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/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015
Vladimír Vondruš <mosra@centrum.cz>
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.
*/
#include "Context.h"
#include <string>
#include <unordered_map>
#include <Corrade/Utility/Arguments.h>
#include <Corrade/Utility/Debug.h>
#include <Corrade/Utility/String.h>
#include "Magnum/AbstractFramebuffer.h"
#include "Magnum/AbstractShaderProgram.h"
#include "Magnum/AbstractTexture.h"
#include "Magnum/Buffer.h"
#ifndef MAGNUM_TARGET_GLES
#include "Magnum/BufferTexture.h"
#endif
#include "Magnum/DefaultFramebuffer.h"
#include "Magnum/Extensions.h"
#include "Magnum/Framebuffer.h"
#include "Magnum/Mesh.h"
#include "Magnum/Renderbuffer.h"
#include "Magnum/Renderer.h"
#include "Implementation/State.h"
#include "Implementation/BufferState.h"
#include "Implementation/FramebufferState.h"
#include "Implementation/MeshState.h"
#include "Implementation/RendererState.h"
#include "Implementation/ShaderProgramState.h"
#include "Implementation/TextureState.h"
#ifndef MAGNUM_TARGET_GLES2
#include "Implementation/TransformFeedbackState.h"
#endif
namespace Magnum {
const std::vector<Extension>& Extension::extensions(Version version) {
#define _extension(prefix, vendor, extension) \
{Extensions::prefix::vendor::extension::Index, Extensions::prefix::vendor::extension::requiredVersion(), Extensions::prefix::vendor::extension::coreVersion(), Extensions::prefix::vendor::extension::string()}
static const std::vector<Extension> empty;
#ifndef MAGNUM_TARGET_GLES
static const std::vector<Extension> extensions{
_extension(GL,AMD,vertex_shader_layer),
_extension(GL,AMD,shader_trinary_minmax),
_extension(GL,ARB,robustness),
_extension(GL,ARB,robustness_isolation),
_extension(GL,ARB,robustness_application_isolation),
_extension(GL,ARB,robustness_share_group_isolation),
_extension(GL,ARB,bindless_texture),
_extension(GL,ARB,compute_variable_group_size),
_extension(GL,ARB,indirect_parameters),
_extension(GL,ARB,seamless_cubemap_per_texture),
_extension(GL,ARB,shader_draw_parameters),
_extension(GL,ARB,shader_group_vote),
_extension(GL,ARB,sparse_texture),
_extension(GL,ARB,pipeline_statistics_query),
_extension(GL,ARB,sparse_buffer),
_extension(GL,ARB,transform_feedback_overflow_query),
_extension(GL,ATI,texture_mirror_once),
_extension(GL,EXT,texture_filter_anisotropic),
_extension(GL,EXT,texture_compression_s3tc),
_extension(GL,EXT,texture_mirror_clamp),
_extension(GL,EXT,direct_state_access),
_extension(GL,EXT,texture_sRGB_decode),
_extension(GL,EXT,shader_integer_mix),
_extension(GL,EXT,debug_label),
_extension(GL,EXT,debug_marker),
_extension(GL,GREMEDY,string_marker),
_extension(GL,KHR,texture_compression_astc_ldr),
_extension(GL,KHR,texture_compression_astc_hdr),
_extension(GL,KHR,blend_equation_advanced),
_extension(GL,KHR,blend_equation_advanced_coherent)};
static const std::vector<Extension> extensions300{
_extension(GL,ARB,map_buffer_range),
_extension(GL,ARB,color_buffer_float),
_extension(GL,ARB,half_float_pixel),
_extension(GL,ARB,texture_float),
_extension(GL,ARB,depth_buffer_float),
_extension(GL,ARB,texture_rg),
_extension(GL,ARB,vertex_array_object),
_extension(GL,ARB,framebuffer_object),
_extension(GL,ARB,framebuffer_sRGB),
_extension(GL,ARB,half_float_vertex),
_extension(GL,EXT,gpu_shader4),
_extension(GL,EXT,packed_float),
_extension(GL,EXT,texture_array),
_extension(GL,EXT,texture_compression_rgtc),
_extension(GL,EXT,texture_shared_exponent),
_extension(GL,EXT,draw_buffers2),
_extension(GL,EXT,texture_integer),
_extension(GL,EXT,transform_feedback),
_extension(GL,NV,depth_buffer_float),
_extension(GL,NV,conditional_render)};
static const std::vector<Extension> extensions310{
_extension(GL,ARB,texture_rectangle),
_extension(GL,ARB,draw_instanced),
_extension(GL,ARB,texture_buffer_object),
_extension(GL,ARB,uniform_buffer_object),
_extension(GL,ARB,copy_buffer),
_extension(GL,EXT,texture_snorm),
_extension(GL,NV,primitive_restart)};
static const std::vector<Extension> extensions320{
_extension(GL,ARB,geometry_shader4),
_extension(GL,ARB,depth_clamp),
_extension(GL,ARB,draw_elements_base_vertex),
_extension(GL,ARB,fragment_coord_conventions),
_extension(GL,ARB,provoking_vertex),
_extension(GL,ARB,seamless_cube_map),
_extension(GL,ARB,sync),
_extension(GL,ARB,texture_multisample),
_extension(GL,ARB,vertex_array_bgra)};
static const std::vector<Extension> extensions330{
_extension(GL,ARB,instanced_arrays),
_extension(GL,ARB,blend_func_extended),
_extension(GL,ARB,explicit_attrib_location),
_extension(GL,ARB,occlusion_query2),
_extension(GL,ARB,sampler_objects),
_extension(GL,ARB,shader_bit_encoding),
_extension(GL,ARB,texture_rgb10_a2ui),
_extension(GL,ARB,texture_swizzle),
_extension(GL,ARB,timer_query),
_extension(GL,ARB,vertex_type_2_10_10_10_rev)};
static const std::vector<Extension> extensions400{
_extension(GL,ARB,draw_buffers_blend),
_extension(GL,ARB,sample_shading),
_extension(GL,ARB,texture_cube_map_array),
_extension(GL,ARB,texture_gather),
_extension(GL,ARB,texture_query_lod),
_extension(GL,ARB,draw_indirect),
_extension(GL,ARB,gpu_shader5),
_extension(GL,ARB,gpu_shader_fp64),
_extension(GL,ARB,shader_subroutine),
_extension(GL,ARB,tessellation_shader),
_extension(GL,ARB,texture_buffer_object_rgb32),
_extension(GL,ARB,transform_feedback2),
_extension(GL,ARB,transform_feedback3)};
static const std::vector<Extension> extensions410{
_extension(GL,ARB,ES2_compatibility),
_extension(GL,ARB,get_program_binary),
_extension(GL,ARB,separate_shader_objects),
_extension(GL,ARB,shader_precision),
_extension(GL,ARB,vertex_attrib_64bit),
_extension(GL,ARB,viewport_array)};
static const std::vector<Extension> extensions420{
_extension(GL,ARB,texture_compression_bptc),
_extension(GL,ARB,base_instance),
_extension(GL,ARB,shading_language_420pack),
_extension(GL,ARB,transform_feedback_instanced),
_extension(GL,ARB,compressed_texture_pixel_storage),
_extension(GL,ARB,conservative_depth),
_extension(GL,ARB,internalformat_query),
_extension(GL,ARB,map_buffer_alignment),
_extension(GL,ARB,shader_atomic_counters),
_extension(GL,ARB,shader_image_load_store),
/* Mentioned in GLSL 4.20 specs as newly added */
_extension(GL,ARB,shading_language_packing),
_extension(GL,ARB,texture_storage)};
static const std::vector<Extension> extensions430{
_extension(GL,ARB,arrays_of_arrays),
_extension(GL,ARB,ES3_compatibility),
_extension(GL,ARB,clear_buffer_object),
_extension(GL,ARB,compute_shader),
_extension(GL,ARB,copy_image),
_extension(GL,ARB,explicit_uniform_location),
_extension(GL,ARB,fragment_layer_viewport),
_extension(GL,ARB,framebuffer_no_attachments),
_extension(GL,ARB,internalformat_query2),
_extension(GL,ARB,invalidate_subdata),
_extension(GL,ARB,multi_draw_indirect),
_extension(GL,ARB,program_interface_query),
_extension(GL,ARB,robust_buffer_access_behavior),
_extension(GL,ARB,shader_image_size),
_extension(GL,ARB,shader_storage_buffer_object),
_extension(GL,ARB,stencil_texturing),
_extension(GL,ARB,texture_buffer_range),
_extension(GL,ARB,texture_query_levels),
_extension(GL,ARB,texture_storage_multisample),
_extension(GL,ARB,texture_view),
_extension(GL,ARB,vertex_attrib_binding),
_extension(GL,KHR,debug)};
static const std::vector<Extension> extensions440{
_extension(GL,ARB,buffer_storage),
_extension(GL,ARB,clear_texture),
_extension(GL,ARB,enhanced_layouts),
_extension(GL,ARB,multi_bind),
_extension(GL,ARB,query_buffer_object),
_extension(GL,ARB,texture_mirror_clamp_to_edge),
_extension(GL,ARB,texture_stencil8),
_extension(GL,ARB,vertex_type_10f_11f_11f_rev)};
static const std::vector<Extension> extensions450{
_extension(GL,ARB,ES3_1_compatibility),
_extension(GL,ARB,clip_control),
_extension(GL,ARB,conditional_render_inverted),
_extension(GL,ARB,cull_distance),
_extension(GL,ARB,derivative_control),
_extension(GL,ARB,direct_state_access),
_extension(GL,ARB,get_texture_sub_image),
_extension(GL,ARB,shader_texture_image_samples),
_extension(GL,ARB,texture_barrier),
_extension(GL,KHR,context_flush_control),
_extension(GL,KHR,robustness)};
#elif defined(MAGNUM_TARGET_WEBGL)
static const std::vector<Extension> extensions{
_extension(GL,EXT,texture_filter_anisotropic),
_extension(GL,EXT,sRGB),
_extension(GL,EXT,disjoint_timer_query)};
#ifdef MAGNUM_TARGET_GLES2
static const std::vector<Extension> extensionsES300{
_extension(GL,ANGLE,instanced_arrays),
_extension(GL,EXT,blend_minmax),
_extension(GL,EXT,shader_texture_lod),
_extension(GL,OES,texture_float),
_extension(GL,OES,texture_half_float),
_extension(GL,OES,standard_derivatives),
_extension(GL,OES,vertex_array_object),
_extension(GL,OES,element_index_uint),
_extension(GL,OES,texture_float_linear),
_extension(GL,OES,texture_half_float_linear),
_extension(GL,WEBGL,compressed_texture_s3tc),
_extension(GL,WEBGL,depth_texture),
_extension(GL,WEBGL,draw_buffers)};
#endif
#else
static const std::vector<Extension> extensions{
#ifndef MAGNUM_TARGET_GLES2
_extension(GL,ANDROID,extension_pack_es31a),
#endif
_extension(GL,APPLE,texture_format_BGRA8888),
#ifdef CORRADE_TARGET_NACL
_extension(GL,CHROMIUM,map_sub),
#endif
_extension(GL,EXT,texture_filter_anisotropic),
_extension(GL,EXT,texture_format_BGRA8888),
_extension(GL,EXT,read_format_bgra),
_extension(GL,EXT,multi_draw_arrays),
_extension(GL,EXT,debug_label),
_extension(GL,EXT,debug_marker),
_extension(GL,EXT,disjoint_timer_query),
_extension(GL,EXT,texture_sRGB_decode),
_extension(GL,EXT,sRGB_write_control),
_extension(GL,EXT,texture_compression_s3tc),
#ifndef MAGNUM_TARGET_GLES2
_extension(GL,EXT,shader_integer_mix),
_extension(GL,EXT,copy_image),
#endif
_extension(GL,EXT,draw_buffers_indexed),
#ifndef MAGNUM_TARGET_GLES2
_extension(GL,EXT,geometry_shader),
_extension(GL,EXT,gpu_shader5),
_extension(GL,EXT,shader_io_blocks),
_extension(GL,EXT,tessellation_shader),
#endif
_extension(GL,EXT,texture_border_clamp),
#ifndef MAGNUM_TARGET_GLES2
_extension(GL,EXT,texture_buffer),
_extension(GL,EXT,texture_cube_map_array),
_extension(GL,EXT,primitive_bounding_box),
#endif
_extension(GL,EXT,separate_shader_objects),
_extension(GL,EXT,multisampled_render_to_texture),
_extension(GL,EXT,robustness),
_extension(GL,KHR,texture_compression_astc_ldr),
_extension(GL,KHR,texture_compression_astc_hdr),
_extension(GL,KHR,debug),
_extension(GL,KHR,blend_equation_advanced),
_extension(GL,KHR,blend_equation_advanced_coherent),
_extension(GL,KHR,robustness),
_extension(GL,KHR,robust_buffer_access_behavior),
_extension(GL,KHR,context_flush_control),
_extension(GL,NV,read_buffer_front),
_extension(GL,NV,read_depth),
_extension(GL,NV,read_stencil),
_extension(GL,NV,read_depth_stencil),
_extension(GL,NV,texture_border_clamp),
#ifndef MAGNUM_TARGET_GLES2
_extension(GL,NV,shader_noperspective_interpolation),
#endif
_extension(GL,NV,polygon_mode),
_extension(GL,OES,depth32),
_extension(GL,OES,mapbuffer),
_extension(GL,OES,stencil1),
_extension(GL,OES,stencil4),
#ifndef MAGNUM_TARGET_GLES2
_extension(GL,OES,sample_shading),
_extension(GL,OES,sample_variables),
_extension(GL,OES,shader_image_atomic),
_extension(GL,OES,shader_multisample_interpolation),
#endif
_extension(GL,OES,texture_stencil8),
#ifndef MAGNUM_TARGET_GLES2
_extension(GL,OES,texture_storage_multisample_2d_array)
#endif
};
#ifdef MAGNUM_TARGET_GLES2
static const std::vector<Extension> extensionsES300{
_extension(GL,ANGLE,framebuffer_blit),
_extension(GL,ANGLE,framebuffer_multisample),
_extension(GL,ANGLE,instanced_arrays),
_extension(GL,ANGLE,depth_texture),
_extension(GL,APPLE,framebuffer_multisample),
_extension(GL,APPLE,texture_max_level),
_extension(GL,ARM,rgba8),
_extension(GL,EXT,texture_type_2_10_10_10_REV),
_extension(GL,EXT,discard_framebuffer),
_extension(GL,EXT,blend_minmax),
_extension(GL,EXT,shader_texture_lod),
_extension(GL,EXT,unpack_subimage),
_extension(GL,EXT,occlusion_query_boolean),
_extension(GL,EXT,shadow_samplers),
_extension(GL,EXT,texture_rg),
_extension(GL,EXT,sRGB),
_extension(GL,EXT,texture_storage),
_extension(GL,EXT,map_buffer_range),
_extension(GL,EXT,draw_buffers),
_extension(GL,EXT,instanced_arrays),
_extension(GL,EXT,draw_instanced),
_extension(GL,NV,draw_buffers),
_extension(GL,NV,fbo_color_attachments),
_extension(GL,NV,read_buffer),
_extension(GL,NV,pack_subimage),
_extension(GL,NV,draw_instanced),
_extension(GL,NV,framebuffer_blit),
_extension(GL,NV,framebuffer_multisample),
_extension(GL,NV,instanced_arrays),
_extension(GL,NV,shadow_samplers_array),
_extension(GL,NV,shadow_samplers_cube),
_extension(GL,OES,depth24),
_extension(GL,OES,element_index_uint),
_extension(GL,OES,rgb8_rgba8),
_extension(GL,OES,texture_3D),
_extension(GL,OES,texture_half_float_linear),
_extension(GL,OES,texture_float_linear),
_extension(GL,OES,texture_half_float),
_extension(GL,OES,texture_float),
_extension(GL,OES,texture_npot),
_extension(GL,OES,vertex_half_float),
_extension(GL,OES,packed_depth_stencil),
_extension(GL,OES,depth_texture),
_extension(GL,OES,standard_derivatives),
_extension(GL,OES,vertex_array_object),
_extension(GL,OES,required_internalformat),
_extension(GL,OES,surfaceless_context)};
#endif
#endif
#undef _extension
switch(version) {
case Version::None: return extensions;
#ifndef MAGNUM_TARGET_GLES
case Version::GL210: return empty;
case Version::GL300: return extensions300;
case Version::GL310: return extensions310;
case Version::GL320: return extensions320;
case Version::GL330: return extensions330;
case Version::GL400: return extensions400;
/* case Version::GLES200: */
case Version::GL410: return extensions410;
case Version::GL420: return extensions420;
/* case Version::GLES300: */
case Version::GL430: return extensions430;
case Version::GL440: return extensions440;
case Version::GL450: return extensions450;
#else
case Version::GLES200: return empty;
case Version::GLES300:
#ifdef MAGNUM_TARGET_GLES2
return extensionsES300;
#else
return empty;
#endif
#ifndef MAGNUM_TARGET_WEBGL
case Version::GLES310: return empty;
#endif
#endif
}
CORRADE_ASSERT_UNREACHABLE();
}
Context* Context::_current = nullptr;
Context::Context(NoCreateT, Int argc, char** argv, void functionLoader()): _functionLoader{functionLoader}, _version{Version::None} {
/* Parse arguments */
Utility::Arguments args{"magnum"};
args.addOption("disable-workarounds").setHelpKey("disable-workarounds", "LIST")
.setHelp("disable-workarounds", "driver workarounds to disable\n (see src/Magnum/Implementation/driverSpecific.cpp for detailed info)")
.parse(argc, argv);
/* Disable driver workarounds */
for(auto&& workaround: Utility::String::splitWithoutEmptyParts(args.value("disable-workarounds")))
disableDriverWorkaround(workaround);
}
Context::Context(Context&& other): _version{std::move(other._version)},
#ifndef MAGNUM_TARGET_WEBGL
_flags{std::move(other._flags)},
#endif
_extensionRequiredVersion(std::move(other._extensionRequiredVersion)),
_extensionStatus{std::move(other._extensionStatus)},
_supportedExtensions{std::move(other._supportedExtensions)},
_state{std::move(other._state)},
_detectedDrivers{std::move(other._detectedDrivers)}
{
other._state = nullptr;
if(_current == &other) _current = this;
}
Context::~Context() {
delete _state;
if(_current == this) _current = nullptr;
}
void Context::create() {
/* Hard exit if the context cannot be created */
if(!tryCreate()) std::exit(1);
}
bool Context::tryCreate() {
CORRADE_ASSERT(_version == Version::None,
"Platform::Context::tryCreate(): context already created", false);
/* Load GL function pointers */
if(_functionLoader) _functionLoader();
GLint majorVersion, minorVersion;
/* Get version on ES 3.0+/WebGL 2.0+ */
#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_GLES2)
/* ES 3.0+ */
#ifndef MAGNUM_TARGET_WEBGL
glGetIntegerv(GL_MAJOR_VERSION, &majorVersion);
glGetIntegerv(GL_MINOR_VERSION, &minorVersion);
/* WebGL 2.0, treat it as ES 3.0 */
#else
const std::string version = versionString();
if(version.find("WebGL 2") == std::string::npos) {
Error() << "Context: unsupported version string:" << version;
return false;
}
majorVersion = 3;
minorVersion = 0;
#endif
/* On GL 2.1 and ES 2.0 there is no GL_{MAJOR,MINOR}_VERSION, we have to
parse version string. On desktop GL we have no way to check version
without version (duh) so we work around that by checking for invalid
enum error. */
#else
#ifndef MAGNUM_TARGET_GLES2
glGetIntegerv(GL_MAJOR_VERSION, &majorVersion);
const auto versionNumberError = Renderer::error();
if(versionNumberError == Renderer::Error::NoError)
glGetIntegerv(GL_MINOR_VERSION, &minorVersion);
else
#endif
{
#ifndef MAGNUM_TARGET_GLES2
CORRADE_ASSERT(versionNumberError == Renderer::Error::InvalidEnum,
"Context: cannot retrieve OpenGL version:" << versionNumberError, false);
#endif
/* Allow ES2 context on driver that reports ES3 as supported */
const std::string version = versionString();
#ifndef MAGNUM_TARGET_GLES
if(version.compare(0, 3, "2.1") == 0)
#elif defined(MAGNUM_TARGET_WEBGL)
/* Internet Explorer currently has 0.94 */
if(version.find("WebGL 1") != std::string::npos ||
version.find("WebGL 0") != std::string::npos)
#else
if(version.find("OpenGL ES 2.0") != std::string::npos ||
/* It is possible to use Magnum compiled for ES2 on ES3 contexts */
version.find("OpenGL ES 3.") != std::string::npos)
#endif
{
majorVersion = 2;
#ifndef MAGNUM_TARGET_GLES
minorVersion = 1;
#else
minorVersion = 0;
#endif
} else {
Error() << "Context: unsupported version string:" << version;
return false;
}
}
#endif
/* Compose the version enum */
_version = Magnum::version(majorVersion, minorVersion);
/* Check that version retrieval went right */
#ifndef CORRADE_NO_ASSERT
const auto error = Renderer::error();
CORRADE_ASSERT(error == Renderer::Error::NoError,
"Context: cannot retrieve OpenGL version:" << error, false);
#endif
/* Check that the version is supported (now it probably is, but be sure) */
#ifndef MAGNUM_TARGET_GLES
if(!isVersionSupported(Version::GL210))
#elif defined(MAGNUM_TARGET_GLES2)
if(_version != Version::GLES200)
#else
if(!isVersionSupported(Version::GLES300))
#endif
{
#ifndef MAGNUM_TARGET_GLES
Error() << "Context: unsupported OpenGL version" << std::make_pair(majorVersion, minorVersion);
#else
Error() << "Context: unsupported OpenGL ES version" << std::make_pair(majorVersion, minorVersion);
#endif
/* Reset the version so the context is not marked as successfully created */
_version = Version::None;
return false;
}
/* Context flags are supported since GL 3.0 */
#ifndef MAGNUM_TARGET_GLES
/**
* @todo According to KHR_debug specs this should be also present in ES2
* if KHR_debug is available, but in headers it is nowhere to be found
*/
if(isVersionSupported(Version::GL300))
glGetIntegerv(GL_CONTEXT_FLAGS, reinterpret_cast<GLint*>(&_flags));
#endif
std::vector<Version> versions{
#ifndef MAGNUM_TARGET_GLES
Version::GL300,
Version::GL310,
Version::GL320,
Version::GL330,
Version::GL400,
Version::GL410,
Version::GL420,
Version::GL430,
Version::GL440,
Version::GL450,
#else
Version::GLES200,
Version::GLES300,
#ifndef MAGNUM_TARGET_WEBGL
Version::GLES310,
#endif
#endif
Version::None
};
/* Get first future (not supported) version */
std::size_t future = 0;
while(versions[future] != Version::None && isVersionSupported(versions[future]))
++future;
/* Mark all extensions from past versions as supported */
for(std::size_t i = 0; i != future; ++i)
for(const Extension& extension: Extension::extensions(versions[i]))
_extensionStatus.set(extension._index);
/* List of extensions from future versions (extensions from current and
previous versions should be supported automatically, so we don't need
to check for them) */
std::unordered_map<std::string, Extension> futureExtensions;
for(std::size_t i = future; i != versions.size(); ++i)
for(const Extension& extension: Extension::extensions(versions[i]))
futureExtensions.emplace(extension._string, extension);
/* Check for presence of future and vendor extensions */
const std::vector<std::string> extensions = extensionStrings();
for(const std::string& extension: extensions) {
const auto found = futureExtensions.find(extension);
if(found != futureExtensions.end()) {
_supportedExtensions.push_back(found->second);
_extensionStatus.set(found->second._index);
}
}
/* Reset minimal required version to Version::None for whole array */
for(auto& i: _extensionRequiredVersion) i = Version::None;
/* Initialize required versions from extension info */
for(const auto version: versions)
for(const Extension& extension: Extension::extensions(version))
_extensionRequiredVersion[extension._index] = extension._requiredVersion;
/* Setup driver workarounds (increase required version for particular
extensions), see Implementation/driverWorkarounds.cpp */
setupDriverWorkarounds();
/* Set this context as current */
CORRADE_ASSERT(!_current, "Context: Another context currently active", false);
_current = this;
/* Print some info and initialize state tracker (which also prints some
more info) */
Debug() << "Renderer:" << rendererString() << "by" << vendorString();
Debug() << "OpenGL version:" << versionString();
_state = new Implementation::State(*this);
/* Print a list of used workarounds */
Debug() << "Using driver workarounds:";
for(const auto& workaround: _driverWorkarounds)
if(!workaround.second) Debug() << " " << workaround.first;
/* Initialize functionality based on current OpenGL version and extensions */
/** @todo Get rid of these */
DefaultFramebuffer::initializeContextBasedFunctionality(*this);
Renderer::initializeContextBasedFunctionality();
/* Everything okay */
return true;
}
std::vector<std::string> Context::shadingLanguageVersionStrings() const {
#ifndef MAGNUM_TARGET_GLES
GLint versionCount = 0;
glGetIntegerv(GL_NUM_SHADING_LANGUAGE_VERSIONS, &versionCount);
/* The implementation doesn't yet support this query (< OpenGL 4.3) */
if(!versionCount)
return {shadingLanguageVersionString()};
/* Get all of them */
std::vector<std::string> versions;
versions.reserve(versionCount);
for(GLint i = 0; i != versionCount; ++i)
versions.push_back(reinterpret_cast<const char*>(glGetStringi(GL_SHADING_LANGUAGE_VERSION, i)));
return versions;
#else
return {shadingLanguageVersionString()};
#endif
}
std::vector<std::string> Context::extensionStrings() const {
std::vector<std::string> extensions;
#ifndef MAGNUM_TARGET_GLES2
GLint extensionCount = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &extensionCount);
#ifndef MAGNUM_TARGET_GLES3
if(extensionCount || isVersionSupported(Version::GL300))
#endif
{
extensions.reserve(extensionCount);
for(GLint i = 0; i != extensionCount; ++i)
extensions.push_back(reinterpret_cast<const char*>(glGetStringi(GL_EXTENSIONS, i)));
}
#ifndef MAGNUM_TARGET_GLES3
else
#endif
#endif
#ifndef MAGNUM_TARGET_GLES3
/* OpenGL 2.1 / OpenGL ES 2.0 doesn't have glGetStringi() */
{
/* Don't crash when glGetString() returns nullptr (i.e. don't trust the
old implementations) */
const char* e = reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS));
if(e) extensions = Utility::String::splitWithoutEmptyParts(e, ' ');
}
#endif
return extensions;
}
Version Context::supportedVersion(std::initializer_list<Version> versions) const {
for(auto version: versions)
if(isVersionSupported(version)) return version;
#ifndef MAGNUM_TARGET_GLES
return Version::GL210;
#else
return Version::GLES200;
#endif
}
void Context::resetState(const States states) {
if(states & State::Buffers)
_state->buffer->reset();
if(states & State::Framebuffers)
_state->framebuffer->reset();
if(states & State::Meshes)
_state->mesh->reset();
if(states & State::PixelStorage) {
_state->renderer->unpackPixelStorage.reset();
_state->renderer->packPixelStorage.reset();
}
/* Nothing to reset for renderer yet */
if(states & State::Shaders) {
/* Nothing to reset for shaders */
_state->shaderProgram->reset();
}
if(states & State::Textures)
_state->texture->reset();
#ifndef MAGNUM_TARGET_GLES2
if(states & State::TransformFeedback)
_state->transformFeedback->reset();
#endif
}
#ifndef MAGNUM_TARGET_WEBGL
#ifndef DOXYGEN_GENERATING_OUTPUT
Debug& operator<<(Debug& debug, const Context::Flag value) {
switch(value) {
#define _c(value) case Context::Flag::value: return debug << "Context::Flag::" #value;
_c(Debug)
#ifndef MAGNUM_TARGET_GLES
_c(RobustAccess)
#endif
#undef _c
}
return debug << "Context::Flag::(invalid)";
}
#endif
#endif
}