: 3.0
* EXT_framebuffer_multisample_blit_scaled: ???
* ARB_draw_instanced: 3.1
* ARB_texture_multisample: 3.2
* EXT_geometry_shader4: 3.2
* ARB_texture_query_lod: 4.0
*/
/* Non-generated shaders */
@@ -164,24 +166,21 @@ void gpu_extensions_init(void)
GLint r, g, b;
const char *vendor, *renderer, *version;
/* glewIsSupported("GL_VERSION_2_0") */
/* BLI_assert(GLEW_VERSION_2_1); */
/* ^-- maybe a bit extreme? */
if (GLEW_ARB_multitexture)
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &GG.maxtextures);
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &GG.maxtextures);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &GG.maxtexsize);
GG.glslsupport = 1;
if (!GLEW_ARB_multitexture) GG.glslsupport = 0;
if (!GLEW_ARB_vertex_shader) GG.glslsupport = 0;
if (!GLEW_ARB_fragment_shader) GG.glslsupport = 0;
glGetIntegerv(GL_RED_BITS, &r);
glGetIntegerv(GL_GREEN_BITS, &g);
glGetIntegerv(GL_BLUE_BITS, &b);
GG.colordepth = r + g + b; /* assumes same depth for RGB */
if (GLEW_ARB_texture_multisample) {
if (GLEW_VERSION_3_2 || GLEW_ARB_texture_multisample) {
glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES , &GG.samples_color_texture_max);
}
@@ -229,28 +228,6 @@ void gpu_extensions_init(void)
GG.driver = GPU_DRIVER_ANY;
}
if (GG.device == GPU_DEVICE_ATI) {
/* ATI 9500 to X2300 cards support NPoT textures poorly
* Incomplete list http://dri.freedesktop.org/wiki/ATIRadeon
* New IDs from MESA's src/gallium/drivers/r300/r300_screen.c
*/
/* This list is close enough to those using the legacy driver which
* has a bug with display lists and glVertexAttrib
*/
if (strstr(renderer, "R3") || strstr(renderer, "RV3") ||
strstr(renderer, "R4") || strstr(renderer, "RV4") ||
strstr(renderer, "RS4") || strstr(renderer, "RC4") ||
strstr(renderer, "R5") || strstr(renderer, "RV5") ||
strstr(renderer, "RS600") || strstr(renderer, "RS690") ||
strstr(renderer, "RS740") || strstr(renderer, "X1") ||
strstr(renderer, "X2") || strstr(renderer, "Radeon 9") ||
strstr(renderer, "RADEON 9"))
{
GG.npotdisabled = 1;
GG.dlistsdisabled = 1;
}
}
/* make sure double side isn't used by default and only getting enabled in places where it's
* really needed to prevent different unexpected behaviors like with intel gme965 card (sergey) */
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
@@ -297,20 +274,18 @@ void gpu_extensions_exit(void)
bool GPU_glsl_support(void)
{
return !GG.extdisabled && GG.glslsupport;
return GG.glslsupport;
}
bool GPU_non_power_of_two_support(void)
{
if (GG.npotdisabled)
return false;
return GLEW_ARB_texture_non_power_of_two;
/* still relevant for OpenGL ES */
return !GG.npotdisabled;
}
bool GPU_vertex_buffer_support(void)
{
return GLEW_ARB_vertex_buffer_object || GLEW_VERSION_1_5;
return true;
}
bool GPU_display_list_support(void)
@@ -320,17 +295,26 @@ bool GPU_display_list_support(void)
bool GPU_bicubic_bump_support(void)
{
return GLEW_ARB_texture_query_lod && GLEW_VERSION_3_0;
return GLEW_VERSION_4_0 || (GLEW_ARB_texture_query_lod && GLEW_VERSION_3_0);
}
bool GPU_geometry_shader_support(void)
{
return GLEW_EXT_geometry_shader4 || GLEW_VERSION_3_2;
return GLEW_VERSION_3_2 || GLEW_EXT_geometry_shader4;
}
static bool GPU_geometry_shader_support_via_extension(void)
{
/* in GL 3.2 geometry shaders are fully supported
* GL < 3.2 can use EXT_geometry_shader4 if available
*/
return !GLEW_VERSION_3_2 && GLEW_EXT_geometry_shader4;
}
bool GPU_instanced_drawing_support(void)
{
return GLEW_ARB_draw_instanced;
return GLEW_VERSION_3_1 || GLEW_ARB_draw_instanced;
}
int GPU_color_depth(void)
@@ -435,9 +419,6 @@ static GPUTexture *GPU_texture_create_nD(
GLenum type, format, internalformat;
void *pixels = NULL;
if (depth && !GLEW_ARB_depth_texture)
return NULL;
if (samples) {
CLAMP_MAX(samples, GG.samples_color_texture_max);
}
@@ -560,9 +541,9 @@ static GPUTexture *GPU_texture_create_nD(
if (depth) {
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(tex->target_base, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
glTexParameteri(tex->target_base, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(tex->target_base, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(tex->target_base, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
}
else {
glTexParameteri(tex->target_base, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@@ -971,15 +952,15 @@ void GPU_texture_bind(GPUTexture *tex, int number)
GPU_ASSERT_NO_GL_ERRORS("Pre Texture Bind");
arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + number);
if (number != 0) glActiveTextureARB(arbnumber);
arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + number);
if (number != 0) glActiveTexture(arbnumber);
if (tex->bindcode != 0) {
glBindTexture(tex->target, tex->bindcode);
}
else
GPU_invalid_tex_bind(tex->target);
glEnable(tex->target);
if (number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);
if (number != 0) glActiveTexture(GL_TEXTURE0);
tex->number = number;
@@ -1000,11 +981,11 @@ void GPU_texture_unbind(GPUTexture *tex)
GPU_ASSERT_NO_GL_ERRORS("Pre Texture Unbind");
arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + tex->number);
if (tex->number != 0) glActiveTextureARB(arbnumber);
arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + tex->number);
if (tex->number != 0) glActiveTexture(arbnumber);
glBindTexture(tex->target, 0);
glDisable(tex->target_base);
if (tex->number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);
if (tex->number != 0) glActiveTexture(GL_TEXTURE0);
tex->number = -1;
@@ -1025,8 +1006,8 @@ void GPU_texture_filter_mode(GPUTexture *tex, bool compare, bool use_filter)
GPU_ASSERT_NO_GL_ERRORS("Pre Texture Unbind");
arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + tex->number);
if (tex->number != 0) glActiveTextureARB(arbnumber);
arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + tex->number);
if (tex->number != 0) glActiveTexture(arbnumber);
if (tex->depth) {
if (compare)
@@ -1043,7 +1024,7 @@ void GPU_texture_filter_mode(GPUTexture *tex, bool compare, bool use_filter)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
if (tex->number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);
if (tex->number != 0) glActiveTexture(GL_TEXTURE0);
GPU_ASSERT_NO_GL_ERRORS("Post Texture Unbind");
}
@@ -1232,7 +1213,7 @@ void GPU_texture_bind_as_framebuffer(GPUTexture *tex)
}
if (tex->target == GL_TEXTURE_2D_MULTISAMPLE) {
glEnable(GL_MULTISAMPLE_ARB);
glEnable(GL_MULTISAMPLE);
}
/* push matrices and set default viewport and matrix */
@@ -1628,13 +1609,14 @@ int GPU_offscreen_color_texture(const GPUOffScreen *ofs)
/* GPUShader */
struct GPUShader {
GLhandleARB object; /* handle for full shader */
GLhandleARB vertex; /* handle for vertex shader */
GLhandleARB fragment; /* handle for fragment shader */
GLhandleARB geometry; /* handle for geometry shader */
GLhandleARB lib; /* handle for libment shader */
int totattrib; /* total number of attributes */
int uniforms; /* required uniforms */
GLuint program; /* handle for full program (links shader stages below) */
GLuint vertex; /* handle for vertex shader */
GLuint geometry; /* handle for geometry shader */
GLuint fragment; /* handle for fragment shader */
int totattrib; /* total number of attributes */
int uniforms; /* required uniforms */
};
struct GPUProgram {
@@ -1653,7 +1635,7 @@ static void shader_print_errors(const char *task, const char *log, const char **
for (i = 0; i < totcode; i++) {
const char *c, *pos, *end = code[i] + strlen(code[i]);
if ((G.debug & G_DEBUG)) {
if (G.debug & G_DEBUG) {
fprintf(stderr, "===== shader string %d ====\n", i + 1);
c = code[i];
@@ -1671,61 +1653,72 @@ static void shader_print_errors(const char *task, const char *log, const char **
fprintf(stderr, "%s\n", log);
}
static const char *gpu_shader_version(bool use_opensubdiv)
static const char *gpu_shader_version()
{
#ifdef WITH_OPENSUBDIV
if (use_opensubdiv) {
return "#version 130\n";
if (GLEW_VERSION_3_2) {
return "#version 150 compatibility\n";
/* highest version that is widely supported
* gives us native geometry shaders!
* use compatibility profile so we can continue using builtin shader input/output names
*/
}
#else
UNUSED_VARS(use_opensubdiv);
#endif
/* turn on glsl 1.30 for bicubic bump mapping and ATI clipping support */
if (GLEW_VERSION_3_0 &&
(GPU_bicubic_bump_support() || GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)))
{
return "#version 130\n";
else if (GLEW_VERSION_3_1) {
return "#version 140\n";
/* also need the ARB_compatibility extension, handled below */
}
else if (GLEW_VERSION_3_0) {
return "#version 130\n";
/* GLSL 1.3 has modern syntax/keywords/datatypes so use if available
* older features are deprecated but still available without compatibility extension or profile
*/
}
else {
return "#version 120\n";
/* minimum supported */
}
return "";
}
static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH], bool use_opensubdiv)
static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH], bool use_geometry_shader)
{
#ifdef WITH_OPENSUBDIV
if (use_opensubdiv) {
strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n"
"#extension GL_ARB_gpu_shader5 : enable\n"
"#extension GL_ARB_explicit_attrib_location : require\n");
}
else if (GPU_bicubic_bump_support())
strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n");
#else
/* need this extension for high quality bump mapping */
if (GPU_bicubic_bump_support())
strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n");
(void) use_opensubdiv;
#endif
/* enable extensions for features that are not part of our base GLSL version
* don't use an extension for something already available!
*/
if (GPU_geometry_shader_support())
if (GLEW_ARB_texture_query_lod) {
/* a #version 400 feature, but we use #version 150 maximum so use extension */
strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n");
}
if (use_geometry_shader && GPU_geometry_shader_support_via_extension()) {
strcat(defines, "#extension GL_EXT_geometry_shader4: enable\n");
}
if (GPU_instanced_drawing_support()) {
strcat(defines, "#extension GL_EXT_gpu_shader4: enable\n");
strcat(defines, "#extension GL_ARB_draw_instanced: enable\n");
if (GLEW_VERSION_3_1 && !GLEW_VERSION_3_2) {
strcat(defines, "#extension GL_ARB_compatibility: enable\n");
}
if (!GLEW_VERSION_3_1) {
if (GLEW_ARB_draw_instanced) {
strcat(defines, "#extension GL_ARB_draw_instanced: enable\n");
}
if (!GLEW_VERSION_3_0 && GLEW_EXT_gpu_shader4) {
strcat(defines, "#extension GL_EXT_gpu_shader4: enable\n");
/* TODO: maybe require this? shaders become so much nicer */
}
}
}
static void gpu_shader_standard_defines(bool use_opensubdiv,
char defines[MAX_DEFINE_LENGTH])
static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH], bool use_opensubdiv)
{
/* some useful defines to detect GPU type */
if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) {
strcat(defines, "#define GPU_ATI\n");
if (GLEW_VERSION_3_0)
if (GLEW_VERSION_3_0) {
/* TODO(merwin): revisit this version check; GLEW_VERSION_3_0 means GL 3.0 or newer */
strcat(defines, "#define CLIP_WORKAROUND\n");
}
}
else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY))
strcat(defines, "#define GPU_NVIDIA\n");
@@ -1774,6 +1767,8 @@ void GPU_program_unbind(GPUProgram *program)
GPUProgram *GPU_program_shader_create(GPUProgramType type, const char *code)
{
/* TODO(merwin): remove ARB shader support (recode smoke shader in GLSL) */
GPUProgram *program;
GLint error_pos, is_native;
@@ -1858,34 +1853,31 @@ GPUShader *GPU_shader_create_ex(const char *vertexcode,
*/
bool use_opensubdiv = (flags & GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV) != 0;
#else
UNUSED_VARS(flags);
bool use_opensubdiv = false;
#endif
GLint status;
GLcharARB log[5000];
GLchar log[5000];
GLsizei length = 0;
GPUShader *shader;
char standard_defines[MAX_DEFINE_LENGTH] = "";
char standard_extensions[MAX_EXT_DEFINE_LENGTH] = "";
#ifndef WITH_OPENSUBDIV
UNUSED_VARS(flags);
#endif
if (!GLEW_ARB_vertex_shader || !GLEW_ARB_fragment_shader || (geocode && !GPU_geometry_shader_support()))
if (geocode && !GPU_geometry_shader_support())
return NULL;
shader = MEM_callocN(sizeof(GPUShader), "GPUShader");
if (vertexcode)
shader->vertex = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
shader->vertex = glCreateShader(GL_VERTEX_SHADER);
if (fragcode)
shader->fragment = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
shader->fragment = glCreateShader(GL_FRAGMENT_SHADER);
if (geocode)
shader->geometry = glCreateShaderObjectARB(GL_GEOMETRY_SHADER_EXT);
shader->geometry = glCreateShader(GL_GEOMETRY_SHADER_EXT);
shader->object = glCreateProgramObjectARB();
shader->program = glCreateProgram();
if (!shader->object ||
if (!shader->program ||
(vertexcode && !shader->vertex) ||
(fragcode && !shader->fragment) ||
(geocode && !shader->geometry))
@@ -1895,29 +1887,29 @@ GPUShader *GPU_shader_create_ex(const char *vertexcode,
return NULL;
}
gpu_shader_standard_defines(use_opensubdiv, standard_defines);
gpu_shader_standard_extensions(standard_extensions, use_opensubdiv);
gpu_shader_standard_defines(standard_defines, use_opensubdiv);
gpu_shader_standard_extensions(standard_extensions, geocode != NULL);
if (vertexcode) {
const char *source[5];
/* custom limit, may be too small, beware */
int num_source = 0;
source[num_source++] = gpu_shader_version(use_opensubdiv);
source[num_source++] = gpu_shader_version();
source[num_source++] = standard_extensions;
source[num_source++] = standard_defines;
if (defines) source[num_source++] = defines;
source[num_source++] = vertexcode;
glAttachObjectARB(shader->object, shader->vertex);
glShaderSourceARB(shader->vertex, num_source, source, NULL);
glAttachShader(shader->program, shader->vertex);
glShaderSource(shader->vertex, num_source, source, NULL);
glCompileShaderARB(shader->vertex);
glGetObjectParameterivARB(shader->vertex, GL_OBJECT_COMPILE_STATUS_ARB, &status);
glCompileShader(shader->vertex);
glGetShaderiv(shader->vertex, GL_COMPILE_STATUS, &status);
if (!status) {
glGetInfoLogARB(shader->vertex, sizeof(log), &length, log);
glGetShaderInfoLog(shader->vertex, sizeof(log), &length, log);
shader_print_errors("compile", log, source, num_source);
GPU_shader_free(shader);
@@ -1929,7 +1921,7 @@ GPUShader *GPU_shader_create_ex(const char *vertexcode,
const char *source[7];
int num_source = 0;
source[num_source++] = gpu_shader_version(use_opensubdiv);
source[num_source++] = gpu_shader_version();
source[num_source++] = standard_extensions;
source[num_source++] = standard_defines;
@@ -1949,14 +1941,14 @@ GPUShader *GPU_shader_create_ex(const char *vertexcode,
if (libcode) source[num_source++] = libcode;
source[num_source++] = fragcode;
glAttachObjectARB(shader->object, shader->fragment);
glShaderSourceARB(shader->fragment, num_source, source, NULL);
glAttachShader(shader->program, shader->fragment);
glShaderSource(shader->fragment, num_source, source, NULL);
glCompileShaderARB(shader->fragment);
glGetObjectParameterivARB(shader->fragment, GL_OBJECT_COMPILE_STATUS_ARB, &status);
glCompileShader(shader->fragment);
glGetShaderiv(shader->fragment, GL_COMPILE_STATUS, &status);
if (!status) {
glGetInfoLogARB(shader->fragment, sizeof(log), &length, log);
glGetShaderInfoLog(shader->fragment, sizeof(log), &length, log);
shader_print_errors("compile", log, source, num_source);
GPU_shader_free(shader);
@@ -1968,21 +1960,21 @@ GPUShader *GPU_shader_create_ex(const char *vertexcode,
const char *source[6];
int num_source = 0;
source[num_source++] = gpu_shader_version(use_opensubdiv);
source[num_source++] = gpu_shader_version();
source[num_source++] = standard_extensions;
source[num_source++] = standard_defines;
if (defines) source[num_source++] = defines;
source[num_source++] = geocode;
glAttachObjectARB(shader->object, shader->geometry);
glShaderSourceARB(shader->geometry, num_source, source, NULL);
glAttachShader(shader->program, shader->geometry);
glShaderSource(shader->geometry, num_source, source, NULL);
glCompileShaderARB(shader->geometry);
glGetObjectParameterivARB(shader->geometry, GL_OBJECT_COMPILE_STATUS_ARB, &status);
glCompileShader(shader->geometry);
glGetShaderiv(shader->geometry, GL_COMPILE_STATUS, &status);
if (!status) {
glGetInfoLogARB(shader->geometry, sizeof(log), &length, log);
glGetShaderInfoLog(shader->geometry, sizeof(log), &length, log);
shader_print_errors("compile", log, source, num_source);
GPU_shader_free(shader);
@@ -1994,32 +1986,26 @@ GPUShader *GPU_shader_create_ex(const char *vertexcode,
}
}
#if 0
if (lib && lib->lib)
glAttachObjectARB(shader->object, lib->lib);
#endif
#ifdef WITH_OPENSUBDIV
if (use_opensubdiv) {
glBindAttribLocation(shader->object, 0, "position");
glBindAttribLocation(shader->object, 1, "normal");
glBindAttribLocation(shader->program, 0, "position");
glBindAttribLocation(shader->program, 1, "normal");
GPU_shader_geometry_stage_primitive_io(shader,
GL_LINES_ADJACENCY_EXT,
GL_TRIANGLE_STRIP,
4);
}
#endif
glLinkProgramARB(shader->object);
glGetObjectParameterivARB(shader->object, GL_OBJECT_LINK_STATUS_ARB, &status);
glLinkProgram(shader->program);
glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
if (!status) {
glGetInfoLogARB(shader->object, sizeof(log), &length, log);
glGetProgramInfoLog(shader->program, sizeof(log), &length, log);
/* print attached shaders in pipeline order */
if (vertexcode) shader_print_errors("linking", log, &vertexcode, 1);
if (geocode) shader_print_errors("linking", log, &geocode, 1);
if (libcode) shader_print_errors("linking", log, &libcode, 1);
if (fragcode) shader_print_errors("linking", log, &fragcode, 1);
else if (vertexcode) shader_print_errors("linking", log, &vertexcode, 1);
else if (libcode) shader_print_errors("linking", log, &libcode, 1);
else if (geocode) shader_print_errors("linking", log, &geocode, 1);
GPU_shader_free(shader);
return NULL;
@@ -2028,8 +2014,8 @@ GPUShader *GPU_shader_create_ex(const char *vertexcode,
#ifdef WITH_OPENSUBDIV
/* TODO(sergey): Find a better place for this. */
if (use_opensubdiv && GLEW_VERSION_4_1) {
glProgramUniform1i(shader->object,
glGetUniformLocation(shader->object, "FVarDataBuffer"),
glProgramUniform1i(shader->program,
glGetUniformLocation(shader->program, "FVarDataBuffer"),
31); /* GL_TEXTURE31 */
}
#endif
@@ -2037,74 +2023,36 @@ GPUShader *GPU_shader_create_ex(const char *vertexcode,
return shader;
}
#if 0
GPUShader *GPU_shader_create_lib(const char *code)
{
GLint status;
GLcharARB log[5000];
GLsizei length = 0;
GPUShader *shader;
if (!GLEW_ARB_vertex_shader || !GLEW_ARB_fragment_shader)
return NULL;
shader = MEM_callocN(sizeof(GPUShader), "GPUShader");
shader->lib = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
if (!shader->lib) {
fprintf(stderr, "GPUShader, object creation failed.\n");
GPU_shader_free(shader);
return NULL;
}
glShaderSourceARB(shader->lib, 1, (const char**)&code, NULL);
glCompileShaderARB(shader->lib);
glGetObjectParameterivARB(shader->lib, GL_OBJECT_COMPILE_STATUS_ARB, &status);
if (!status) {
glGetInfoLogARB(shader->lib, sizeof(log), &length, log);
shader_print_errors("compile", log, code);
GPU_shader_free(shader);
return NULL;
}
return shader;
}
#endif
void GPU_shader_bind(GPUShader *shader)
{
GPU_ASSERT_NO_GL_ERRORS("Pre Shader Bind");
glUseProgramObjectARB(shader->object);
glUseProgram(shader->program);
GPU_ASSERT_NO_GL_ERRORS("Post Shader Bind");
}
void GPU_shader_unbind(void)
{
GPU_ASSERT_NO_GL_ERRORS("Pre Shader Unbind");
glUseProgramObjectARB(0);
glUseProgram(0);
GPU_ASSERT_NO_GL_ERRORS("Post Shader Unbind");
}
void GPU_shader_free(GPUShader *shader)
{
if (shader->lib)
glDeleteObjectARB(shader->lib);
if (shader->vertex)
glDeleteObjectARB(shader->vertex);
glDeleteShader(shader->vertex);
if (shader->geometry)
glDeleteShader(shader->geometry);
if (shader->fragment)
glDeleteObjectARB(shader->fragment);
if (shader->object)
glDeleteObjectARB(shader->object);
glDeleteShader(shader->fragment);
if (shader->program)
glDeleteProgram(shader->program);
MEM_freeN(shader);
}
int GPU_shader_get_uniform(GPUShader *shader, const char *name)
{
return glGetUniformLocationARB(shader->object, name);
return glGetUniformLocation(shader->program, name);
}
void GPU_shader_uniform_vector(GPUShader *UNUSED(shader), int location, int length, int arraysize, const float *value)
@@ -2114,12 +2062,12 @@ void GPU_shader_uniform_vector(GPUShader *UNUSED(shader), int location, int leng
GPU_ASSERT_NO_GL_ERRORS("Pre Uniform Vector");
if (length == 1) glUniform1fvARB(location, arraysize, value);
else if (length == 2) glUniform2fvARB(location, arraysize, value);
else if (length == 3) glUniform3fvARB(location, arraysize, value);
else if (length == 4) glUniform4fvARB(location, arraysize, value);
else if (length == 9) glUniformMatrix3fvARB(location, arraysize, 0, value);
else if (length == 16) glUniformMatrix4fvARB(location, arraysize, 0, value);
if (length == 1) glUniform1fv(location, arraysize, value);
else if (length == 2) glUniform2fv(location, arraysize, value);
else if (length == 3) glUniform3fv(location, arraysize, value);
else if (length == 4) glUniform4fv(location, arraysize, value);
else if (length == 9) glUniformMatrix3fv(location, arraysize, 0, value);
else if (length == 16) glUniformMatrix4fv(location, arraysize, 0, value);
GPU_ASSERT_NO_GL_ERRORS("Post Uniform Vector");
}
@@ -2131,10 +2079,10 @@ void GPU_shader_uniform_vector_int(GPUShader *UNUSED(shader), int location, int
GPU_ASSERT_NO_GL_ERRORS("Pre Uniform Vector");
if (length == 1) glUniform1ivARB(location, arraysize, value);
else if (length == 2) glUniform2ivARB(location, arraysize, value);
else if (length == 3) glUniform3ivARB(location, arraysize, value);
else if (length == 4) glUniform4ivARB(location, arraysize, value);
if (length == 1) glUniform1iv(location, arraysize, value);
else if (length == 2) glUniform2iv(location, arraysize, value);
else if (length == 3) glUniform3iv(location, arraysize, value);
else if (length == 4) glUniform4iv(location, arraysize, value);
GPU_ASSERT_NO_GL_ERRORS("Post Uniform Vector");
}
@@ -2144,14 +2092,17 @@ void GPU_shader_uniform_int(GPUShader *UNUSED(shader), int location, int value)
if (location == -1)
return;
GPU_CHECK_ERRORS_AROUND(glUniform1iARB(location, value));
GPU_CHECK_ERRORS_AROUND(glUniform1i(location, value));
}
void GPU_shader_geometry_stage_primitive_io(GPUShader *shader, int input, int output, int number)
{
glProgramParameteriEXT(shader->object, GL_GEOMETRY_INPUT_TYPE_EXT, input);
glProgramParameteriEXT(shader->object, GL_GEOMETRY_OUTPUT_TYPE_EXT, output);
glProgramParameteriEXT(shader->object, GL_GEOMETRY_VERTICES_OUT_EXT, number);
if (GPU_geometry_shader_support_via_extension()) {
/* geometry shaders must provide this info themselves for #version 150 and up */
glProgramParameteriEXT(shader->program, GL_GEOMETRY_INPUT_TYPE_EXT, input);
glProgramParameteriEXT(shader->program, GL_GEOMETRY_OUTPUT_TYPE_EXT, output);
glProgramParameteriEXT(shader->program, GL_GEOMETRY_VERTICES_OUT_EXT, number);
}
}
void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUTexture *tex)
@@ -2171,16 +2122,16 @@ void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUText
GPU_ASSERT_NO_GL_ERRORS("Pre Uniform Texture");
arbnumber = (GLenum)((GLuint)GL_TEXTURE0_ARB + tex->number);
arbnumber = (GLenum)((GLuint)GL_TEXTURE0 + tex->number);
if (tex->number != 0) glActiveTextureARB(arbnumber);
if (tex->number != 0) glActiveTexture(arbnumber);
if (tex->bindcode != 0)
glBindTexture(tex->target, tex->bindcode);
else
GPU_invalid_tex_bind(tex->target);
glUniform1iARB(location, tex->number);
glUniform1i(location, tex->number);
glEnable(tex->target);
if (tex->number != 0) glActiveTextureARB(GL_TEXTURE0_ARB);
if (tex->number != 0) glActiveTexture(GL_TEXTURE0);
GPU_ASSERT_NO_GL_ERRORS("Post Uniform Texture");
}
@@ -2189,7 +2140,7 @@ int GPU_shader_get_attribute(GPUShader *shader, const char *name)
{
int index;
GPU_CHECK_ERRORS_AROUND(index = glGetAttribLocationARB(shader->object, name));
GPU_CHECK_ERRORS_AROUND(index = glGetAttribLocation(shader->program, name));
return index;
}
@@ -2391,7 +2342,7 @@ typedef struct GPUPixelBuffer {
void GPU_pixelbuffer_free(GPUPixelBuffer *pb)
{
if (pb->bindcode[0])
glDeleteBuffersARB(pb->numbuffers, pb->bindcode);
glDeleteBuffers(pb->numbuffers, pb->bindcode);
MEM_freeN(pb);
}
@@ -2399,15 +2350,12 @@ GPUPixelBuffer *gpu_pixelbuffer_create(int x, int y, int halffloat, int numbuffe
{
GPUPixelBuffer *pb;
if (!GLEW_ARB_multitexture || !GLEW_EXT_pixel_buffer_object)
return NULL;
pb = MEM_callocN(sizeof(GPUPixelBuffer), "GPUPBO");
pb->datasize = x * y * 4 * (halffloat ? 16 : 8);
pb->numbuffers = numbuffers;
pb->halffloat = halffloat;
glGenBuffersARB(pb->numbuffers, pb->bindcode);
glGenBuffers(pb->numbuffers, pb->bindcode);
if (!pb->bindcode[0]) {
fprintf(stderr, "GPUPixelBuffer allocation failed\n");
@@ -2423,38 +2371,38 @@ void GPU_pixelbuffer_texture(GPUTexture *tex, GPUPixelBuffer *pb)
void *pixels;
int i;
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, tex->bindcode);
glBindTexture(GL_TEXTURE_RECTANGLE, tex->bindcode);
for (i = 0; i < pb->numbuffers; i++) {
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, pb->bindcode[pb->current]);
glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_EXT, pb->datasize, NULL,
GL_STREAM_DRAW_ARB);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pb->bindcode[pb->current]);
glBufferData(GL_PIXEL_UNPACK_BUFFER, pb->datasize, NULL,
GL_STREAM_DRAW);
pixels = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, GL_WRITE_ONLY);
pixels = glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY);
# if 0
memcpy(pixels, _oImage.data(), pb->datasize);
# endif
if (!glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT)) {
if (!glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER)) {
fprintf(stderr, "Could not unmap OpenGL PBO\n");
break;
}
}
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, 0);
glBindTexture(GL_TEXTURE_RECTANGLE, 0);
}
static int pixelbuffer_map_into_gpu(GLuint bindcode)
{
void *pixels;
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, bindcode);
pixels = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, GL_WRITE_ONLY);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, bindcode);
pixels = glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY);
/* do stuff in pixels */
if (!glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT)) {
if (!glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER)) {
fprintf(stderr, "Could not unmap OpenGL PBO\n");
return 0;
}
@@ -2465,13 +2413,13 @@ static int pixelbuffer_map_into_gpu(GLuint bindcode)
static void pixelbuffer_copy_to_texture(GPUTexture *tex, GPUPixelBuffer *pb, GLuint bindcode)
{
GLenum type = (pb->halffloat)? GL_HALF_FLOAT_NV: GL_UNSIGNED_BYTE;
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, tex->bindcode);
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, bindcode);
glBindTexture(GL_TEXTURE_RECTANGLE, tex->bindcode);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, bindcode);
glTexSubImage2D(GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0, tex->w, tex->h, GL_RGBA, type, NULL);
glTexSubImage2D(GL_TEXTURE_RECTANGLE, 0, 0, 0, tex->w, tex->h, GL_RGBA, type, NULL);
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, 0);
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glBindTexture(GL_TEXTURE_RECTANGLE, 0);
}
void GPU_pixelbuffer_async_to_gpu(GPUTexture *tex, GPUPixelBuffer *pb)