コード例 #1
1
ファイル: OpenGL4.cpp プロジェクト: 1vanK/AHRUnrealEngine
void FOpenGL4::ProcessExtensions( const FString& ExtensionsString )
{
    int32 MajorVersion =0;
    int32 MinorVersion =0;
 
	FString Version = ANSI_TO_TCHAR((const ANSICHAR*)glGetString(GL_VERSION));
	FString MajorString, MinorString;
	if (Version.Split(TEXT("."), &MajorString, &MinorString))
	{
		MajorVersion = FCString::Atoi(*MajorString);
		MinorVersion = FCString::Atoi(*MinorString);
	}
	check(MajorVersion!=0);


	bSupportsGPUMemoryInfo = ExtensionsString.Contains(TEXT("GL_NVX_gpu_memory_info"));
	bSupportsComputeShaders = ExtensionsString.Contains(TEXT("GL_ARB_compute_shader")) || (MajorVersion ==4 && MinorVersion >= 3) || (MajorVersion > 4);
	bSupportsVertexAttribBinding = ExtensionsString.Contains(TEXT("GL_ARB_vertex_attrib_binding")) || (MajorVersion == 4 && MinorVersion >= 3) || (MajorVersion > 4);
	bSupportsTextureView = ExtensionsString.Contains(TEXT("GL_ARB_texture_view")) || (MajorVersion == 4 && MinorVersion >= 3) || (MajorVersion > 4);

	//Process Queries after extensions to avoid queries that use functionality that might not be present
	ProcessQueryGLInt();

	FOpenGL3::ProcessExtensions(ExtensionsString);
}
コード例 #2
0
ファイル: OpenGLES2.cpp プロジェクト: kidaa/UnrealEngineVR
void FOpenGLES2::ProcessExtensions( const FString& ExtensionsString )
{
	ProcessQueryGLInt();
	FOpenGLBase::ProcessExtensions(ExtensionsString);

	bSupportsMapBuffer = ExtensionsString.Contains(TEXT("GL_OES_mapbuffer"));
	bSupportsDepthTexture = ExtensionsString.Contains(TEXT("GL_OES_depth_texture"));
	bSupportsOcclusionQueries = ExtensionsString.Contains(TEXT("GL_ARB_occlusion_query2")) || ExtensionsString.Contains(TEXT("GL_EXT_occlusion_query_boolean"));
	bSupportsDisjointTimeQueries = ExtensionsString.Contains(TEXT("GL_EXT_disjoint_timer_query")) || ExtensionsString.Contains(TEXT("GL_NV_timer_query"));
	bTimerQueryCanBeDisjoint = !ExtensionsString.Contains(TEXT("GL_NV_timer_query"));
	bSupportsRGBA8 = ExtensionsString.Contains(TEXT("GL_OES_rgb8_rgba8"));
	bSupportsBGRA8888 = ExtensionsString.Contains(TEXT("GL_APPLE_texture_format_BGRA8888")) || ExtensionsString.Contains(TEXT("GL_IMG_texture_format_BGRA8888")) || ExtensionsString.Contains(TEXT("GL_EXT_texture_format_BGRA8888"));
	bSupportsVertexHalfFloat = ExtensionsString.Contains(TEXT("GL_OES_vertex_half_float"));
	bSupportsTextureFloat = ExtensionsString.Contains(TEXT("GL_OES_texture_float"));
	bSupportsTextureHalfFloat = ExtensionsString.Contains(TEXT("GL_OES_texture_half_float"));
	bSupportsSGRB = ExtensionsString.Contains(TEXT("GL_EXT_sRGB"));
	bSupportsColorBufferHalfFloat = ExtensionsString.Contains(TEXT("GL_EXT_color_buffer_half_float"));
	bSupportsShaderFramebufferFetch = ExtensionsString.Contains(TEXT("GL_EXT_shader_framebuffer_fetch")) || ExtensionsString.Contains(TEXT("GL_NV_shader_framebuffer_fetch"));
	bSupportsMultisampledRenderToTexture = ExtensionsString.Contains(TEXT("GL_EXT_multisampled_render_to_texture"));
	// @todo ios7: SRGB support does not work with our texture format setup (ES2 docs indicate that internalFormat and format must match, but they don't at all with sRGB enabled)
	//             One possible solution us to use GLFormat.InternalFormat[bSRGB] instead of GLFormat.Format
	bSupportsSGRB = false;//ExtensionsString.Contains(TEXT("GL_EXT_sRGB"));
	bSupportsDXT = ExtensionsString.Contains(TEXT("GL_NV_texture_compression_s3tc")) || ExtensionsString.Contains(TEXT("GL_EXT_texture_compression_s3tc"));
	bSupportsPVRTC = ExtensionsString.Contains(TEXT("GL_IMG_texture_compression_pvrtc")) ;
	bSupportsATITC = ExtensionsString.Contains(TEXT("GL_ATI_texture_compression_atitc")) || ExtensionsString.Contains(TEXT("GL_AMD_compressed_ATC_texture"));
	bSupportsETC1 = ExtensionsString.Contains(TEXT("GL_OES_compressed_ETC1_RGB8_texture"));
	bSupportsVertexArrayObjects = ExtensionsString.Contains(TEXT("GL_OES_vertex_array_object")) ;
	bSupportsDiscardFrameBuffer = ExtensionsString.Contains(TEXT("GL_EXT_discard_framebuffer"));
	bSupportsNVFrameBufferBlit = ExtensionsString.Contains(TEXT("GL_NV_framebuffer_blit"));
	bSupportsPackedDepthStencil = ExtensionsString.Contains(TEXT("GL_OES_packed_depth_stencil"));
	bSupportsShaderTextureLod = ExtensionsString.Contains(TEXT("GL_EXT_shader_texture_lod"));
	bSupportsTextureStorageEXT = ExtensionsString.Contains(TEXT("GL_EXT_texture_storage"));
	bSupportsCopyTextureLevels = bSupportsTextureStorageEXT && ExtensionsString.Contains(TEXT("GL_APPLE_copy_texture_levels"));
	bSupportsTextureNPOT = ExtensionsString.Contains(TEXT("GL_OES_texture_npot")) || ExtensionsString.Contains(TEXT("GL_ARB_texture_non_power_of_two"));
	bSupportsStandardDerivativesExtension = ExtensionsString.Contains(TEXT("GL_OES_standard_derivatives"));
	if (!bSupportsStandardDerivativesExtension)
	{
		UE_LOG(LogRHI, Warning, TEXT("GL_OES_standard_derivatives not supported. There may be rendering errors if materials depend on dFdx, dFdy, or fwidth."));
	}

	// Report shader precision
	int Range[2];
	glGetShaderPrecisionFormat(GL_FRAGMENT_SHADER, GL_LOW_FLOAT, Range, &ShaderLowPrecision);
	glGetShaderPrecisionFormat(GL_FRAGMENT_SHADER, GL_MEDIUM_FLOAT, Range, &ShaderMediumPrecision);
	glGetShaderPrecisionFormat(GL_FRAGMENT_SHADER, GL_HIGH_FLOAT, Range, &ShaderHighPrecision);
	UE_LOG(LogRHI, Log, TEXT("Fragment shader lowp precision: %d"), ShaderLowPrecision);
	UE_LOG(LogRHI, Log, TEXT("Fragment shader mediump precision: %d"), ShaderMediumPrecision);
	UE_LOG(LogRHI, Log, TEXT("Fragment shader highp precision: %d"), ShaderHighPrecision);

	if ( FPlatformMisc::IsDebuggerPresent() && UE_BUILD_DEBUG )
	{
		// Enable GL debug markers if we're running in Xcode
		extern int32 GEmitMeshDrawEvent;
		GEmitMeshDrawEvent = 1;
		GEmitDrawEvents = true;
	}

	// ES2 requires a color attachment when rendering to depth-only.
	GSupportsDepthRenderTargetWithoutColorRenderTarget = false;
}
コード例 #3
0
ファイル: OpenGLES31.cpp プロジェクト: ErwinT6/T6Engine
void FOpenGLES31::ProcessExtensions( const FString& ExtensionsString )
{
	// Version setup first, need to check string for 3 or higher, then can use integer queries
	if (SupportsAdvancedFeatures())
	{
		glGetIntegerv(GL_MAJOR_VERSION, &MajorVersion);
		glGetIntegerv(GL_MINOR_VERSION, &MinorVersion);

		bES2Fallback = false;
		UE_LOG(LogRHI, Log, TEXT("bES2Fallback = false"));
	}
	else
	{
		MajorVersion = 2;
		MinorVersion = 0;
		bES2Fallback = true;
		UE_LOG(LogRHI, Log, TEXT("bES2Fallback = true"));
	}

	bSupportsSeparateAlphaBlend = ExtensionsString.Contains(TEXT("GL_EXT_draw_buffers_indexed"));

	static auto CVarAllowHighQualityLightMaps = IConsoleManager::Get().FindConsoleVariable(TEXT("r.HighQualityLightMaps"));

	if (!bES2Fallback)
	{
		// only supported if we are at a minimum bar
		bSupportsTessellation = ExtensionsString.Contains(TEXT("GL_EXT_tessellation_shader"));
		bSupportsTextureView = ExtensionsString.Contains(TEXT("GL_EXT_texture_view"));
		CVarAllowHighQualityLightMaps->Set(1);
	}
	else
	{
		CVarAllowHighQualityLightMaps->Set(0);
	}

	ProcessQueryGLInt();
	FOpenGLBase::ProcessExtensions(ExtensionsString);

	bSupportsMapBuffer = ExtensionsString.Contains(TEXT("GL_OES_mapbuffer"));
	bSupportsDepthTexture = ExtensionsString.Contains(TEXT("GL_OES_depth_texture"));
	bSupportsOcclusionQueries = ExtensionsString.Contains(TEXT("GL_ARB_occlusion_query2")) || ExtensionsString.Contains(TEXT("GL_EXT_occlusion_query_boolean"));
	bSupportsRGBA8 = ExtensionsString.Contains(TEXT("GL_OES_rgb8_rgba8"));
	bSupportsBGRA8888 = ExtensionsString.Contains(TEXT("GL_APPLE_texture_format_BGRA8888")) || ExtensionsString.Contains(TEXT("GL_IMG_texture_format_BGRA8888")) || ExtensionsString.Contains(TEXT("GL_EXT_texture_format_BGRA8888"));
	bSupportsVertexHalfFloat = ExtensionsString.Contains(TEXT("GL_OES_vertex_half_float"));
	bSupportsTextureFloat = ExtensionsString.Contains(TEXT("GL_OES_texture_float"));
	bSupportsTextureHalfFloat = ExtensionsString.Contains(TEXT("GL_OES_texture_half_float"));
	bSupportsSGRB = ExtensionsString.Contains(TEXT("GL_EXT_sRGB"));
	bSupportsColorBufferHalfFloat = ExtensionsString.Contains(TEXT("GL_EXT_color_buffer_half_float"));
	bSupportsNvImageFormats = ExtensionsString.Contains(TEXT("GL_NV_image_formats"));
	bSupportsShaderFramebufferFetch = ExtensionsString.Contains(TEXT("GL_EXT_shader_framebuffer_fetch")) || ExtensionsString.Contains(TEXT("GL_NV_shader_framebuffer_fetch")) || ExtensionsString.Contains(TEXT("GL_ARM_shader_framebuffer_fetch"));
	bSupportsShaderDepthStencilFetch = ExtensionsString.Contains(TEXT("GL_ARM_shader_framebuffer_fetch_depth_stencil"));
	bSupportsMultisampledRenderToTexture = ExtensionsString.Contains(TEXT("GL_EXT_multisampled_render_to_texture"));
	// @todo es3: SRGB support does not work with our texture format setup (ES2 docs indicate that internalFormat and format must match, but they don't at all with sRGB enabled)
	//             One possible solution us to use GLFormat.InternalFormat[bSRGB] instead of GLFormat.Format
	bSupportsSGRB = false;//ExtensionsString.Contains(TEXT("GL_EXT_sRGB"));
	bSupportsDXT = ExtensionsString.Contains(TEXT("GL_NV_texture_compression_s3tc")) || ExtensionsString.Contains(TEXT("GL_EXT_texture_compression_s3tc"));
	bSupportsPVRTC = ExtensionsString.Contains(TEXT("GL_IMG_texture_compression_pvrtc")) ;
	bSupportsATITC = ExtensionsString.Contains(TEXT("GL_ATI_texture_compression_atitc")) || ExtensionsString.Contains(TEXT("GL_AMD_compressed_ATC_texture"));
	bSupportsETC1 = ExtensionsString.Contains(TEXT("GL_OES_compressed_ETC1_RGB8_texture"));
	bSupportsVertexArrayObjects = ExtensionsString.Contains(TEXT("GL_OES_vertex_array_object")) ;
	bSupportsDiscardFrameBuffer = ExtensionsString.Contains(TEXT("GL_EXT_discard_framebuffer"));
	bSupportsNVFrameBufferBlit = ExtensionsString.Contains(TEXT("GL_NV_framebuffer_blit"));
	bSupportsPackedDepthStencil = ExtensionsString.Contains(TEXT("GL_OES_packed_depth_stencil"));
	bSupportsShaderTextureLod = ExtensionsString.Contains(TEXT("GL_EXT_shader_texture_lod"));
	bSupportsTextureStorageEXT = ExtensionsString.Contains(TEXT("GL_EXT_texture_storage"));
	bSupportsCopyTextureLevels = bSupportsTextureStorageEXT && ExtensionsString.Contains(TEXT("GL_APPLE_copy_texture_levels"));
	bSupportsDisjointTimeQueries = ExtensionsString.Contains(TEXT("GL_EXT_disjoint_timer_query"));// || ExtensionsString.Contains(TEXT("GL_NV_timer_query"));
	bTimerQueryCanBeDisjoint = !ExtensionsString.Contains(TEXT("GL_NV_timer_query"));
	bSupportsNvTimerQuery = ExtensionsString.Contains(TEXT("GL_NV_timer_query"));

	// Report shader precision
	int Range[2];
	glGetShaderPrecisionFormat(GL_FRAGMENT_SHADER, GL_LOW_FLOAT, Range, &ShaderLowPrecision);
	glGetShaderPrecisionFormat(GL_FRAGMENT_SHADER, GL_MEDIUM_FLOAT, Range, &ShaderMediumPrecision);
	glGetShaderPrecisionFormat(GL_FRAGMENT_SHADER, GL_HIGH_FLOAT, Range, &ShaderHighPrecision);
	UE_LOG(LogRHI, Log, TEXT("Fragment shader lowp precision: %d"), ShaderLowPrecision);
	UE_LOG(LogRHI, Log, TEXT("Fragment shader mediump precision: %d"), ShaderMediumPrecision);
	UE_LOG(LogRHI, Log, TEXT("Fragment shader highp precision: %d"), ShaderHighPrecision);
	
	// Test whether the GPU can support volume-texture rendering.
	// There is no API to query this - you just have to test whether a 3D texture is framebuffer-complete.
	if (!bES2Fallback)
	{
		GLuint FrameBuffer;
		glGenFramebuffers(1, &FrameBuffer);
		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FrameBuffer);
		GLuint VolumeTexture;
		glGenTextures(1, &VolumeTexture);
		glBindTexture(GL_TEXTURE_3D, VolumeTexture);
		glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 256, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
		glFramebufferTextureEXT(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, VolumeTexture, 0);

		bSupportsVolumeTextureRendering = (glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);

		glDeleteTextures(1, &VolumeTexture);
		glDeleteFramebuffers(1, &FrameBuffer);
	}

	bSupportsCopyImage = ExtensionsString.Contains(TEXT("GL_EXT_copy_image"));
}
コード例 #4
0
ファイル: OpenGL3.cpp プロジェクト: Tigrouzen/UnrealEngine-4
void FOpenGL3::ProcessExtensions( const FString& ExtensionsString )
{
	ProcessQueryGLInt();
	FOpenGLBase::ProcessExtensions(ExtensionsString);
}