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OpenGL.cs
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#region Copyright & License Information
/*
* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.Runtime.InteropServices;
using System.Text;
using SDL2;
namespace OpenRA.Platforms.Default
{
[SuppressMessage("Microsoft.StyleCop.CSharp.NamingRules", "SA1300:ElementMustBeginWithUpperCaseLetter",
Justification = "C-style naming is kept for consistency with the underlying native API.")]
[SuppressMessage("Microsoft.StyleCop.CSharp.NamingRules", "SA1310:FieldNamesMustNotContainUnderscore",
Justification = "C-style naming is kept for consistency with the underlying native API.")]
internal static class OpenGL
{
[Flags]
public enum GLFeatures
{
None = 0,
DebugMessagesCallback = 1,
ESReadFormatBGRA = 2,
}
public static GLProfile Profile { get; private set; }
public static GLFeatures Features { get; private set; }
public static string Version { get; private set; }
#region Constants
public const int GL_FALSE = 0;
// ClearBufferMask
public const int GL_COLOR_BUFFER_BIT = 0x4000;
public const int GL_DEPTH_BUFFER_BIT = 0x0100;
public const int GL_STENCIL_BUFFER_BIT = 0x0400;
// Data types
public const int GL_UNSIGNED_BYTE = 0x1401;
public const int GL_FLOAT = 0x1406;
// Errors
public const int GL_NO_ERROR = 0;
public const int GL_INVALID_ENUM = 0x0500;
public const int GL_INVALID_VALUE = 0x0501;
public const int GL_INVALID_OPERATION = 0x0502;
public const int GL_STACK_OVERFLOW = 0x0503;
public const int GL_STACK_UNDERFLOW = 0x0504;
public const int GL_OUT_OF_MEMORY = 0x0505;
public const int GL_INVALID_FRAMEBUFFER_OPERATION = 0x0506;
public const int GL_CONTEXT_LOST = 0x0507;
public const int GL_TABLE_TOO_LARGE = 0x8031;
static readonly Dictionary<int, string> ErrorToText = new Dictionary<int, string>
{
{ GL_NO_ERROR, "No Error" },
{ GL_INVALID_ENUM, "Invalid Enum" },
{ GL_INVALID_VALUE, "Invalid Value" },
{ GL_INVALID_OPERATION, "Invalid Operation" },
{ GL_STACK_OVERFLOW, "Stack Overflow" },
{ GL_STACK_UNDERFLOW, "Stack Underflow" },
{ GL_OUT_OF_MEMORY, "Out Of Memory" },
{ GL_INVALID_FRAMEBUFFER_OPERATION, "Invalid Framebuffer Operation" },
{ GL_CONTEXT_LOST, "Context Lost" },
{ GL_TABLE_TOO_LARGE, "Table Too Large" },
};
// BeginMode
public const int GL_POINTS = 0;
public const int GL_LINES = 0x0001;
public const int GL_TRIANGLES = 0x0004;
// EnableCap
public const int GL_ALPHA_TEST = 0x0BC0;
public const int GL_BLEND = 0x0BE2;
public const int GL_STENCIL_TEST = 0x0B90;
public const int GL_DEPTH_TEST = 0x0B71;
public const int GL_SCISSOR_TEST = 0x0C11;
// Texture mapping
public const int GL_TEXTURE_2D = 0x0DE1;
public const int GL_TEXTURE_WRAP_S = 0x2802;
public const int GL_TEXTURE_WRAP_T = 0x2803;
public const int GL_TEXTURE_MAG_FILTER = 0x2800;
public const int GL_TEXTURE_MIN_FILTER = 0x2801;
public const int GL_NEAREST = 0x2600;
public const int GL_LINEAR = 0x2601;
// Depth buffer
public const int GL_DEPTH_COMPONENT = 0x1902;
public const int GL_LEQUAL = 0x0203;
// BlendingFactorDest
public const int GL_ZERO = 0;
public const int GL_ONE = 1;
public const int GL_SRC_COLOR = 0x0300;
public const int GL_ONE_MINUS_SRC_COLOR = 0x0301;
public const int GL_SRC_ALPHA = 0x0302;
public const int GL_ONE_MINUS_SRC_ALPHA = 0x0303;
public const int GL_DST_ALPHA = 0x0304;
public const int GL_ONE_MINUS_DST_ALPHA = 0x0305;
public const int GL_DST_COLOR = 0x0306;
public const int GL_ONE_MINUS_DST_COLOR = 0x0307;
// GL_ARB_imaging
public const int GL_FUNC_ADD = 0x8006;
public const int GL_FUNC_SUBTRACT = 0x800A;
public const int GL_FUNC_REVERSE_SUBTRACT = 0x800B;
public const int GL_BLEND_COLOR = 0x8005;
// OpenGL 1.1 - 1.5
public const int GL_CLIENT_PIXEL_STORE_BIT = 0x0001;
public const int GL_RGBA = 0x1908;
public const int GL_BGRA = 0x80E1;
public const int GL_RGBA8 = 0x8058;
public const int GL_CLAMP_TO_EDGE = 0x812F;
public const int GL_TEXTURE_BASE_LEVEL = 0x813C;
public const int GL_TEXTURE_MAX_LEVEL = 0x813D;
public const int GL_ARRAY_BUFFER = 0x8892;
public const int GL_DYNAMIC_DRAW = 0x88E8;
public const int GL_TEXTURE0 = 0x84C0;
public const int GL_DEPTH_COMPONENT16 = 0x81A5;
// OpenGL 2
public const int GL_FRAGMENT_SHADER = 0x8B30;
public const int GL_VERTEX_SHADER = 0x8B31;
public const int GL_SAMPLER_2D = 0x8B5E;
public const int GL_COMPILE_STATUS = 0x8B81;
public const int GL_LINK_STATUS = 0x8B82;
public const int GL_INFO_LOG_LENGTH = 0x8B84;
public const int GL_ACTIVE_UNIFORMS = 0x8B86;
// OpenGL 4.3
public const int GL_DEBUG_OUTPUT = 0x92E0;
public const int GL_DEBUG_OUTPUT_SYNCHRONOUS = 0x8242;
public const int GL_DEBUG_SOURCE_API = 0x8246;
public const int GL_DEBUG_SOURCE_WINDOW_SYSTEM = 0x8247;
public const int GL_DEBUG_SOURCE_SHADER_COMPILER = 0x8248;
public const int GL_DEBUG_SOURCE_THIRD_PARTY = 0x8249;
public const int GL_DEBUG_SOURCE_APPLICATION = 0x824A;
public const int GL_DEBUG_SOURCE_OTHER = 0x824B;
static readonly Dictionary<int, string> DebugSourceToText = new Dictionary<int, string>
{
{ GL_DEBUG_SOURCE_API, "API" },
{ GL_DEBUG_SOURCE_WINDOW_SYSTEM, "Window System" },
{ GL_DEBUG_SOURCE_SHADER_COMPILER, "Shader Compiler" },
{ GL_DEBUG_SOURCE_THIRD_PARTY, "Third Party" },
{ GL_DEBUG_SOURCE_APPLICATION, "Application" },
{ GL_DEBUG_SOURCE_OTHER, "Other" }
};
public const int GL_DEBUG_TYPE_ERROR = 0x824C;
public const int GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR = 0x824D;
public const int GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR = 0x824E;
public const int GL_DEBUG_TYPE_PORTABILITY = 0x824F;
public const int GL_DEBUG_TYPE_PERFORMANCE = 0x8250;
public const int GL_DEBUG_TYPE_MARKER = 0x8268;
public const int GL_DEBUG_TYPE_PUSH_GROUP = 0x8269;
public const int GL_DEBUG_TYPE_POP_GROUP = 0x826A;
public const int GL_DEBUG_TYPE_OTHER = 0x8251;
static readonly Dictionary<int, string> DebugTypeToText = new Dictionary<int, string>
{
{ GL_DEBUG_TYPE_ERROR, "Error" },
{ GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, "Deprecated Behaviour" },
{ GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR, "Undefined Behaviour" },
{ GL_DEBUG_TYPE_PORTABILITY, "Portability" },
{ GL_DEBUG_TYPE_PERFORMANCE, "Performance" },
{ GL_DEBUG_TYPE_MARKER, "Marker" },
{ GL_DEBUG_TYPE_PUSH_GROUP, "Push Group" },
{ GL_DEBUG_TYPE_POP_GROUP, "Pop Group" },
{ GL_DEBUG_TYPE_OTHER, "Other" }
};
public const int GL_DEBUG_SEVERITY_HIGH = 0x9146;
public const int GL_DEBUG_SEVERITY_MEDIUM = 0x9147;
public const int GL_DEBUG_SEVERITY_LOW = 0x9148;
public const int GL_DEBUG_SEVERITY_NOTIFICATION = 0x826B;
static readonly Dictionary<int, string> DebugSeverityToText = new Dictionary<int, string>
{
{ GL_DEBUG_SEVERITY_HIGH, "High" },
{ GL_DEBUG_SEVERITY_MEDIUM, "Medium" },
{ GL_DEBUG_SEVERITY_LOW, "Low" },
{ GL_DEBUG_SEVERITY_NOTIFICATION, "Notification" }
};
// Pixel Mode / Transfer
public const int GL_PACK_ROW_LENGTH = 0x0D02;
public const int GL_PACK_ALIGNMENT = 0x0D05;
// Gets
public const int GL_VIEWPORT = 0x0BA2;
// Utility
public const int GL_VENDOR = 0x1F00;
public const int GL_RENDERER = 0x1F01;
public const int GL_VERSION = 0x1F02;
public const int GL_EXTENSIONS = 0x1F03;
public const int GL_NUM_EXTENSIONS = 0x821D;
public const int GL_SHADING_LANGUAGE_VERSION = 0x8B8C;
// Framebuffers
public const int GL_FRAMEBUFFER = 0x8D40;
public const int GL_RENDERBUFFER = 0x8D41;
public const int GL_COLOR_ATTACHMENT0 = 0x8CE0;
public const int GL_DEPTH_ATTACHMENT = 0x8D00;
public const int GL_FRAMEBUFFER_COMPLETE = 0x8CD5;
public const int GL_FRAMEBUFFER_BINDING = 0x8CA6;
#endregion
#region GL Delegates
public delegate void DebugProc(int source, int type, uint id, int severity, int length, StringBuilder message,
IntPtr userParam);
static DebugProc DebugMessageHandle { get; set; }
public delegate void DebugMessageCallback(DebugProc callback, IntPtr userParam);
public static DebugMessageCallback glDebugMessageCallback { get; private set; }
public delegate void DebugMessageInsert(int source, int type, uint id, int severity, int length, string message);
public static DebugMessageInsert glDebugMessageInsert { get; private set; }
public delegate void Flush();
public static Flush glFlush { get; private set; }
public delegate void Viewport(int x, int y, int width, int height);
public static Viewport glViewport { get; private set; }
public delegate void Clear(int mask);
public static Clear glClear { get; private set; }
public delegate void ClearColor(float red, float green, float blue, float alpha);
public static ClearColor glClearColor { get; private set; }
public delegate int GetError();
public static GetError glGetError { get; private set; }
delegate IntPtr GetString(int name);
static GetString glGetStringInternal;
public static string glGetString(int name)
{
unsafe
{
return new string((sbyte*)glGetStringInternal(name));
}
}
delegate IntPtr GetStringi(int name, uint index);
static GetStringi glGetStringiInternal;
public static string glGetStringi(int name, uint index)
{
unsafe
{
return new string((sbyte*)glGetStringiInternal(name, index));
}
}
public unsafe delegate int GetIntegerv(int pname, out int param);
public static GetIntegerv glGetIntegerv { get; private set; }
public delegate void Finish();
public static Finish glFinish { get; private set; }
public delegate uint CreateProgram();
public static CreateProgram glCreateProgram { get; private set; }
public delegate void UseProgram(uint program);
public static UseProgram glUseProgram { get; private set; }
public delegate void GetProgramiv(uint program, int pname, out int param);
public static GetProgramiv glGetProgramiv { get; private set; }
public delegate uint CreateShader(int shaderType);
public static CreateShader glCreateShader { get; private set; }
public delegate void ShaderSource(uint shader, int count, string[] str, IntPtr length);
public static ShaderSource glShaderSource { get; private set; }
public delegate void CompileShader(uint shader);
public static CompileShader glCompileShader { get; private set; }
public delegate int GetShaderiv(uint shader, int name, out int param);
public static GetShaderiv glGetShaderiv { get; private set; }
public delegate void AttachShader(uint program, uint shader);
public static AttachShader glAttachShader { get; private set; }
public delegate void GetShaderInfoLog(uint shader, int maxLength, out int length, StringBuilder infoLog);
public static GetShaderInfoLog glGetShaderInfoLog { get; private set; }
public delegate void LinkProgram(uint program);
public static LinkProgram glLinkProgram { get; private set; }
public delegate void GetProgramInfoLog(uint program, int maxLength, out int length, StringBuilder infoLog);
public static GetProgramInfoLog glGetProgramInfoLog { get; private set; }
public delegate int GetUniformLocation(uint program, string name);
public static GetUniformLocation glGetUniformLocation { get; private set; }
public delegate void GetActiveUniform(uint program, int index, int bufSize,
out int length, out int size, out int type, StringBuilder name);
public static GetActiveUniform glGetActiveUniform { get; private set; }
public delegate void Uniform1i(int location, int v0);
public static Uniform1i glUniform1i { get; private set; }
public delegate void Uniform1f(int location, float v0);
public static Uniform1f glUniform1f { get; private set; }
public delegate void Uniform2f(int location, float v0, float v1);
public static Uniform2f glUniform2f { get; private set; }
public delegate void Uniform3f(int location, float v0, float v1, float v2);
public static Uniform3f glUniform3f { get; private set; }
public delegate void Uniform1fv(int location, int count, IntPtr value);
public static Uniform1fv glUniform1fv { get; private set; }
public delegate void Uniform2fv(int location, int count, IntPtr value);
public static Uniform2fv glUniform2fv { get; private set; }
public delegate void Uniform3fv(int location, int count, IntPtr value);
public static Uniform3fv glUniform3fv { get; private set; }
public delegate void Uniform4fv(int location, int count, IntPtr value);
public static Uniform4fv glUniform4fv { get; private set; }
public delegate void UniformMatrix4fv(int location, int count, bool transpose, IntPtr value);
public static UniformMatrix4fv glUniformMatrix4fv { get; private set; }
public delegate void GenBuffers(int n, out uint buffers);
public static GenBuffers glGenBuffers { get; private set; }
public delegate void BindBuffer(int target, uint buffer);
public static BindBuffer glBindBuffer { get; private set; }
public delegate void GenVertexArrays(int n, out uint buffers);
public static GenVertexArrays glGenVertexArrays { get; private set; }
public delegate void BindVertexArray(uint buffer);
public static BindVertexArray glBindVertexArray { get; private set; }
public delegate void BufferData(int target, IntPtr size, IntPtr data, int usage);
public static BufferData glBufferData { get; private set; }
public delegate void BufferSubData(int target, IntPtr offset, IntPtr size, IntPtr data);
public static BufferSubData glBufferSubData { get; private set; }
public delegate void DeleteBuffers(int n, ref uint buffers);
public static DeleteBuffers glDeleteBuffers { get; private set; }
public delegate void BindAttribLocation(uint program, int index, string name);
public static BindAttribLocation glBindAttribLocation { get; private set; }
public delegate void BindFragDataLocation(uint program, int colorNumber, string name);
public static BindFragDataLocation glBindFragDataLocation { get; private set; }
public delegate void VertexAttribPointer(int index, int size, int type, bool normalized,
int stride, IntPtr pointer);
public static VertexAttribPointer glVertexAttribPointer { get; private set; }
public delegate void EnableVertexAttribArray(int index);
public static EnableVertexAttribArray glEnableVertexAttribArray { get; private set; }
public delegate void DisableVertexAttribArray(int index);
public static DisableVertexAttribArray glDisableVertexAttribArray { get; private set; }
public delegate void DrawArrays(int mode, int first, int count);
public static DrawArrays glDrawArrays { get; private set; }
public delegate void Enable(int cap);
public static Enable glEnable { get; private set; }
public delegate void Disable(int cap);
public static Disable glDisable { get; private set; }
public delegate void BlendEquation(int mode);
public static BlendEquation glBlendEquation { get; private set; }
public delegate void BlendEquationSeparate(int modeRGB, int modeAlpha);
public static BlendEquationSeparate glBlendEquationSeparate { get; private set; }
public delegate void BlendFunc(int sfactor, int dfactor);
public static BlendFunc glBlendFunc { get; private set; }
public delegate void DepthFunc(int func);
public static DepthFunc glDepthFunc { get; private set; }
public delegate void Scissor(int x, int y, int width, int height);
public static Scissor glScissor { get; private set; }
public delegate void ReadPixels(int x, int y, int width, int height,
int format, int type, IntPtr data);
public static ReadPixels glReadPixels { get; private set; }
public delegate void GenTextures(int n, out uint textures);
public static GenTextures glGenTextures { get; private set; }
public delegate void DeleteTextures(int n, ref uint textures);
public static DeleteTextures glDeleteTextures { get; private set; }
public delegate bool IsTexture(uint texture);
public static IsTexture glIsTexture { get; private set; }
public delegate void BindTexture(int target, uint texture);
public static BindTexture glBindTexture { get; private set; }
public delegate void ActiveTexture(int texture);
public static ActiveTexture glActiveTexture { get; private set; }
public delegate void TexImage2D(int target, int level, int internalFormat,
int width, int height, int border, int format, int type, IntPtr pixels);
public static TexImage2D glTexImage2D { get; private set; }
public delegate void GetTexImage(int target, int level,
int format, int type, IntPtr pixels);
public static GetTexImage glGetTexImage { get; private set; }
public delegate void TexParameteri(int target, int pname, int param);
public static TexParameteri glTexParameteri { get; private set; }
public delegate void TexParameterf(int target, int pname, float param);
public static TexParameterf glTexParameterf { get; private set; }
public delegate void GenFramebuffers(int n, out uint framebuffers);
public static GenFramebuffers glGenFramebuffers { get; private set; }
public delegate void BindFramebuffer(int target, uint framebuffer);
public static BindFramebuffer glBindFramebuffer { get; private set; }
public delegate void FramebufferTexture2D(int target, int attachment,
int textarget, uint texture, int level);
public static FramebufferTexture2D glFramebufferTexture2D { get; private set; }
public delegate void DeleteFramebuffers(int n, ref uint framebuffers);
public static DeleteFramebuffers glDeleteFramebuffers { get; private set; }
public delegate void GenRenderbuffers(int n, out uint renderbuffers);
public static GenRenderbuffers glGenRenderbuffers { get; private set; }
public delegate void BindRenderbuffer(int target, uint renderbuffer);
public static BindRenderbuffer glBindRenderbuffer { get; private set; }
public delegate void RenderbufferStorage(int target, int internalformat,
int width, int height);
public static RenderbufferStorage glRenderbufferStorage { get; private set; }
public delegate void DeleteRenderbuffers(int n, ref uint renderbuffers);
public static DeleteRenderbuffers glDeleteRenderbuffers { get; private set; }
public delegate void FramebufferRenderbuffer(int target, int attachment,
int renderbuffertarget, uint renderbuffer);
public static FramebufferRenderbuffer glFramebufferRenderbuffer { get; private set; }
public delegate int CheckFramebufferStatus(int target);
public static CheckFramebufferStatus glCheckFramebufferStatus { get; private set; }
#endregion
public static void Initialize(bool preferLegacyProfile)
{
try
{
// First set up the bindings we need for error handling
glEnable = Bind<Enable>("glEnable");
glDisable = Bind<Disable>("glDisable");
glGetError = Bind<GetError>("glGetError");
glGetStringInternal = Bind<GetString>("glGetString");
glGetStringiInternal = Bind<GetStringi>("glGetStringi");
glGetIntegerv = Bind<GetIntegerv>("glGetIntegerv");
}
catch (Exception e)
{
throw new InvalidProgramException("Failed to initialize low-level OpenGL bindings. GPU information is not available.", e);
}
if (!DetectGLFeatures(preferLegacyProfile))
{
WriteGraphicsLog("Unsupported OpenGL version: " + glGetString(GL_VERSION));
throw new InvalidProgramException("OpenGL Version Error: See graphics.log for details.");
}
// Allow users to force-disable the debug message callback feature to work around driver bugs
if (Features.HasFlag(GLFeatures.DebugMessagesCallback) && Game.Settings.Graphics.DisableGLDebugMessageCallback)
Features ^= GLFeatures.DebugMessagesCallback;
// Force disable the debug message callback feature on Linux + AMD GPU to work around a startup freeze
if (Features.HasFlag(GLFeatures.DebugMessagesCallback) && Platform.CurrentPlatform == PlatformType.Linux)
{
var renderer = glGetString(GL_RENDERER);
if (renderer.Contains("AMD") || renderer.Contains("Radeon"))
Features ^= GLFeatures.DebugMessagesCallback;
}
// Older Intel on Windows is broken too
if (Features.HasFlag(GLFeatures.DebugMessagesCallback) && Platform.CurrentPlatform == PlatformType.Windows)
{
var renderer = glGetString(GL_RENDERER);
if (renderer.Contains("HD Graphics") && !renderer.Contains("UHD Graphics"))
Features ^= GLFeatures.DebugMessagesCallback;
}
// Setup the debug message callback handler
if (Features.HasFlag(GLFeatures.DebugMessagesCallback))
{
try
{
var suffix = Profile == GLProfile.Embedded ? "KHR" : "";
glDebugMessageCallback = Bind<DebugMessageCallback>("glDebugMessageCallback" + suffix);
glDebugMessageInsert = Bind<DebugMessageInsert>("glDebugMessageInsert" + suffix);
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
// Need to keep a reference to the callback so it doesn't get garbage collected
DebugMessageHandle = DebugMessageHandler;
glDebugMessageCallback(DebugMessageHandle, IntPtr.Zero);
}
catch (Exception e)
{
throw new InvalidProgramException("Failed to initialize an OpenGL debug message callback.", e);
}
}
Console.WriteLine("OpenGL renderer: " + glGetString(GL_RENDERER));
Console.WriteLine("OpenGL version: " + glGetString(GL_VERSION));
try
{
glFlush = Bind<Flush>("glFlush");
glViewport = Bind<Viewport>("glViewport");
glClear = Bind<Clear>("glClear");
glClearColor = Bind<ClearColor>("glClearColor");
glFinish = Bind<Finish>("glFinish");
glCreateProgram = Bind<CreateProgram>("glCreateProgram");
glUseProgram = Bind<UseProgram>("glUseProgram");
glGetProgramiv = Bind<GetProgramiv>("glGetProgramiv");
glCreateShader = Bind<CreateShader>("glCreateShader");
glShaderSource = Bind<ShaderSource>("glShaderSource");
glCompileShader = Bind<CompileShader>("glCompileShader");
glGetShaderiv = Bind<GetShaderiv>("glGetShaderiv");
glAttachShader = Bind<AttachShader>("glAttachShader");
glGetShaderInfoLog = Bind<GetShaderInfoLog>("glGetShaderInfoLog");
glLinkProgram = Bind<LinkProgram>("glLinkProgram");
glGetProgramInfoLog = Bind<GetProgramInfoLog>("glGetProgramInfoLog");
glGetUniformLocation = Bind<GetUniformLocation>("glGetUniformLocation");
glGetActiveUniform = Bind<GetActiveUniform>("glGetActiveUniform");
glUniform1i = Bind<Uniform1i>("glUniform1i");
glUniform1f = Bind<Uniform1f>("glUniform1f");
glUniform2f = Bind<Uniform2f>("glUniform2f");
glUniform3f = Bind<Uniform3f>("glUniform3f");
glUniform1fv = Bind<Uniform1fv>("glUniform1fv");
glUniform2fv = Bind<Uniform2fv>("glUniform2fv");
glUniform3fv = Bind<Uniform3fv>("glUniform3fv");
glUniform4fv = Bind<Uniform4fv>("glUniform4fv");
glUniformMatrix4fv = Bind<UniformMatrix4fv>("glUniformMatrix4fv");
glGenBuffers = Bind<GenBuffers>("glGenBuffers");
glBindBuffer = Bind<BindBuffer>("glBindBuffer");
glBufferData = Bind<BufferData>("glBufferData");
glBufferSubData = Bind<BufferSubData>("glBufferSubData");
glDeleteBuffers = Bind<DeleteBuffers>("glDeleteBuffers");
glBindAttribLocation = Bind<BindAttribLocation>("glBindAttribLocation");
glVertexAttribPointer = Bind<VertexAttribPointer>("glVertexAttribPointer");
glEnableVertexAttribArray = Bind<EnableVertexAttribArray>("glEnableVertexAttribArray");
glDisableVertexAttribArray = Bind<DisableVertexAttribArray>("glDisableVertexAttribArray");
glDrawArrays = Bind<DrawArrays>("glDrawArrays");
glBlendEquation = Bind<BlendEquation>("glBlendEquation");
glBlendEquationSeparate = Bind<BlendEquationSeparate>("glBlendEquationSeparate");
glBlendFunc = Bind<BlendFunc>("glBlendFunc");
glDepthFunc = Bind<DepthFunc>("glDepthFunc");
glScissor = Bind<Scissor>("glScissor");
glReadPixels = Bind<ReadPixels>("glReadPixels");
glGenTextures = Bind<GenTextures>("glGenTextures");
glDeleteTextures = Bind<DeleteTextures>("glDeleteTextures");
glIsTexture = Bind<IsTexture>("glIsTexture");
glBindTexture = Bind<BindTexture>("glBindTexture");
glActiveTexture = Bind<ActiveTexture>("glActiveTexture");
glTexImage2D = Bind<TexImage2D>("glTexImage2D");
glTexParameteri = Bind<TexParameteri>("glTexParameteri");
glTexParameterf = Bind<TexParameterf>("glTexParameterf");
if (Profile != GLProfile.Legacy)
{
if (Profile != GLProfile.Embedded)
{
glGetTexImage = Bind<GetTexImage>("glGetTexImage");
glBindFragDataLocation = Bind<BindFragDataLocation>("glBindFragDataLocation");
}
else
{
glGetTexImage = null;
glBindFragDataLocation = null;
}
glGenVertexArrays = Bind<GenVertexArrays>("glGenVertexArrays");
glBindVertexArray = Bind<BindVertexArray>("glBindVertexArray");
glGenFramebuffers = Bind<GenFramebuffers>("glGenFramebuffers");
glBindFramebuffer = Bind<BindFramebuffer>("glBindFramebuffer");
glFramebufferTexture2D = Bind<FramebufferTexture2D>("glFramebufferTexture2D");
glDeleteFramebuffers = Bind<DeleteFramebuffers>("glDeleteFramebuffers");
glGenRenderbuffers = Bind<GenRenderbuffers>("glGenRenderbuffers");
glBindRenderbuffer = Bind<BindRenderbuffer>("glBindRenderbuffer");
glRenderbufferStorage = Bind<RenderbufferStorage>("glRenderbufferStorage");
glDeleteRenderbuffers = Bind<DeleteRenderbuffers>("glDeleteRenderbuffers");
glFramebufferRenderbuffer = Bind<FramebufferRenderbuffer>("glFramebufferRenderbuffer");
glCheckFramebufferStatus = Bind<CheckFramebufferStatus>("glCheckFramebufferStatus");
}
else
{
glGenVertexArrays = null;
glBindVertexArray = null;
glBindFragDataLocation = null;
glGenFramebuffers = Bind<GenFramebuffers>("glGenFramebuffersEXT");
glBindFramebuffer = Bind<BindFramebuffer>("glBindFramebufferEXT");
glFramebufferTexture2D = Bind<FramebufferTexture2D>("glFramebufferTexture2DEXT");
glDeleteFramebuffers = Bind<DeleteFramebuffers>("glDeleteFramebuffersEXT");
glGenRenderbuffers = Bind<GenRenderbuffers>("glGenRenderbuffersEXT");
glBindRenderbuffer = Bind<BindRenderbuffer>("glBindRenderbufferEXT");
glRenderbufferStorage = Bind<RenderbufferStorage>("glRenderbufferStorageEXT");
glDeleteRenderbuffers = Bind<DeleteRenderbuffers>("glDeleteRenderbuffersEXT");
glFramebufferRenderbuffer = Bind<FramebufferRenderbuffer>("glFramebufferRenderbufferEXT");
glCheckFramebufferStatus = Bind<CheckFramebufferStatus>("glCheckFramebufferStatusEXT");
}
}
catch (Exception e)
{
WriteGraphicsLog("Failed to initialize OpenGL bindings.\nInner exception was: {0}".F(e));
throw new InvalidProgramException("Failed to initialize OpenGL. See graphics.log for details.", e);
}
}
static T Bind<T>(string name)
{
return (T)(object)Marshal.GetDelegateForFunctionPointer(SDL.SDL_GL_GetProcAddress(name), typeof(T));
}
public static bool DetectGLFeatures(bool preferLegacyProfile)
{
var hasValidConfiguration = false;
try
{
Version = glGetString(GL_VERSION);
var major = 0;
var minor = 0;
// Assume that the first numeric token corresponds to the GL version
foreach (var t in Version.Split())
{
var split = t.Split('.');
if (split.Length >= 2 && int.TryParse(split[0], out major) && int.TryParse(split[1], out minor))
break;
}
// Core features are defined as the shared feature set of GL 3.2 and (GLES 3 + BGRA extension)
var hasBGRA = SDL.SDL_GL_ExtensionSupported("GL_EXT_texture_format_BGRA8888") == SDL.SDL_bool.SDL_TRUE;
if (Version.Contains(" ES") && hasBGRA && major >= 3)
{
hasValidConfiguration = true;
Profile = GLProfile.Embedded;
if (SDL.SDL_GL_ExtensionSupported("GL_EXT_read_format_bgra") == SDL.SDL_bool.SDL_TRUE)
Features |= GLFeatures.ESReadFormatBGRA;
}
else if (major > 3 || (major == 3 && minor >= 2))
{
hasValidConfiguration = true;
Profile = GLProfile.Modern;
}
// Debug callbacks were introduced in GL 4.3
var hasDebugMessagesCallback = SDL.SDL_GL_ExtensionSupported("GL_KHR_debug") == SDL.SDL_bool.SDL_TRUE;
if (hasDebugMessagesCallback)
Features |= GLFeatures.DebugMessagesCallback;
if (preferLegacyProfile || (major == 2 && minor == 1) || (major == 3 && minor < 2))
{
if (SDL.SDL_GL_ExtensionSupported("GL_EXT_framebuffer_object") == SDL.SDL_bool.SDL_TRUE)
{
hasValidConfiguration = true;
Profile = GLProfile.Legacy;
}
}
}
catch (Exception) { }
return hasValidConfiguration;
}
public static void WriteGraphicsLog(string message)
{
Log.Write("graphics", message);
Log.Write("graphics", "");
Log.Write("graphics", "OpenGL Information:");
var vendor = glGetString(GL_VENDOR);
Log.Write("graphics", "Vendor: {0}", vendor);
if (vendor.Contains("Microsoft"))
{
var msg = "";
msg += "Note: The default driver provided by Microsoft does not include full OpenGL support.\n";
msg += "Please install the latest drivers from your graphics card manufacturer's website.\n";
Log.Write("graphics", msg);
}
Log.Write("graphics", "Renderer: {0}", glGetString(GL_RENDERER));
Log.Write("graphics", "GL Version: {0}", glGetString(GL_VERSION));
Log.Write("graphics", "Shader Version: {0}", glGetString(GL_SHADING_LANGUAGE_VERSION));
Log.Write("graphics", "Available extensions:");
if (Profile != GLProfile.Legacy)
{
glGetIntegerv(GL_NUM_EXTENSIONS, out var extensionCount);
for (var i = 0; i < extensionCount; i++)
Log.Write("graphics", glGetStringi(GL_EXTENSIONS, (uint)i));
}
else
Log.Write("graphics", glGetString(GL_EXTENSIONS));
}
public static void CheckGLError()
{
// Let the debug message handler log the errors instead.
if ((Features & GLFeatures.DebugMessagesCallback) == GLFeatures.DebugMessagesCallback)
return;
var type = glGetError();
if (type == GL_NO_ERROR)
return;
string errorText;
errorText = ErrorToText.TryGetValue(type, out errorText) ? errorText : type.ToString("X");
var error = "GL Error: {0}\n{1}".F(errorText, new StackTrace());
WriteGraphicsLog(error);
const string exceptionMessage = "OpenGL Error: See graphics.log for details.";
if (type == GL_OUT_OF_MEMORY)
throw new OutOfMemoryException(exceptionMessage);
throw new InvalidOperationException(exceptionMessage);
}
static void DebugMessageHandler(int source, int type, uint id, int severity, int length, StringBuilder message, IntPtr userparam)
{
string error;
switch (severity)
{
case GL_DEBUG_SEVERITY_HIGH:
error = BuildErrorText(source, type, severity, message);
WriteGraphicsLog(error);
throw new InvalidOperationException("OpenGL Error: See graphics.log for details.");
case GL_DEBUG_SEVERITY_MEDIUM:
error = BuildErrorText(source, type, severity, message);
Console.WriteLine(error);
break;
}
}
static string BuildErrorText(int source, int type, int severity, StringBuilder message)
{
string sourceText;
string typeText;
string severityText;
sourceText = DebugSourceToText.TryGetValue(source, out sourceText) ? sourceText : source.ToString("X");
typeText = DebugTypeToText.TryGetValue(type, out typeText) ? typeText : type.ToString("X");
severityText = DebugSeverityToText.TryGetValue(severity, out severityText) ? severityText : severity.ToString("X");
var messageText = message.ToString();
return "{0} - GL Debug {1} Output: {2} - {3}\n{4}".F(severityText, sourceText, typeText, messageText, new StackTrace());
}
}
}