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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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#include "Magnum/Context.h"
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#include <algorithm>
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#include "Magnum/Extensions.h"
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#include "Magnum/Math/Range.h"
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namespace Magnum {
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namespace {
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std::vector<std::string> KnownWorkarounds{
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/* Creating core context with specific version on AMD and NV
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proprietary drivers causes the context to be forced to given
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version instead of selecting latest available version */
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"amd-nv-no-forward-compatible-core-context"
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};
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}
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namespace Implementation {
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/* Used in Shader.cpp (duh) */
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bool isShaderCompilationLogEmpty(const std::string&);
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bool isShaderCompilationLogEmpty(const std::string& result) {
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#if defined(CORRADE_TARGET_WINDOWS) && !defined(MAGNUM_TARGET_GLES)
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/* Intel Windows drivers are too chatty */
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if((Context::current()->detectedDriver() & Context::DetectedDriver::IntelWindows) && result == "No errors.\n")
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return true;
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#else
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static_cast<void>(result);
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#endif
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return false;
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}
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/* Used in AbstractShaderProgram.cpp (duh) */
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bool isProgramLinkLogEmpty(const std::string&);
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bool isProgramLinkLogEmpty(const std::string& result) {
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#if defined(CORRADE_TARGET_WINDOWS) && !defined(MAGNUM_TARGET_GLES)
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/* Intel Windows drivers are too chatty */
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if((Context::current()->detectedDriver() & Context::DetectedDriver::IntelWindows) && result == "No errors.\n")
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return true;
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#else
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static_cast<void>(result);
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#endif
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return false;
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}
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}
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auto Context::detectedDriver() -> DetectedDrivers {
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if(_detectedDrivers) return *_detectedDrivers;
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_detectedDrivers = DetectedDrivers{};
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const std::string vendor = vendorString();
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#ifndef MAGNUM_TARGET_GLES
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/* AMD binary desktop drivers */
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if(vendor.find("ATI Technologies Inc.") != std::string::npos)
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return *_detectedDrivers |= DetectedDriver::AMD;
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#ifdef CORRADE_TARGET_WINDOWS
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/* Intel Windows drivers */
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if(vendor.find("Intel") != std::string::npos)
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return *_detectedDrivers |= DetectedDriver::IntelWindows;
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#endif
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#endif
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/** @todo there is also D3D9/D3D11 distinction on webglreport.com, is it useful? */
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#ifdef MAGNUM_TARGET_GLES
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/* OpenGL ES implementation using ANGLE. Taken from these sources:
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http://stackoverflow.com/a/20149090
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http://webglreport.com
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*/
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{
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Range1Di range;
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glGetIntegerv(GL_ALIASED_LINE_WIDTH_RANGE, range.data());
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if(range.min() == 1 && range.max() == 1 && vendor != "Internet Explorer")
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return *_detectedDrivers |= DetectedDriver::ProbablyAngle;
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}
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#endif
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return *_detectedDrivers;
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}
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void Context::disableDriverWorkaround(const std::string& workaround) {
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/* Ignore unknown workarounds */
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if(std::find(KnownWorkarounds.begin(), KnownWorkarounds.end(), workaround) == KnownWorkarounds.end()) return;
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_driverWorkarounds.emplace_back(workaround, true);
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}
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bool Context::isDriverWorkaroundDisabled(const std::string& workaround) {
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CORRADE_INTERNAL_ASSERT(std::find(KnownWorkarounds.begin(), KnownWorkarounds.end(), workaround) != KnownWorkarounds.end());
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/* If the workaround was already asked for or disabled, return its state,
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otherwise add it to the list as used one */
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for(const auto& i: _driverWorkarounds)
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if(i.first == workaround) return i.second;
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_driverWorkarounds.emplace_back(workaround, false);
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return false;
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}
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void Context::setupDriverWorkarounds() {
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#define _setRequiredVersion(extension, version) \
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if(_extensionRequiredVersion[Extensions::extension::Index] < Version::version) \
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_extensionRequiredVersion[Extensions::extension::Index] = Version::version
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#ifndef MAGNUM_TARGET_GLES
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/* This extension causes crash in GLSL compiler on AMD linux drivers 13.251 */
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if(detectedDriver() & DetectedDriver::AMD)
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_setRequiredVersion(GL::ARB::explicit_uniform_location, None);
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#ifdef CORRADE_TARGET_WINDOWS
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/* On Windows Intel drivers ARB_shading_language_420pack is exposed in GLSL
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even that the extension (e.g. binding keyword) is not supported */
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if((detectedDriver() & DetectedDriver::IntelWindows) && !isExtensionSupported<Extensions::GL::ARB::shading_language_420pack>())
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_setRequiredVersion(GL::ARB::shading_language_420pack, None);
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#endif
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/* Layout qualifier causes compiler error with GLSL 1.20 on Mesa, GLSL 1.30
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on NVidia and 1.40 on Mac OS X */
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/** @todo Different version on different vendors? */
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_setRequiredVersion(GL::ARB::explicit_attrib_location, GL320);
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_setRequiredVersion(GL::ARB::explicit_uniform_location, GL320);
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_setRequiredVersion(GL::ARB::shading_language_420pack, GL320);
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#endif
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/* Disable extensions not available on NaCl */
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#ifdef CORRADE_TARGET_NACL
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_setRequiredVersion(GL::EXT::multi_draw_arrays, None);
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_setRequiredVersion(GL::EXT::debug_label, None);
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_setRequiredVersion(GL::EXT::debug_marker, None);
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_setRequiredVersion(GL::EXT::disjoint_timer_query, None);
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_setRequiredVersion(GL::EXT::separate_shader_objects, None);
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_setRequiredVersion(GL::EXT::multisampled_render_to_texture, None);
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_setRequiredVersion(GL::EXT::robustness, None);
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_setRequiredVersion(GL::KHR::debug, None);
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_setRequiredVersion(GL::NV::read_buffer_front, None);
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_setRequiredVersion(GL::OES::mapbuffer, None);
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_setRequiredVersion(GL::ANGLE::framebuffer_blit, None);
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_setRequiredVersion(GL::ANGLE::framebuffer_multisample, None);
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_setRequiredVersion(GL::ANGLE::instanced_arrays, None);
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_setRequiredVersion(GL::APPLE::framebuffer_multisample, None);
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_setRequiredVersion(GL::EXT::discard_framebuffer, None);
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_setRequiredVersion(GL::EXT::blend_minmax, None);
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_setRequiredVersion(GL::EXT::texture_storage, None);
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_setRequiredVersion(GL::EXT::map_buffer_range, None);
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_setRequiredVersion(GL::EXT::instanced_arrays, None);
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_setRequiredVersion(GL::EXT::draw_instanced, None);
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_setRequiredVersion(GL::NV::draw_buffers, None);
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_setRequiredVersion(GL::NV::fbo_color_attachments, None); // ??
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_setRequiredVersion(GL::NV::read_buffer, None);
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_setRequiredVersion(GL::NV::draw_instanced, None);
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_setRequiredVersion(GL::NV::framebuffer_blit, None);
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_setRequiredVersion(GL::NV::framebuffer_multisample, None);
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_setRequiredVersion(GL::NV::instanced_arrays, None);
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_setRequiredVersion(GL::OES::texture_3D, None);
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_setRequiredVersion(GL::OES::vertex_array_object, None);
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#endif
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#undef _setRequiredVersion
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}
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}
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