Ejemplo n.º 1
0
void FOpenGLES2::ProcessQueryGLInt()
{
	GLint MaxVertexAttribs;
	LOG_AND_GET_GL_INT(GL_MAX_VERTEX_ATTRIBS, 0, MaxVertexAttribs);
	bNeedsVertexAttribRemap = MaxVertexAttribs < 16;
	if (bNeedsVertexAttribRemap)
	{
		UE_LOG(LogRHI, Warning,
			TEXT("Device reports support for %d vertex attributes, UE4 requires 16. Rendering artifacts may occur."),
			MaxVertexAttribs
			);
	}

	LOG_AND_GET_GL_INT(GL_MAX_VARYING_VECTORS, 0, MaxVaryingVectors);
	LOG_AND_GET_GL_INT(GL_MAX_VERTEX_UNIFORM_VECTORS, 0, MaxVertexUniformComponents);
	LOG_AND_GET_GL_INT(GL_MAX_FRAGMENT_UNIFORM_VECTORS, 0, MaxPixelUniformComponents);

	const GLint RequiredMaxVertexUniformComponents = 256;
	if (MaxVertexUniformComponents < RequiredMaxVertexUniformComponents)
	{
		UE_LOG(LogRHI,Warning,
			TEXT("Device reports support for %d vertex uniform vectors, UE4 requires %d. Rendering artifacts may occur, especially with skeletal meshes. Some drivers, e.g. iOS, report a smaller number than is actually supported."),
			MaxVertexUniformComponents,
			RequiredMaxVertexUniformComponents
			);
	}
	MaxVertexUniformComponents = FMath::Max<GLint>(MaxVertexUniformComponents, RequiredMaxVertexUniformComponents);

	MaxGeometryUniformComponents = 0;

	MaxGeometryTextureImageUnits = 0;
	MaxHullTextureImageUnits = 0;
	MaxDomainTextureImageUnits = 0;
}
Ejemplo n.º 2
0
void FOpenGLES31::ProcessQueryGLInt()
{
	if(bES2Fallback)
	{
		LOG_AND_GET_GL_INT(GL_MAX_VARYING_VECTORS, 0, MaxVaryingVectors);
		LOG_AND_GET_GL_INT(GL_MAX_VERTEX_UNIFORM_VECTORS, 0, MaxVertexUniformComponents);
		LOG_AND_GET_GL_INT(GL_MAX_FRAGMENT_UNIFORM_VECTORS, 0, MaxPixelUniformComponents);
		MaxVaryingVectors *= 4;
		MaxVertexUniformComponents *= 4;
		MaxPixelUniformComponents *= 4;
		MaxGeometryUniformComponents = 0;

		MaxGeometryTextureImageUnits = 0;
		MaxHullTextureImageUnits = 0;
		MaxDomainTextureImageUnits = 0;
	}
	else
	{
		GET_GL_INT(GL_MAX_VARYING_VECTORS, 0, MaxVaryingVectors);
		GET_GL_INT(GL_MAX_VERTEX_UNIFORM_COMPONENTS, 0, MaxVertexUniformComponents);
		GET_GL_INT(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, 0, MaxPixelUniformComponents);
		GET_GL_INT(GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT, 0, MaxGeometryUniformComponents);

		GET_GL_INT(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT, 0, MaxGeometryTextureImageUnits);

		GET_GL_INT(GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS, 0, MaxComputeTextureImageUnits);
		GET_GL_INT(GL_MAX_COMPUTE_UNIFORM_COMPONENTS, 0, MaxComputeUniformComponents);

		if (bSupportsTessellation)
		{
			GET_GL_INT(GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS_EXT, 0, MaxHullUniformComponents);
			GET_GL_INT(GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS_EXT, 0, MaxDomainUniformComponents);
			GET_GL_INT(GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS_EXT, 0, MaxHullTextureImageUnits);
			GET_GL_INT(GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS_EXT, 0, MaxDomainTextureImageUnits);
		}
		else
		{
			MaxHullUniformComponents = 0;
			MaxDomainUniformComponents = 0;
			MaxHullTextureImageUnits = 0;
			MaxDomainTextureImageUnits = 0;
		}
	}
	
	// No timestamps
	//LOG_AND_GET_GL_QUERY_INT(GL_TIMESTAMP, 0, TimestampQueryBits);
}
Ejemplo n.º 3
0
void FOpenGL3::ProcessQueryGLInt()
{
#ifndef __clang__
#define LOG_AND_GET_GL_INT(IntEnum, Default, Dest) do { if (IntEnum) {glGetIntegerv(IntEnum, &Dest);} else {Dest = Default;} /*FPlatformMisc::LowLevelOutputDebugStringf(TEXT("  ") ## TEXT(#IntEnum) ## TEXT(": %d"), Dest);*/ } while(0)
#else
#define LOG_AND_GET_GL_INT(IntEnum, Default, Dest) do { if (IntEnum) {glGetIntegerv(IntEnum, &Dest);} else {Dest = Default;} /*FPlatformMisc::LowLevelOutputDebugStringf(TEXT("  " #IntEnum ": %d"), Dest);*/ } while(0)
#endif
	LOG_AND_GET_GL_INT(GL_MAX_VERTEX_UNIFORM_COMPONENTS, 0, MaxVertexUniformComponents);
	LOG_AND_GET_GL_INT(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, 0, MaxPixelUniformComponents);
	LOG_AND_GET_GL_INT(GL_MAX_GEOMETRY_UNIFORM_COMPONENTS, 0, MaxGeometryUniformComponents);

	LOG_AND_GET_GL_INT(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, 0, MaxGeometryTextureImageUnits);
	LOG_AND_GET_GL_INT(GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS, 0, MaxHullTextureImageUnits);
	LOG_AND_GET_GL_INT(GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS, 0, MaxDomainTextureImageUnits);

#ifndef __clang__
#define LOG_AND_GET_GL_QUERY_INT(IntEnum, Default, Dest) do { if (IntEnum) {glGetQueryiv(IntEnum, GL_QUERY_COUNTER_BITS, &Dest);} else {Dest = Default;} /*FPlatformMisc::LowLevelOutputDebugStringf(TEXT(" GL_QUERY_COUNTER_BITS: ") ## TEXT(#IntEnum) ## TEXT(": %d"), Dest);*/ } while(0)
#else
#define LOG_AND_GET_GL_QUERY_INT(IntEnum, Default, Dest) do { if (IntEnum) {glGetQueryiv(IntEnum, GL_QUERY_COUNTER_BITS, &Dest);} else {Dest = Default;} /*FPlatformMisc::LowLevelOutputDebugStringf(TEXT(" GL_QUERY_COUNTER_BITS: " #IntEnum ": %d"), Dest);*/ } while(0)
#endif
	LOG_AND_GET_GL_QUERY_INT(GL_TIMESTAMP, 0, TimestampQueryBits);
	
#undef LOG_AND_GET_GL_QUERY_INT
#undef LOG_AND_GET_GL_INT
}