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This avoids crashing on devices when a number of varyings greater than the device limit is used. For now this accurately prints an error when compiling the shader, but the error text only pops up in the editor if the number of user varyings is above the limit.
254 lines
11 KiB
C++
254 lines
11 KiB
C++
/**************************************************************************/
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/* config.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifdef GLES3_ENABLED
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#include "config.h"
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#include "../rasterizer_gles3.h"
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#ifdef WEB_ENABLED
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#include <emscripten/html5_webgl.h>
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#endif
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using namespace GLES3;
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#define _GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
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Config *Config::singleton = nullptr;
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Config::Config() {
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singleton = this;
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#ifdef WEB_ENABLED
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// Starting with Emscripten 3.1.51, glGetStringi(GL_EXTENSIONS, i) will only ever return
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// a fixed list of extensions, regardless of what additional extensions are enabled. This
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// isn't very useful for us in determining which extensions we can rely on here. So, instead
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// we use emscripten_webgl_get_supported_extensions() to get all supported extensions, which
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// is what Emscripten 3.1.50 and earlier do.
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{
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char *extension_array_string = emscripten_webgl_get_supported_extensions();
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PackedStringArray extension_array = String((const char *)extension_array_string).split(" ");
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extensions.reserve(extension_array.size() * 2);
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for (const String &s : extension_array) {
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extensions.insert(s);
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extensions.insert("GL_" + s);
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}
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free(extension_array_string);
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}
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#else
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{
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GLint max_extensions = 0;
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glGetIntegerv(GL_NUM_EXTENSIONS, &max_extensions);
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for (int i = 0; i < max_extensions; i++) {
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const GLubyte *s = glGetStringi(GL_EXTENSIONS, i);
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if (!s) {
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break;
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}
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extensions.insert((const char *)s);
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}
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}
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#endif
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bptc_supported = extensions.has("GL_ARB_texture_compression_bptc") || extensions.has("EXT_texture_compression_bptc");
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astc_supported = extensions.has("GL_KHR_texture_compression_astc") || extensions.has("GL_OES_texture_compression_astc") || extensions.has("GL_KHR_texture_compression_astc_ldr") || extensions.has("GL_KHR_texture_compression_astc_hdr");
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astc_hdr_supported = extensions.has("GL_KHR_texture_compression_astc_hdr");
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astc_layered_supported = extensions.has("GL_KHR_texture_compression_astc_sliced_3d");
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if (RasterizerGLES3::is_gles_over_gl()) {
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float_texture_supported = true;
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float_texture_linear_supported = true;
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etc2_supported = false;
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s3tc_supported = true;
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rgtc_supported = true; //RGTC - core since OpenGL version 3.0
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srgb_framebuffer_supported = true;
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} else {
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float_texture_supported = extensions.has("GL_EXT_color_buffer_float");
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float_texture_linear_supported = extensions.has("GL_OES_texture_float_linear");
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etc2_supported = true;
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#if defined(ANDROID_ENABLED) || defined(IOS_ENABLED)
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// Some Android devices report support for S3TC but we don't expect that and don't export the textures.
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// This could be fixed but so few devices support it that it doesn't seem useful (and makes bigger APKs).
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// For good measure we do the same hack for iOS, just in case.
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s3tc_supported = false;
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#else
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s3tc_supported = extensions.has("GL_EXT_texture_compression_dxt1") || extensions.has("GL_EXT_texture_compression_s3tc") || extensions.has("WEBGL_compressed_texture_s3tc");
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#endif
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rgtc_supported = extensions.has("GL_EXT_texture_compression_rgtc") || extensions.has("GL_ARB_texture_compression_rgtc") || extensions.has("EXT_texture_compression_rgtc");
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srgb_framebuffer_supported = extensions.has("GL_EXT_sRGB_write_control");
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}
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glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &max_vertex_texture_image_units);
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glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_image_units);
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
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glGetIntegerv(GL_MAX_VIEWPORT_DIMS, max_viewport_size);
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glGetInteger64v(GL_MAX_UNIFORM_BLOCK_SIZE, &max_uniform_buffer_size);
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GLint max_vertex_output;
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glGetIntegerv(GL_MAX_VERTEX_OUTPUT_COMPONENTS, &max_vertex_output);
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GLint max_fragment_input;
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glGetIntegerv(GL_MAX_FRAGMENT_INPUT_COMPONENTS, &max_fragment_input);
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max_shader_varyings = (uint32_t)MIN(max_vertex_output, max_fragment_input) / 4;
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// sanity clamp buffer size to 16K..1MB
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max_uniform_buffer_size = CLAMP(max_uniform_buffer_size, 16384, 1048576);
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support_anisotropic_filter = extensions.has("GL_EXT_texture_filter_anisotropic");
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if (support_anisotropic_filter) {
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glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &anisotropic_level);
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anisotropic_level = MIN(float(1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"))), anisotropic_level);
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}
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glGetIntegerv(GL_MAX_SAMPLES, &msaa_max_samples);
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#ifdef WEB_ENABLED
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msaa_supported = (msaa_max_samples > 0);
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#else
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msaa_supported = true;
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#endif
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#ifndef IOS_ENABLED
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#ifdef WEB_ENABLED
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msaa_multiview_supported = extensions.has("OCULUS_multiview");
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rt_msaa_multiview_supported = msaa_multiview_supported;
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#else
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msaa_multiview_supported = extensions.has("GL_EXT_multiview_texture_multisample");
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#endif
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multiview_supported = extensions.has("OCULUS_multiview") || extensions.has("GL_OVR_multiview2") || extensions.has("GL_OVR_multiview");
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#endif
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#ifdef ANDROID_ENABLED
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// These are GLES only
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rt_msaa_supported = extensions.has("GL_EXT_multisampled_render_to_texture");
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rt_msaa_multiview_supported = extensions.has("GL_OVR_multiview_multisampled_render_to_texture");
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external_texture_supported = extensions.has("GL_OES_EGL_image_external_essl3");
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if (multiview_supported) {
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eglFramebufferTextureMultiviewOVR = (PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC)eglGetProcAddress("glFramebufferTextureMultiviewOVR");
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if (eglFramebufferTextureMultiviewOVR == nullptr) {
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multiview_supported = false;
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}
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}
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if (msaa_multiview_supported) {
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eglTexStorage3DMultisample = (PFNGLTEXSTORAGE3DMULTISAMPLEPROC)eglGetProcAddress("glTexStorage3DMultisample");
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if (eglTexStorage3DMultisample == nullptr) {
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msaa_multiview_supported = false;
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}
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}
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if (rt_msaa_supported) {
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eglFramebufferTexture2DMultisampleEXT = (PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC)eglGetProcAddress("glFramebufferTexture2DMultisampleEXT");
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if (eglFramebufferTexture2DMultisampleEXT == nullptr) {
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rt_msaa_supported = false;
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}
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}
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if (rt_msaa_multiview_supported) {
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eglFramebufferTextureMultisampleMultiviewOVR = (PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC)eglGetProcAddress("glFramebufferTextureMultisampleMultiviewOVR");
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if (eglFramebufferTextureMultisampleMultiviewOVR == nullptr) {
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rt_msaa_multiview_supported = false;
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}
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}
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if (external_texture_supported) {
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eglEGLImageTargetTexture2DOES = (PFNEGLIMAGETARGETTEXTURE2DOESPROC)eglGetProcAddress("glEGLImageTargetTexture2DOES");
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if (eglEGLImageTargetTexture2DOES == nullptr) {
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external_texture_supported = false;
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}
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}
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#endif
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force_vertex_shading = GLOBAL_GET("rendering/shading/overrides/force_vertex_shading");
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use_nearest_mip_filter = GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter");
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use_depth_prepass = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable"));
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if (use_depth_prepass) {
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String vendors = GLOBAL_GET("rendering/driver/depth_prepass/disable_for_vendors");
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Vector<String> vendor_match = vendors.split(",");
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const String &renderer = String::utf8((const char *)glGetString(GL_RENDERER));
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for (int i = 0; i < vendor_match.size(); i++) {
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String v = vendor_match[i].strip_edges();
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if (v == String()) {
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continue;
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}
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if (renderer.containsn(v)) {
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use_depth_prepass = false;
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}
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}
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}
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max_renderable_elements = GLOBAL_GET("rendering/limits/opengl/max_renderable_elements");
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max_renderable_lights = GLOBAL_GET("rendering/limits/opengl/max_renderable_lights");
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max_lights_per_object = GLOBAL_GET("rendering/limits/opengl/max_lights_per_object");
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//Adreno 3xx Compatibility
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const String rendering_device_name = String::utf8((const char *)glGetString(GL_RENDERER));
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if (rendering_device_name.left(13) == "Adreno (TM) 3") {
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flip_xy_workaround = true;
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disable_particles_workaround = true;
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// ignore driver version 331+
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const String gl_version = String::utf8((const char *)glGetString(GL_VERSION));
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// Adreno 3xx examples (https://opengles.gpuinfo.org/listreports.php):
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// ===========================================================================
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// OpenGL ES 3.0 V@84.0 AU@ (CL@)
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// OpenGL ES 3.0 V@127.0 AU@ (GIT@I96aee987eb)
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// OpenGL ES 3.0 V@140.0 AU@ (GIT@Ifd751822f5)
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// OpenGL ES 3.0 V@251.0 AU@08.00.00.312.030 (GIT@Ie4790512f3)
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// OpenGL ES 3.0 V@269.0 AU@ (GIT@I109c45a694)
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// OpenGL ES 3.0 V@331.0 (GIT@35e467f, Ice9844a736) (Date:04/15/19)
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// OpenGL ES 3.0 V@415.0 (GIT@d39f783, I79de86aa2c, 1591296226) (Date:06/04/20)
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// OpenGL ES 3.0 V@0502.0 (GIT@09fef447e8, I1fe547a144, 1661493934) (Date:08/25/22)
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String driver_version = gl_version.get_slice("V@", 1).get_slice(" ", 0);
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if (driver_version.is_valid_float() && driver_version.to_float() >= 331.0) {
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flip_xy_workaround = false;
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//TODO: also 'GPUParticles'?
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//https://github.com/godotengine/godot/issues/92662#issuecomment-2161199477
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//disable_particles_workaround = false;
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}
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} else if (rendering_device_name == "PowerVR Rogue GE8320") {
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disable_transform_feedback_shader_cache = true;
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}
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if (OS::get_singleton()->get_current_rendering_driver_name() == "opengl3_angle") {
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polyfill_half2float = false;
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}
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#ifdef WEB_ENABLED
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polyfill_half2float = false;
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#endif
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}
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Config::~Config() {
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singleton = nullptr;
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}
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#endif // GLES3_ENABLED
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