/*------------------------------------------------------------------------- * drawElements Quality Program OpenGL ES Utilities * ------------------------------------------------ * * Copyright 2014 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * *//*! * \file * \brief Context Info Class. *//*--------------------------------------------------------------------*/ #include "gluContextInfo.hpp" #include "gluRenderContext.hpp" #include "gluShaderProgram.hpp" #include "glwFunctions.hpp" #include "glwEnums.hpp" #include <iterator> #include <algorithm> using std::vector; using std::string; using std::set; namespace glu { class TryCompileProgram { public: // \note Assumes that shader pointer can be stored as is (eg. it is static data) TryCompileProgram (const char* vertexSource, const char* fragmentSource) : m_vertexSource (vertexSource) , m_fragmentSource (fragmentSource) { } bool operator() (const RenderContext& context) const { ShaderProgram program(context, ProgramSources() << VertexSource(m_vertexSource) << FragmentSource(m_fragmentSource)); return program.isOk(); } private: const char* m_vertexSource; const char* m_fragmentSource; }; typedef CachedValue<bool, TryCompileProgram> IsProgramSupported; // ES2-specific context info class ES2ContextInfo : public ContextInfo { public: ES2ContextInfo (const RenderContext& context); ~ES2ContextInfo (void) {} bool isVertexUniformLoopSupported (void) const { return m_vertexUniformLoopsSupported.getValue(m_context); } bool isVertexDynamicLoopSupported (void) const { return m_vertexDynamicLoopsSupported.getValue(m_context); } bool isFragmentHighPrecisionSupported (void) const { return m_fragmentHighPrecisionSupported.getValue(m_context); } bool isFragmentUniformLoopSupported (void) const { return m_fragmentUniformLoopsSupported.getValue(m_context); } bool isFragmentDynamicLoopSupported (void) const { return m_fragmentDynamicLoopsSupported.getValue(m_context); } private: IsProgramSupported m_vertexUniformLoopsSupported; IsProgramSupported m_vertexDynamicLoopsSupported; IsProgramSupported m_fragmentHighPrecisionSupported; IsProgramSupported m_fragmentUniformLoopsSupported; IsProgramSupported m_fragmentDynamicLoopsSupported; }; static const char* s_defaultVertexShader = "attribute highp vec4 a_position;\n" "void main (void) {\n" " gl_Position = a_position;\n" "}\n"; static const char* s_defaultFragmentShader = "void main (void) {\n" " gl_FragColor = vec4(1.0);\n" "}\n"; static const char* s_vertexUniformLoopsSupported = "attribute highp vec4 a_position;\n" "uniform int u_numIters;\n" "void main (void) {\n" " gl_Position = a_position;\n" " for (int i = 0; i < u_numIters; i++)\n" " gl_Position += vec4(0.1);\n" "}\n"; static const char* s_vertexDynamicLoopsSupported = "attribute highp vec4 a_position;\n" "uniform mediump float a, b;\n" "void main (void) {\n" " gl_Position = a_position;\n" " int numIters = a < b ? int(3.0*b) : int(a_position.x);\n" " for (int i = 0; i < numIters; i++)\n" " gl_Position += vec4(0.1);\n" "}\n"; static const char* s_fragmentHighPrecisionSupported = "varying highp vec4 v_color;\n" "void main (void) {\n" " highp float tmp = v_color.r;\n" " gl_FragColor = v_color;\n" "}\n"; static const char* s_fragmentUniformLoopsSupported = "varying mediump vec4 v_color;\n" "uniform int u_numIters;\n" "void main (void) {\n" " gl_FragColor = v_color;\n" " for (int i = 0; i < u_numIters; i++)\n" " gl_FragColor += vec4(0.1);\n" "}\n"; static const char* s_fragmentDynamicLoopsSupported = "varying mediump vec4 v_color;\n" "uniform mediump float a, b;\n" "void main (void) {\n" " gl_FragColor = v_color;\n" " int numIters = a < b ? int(3.0*b) : int(v_color.x);\n" " for (int i = 0; i < numIters; i++)\n" " gl_FragColor += vec4(0.1);\n" "}\n"; ES2ContextInfo::ES2ContextInfo (const RenderContext& context) : glu::ContextInfo (context) , m_vertexUniformLoopsSupported (TryCompileProgram(s_vertexUniformLoopsSupported, s_defaultFragmentShader)) , m_vertexDynamicLoopsSupported (TryCompileProgram(s_vertexDynamicLoopsSupported, s_defaultFragmentShader)) , m_fragmentHighPrecisionSupported (TryCompileProgram(s_defaultVertexShader, s_fragmentHighPrecisionSupported)) , m_fragmentUniformLoopsSupported (TryCompileProgram(s_defaultVertexShader, s_fragmentUniformLoopsSupported)) , m_fragmentDynamicLoopsSupported (TryCompileProgram(s_defaultVertexShader, s_fragmentDynamicLoopsSupported)) { } static void split (vector<string>& dst, const string& src) { size_t start = 0; size_t end = string::npos; while ((end = src.find(' ', start)) != string::npos) { dst.push_back(src.substr(start, end-start)); start = end+1; } if (start < end) dst.push_back(src.substr(start, end-start)); } vector<string> GetExtensions::operator() (const RenderContext& context) const { const glw::Functions& gl = context.getFunctions(); if (context.getType().getAPI() == ApiType::es(2,0)) { const char* result = (const char*)gl.getString(GL_EXTENSIONS); GLU_EXPECT_NO_ERROR(gl.getError(), "glGetString(GL_EXTENSIONS) failed"); vector<string> extensions; split(extensions, string(result)); return extensions; } else { int numExtensions = 0; vector<string> extensions; gl.getIntegerv(GL_NUM_EXTENSIONS, &numExtensions); GLU_EXPECT_NO_ERROR(gl.getError(), "glGetIntegerv(GL_NUM_EXTENSIONS) failed"); extensions.resize(numExtensions); for (int ndx = 0; ndx < numExtensions; ndx++) extensions[ndx] = (const char*)gl.getStringi(GL_EXTENSIONS, ndx); GLU_EXPECT_NO_ERROR(gl.getError(), "glGetStringi(GL_EXTENSIONS, ndx) failed"); return extensions; } } set<int> GetCompressedTextureFormats::operator() (const RenderContext& context) const { const glw::Functions& gl = context.getFunctions(); int numFormats = 0; gl.getIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numFormats); vector<int> formats(numFormats); if (numFormats > 0) gl.getIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, &formats[0]); GLU_EXPECT_NO_ERROR(gl.getError(), "glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS) failed"); set<int> formatSet; std::copy(formats.begin(), formats.end(), std::inserter(formatSet, formatSet.begin())); return formatSet; } // ContextInfo ContextInfo::ContextInfo (const RenderContext& context) : m_context(context) { } ContextInfo::~ContextInfo (void) { } int ContextInfo::getInt (int param) const { int val = -1; m_context.getFunctions().getIntegerv(param, &val); GLU_EXPECT_NO_ERROR(m_context.getFunctions().getError(), "glGetIntegerv() failed"); return val; } bool ContextInfo::getBool (int param) const { glw::GLboolean val = GL_FALSE; m_context.getFunctions().getBooleanv(param, &val); GLU_EXPECT_NO_ERROR(m_context.getFunctions().getError(), "glGetBooleanv() failed"); return val != GL_FALSE; } const char* ContextInfo::getString (int param) const { const char* str = (const char*)m_context.getFunctions().getString(param); GLU_EXPECT_NO_ERROR(m_context.getFunctions().getError(), "glGetString() failed"); return str; } bool ContextInfo::isCompressedTextureFormatSupported (int format) const { const set<int>& formats = m_compressedTextureFormats.getValue(m_context); return formats.find(format) != formats.end(); } bool ContextInfo::isExtensionSupported (const char* name) const { const std::vector<std::string>& extensions = getExtensions(); return std::find(extensions.begin(), extensions.end(), name) != extensions.end(); } ContextInfo* ContextInfo::create (const RenderContext& context) { // ES2 uses special variant that checks support for various shader features // by trying to compile shader programs. if (context.getType().getAPI() == ApiType::es(2,0)) return new ES2ContextInfo(context); return new ContextInfo(context); } } // glu