Improve shader model detection mechanism

This commit is contained in:
rdb 2015-07-19 21:31:24 +02:00
parent 194a43fa2a
commit 87b23dfeb2
12 changed files with 91 additions and 90 deletions

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@ -19,6 +19,7 @@
#include "cocoaPandaApp.h"
#include "config_cocoadisplay.h"
#include "frameBufferProperties.h"
#include "displayInformation.h"
#import <Foundation/NSAutoreleasePool.h>
#import <AppKit/NSApplication.h>

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@ -90,13 +90,12 @@ DisplayInformation() {
int window_bits_per_pixel;
int total_display_modes;
DisplayMode *display_mode_array;
int shader_model;
int video_memory;
int texture_memory;
PN_uint64 physical_memory;
PN_uint64 available_physical_memory;
state = DisplayInformation::DS_unknown;
state = DisplayInformation::DS_unknown;
get_adapter_display_mode_state = false;
get_device_caps_state = false;
window_width = 0;
@ -104,7 +103,6 @@ DisplayInformation() {
window_bits_per_pixel = 0;
total_display_modes = 0;
display_mode_array = NULL;
shader_model = GraphicsStateGuardian::SM_00;
video_memory = 0;
texture_memory = 0;
physical_memory = 0;
@ -118,7 +116,7 @@ DisplayInformation() {
_window_bits_per_pixel = window_bits_per_pixel;
_total_display_modes = total_display_modes;
_display_mode_array = display_mode_array;
_shader_model = shader_model;
_shader_model = GraphicsStateGuardian::SM_00;
_video_memory = video_memory;
_texture_memory = texture_memory;
@ -328,8 +326,8 @@ get_display_mode_fullscreen_only (int display_index) {
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
int DisplayInformation::
get_shader_model ( ) {
GraphicsStateGuardian::ShaderModel DisplayInformation::
get_shader_model() {
return _shader_model;
}

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@ -16,6 +16,7 @@
#define DISPLAYINFORMATION_H
#include "typedef.h"
#include "graphicsStateGuardian.h"
struct EXPCL_PANDA_DISPLAY DisplayMode {
PUBLISHED:
@ -65,7 +66,7 @@ PUBLISHED:
int get_display_mode_refresh_rate(int display_index);
int get_display_mode_fullscreen_only(int display_index);
int get_shader_model();
GraphicsStateGuardian::ShaderModel get_shader_model();
int get_video_memory();
int get_texture_memory();
@ -126,9 +127,9 @@ public:
int _maximum_window_width;
int _maximum_window_height;
int _window_bits_per_pixel;
int _total_display_modes;
int _total_display_modes;
DisplayMode *_display_mode_array;
int _shader_model;
GraphicsStateGuardian::ShaderModel _shader_model;
int _video_memory;
int _texture_memory;

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@ -17,6 +17,7 @@
#include "graphicsBuffer.h"
#include "config_display.h"
#include "mutexHolder.h"
#include "displayInformation.h"
TypeHandle GraphicsPipe::_type_handle;

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@ -21,7 +21,6 @@
#include "typedReferenceCount.h"
#include "pointerTo.h"
#include "lightMutex.h"
#include "displayInformation.h"
class GraphicsEngine;
class GraphicsOutput;
@ -32,6 +31,7 @@ class FrameBufferProperties;
class WindowProperties;
class Texture;
class WindowHandle;
class DisplayInformation;
////////////////////////////////////////////////////////////////////
// Class : GraphicsPipe

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@ -876,7 +876,7 @@ get_maximum_simultaneous_render_targets() const {
// Access: Published
// Description: Returns the ShaderModel
////////////////////////////////////////////////////////////////////
INLINE int GraphicsStateGuardian::
INLINE GraphicsStateGuardian::ShaderModel GraphicsStateGuardian::
get_shader_model() const {
return _shader_model;
}
@ -889,7 +889,7 @@ get_shader_model() const {
// testing lower-end shaders.
////////////////////////////////////////////////////////////////////
INLINE void GraphicsStateGuardian::
set_shader_model(int shader_model) {
set_shader_model(ShaderModel shader_model) {
if (shader_model <= _auto_detect_shader_model) {
_shader_model = shader_model;
}

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@ -3344,3 +3344,11 @@ int GraphicsStateGuardian::
get_driver_shader_version_minor() {
return -1;
}
ostream &
operator << (ostream &out, GraphicsStateGuardian::ShaderModel sm) {
static const char *sm_strings[] = {"none", "1.1", "2.0", "2.x", "3.0", "4.0", "5.0", "5.1"};
nassertr(sm >= 0 && sm <= GraphicsStateGuardian::SM_51, out);
out << sm_strings[sm];
return out;
}

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@ -83,6 +83,7 @@ PUBLISHED:
SM_30,
SM_40,
SM_50,
SM_51,
};
INLINE void release_all();
@ -166,8 +167,8 @@ PUBLISHED:
INLINE int get_max_color_targets() const;
INLINE int get_maximum_simultaneous_render_targets() const;
INLINE int get_shader_model() const;
INLINE void set_shader_model(int shader_model);
INLINE ShaderModel get_shader_model() const;
INLINE void set_shader_model(ShaderModel shader_model);
virtual int get_supported_geom_rendering() const;
virtual bool get_supports_cg_profile(const string &name) const;
@ -545,8 +546,8 @@ protected:
int _stereo_buffer_mask;
int _auto_detect_shader_model;
int _shader_model;
ShaderModel _auto_detect_shader_model;
ShaderModel _shader_model;
static PT(TextureStage) _alpha_scale_texture_stage;
@ -664,6 +665,8 @@ private:
friend class GraphicsEngine;
};
EXPCL_PANDA_DISPLAY ostream &operator << (ostream &out, GraphicsStateGuardian::ShaderModel sm);
#include "graphicsStateGuardian.I"
#endif

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@ -64,6 +64,7 @@
#include "graphicsEngine.h"
#include "shaderGenerator.h"
#include "samplerState.h"
#include "displayInformation.h"
#if defined(HAVE_CG) && !defined(OPENGLES)
#include "Cg/cgGL.h"
@ -2450,58 +2451,39 @@ reset() {
report_my_gl_errors();
#if defined(HAVE_CG) && !defined(OPENGLES)
typedef struct {
CGprofile cg_profile;
int shader_model;
} CG_PROFILE_TO_SHADER_MODEL;
static CG_PROFILE_TO_SHADER_MODEL cg_profile_to_shader_model_array[] = {
#ifndef OPENGLES
if (_gl_shadlang_ver_major >= 4 || has_extension("GL_NV_gpu_program5")) {
// gp5fp - OpenGL fragment profile for GeForce 400 Series and up
(CGprofile)7017, /*CG_PROFILE_GP5FP,*/
SM_50,
_shader_model = SM_50;
} else if (_gl_shadlang_ver_major >= 3 ||
has_extension("GL_NV_gpu_program4")) {
// gp4fp - OpenGL fragment profile for G8x (GeForce 8xxx and up)
(CGprofile)7010, /*CG_PROFILE_GP4FP,*/
SM_40,
_shader_model = SM_40;
} else if (has_extension("GL_NV_fragment_program2")) {
// fp40 - OpenGL fragment profile for NV4x (GeForce 6xxx and 7xxx
// Series, NV4x-based Quadro FX, etc.)
CG_PROFILE_FP40,
SM_30,
_shader_model = SM_30;
} else if (has_extension("GL_NV_fragment_program")) {
// fp30 - OpenGL fragment profile for NV3x (GeForce FX, Quadro FX, etc.)
CG_PROFILE_FP30,
SM_2X,
_shader_model = SM_2X;
} else if (_gl_shadlang_ver_major >= 1 ||
has_extension("GL_ARB_fragment_program")) {
// This OpenGL profile corresponds to the per-fragment
// functionality introduced by GeForce FX and other DirectX 9
// GPUs.
CG_PROFILE_ARBFP1,
SM_20,
// functionality introduced by GeForce FX and other DirectX 9 GPUs.
_shader_model = SM_20;
} else if (has_extension("GL_NV_texture_shader2")) {
// fp20 - OpenGL fragment profile for NV2x (GeForce3, GeForce4 Ti,
// Quadro DCC, etc.)
CG_PROFILE_FP20,
SM_11,
_shader_model = SM_11;
// no shader support
CG_PROFILE_UNKNOWN,
SM_00,
};
int index;
CG_PROFILE_TO_SHADER_MODEL *cg_profile_to_shader_model;
index = 0;
cg_profile_to_shader_model = cg_profile_to_shader_model_array;
while (cg_profile_to_shader_model->shader_model != SM_00) {
if (cgGLIsProfileSupported(cg_profile_to_shader_model->cg_profile)) {
_shader_model = cg_profile_to_shader_model->shader_model;
break;
}
cg_profile_to_shader_model++;
} else {
// No shader support
_shader_model = SM_00;
}
// DisplayInformation may have better shader model detection
@ -2521,12 +2503,8 @@ reset() {
}
_auto_detect_shader_model = _shader_model;
CGprofile vertex_profile;
CGprofile pixel_profile;
vertex_profile = cgGLGetLatestProfile(CG_GL_VERTEX);
pixel_profile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
if (GLCAT.is_debug()) {
#ifdef HAVE_CG
#if CG_VERSION_NUM >= 2200
GLCAT.debug() << "Supported Cg profiles:\n";
int num_profiles = cgGetNumSupportedProfiles();
@ -2539,22 +2517,25 @@ reset() {
#endif // CG_VERSION_NUM >= 2200
#if CG_VERSION_NUM >= 3100
if (GLCAT.is_debug()) {
CGGLglslversion ver = cgGLGetContextGLSLVersion(_cg_context);
GLCAT.debug()
<< "Cg GLSL version: " << cgGLGetGLSLVersionString(ver) << "\n";
}
#endif
CGGLglslversion ver = cgGLGetContextGLSLVersion(_cg_context);
GLCAT.debug()
<< "\nCg latest vertex profile = " << cgGetProfileString(vertex_profile) << " id = " << vertex_profile
<< "\nCg latest pixel profile = " << cgGetProfileString(pixel_profile) << " id = " << pixel_profile
<< "\nshader model = " << _shader_model
<< "\n";
}
<< "Cg GLSL version: " << cgGLGetGLSLVersionString(ver) << "\n";
#endif
CGprofile vertex_profile = cgGLGetLatestProfile(CG_GL_VERTEX);
CGprofile pixel_profile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
GLCAT.debug()
<< "Cg latest vertex profile = " << cgGetProfileString(vertex_profile)
<< " (" << vertex_profile << ")\n";
GLCAT.debug()
<< "Cg latest pixel profile = " << cgGetProfileString(pixel_profile)
<< " (" << pixel_profile << ")\n";
#endif // HAVE_CG
GLCAT.debug() << "shader model = " << _shader_model << "\n";
}
#endif // !OPENGLES
// OpenGL core profile requires a VAO to be bound. It's a bit silly,
// because we can just bind a VAO and then forget about it.
#if !defined(OPENGLES)
@ -6872,7 +6853,6 @@ query_gl_version() {
return;
}
}
#endif
// If we asked for a GL 3 context, let's first try and see if we
// can use the OpenGL 3 way to query version.
@ -6890,6 +6870,7 @@ query_gl_version() {
return;
}
}
#endif // !OPENGLES
// Otherwise, parse the GL_VERSION string.
if (_gl_version.empty()) {
@ -6946,31 +6927,36 @@ query_glsl_version() {
_gl_shadlang_ver_minor = 0;
#ifndef OPENGLES
if (_gl_version_major == 1) {
if (has_extension("GL_ARB_shading_language_100")) {
_gl_shadlang_ver_major = 1;
_gl_shadlang_ver_minor = 0;
}
} else if (_gl_version_major >= 2) {
// OpenGL 2.0 introduces GLSL in the core. In 1.x, it is an extension.
if (_gl_version_major >= 2 || has_extension("GL_ARB_shading_language_100")) {
string ver = show_gl_string("GL_SHADING_LANGUAGE_VERSION", GL_SHADING_LANGUAGE_VERSION);
_gl_shadlang_ver_major = 1;
_gl_shadlang_ver_minor = 1;
const char *verstr = (const char *) glGetString(GL_SHADING_LANGUAGE_VERSION);
if (verstr == NULL ||
sscanf(verstr, "%d.%d", &_gl_shadlang_ver_major,
&_gl_shadlang_ver_minor) != 2) {
_gl_shadlang_ver_minor = (_gl_version_major >= 2) ? 1 : 0;
if (ver.empty() ||
sscanf(ver.c_str(), "%d.%d", &_gl_shadlang_ver_major,
&_gl_shadlang_ver_minor) != 2) {
GLCAT.warning() << "Invalid GL_SHADING_LANGUAGE_VERSION format.\n";
}
}
#elif defined(OPENGLES_2)
#elif !defined(OPENGLES_1)
// OpenGL ES 2.0 and above has shader support built-in.
string ver = show_gl_string("GL_SHADING_LANGUAGE_VERSION", GL_SHADING_LANGUAGE_VERSION);
_gl_shadlang_ver_major = 1;
_gl_shadlang_ver_minor = 0;
const char *verstr = (const char *) glGetString(GL_SHADING_LANGUAGE_VERSION);
if (verstr == NULL ||
sscanf(verstr, "OpenGL ES GLSL %d.%d", &_gl_shadlang_ver_major,
&_gl_shadlang_ver_minor) != 2) {
if (ver.empty() ||
sscanf(ver.c_str(), "OpenGL ES GLSL %d.%d", &_gl_shadlang_ver_major,
&_gl_shadlang_ver_minor) != 2) {
GLCAT.warning() << "Invalid GL_SHADING_LANGUAGE_VERSION format.\n";
}
#endif
#ifndef OPENGLES_1
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "Detected GLSL version: "
<< _gl_shadlang_ver_major << "." << _gl_shadlang_ver_minor << "\n";
}
#endif
}
////////////////////////////////////////////////////////////////////

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@ -17,6 +17,7 @@
#include "pnmImage.h"
#include "subprocessWindow.h"
#include "nativeWindowHandle.h"
#include "displayInformation.h"
#import <Carbon/Carbon.h>
// some macros to make code more readable.

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@ -13,6 +13,7 @@
////////////////////////////////////////////////////////////////////
#include <time.h>
#include "displayInformation.h"
typedef struct {
D3DFORMAT d3d_format;
@ -116,7 +117,7 @@ static int get_display_information (DisplaySearchParameters &display_search_para
int get_adapter_display_mode_state;
int get_device_caps_state;
int shader_model;
GraphicsStateGuardian::ShaderModel shader_model;
UINT minimum_width;
UINT maximum_width;
UINT minimum_height;

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@ -16,6 +16,7 @@
#include "x11GraphicsWindow.h"
#include "config_x11display.h"
#include "frameBufferProperties.h"
#include "displayInformation.h"
TypeHandle x11GraphicsPipe::_type_handle;