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/*************************************************************************/
/* config.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef CONFIG_GLES3_H
#define CONFIG_GLES3_H
#ifdef GLES3_ENABLED
#include "core/string/ustring.h"
#include "core/templates/hash_set.h"
// This must come first to avoid windows.h mess
#include "platform_config.h"
#ifndef OPENGL_INCLUDE_H
#include <GLES3/gl3.h>
#else
#include OPENGL_INCLUDE_H
#endif
namespace GLES3 {
class Config {
private:
static Config *singleton;
public:
bool use_nearest_mip_filter = false;
bool use_skeleton_software = false;
int max_vertex_texture_image_units = 0;
int max_texture_image_units = 0;
int max_texture_size = 0;
int max_uniform_buffer_size = 0;
int max_renderable_elements = 0;
int max_renderable_lights = 0;
int max_lights_per_object = 0;
// TODO implement wireframe in OpenGL
// bool generate_wireframes;
HashSet<String> extensions;
bool float_texture_supported = false;
bool s3tc_supported = false;
bool latc_supported = false;
bool rgtc_supported = false;
bool bptc_supported = false;
bool etc_supported = false;
bool etc2_supported = false;
bool srgb_decode_supported = false;
bool keep_original_textures = false;
bool force_vertex_shading = false;
bool use_rgba_2d_shadows = false;
bool use_rgba_3d_shadows = false;
bool support_32_bits_indices = false;
bool support_write_depth = false;
bool support_npot_repeat_mipmap = false;
bool support_depth_cubemaps = false;
bool support_shadow_cubemaps = false;
bool support_anisotropic_filter = false;
float anisotropic_level = 0.0f;
GLuint depth_internalformat = 0;
GLuint depth_type = 0;
GLuint depth_buffer_internalformat = 0;
// in some cases the legacy render didn't orphan. We will mark these
// so the user can switch orphaning off for them.
bool should_orphan = true;
bool use_depth_prepass = true;
static Config *get_singleton() { return singleton; };
Config();
~Config();
};
} // namespace GLES3
#endif // GLES3_ENABLED
#endif // !CONFIG_GLES3_H
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