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Make SDL2 default on macOS (#16039)
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12 changed files with 22 additions and 14 deletions
166
irr/src/OpenGLES2/DriverGLES2.cpp
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166
irr/src/OpenGLES2/DriverGLES2.cpp
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// Copyright (C) 2023 Vitaliy Lobachevskiy
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in Irrlicht.h
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#include "DriverGLES2.h"
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#include <stdexcept>
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#include <cassert>
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#include "mt_opengl.h"
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#include "CColorConverter.h"
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namespace irr
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{
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namespace video
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{
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E_DRIVER_TYPE COpenGLES2Driver::getDriverType() const
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{
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return EDT_OGLES2;
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}
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OpenGLVersion COpenGLES2Driver::getVersionFromOpenGL() const
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{
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auto version_string = reinterpret_cast<const char *>(GL.GetString(GL_VERSION));
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int major = 0, minor = 0;
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if (sscanf(version_string, "OpenGL ES %d.%d", &major, &minor) != 2) {
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os::Printer::log("Failed to parse OpenGL ES version string", version_string, ELL_ERROR);
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return {OpenGLSpec::ES, 0, 0, 0};
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}
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return {OpenGLSpec::ES, (u8)major, (u8)minor, 0};
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}
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void COpenGLES2Driver::initFeatures()
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{
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if (Version.Spec != OpenGLSpec::ES) {
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auto msg = "Context isn't OpenGL ES";
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os::Printer::log(msg, ELL_ERROR);
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throw std::runtime_error(msg);
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}
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if (!isVersionAtLeast(2, 0)) {
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auto msg = "Open GL ES 2.0 is required";
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os::Printer::log(msg, ELL_ERROR);
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throw std::runtime_error(msg);
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}
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initExtensions();
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if (Version.Major >= 3) {
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// NOTE floating-point formats may not be suitable for render targets.
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TextureFormats[ECF_A1R5G5B5] = {GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, CColorConverter::convert_A1R5G5B5toR5G5B5A1};
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TextureFormats[ECF_R5G6B5] = {GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5};
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TextureFormats[ECF_R8G8B8] = {GL_RGB8, GL_RGB, GL_UNSIGNED_BYTE};
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TextureFormats[ECF_A8R8G8B8] = {GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, CColorConverter::convert_A8R8G8B8toA8B8G8R8};
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TextureFormats[ECF_R16F] = {GL_R16F, GL_RED, GL_HALF_FLOAT};
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TextureFormats[ECF_G16R16F] = {GL_RG16F, GL_RG, GL_HALF_FLOAT};
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TextureFormats[ECF_A16B16G16R16F] = {GL_RGBA16F, GL_RGBA, GL_HALF_FLOAT};
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TextureFormats[ECF_R32F] = {GL_R32F, GL_RED, GL_FLOAT};
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TextureFormats[ECF_G32R32F] = {GL_RG32F, GL_RG, GL_FLOAT};
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TextureFormats[ECF_A32B32G32R32F] = {GL_RGBA32F, GL_RGBA, GL_FLOAT};
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TextureFormats[ECF_R8] = {GL_R8, GL_RED, GL_UNSIGNED_BYTE};
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TextureFormats[ECF_R8G8] = {GL_RG8, GL_RG, GL_UNSIGNED_BYTE};
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TextureFormats[ECF_A2R10G10B10] = {GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV};
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TextureFormats[ECF_D16] = {GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT};
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TextureFormats[ECF_D24] = {GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT};
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TextureFormats[ECF_D24S8] = {GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8};
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// NOTE a recent (2024) revision of EXT_texture_format_BGRA8888 also
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// adds a sized format GL_BGRA8_EXT. Because we can't rely on that we
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// have stupid workarounds in place on texture creation...
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if (FeatureAvailable[IRR_GL_EXT_texture_format_BGRA8888] || FeatureAvailable[IRR_GL_APPLE_texture_format_BGRA8888])
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TextureFormats[ECF_A8R8G8B8] = {GL_BGRA, GL_BGRA, GL_UNSIGNED_BYTE};
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// OpenGL ES 3 doesn't include a GL_DEPTH_COMPONENT32, so still use
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// OES_depth_texture for 32-bit depth texture support.
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// OpenGL ES 3 would allow {GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT},
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// but I guess that would have to be called ECF_D32F...
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if (FeatureAvailable[IRR_GL_OES_depth_texture])
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TextureFormats[ECF_D32] = {GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT};
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} else {
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// NOTE These are *texture* formats. They may or may not be suitable
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// for render targets. The specs only talks on *sized* formats for the
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// latter but forbids creating textures with sized internal formats,
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// reserving them for renderbuffers.
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static const GLenum HALF_FLOAT_OES = 0x8D61; // not equal to GL_HALF_FLOAT
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TextureFormats[ECF_A1R5G5B5] = {GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, CColorConverter::convert_A1R5G5B5toR5G5B5A1};
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TextureFormats[ECF_R5G6B5] = {GL_RGB, GL_RGB, GL_UNSIGNED_SHORT_5_6_5};
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TextureFormats[ECF_R8G8B8] = {GL_RGB, GL_RGB, GL_UNSIGNED_BYTE};
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TextureFormats[ECF_A8R8G8B8] = {GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, CColorConverter::convert_A8R8G8B8toA8B8G8R8};
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if (FeatureAvailable[IRR_GL_EXT_texture_format_BGRA8888] || FeatureAvailable[IRR_GL_APPLE_texture_format_BGRA8888])
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TextureFormats[ECF_A8R8G8B8] = {GL_BGRA, GL_BGRA, GL_UNSIGNED_BYTE};
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if (FeatureAvailable[IRR_GL_OES_texture_half_float]) {
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TextureFormats[ECF_A16B16G16R16F] = {GL_RGBA, GL_RGBA, HALF_FLOAT_OES};
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}
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if (FeatureAvailable[IRR_GL_OES_texture_float]) {
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TextureFormats[ECF_A32B32G32R32F] = {GL_RGBA, GL_RGBA, GL_FLOAT};
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}
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if (FeatureAvailable[IRR_GL_EXT_texture_rg]) {
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TextureFormats[ECF_R8] = {GL_RED, GL_RED, GL_UNSIGNED_BYTE};
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TextureFormats[ECF_R8G8] = {GL_RG, GL_RG, GL_UNSIGNED_BYTE};
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if (FeatureAvailable[IRR_GL_OES_texture_half_float]) {
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TextureFormats[ECF_R16F] = {GL_RED, GL_RED, HALF_FLOAT_OES};
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TextureFormats[ECF_G16R16F] = {GL_RG, GL_RG, HALF_FLOAT_OES};
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}
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if (FeatureAvailable[IRR_GL_OES_texture_float]) {
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TextureFormats[ECF_R32F] = {GL_RED, GL_RED, GL_FLOAT};
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TextureFormats[ECF_G32R32F] = {GL_RG, GL_RG, GL_FLOAT};
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}
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}
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if (FeatureAvailable[IRR_GL_OES_depth_texture]) {
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TextureFormats[ECF_D16] = {GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT};
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// OES_depth_texture includes 32-bit depth texture support.
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TextureFormats[ECF_D32] = {GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT};
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if (FeatureAvailable[IRR_GL_OES_packed_depth_stencil])
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TextureFormats[ECF_D24S8] = {GL_DEPTH_STENCIL, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8};
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}
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}
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const bool MRTSupported = Version.Major >= 3 || queryExtension("GL_EXT_draw_buffers");
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LODBiasSupported = queryExtension("GL_EXT_texture_lod_bias");
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AnisotropicFilterSupported = queryExtension("GL_EXT_texture_filter_anisotropic");
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BlendMinMaxSupported = (Version.Major >= 3) || FeatureAvailable[IRR_GL_EXT_blend_minmax];
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TextureMultisampleSupported = isVersionAtLeast(3, 1);
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Texture2DArraySupported = Version.Major >= 3 || queryExtension("GL_EXT_texture_array");
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KHRDebugSupported = queryExtension("GL_KHR_debug");
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if (KHRDebugSupported)
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MaxLabelLength = GetInteger(GL.MAX_LABEL_LENGTH);
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// COGLESCoreExtensionHandler::Feature
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static_assert(MATERIAL_MAX_TEXTURES <= 8, "Only up to 8 textures are guaranteed");
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Feature.BlendOperation = true;
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Feature.TexStorage = Version.Major >= 3 || queryExtension("GL_ARB_texture_storage");
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Feature.ColorAttachment = 1;
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if (MRTSupported)
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Feature.ColorAttachment = GetInteger(GL_MAX_COLOR_ATTACHMENTS);
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Feature.MaxTextureUnits = MATERIAL_MAX_TEXTURES;
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if (MRTSupported)
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Feature.MultipleRenderTarget = GetInteger(GL_MAX_DRAW_BUFFERS);
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// COGLESCoreExtensionHandler
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if (AnisotropicFilterSupported)
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MaxAnisotropy = GetInteger(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT);
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if (Version.Major >= 3 || queryExtension("GL_EXT_draw_range_elements"))
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MaxIndices = GetInteger(GL_MAX_ELEMENTS_INDICES);
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MaxTextureSize = GetInteger(GL_MAX_TEXTURE_SIZE);
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if (Texture2DArraySupported)
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MaxArrayTextureLayers = GetInteger(GL_MAX_ARRAY_TEXTURE_LAYERS);
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if (LODBiasSupported)
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GL.GetFloatv(GL_MAX_TEXTURE_LOD_BIAS, &MaxTextureLODBias);
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GL.GetFloatv(GL_ALIASED_LINE_WIDTH_RANGE, DimAliasedLine);
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GL.GetFloatv(GL_ALIASED_POINT_SIZE_RANGE, DimAliasedPoint);
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}
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IVideoDriver *createOGLES2Driver(const SIrrlichtCreationParameters ¶ms, io::IFileSystem *io, IContextManager *contextManager)
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{
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os::Printer::log("Using COpenGLES2Driver", ELL_INFORMATION);
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COpenGLES2Driver *driver = new COpenGLES2Driver(params, io, contextManager);
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driver->genericDriverInit(params.WindowSize, params.Stencilbuffer); // don't call in constructor, it uses virtual function calls of driver
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return driver;
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}
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}
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}
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