/*************************************************************************/ /* config.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifdef GLES3_ENABLED #include "config.h" #include "core/templates/vector.h" using namespace GLES3; Config *Config::singleton = nullptr; Config::Config() { singleton = this; { const GLubyte *extension_string = glGetString(GL_EXTENSIONS); Vector exts = String((const char *)extension_string).split(" "); for (int i = 0; i < exts.size(); i++) { extensions.insert(exts[i]); } } keep_original_textures = true; // false shrink_textures_x2 = false; depth_internalformat = GL_DEPTH_COMPONENT; depth_type = GL_UNSIGNED_INT; #ifdef GLES_OVER_GL float_texture_supported = true; s3tc_supported = true; etc_supported = false; support_npot_repeat_mipmap = true; depth_buffer_internalformat = GL_DEPTH_COMPONENT24; #else float_texture_supported = extensions.has("GL_ARB_texture_float") || extensions.has("GL_OES_texture_float"); s3tc_supported = extensions.has("GL_EXT_texture_compression_s3tc") || extensions.has("WEBGL_compressed_texture_s3tc"); etc_supported = extensions.has("GL_OES_compressed_ETC1_RGB8_texture") || extensions.has("WEBGL_compressed_texture_etc1"); support_npot_repeat_mipmap = extensions.has("GL_OES_texture_npot"); #ifdef JAVASCRIPT_ENABLED // RenderBuffer internal format must be 16 bits in WebGL, // but depth_texture should default to 32 always // if the implementation doesn't support 32, it should just quietly use 16 instead // https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/ depth_buffer_internalformat = GL_DEPTH_COMPONENT16; depth_type = GL_UNSIGNED_INT; #else // on mobile check for 24 bit depth support for RenderBufferStorage if (extensions.has("GL_OES_depth24")) { depth_buffer_internalformat = _DEPTH_COMPONENT24_OES; depth_type = GL_UNSIGNED_INT; } else { depth_buffer_internalformat = GL_DEPTH_COMPONENT16; depth_type = GL_UNSIGNED_SHORT; } #endif #endif #ifdef GLES_OVER_GL //TODO: causes huge problems with desktop video drivers. Making false for now, needs to be true to render SCREEN_TEXTURE mipmaps render_to_mipmap_supported = false; #else //check if mipmaps can be used for SCREEN_TEXTURE and Glow on Mobile and web platforms render_to_mipmap_supported = extensions.has("GL_OES_fbo_render_mipmap") && extensions.has("GL_EXT_texture_lod"); #endif #ifdef GLES_OVER_GL use_rgba_2d_shadows = false; support_depth_texture = true; use_rgba_3d_shadows = false; support_depth_cubemaps = true; #else use_rgba_2d_shadows = !(float_texture_supported && extensions.has("GL_EXT_texture_rg")); support_depth_texture = extensions.has("GL_OES_depth_texture") || extensions.has("WEBGL_depth_texture"); use_rgba_3d_shadows = !support_depth_texture; support_depth_cubemaps = extensions.has("GL_OES_depth_texture_cube_map"); #endif #ifdef GLES_OVER_GL support_32_bits_indices = true; #else support_32_bits_indices = extensions.has("GL_OES_element_index_uint"); #endif #ifdef GLES_OVER_GL support_write_depth = true; #elif defined(JAVASCRIPT_ENABLED) support_write_depth = false; #else support_write_depth = extensions.has("GL_EXT_frag_depth"); #endif support_half_float_vertices = true; //every platform should support this except web, iOS has issues with their support, so add option to disable #ifdef JAVASCRIPT_ENABLED support_half_float_vertices = false; #endif bool disable_half_float = false; //GLOBAL_GET("rendering/opengl/compatibility/disable_half_float"); if (disable_half_float) { support_half_float_vertices = false; } etc_supported = extensions.has("GL_OES_compressed_ETC1_RGB8_texture"); latc_supported = extensions.has("GL_EXT_texture_compression_latc"); bptc_supported = extensions.has("GL_ARB_texture_compression_bptc"); rgtc_supported = extensions.has("GL_EXT_texture_compression_rgtc") || extensions.has("GL_ARB_texture_compression_rgtc") || extensions.has("EXT_texture_compression_rgtc"); bptc_supported = extensions.has("GL_ARB_texture_compression_bptc") || extensions.has("EXT_texture_compression_bptc"); srgb_decode_supported = extensions.has("GL_EXT_texture_sRGB_decode"); glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &max_vertex_texture_image_units); glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_texture_image_units); glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size); force_vertex_shading = false; //GLOBAL_GET("rendering/quality/shading/force_vertex_shading"); use_fast_texture_filter = false; //GLOBAL_GET("rendering/quality/filters/use_nearest_mipmap_filter"); // should_orphan = GLOBAL_GET("rendering/options/api_usage_legacy/orphan_buffers"); } Config::~Config() { singleton = nullptr; } #endif // GLES3_ENABLED