mirror of
https://github.com/panda3d/panda3d.git
synced 2025-10-01 17:35:34 -04:00
Improve shader model detection mechanism
This commit is contained in:
parent
194a43fa2a
commit
87b23dfeb2
@ -19,6 +19,7 @@
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#include "cocoaPandaApp.h"
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#include "config_cocoadisplay.h"
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#include "frameBufferProperties.h"
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#include "displayInformation.h"
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#import <Foundation/NSAutoreleasePool.h>
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#import <AppKit/NSApplication.h>
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@ -90,13 +90,12 @@ DisplayInformation() {
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int window_bits_per_pixel;
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int total_display_modes;
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DisplayMode *display_mode_array;
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int shader_model;
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int video_memory;
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int texture_memory;
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PN_uint64 physical_memory;
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PN_uint64 available_physical_memory;
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state = DisplayInformation::DS_unknown;
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state = DisplayInformation::DS_unknown;
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get_adapter_display_mode_state = false;
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get_device_caps_state = false;
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window_width = 0;
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@ -104,7 +103,6 @@ DisplayInformation() {
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window_bits_per_pixel = 0;
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total_display_modes = 0;
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display_mode_array = NULL;
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shader_model = GraphicsStateGuardian::SM_00;
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video_memory = 0;
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texture_memory = 0;
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physical_memory = 0;
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@ -118,7 +116,7 @@ DisplayInformation() {
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_window_bits_per_pixel = window_bits_per_pixel;
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_total_display_modes = total_display_modes;
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_display_mode_array = display_mode_array;
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_shader_model = shader_model;
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_shader_model = GraphicsStateGuardian::SM_00;
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_video_memory = video_memory;
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_texture_memory = texture_memory;
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@ -328,8 +326,8 @@ get_display_mode_fullscreen_only (int display_index) {
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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int DisplayInformation::
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get_shader_model ( ) {
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GraphicsStateGuardian::ShaderModel DisplayInformation::
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get_shader_model() {
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return _shader_model;
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}
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@ -16,6 +16,7 @@
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#define DISPLAYINFORMATION_H
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#include "typedef.h"
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#include "graphicsStateGuardian.h"
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struct EXPCL_PANDA_DISPLAY DisplayMode {
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PUBLISHED:
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@ -65,7 +66,7 @@ PUBLISHED:
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int get_display_mode_refresh_rate(int display_index);
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int get_display_mode_fullscreen_only(int display_index);
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int get_shader_model();
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GraphicsStateGuardian::ShaderModel get_shader_model();
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int get_video_memory();
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int get_texture_memory();
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@ -126,9 +127,9 @@ public:
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int _maximum_window_width;
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int _maximum_window_height;
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int _window_bits_per_pixel;
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int _total_display_modes;
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int _total_display_modes;
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DisplayMode *_display_mode_array;
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int _shader_model;
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GraphicsStateGuardian::ShaderModel _shader_model;
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int _video_memory;
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int _texture_memory;
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@ -17,6 +17,7 @@
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#include "graphicsBuffer.h"
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#include "config_display.h"
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#include "mutexHolder.h"
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#include "displayInformation.h"
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TypeHandle GraphicsPipe::_type_handle;
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@ -21,7 +21,6 @@
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#include "typedReferenceCount.h"
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#include "pointerTo.h"
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#include "lightMutex.h"
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#include "displayInformation.h"
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class GraphicsEngine;
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class GraphicsOutput;
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@ -32,6 +31,7 @@ class FrameBufferProperties;
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class WindowProperties;
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class Texture;
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class WindowHandle;
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class DisplayInformation;
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////////////////////////////////////////////////////////////////////
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// Class : GraphicsPipe
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@ -876,7 +876,7 @@ get_maximum_simultaneous_render_targets() const {
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// Access: Published
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// Description: Returns the ShaderModel
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////////////////////////////////////////////////////////////////////
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INLINE int GraphicsStateGuardian::
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INLINE GraphicsStateGuardian::ShaderModel GraphicsStateGuardian::
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get_shader_model() const {
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return _shader_model;
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}
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@ -889,7 +889,7 @@ get_shader_model() const {
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// testing lower-end shaders.
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////////////////////////////////////////////////////////////////////
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INLINE void GraphicsStateGuardian::
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set_shader_model(int shader_model) {
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set_shader_model(ShaderModel shader_model) {
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if (shader_model <= _auto_detect_shader_model) {
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_shader_model = shader_model;
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}
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@ -3344,3 +3344,11 @@ int GraphicsStateGuardian::
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get_driver_shader_version_minor() {
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return -1;
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}
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ostream &
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operator << (ostream &out, GraphicsStateGuardian::ShaderModel sm) {
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static const char *sm_strings[] = {"none", "1.1", "2.0", "2.x", "3.0", "4.0", "5.0", "5.1"};
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nassertr(sm >= 0 && sm <= GraphicsStateGuardian::SM_51, out);
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out << sm_strings[sm];
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return out;
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}
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@ -83,6 +83,7 @@ PUBLISHED:
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SM_30,
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SM_40,
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SM_50,
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SM_51,
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};
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INLINE void release_all();
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@ -166,8 +167,8 @@ PUBLISHED:
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INLINE int get_max_color_targets() const;
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INLINE int get_maximum_simultaneous_render_targets() const;
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INLINE int get_shader_model() const;
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INLINE void set_shader_model(int shader_model);
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INLINE ShaderModel get_shader_model() const;
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INLINE void set_shader_model(ShaderModel shader_model);
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virtual int get_supported_geom_rendering() const;
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virtual bool get_supports_cg_profile(const string &name) const;
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@ -545,8 +546,8 @@ protected:
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int _stereo_buffer_mask;
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int _auto_detect_shader_model;
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int _shader_model;
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ShaderModel _auto_detect_shader_model;
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ShaderModel _shader_model;
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static PT(TextureStage) _alpha_scale_texture_stage;
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@ -664,6 +665,8 @@ private:
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friend class GraphicsEngine;
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};
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EXPCL_PANDA_DISPLAY ostream &operator << (ostream &out, GraphicsStateGuardian::ShaderModel sm);
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#include "graphicsStateGuardian.I"
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#endif
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@ -64,6 +64,7 @@
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#include "graphicsEngine.h"
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#include "shaderGenerator.h"
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#include "samplerState.h"
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#include "displayInformation.h"
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#if defined(HAVE_CG) && !defined(OPENGLES)
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#include "Cg/cgGL.h"
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@ -2450,58 +2451,39 @@ reset() {
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report_my_gl_errors();
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#if defined(HAVE_CG) && !defined(OPENGLES)
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typedef struct {
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CGprofile cg_profile;
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int shader_model;
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} CG_PROFILE_TO_SHADER_MODEL;
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static CG_PROFILE_TO_SHADER_MODEL cg_profile_to_shader_model_array[] = {
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#ifndef OPENGLES
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if (_gl_shadlang_ver_major >= 4 || has_extension("GL_NV_gpu_program5")) {
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// gp5fp - OpenGL fragment profile for GeForce 400 Series and up
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(CGprofile)7017, /*CG_PROFILE_GP5FP,*/
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SM_50,
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_shader_model = SM_50;
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} else if (_gl_shadlang_ver_major >= 3 ||
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has_extension("GL_NV_gpu_program4")) {
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// gp4fp - OpenGL fragment profile for G8x (GeForce 8xxx and up)
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(CGprofile)7010, /*CG_PROFILE_GP4FP,*/
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SM_40,
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_shader_model = SM_40;
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} else if (has_extension("GL_NV_fragment_program2")) {
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// fp40 - OpenGL fragment profile for NV4x (GeForce 6xxx and 7xxx
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// Series, NV4x-based Quadro FX, etc.)
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CG_PROFILE_FP40,
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SM_30,
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_shader_model = SM_30;
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} else if (has_extension("GL_NV_fragment_program")) {
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// fp30 - OpenGL fragment profile for NV3x (GeForce FX, Quadro FX, etc.)
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CG_PROFILE_FP30,
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SM_2X,
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_shader_model = SM_2X;
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} else if (_gl_shadlang_ver_major >= 1 ||
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has_extension("GL_ARB_fragment_program")) {
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// This OpenGL profile corresponds to the per-fragment
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// functionality introduced by GeForce FX and other DirectX 9
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// GPUs.
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CG_PROFILE_ARBFP1,
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SM_20,
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// functionality introduced by GeForce FX and other DirectX 9 GPUs.
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_shader_model = SM_20;
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} else if (has_extension("GL_NV_texture_shader2")) {
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// fp20 - OpenGL fragment profile for NV2x (GeForce3, GeForce4 Ti,
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// Quadro DCC, etc.)
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CG_PROFILE_FP20,
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SM_11,
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_shader_model = SM_11;
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// no shader support
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CG_PROFILE_UNKNOWN,
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SM_00,
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};
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int index;
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CG_PROFILE_TO_SHADER_MODEL *cg_profile_to_shader_model;
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index = 0;
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cg_profile_to_shader_model = cg_profile_to_shader_model_array;
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while (cg_profile_to_shader_model->shader_model != SM_00) {
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if (cgGLIsProfileSupported(cg_profile_to_shader_model->cg_profile)) {
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_shader_model = cg_profile_to_shader_model->shader_model;
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break;
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}
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cg_profile_to_shader_model++;
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} else {
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// No shader support
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_shader_model = SM_00;
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}
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// DisplayInformation may have better shader model detection
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@ -2521,12 +2503,8 @@ reset() {
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}
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_auto_detect_shader_model = _shader_model;
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CGprofile vertex_profile;
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CGprofile pixel_profile;
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vertex_profile = cgGLGetLatestProfile(CG_GL_VERTEX);
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pixel_profile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
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if (GLCAT.is_debug()) {
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#ifdef HAVE_CG
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#if CG_VERSION_NUM >= 2200
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GLCAT.debug() << "Supported Cg profiles:\n";
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int num_profiles = cgGetNumSupportedProfiles();
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@ -2539,22 +2517,25 @@ reset() {
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#endif // CG_VERSION_NUM >= 2200
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#if CG_VERSION_NUM >= 3100
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if (GLCAT.is_debug()) {
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CGGLglslversion ver = cgGLGetContextGLSLVersion(_cg_context);
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GLCAT.debug()
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<< "Cg GLSL version: " << cgGLGetGLSLVersionString(ver) << "\n";
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}
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#endif
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CGGLglslversion ver = cgGLGetContextGLSLVersion(_cg_context);
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GLCAT.debug()
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<< "\nCg latest vertex profile = " << cgGetProfileString(vertex_profile) << " id = " << vertex_profile
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<< "\nCg latest pixel profile = " << cgGetProfileString(pixel_profile) << " id = " << pixel_profile
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<< "\nshader model = " << _shader_model
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<< "\n";
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}
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<< "Cg GLSL version: " << cgGLGetGLSLVersionString(ver) << "\n";
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#endif
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CGprofile vertex_profile = cgGLGetLatestProfile(CG_GL_VERTEX);
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CGprofile pixel_profile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
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GLCAT.debug()
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<< "Cg latest vertex profile = " << cgGetProfileString(vertex_profile)
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<< " (" << vertex_profile << ")\n";
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GLCAT.debug()
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<< "Cg latest pixel profile = " << cgGetProfileString(pixel_profile)
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<< " (" << pixel_profile << ")\n";
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#endif // HAVE_CG
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GLCAT.debug() << "shader model = " << _shader_model << "\n";
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}
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#endif // !OPENGLES
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// OpenGL core profile requires a VAO to be bound. It's a bit silly,
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// because we can just bind a VAO and then forget about it.
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#if !defined(OPENGLES)
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@ -6872,7 +6853,6 @@ query_gl_version() {
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return;
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}
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}
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#endif
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// If we asked for a GL 3 context, let's first try and see if we
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// can use the OpenGL 3 way to query version.
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@ -6890,6 +6870,7 @@ query_gl_version() {
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return;
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}
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}
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#endif // !OPENGLES
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// Otherwise, parse the GL_VERSION string.
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if (_gl_version.empty()) {
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@ -6946,31 +6927,36 @@ query_glsl_version() {
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_gl_shadlang_ver_minor = 0;
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#ifndef OPENGLES
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if (_gl_version_major == 1) {
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if (has_extension("GL_ARB_shading_language_100")) {
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_gl_shadlang_ver_major = 1;
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_gl_shadlang_ver_minor = 0;
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}
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} else if (_gl_version_major >= 2) {
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// OpenGL 2.0 introduces GLSL in the core. In 1.x, it is an extension.
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if (_gl_version_major >= 2 || has_extension("GL_ARB_shading_language_100")) {
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string ver = show_gl_string("GL_SHADING_LANGUAGE_VERSION", GL_SHADING_LANGUAGE_VERSION);
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_gl_shadlang_ver_major = 1;
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_gl_shadlang_ver_minor = 1;
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const char *verstr = (const char *) glGetString(GL_SHADING_LANGUAGE_VERSION);
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if (verstr == NULL ||
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sscanf(verstr, "%d.%d", &_gl_shadlang_ver_major,
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&_gl_shadlang_ver_minor) != 2) {
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_gl_shadlang_ver_minor = (_gl_version_major >= 2) ? 1 : 0;
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if (ver.empty() ||
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sscanf(ver.c_str(), "%d.%d", &_gl_shadlang_ver_major,
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&_gl_shadlang_ver_minor) != 2) {
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GLCAT.warning() << "Invalid GL_SHADING_LANGUAGE_VERSION format.\n";
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}
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}
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#elif defined(OPENGLES_2)
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#elif !defined(OPENGLES_1)
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// OpenGL ES 2.0 and above has shader support built-in.
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string ver = show_gl_string("GL_SHADING_LANGUAGE_VERSION", GL_SHADING_LANGUAGE_VERSION);
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_gl_shadlang_ver_major = 1;
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_gl_shadlang_ver_minor = 0;
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const char *verstr = (const char *) glGetString(GL_SHADING_LANGUAGE_VERSION);
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if (verstr == NULL ||
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sscanf(verstr, "OpenGL ES GLSL %d.%d", &_gl_shadlang_ver_major,
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&_gl_shadlang_ver_minor) != 2) {
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if (ver.empty() ||
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sscanf(ver.c_str(), "OpenGL ES GLSL %d.%d", &_gl_shadlang_ver_major,
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&_gl_shadlang_ver_minor) != 2) {
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GLCAT.warning() << "Invalid GL_SHADING_LANGUAGE_VERSION format.\n";
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}
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#endif
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#ifndef OPENGLES_1
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if (GLCAT.is_debug()) {
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GLCAT.debug()
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<< "Detected GLSL version: "
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<< _gl_shadlang_ver_major << "." << _gl_shadlang_ver_minor << "\n";
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}
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#endif
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}
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////////////////////////////////////////////////////////////////////
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#include "pnmImage.h"
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#include "subprocessWindow.h"
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#include "nativeWindowHandle.h"
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#include "displayInformation.h"
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#import <Carbon/Carbon.h>
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// some macros to make code more readable.
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@ -13,6 +13,7 @@
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////////////////////////////////////////////////////////////////////
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#include <time.h>
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#include "displayInformation.h"
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typedef struct {
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D3DFORMAT d3d_format;
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@ -116,7 +117,7 @@ static int get_display_information (DisplaySearchParameters &display_search_para
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int get_adapter_display_mode_state;
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int get_device_caps_state;
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int shader_model;
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GraphicsStateGuardian::ShaderModel shader_model;
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UINT minimum_width;
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UINT maximum_width;
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UINT minimum_height;
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@ -16,6 +16,7 @@
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#include "x11GraphicsWindow.h"
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#include "config_x11display.h"
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#include "frameBufferProperties.h"
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#include "displayInformation.h"
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TypeHandle x11GraphicsPipe::_type_handle;
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