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kc3-lang/angle/src/libGLESv2/Caps.cpp

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  • Author : Geoff Lang
    Date : 2014-06-11 15:31:45
    Hash : 05b05028
    Message : Add support for EXT_sRGB. BUG=angle:672 Change-Id: I001ff3dde7a39e545a535a399c02f3a6d91634c8 Reviewed-on: https://chromium-review.googlesource.com/203460 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>

  • src/libGLESv2/Caps.cpp
  • //
    // Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    #include "libGLESv2/Caps.h"
    #include "common/debug.h"
    #include "common/angleutils.h"
    
    #include <GLES2/gl2ext.h>
    #include <GLES3/gl3ext.h>
    
    #include <algorithm>
    #include <sstream>
    
    namespace gl
    {
    
    TextureCaps::TextureCaps()
        : texture2D(false),
          textureCubeMap(false),
          texture3D(false),
          texture2DArray(false),
          filtering(false),
          colorRendering(false),
          depthRendering(false),
          stencilRendering(false),
          sampleCounts()
    {
    }
    
    void TextureCapsMap::insert(GLenum internalFormat, const TextureCaps &caps)
    {
        mCapsMap.insert(std::make_pair(internalFormat, caps));
    }
    
    void TextureCapsMap::remove(GLenum internalFormat)
    {
        InternalFormatToCapsMap::iterator i = mCapsMap.find(internalFormat);
        if (i != mCapsMap.end())
        {
            mCapsMap.erase(i);
        }
    }
    
    const TextureCaps &TextureCapsMap::get(GLenum internalFormat) const
    {
        static TextureCaps defaultUnsupportedTexture;
        InternalFormatToCapsMap::const_iterator iter = mCapsMap.find(internalFormat);
        return (iter != mCapsMap.end()) ? iter->second : defaultUnsupportedTexture;
    }
    
    Extensions::Extensions()
        : elementIndexUint(false),
          packedDepthStencil(false),
          getProgramBinary(false),
          rgb8rgba8(false),
          textureFormatBGRA8888(false),
          readFormatBGRA(false),
          pixelBufferObject(false),
          mapBuffer(false),
          mapBufferRange(false),
          textureHalfFloat(false),
          textureHalfFloatLinear(false),
          textureFloat(false),
          textureFloatLinear(false),
          textureRG(false),
          textureCompressionDXT1(false),
          textureCompressionDXT3(false),
          textureCompressionDXT5(false),
          depthTextures(false),
          textureNPOT(false),
          drawBuffers(false),
          textureStorage(false),
          textureFilterAnisotropic(false),
          maxTextureAnisotropy(false),
          occlusionQueryBoolean(false),
          fence(false),
          timerQuery(false),
          robustness(false),
          blendMinMax(false),
          framebufferBlit(false),
          framebufferMultisample(false),
          instancedArrays(false),
          packReverseRowOrder(false),
          standardDerivatives(false),
          shaderTextureLOD(false),
          fragDepth(false),
          textureUsage(false),
          translatedShaderSource(false),
          colorBufferFloat(false)
    {
    }
    
    static void InsertExtensionString(const std::string &extension, GLuint minClientVersion, GLuint maxClientVersion, bool supported,
                                      GLuint curClientVersion, std::vector<std::string> *extensionVector)
    {
        if (supported && minClientVersion >= curClientVersion && (maxClientVersion == 0 || curClientVersion <= maxClientVersion))
        {
            extensionVector->push_back(extension);
        }
    }
    
    std::vector<std::string> Extensions::getStrings(GLuint clientVersion) const
    {
        std::vector<std::string> extensionStrings;
    
        //                   | Extension name                     | Min | Max  | Supported flag          | Current      | Output vector   |
        //                   |                                    | ver | ver  |                         | version      |                 |
        InsertExtensionString("GL_OES_element_index_uint",         2,    0,     elementIndexUint,         clientVersion, &extensionStrings);
        InsertExtensionString("GL_OES_packed_depth_stencil",       2,    0,     packedDepthStencil,       clientVersion, &extensionStrings);
        InsertExtensionString("GL_OES_get_program_binary",         2,    0,     getProgramBinary,         clientVersion, &extensionStrings);
        InsertExtensionString("GL_OES_rgb8_rgba8",                 2,    0,     rgb8rgba8,                clientVersion, &extensionStrings);
        InsertExtensionString("GL_EXT_texture_format_BGRA8888",    2,    0,     textureFormatBGRA8888,    clientVersion, &extensionStrings);
        InsertExtensionString("GL_EXT_read_format_bgra",           2,    0,     readFormatBGRA,           clientVersion, &extensionStrings);
        InsertExtensionString("GL_NV_pixel_buffer_object",         2,    0,     pixelBufferObject,        clientVersion, &extensionStrings);
        InsertExtensionString("GL_OES_mapbuffer",                  2,    0,     mapBuffer,                clientVersion, &extensionStrings);
        InsertExtensionString("GL_EXT_map_buffer_range",           2,    0,     mapBufferRange,           clientVersion, &extensionStrings);
        InsertExtensionString("GL_OES_texture_half_float",         2,    0,     textureHalfFloat,         clientVersion, &extensionStrings);
        InsertExtensionString("GL_OES_texture_half_float_linear",  2,    0,     textureHalfFloatLinear,   clientVersion, &extensionStrings);
        InsertExtensionString("GL_OES_texture_float",              2,    0,     textureFloat,             clientVersion, &extensionStrings);
        InsertExtensionString("GL_OES_texture_float_linear",       2,    0,     textureFloatLinear,       clientVersion, &extensionStrings);
        InsertExtensionString("GL_EXT_texture_rg",                 2,    0,     textureRG,                clientVersion, &extensionStrings);
        InsertExtensionString("GL_EXT_texture_compression_dxt1",   2,    0,     textureCompressionDXT1,   clientVersion, &extensionStrings);
        InsertExtensionString("GL_ANGLE_texture_compression_dxt3", 2,    0,     textureCompressionDXT3,   clientVersion, &extensionStrings);
        InsertExtensionString("GL_ANGLE_texture_compression_dxt5", 2,    0,     textureCompressionDXT5,   clientVersion, &extensionStrings);
        InsertExtensionString("GL_EXT_sRGB",                       2,    0,     sRGB,                     clientVersion, &extensionStrings); // FIXME: Don't advertise in ES3
        InsertExtensionString("GL_ANGLE_depth_texture",            2,    0,     depthTextures,            clientVersion, &extensionStrings);
        InsertExtensionString("GL_EXT_texture_storage",            2,    0,     textureStorage,           clientVersion, &extensionStrings);
        InsertExtensionString("GL_OES_texture_npot",               2,    0,     textureNPOT,              clientVersion, &extensionStrings);
        InsertExtensionString("GL_EXT_draw_buffers",               2,    0,     drawBuffers,              clientVersion, &extensionStrings);
        InsertExtensionString("GL_EXT_texture_filter_anisotropic", 2,    0,     textureFilterAnisotropic, clientVersion, &extensionStrings);
        InsertExtensionString("GL_EXT_occlusion_query_boolean",    2,    0,     occlusionQueryBoolean,    clientVersion, &extensionStrings);
        InsertExtensionString("GL_NV_fence",                       2,    0,     fence,                    clientVersion, &extensionStrings);
        InsertExtensionString("GL_ANGLE_timer_query",              2,    0,     timerQuery,               clientVersion, &extensionStrings);
        InsertExtensionString("GL_EXT_robustness",                 2,    0,     robustness,               clientVersion, &extensionStrings);
        InsertExtensionString("GL_EXT_blend_minmax",               2,    0,     blendMinMax,              clientVersion, &extensionStrings);
        InsertExtensionString("GL_ANGLE_framebuffer_blit",         2,    0,     framebufferBlit,          clientVersion, &extensionStrings);
        InsertExtensionString("GL_ANGLE_framebuffer_multisample",  2,    0,     framebufferMultisample,   clientVersion, &extensionStrings);
        InsertExtensionString("GL_ANGLE_instanced_arrays",         2,    0,     instancedArrays,          clientVersion, &extensionStrings);
        InsertExtensionString("GL_ANGLE_pack_reverse_row_order",   2,    0,     packReverseRowOrder,      clientVersion, &extensionStrings);
        InsertExtensionString("GL_OES_standard_derivatives",       2,    0,     standardDerivatives,      clientVersion, &extensionStrings);
        InsertExtensionString("GL_EXT_shader_texture_lod",         2,    0,     shaderTextureLOD,         clientVersion, &extensionStrings);
        InsertExtensionString("GL_EXT_frag_depth",                 2,    0,     fragDepth,                clientVersion, &extensionStrings);
        InsertExtensionString("GL_ANGLE_texture_usage",            2,    0,     textureUsage,             clientVersion, &extensionStrings);
        InsertExtensionString("GL_ANGLE_translated_shader_source", 2,    0,     translatedShaderSource,   clientVersion, &extensionStrings);
        InsertExtensionString("GL_EXT_color_buffer_float",         3,    0,     colorBufferFloat,         clientVersion, &extensionStrings);
    
        return extensionStrings;
    }
    
    static bool GetFormatSupport(const TextureCapsMap &textureCaps, const std::vector<GLenum> &requiredFormats,
                                 bool requiresFiltering, bool requiresColorBuffer, bool requiresDepthStencil)
    {
        for (size_t i = 0; i < requiredFormats.size(); i++)
        {
            const TextureCaps &cap = textureCaps.get(requiredFormats[i]);
    
            if (requiresFiltering && !cap.filtering)
            {
                return false;
            }
    
            if (requiresColorBuffer && !cap.colorRendering)
            {
                return false;
            }
    
            if (requiresDepthStencil && !cap.depthRendering)
            {
                return false;
            }
        }
    
        return true;
    }
    
    // Checks for GL_OES_rgb8_rgba8 support
    static bool DetermineRGB8AndRGBA8TextureSupport(const TextureCapsMap &textureCaps)
    {
        std::vector<GLenum> requiredFormats;
        requiredFormats.push_back(GL_RGB8);
        requiredFormats.push_back(GL_RGBA8);
    
        return GetFormatSupport(textureCaps, requiredFormats, true, true, false);
    }
    
    // Checks for GL_EXT_texture_format_BGRA8888 support
    static bool DetermineBGRA8TextureSupport(const TextureCapsMap &textureCaps)
    {
        std::vector<GLenum> requiredFormats;
        requiredFormats.push_back(GL_BGRA8_EXT);
    
        return GetFormatSupport(textureCaps, requiredFormats, true, true, false);
    }
    
    // Checks for GL_OES_texture_half_float support
    static bool DetermineHalfFloatTextureSupport(const TextureCapsMap &textureCaps)
    {
        std::vector<GLenum> requiredFormats;
        requiredFormats.push_back(GL_RGB16F);
        requiredFormats.push_back(GL_RGBA16F);
    
        return GetFormatSupport(textureCaps, requiredFormats, false, true, false);
    }
    
    // Checks for GL_OES_texture_half_float_linear support
    static bool DetermineHalfFloatTextureFilteringSupport(const TextureCapsMap &textureCaps)
    {
        std::vector<GLenum> requiredFormats;
        requiredFormats.push_back(GL_RGB16F);
        requiredFormats.push_back(GL_RGBA16F);
    
        return GetFormatSupport(textureCaps, requiredFormats, true, false, false);
    }
    
    // Checks for GL_OES_texture_float support
    static bool DetermineFloatTextureSupport(const TextureCapsMap &textureCaps)
    {
        std::vector<GLenum> requiredFormats;
        requiredFormats.push_back(GL_RGB32F);
        requiredFormats.push_back(GL_RGBA32F);
    
        return GetFormatSupport(textureCaps, requiredFormats, false, true, false);
    }
    
    // Checks for GL_OES_texture_float_linear support
    static bool DetermineFloatTextureFilteringSupport(const TextureCapsMap &textureCaps)
    {
        std::vector<GLenum> requiredFormats;
        requiredFormats.push_back(GL_RGB32F);
        requiredFormats.push_back(GL_RGBA32F);
    
        return GetFormatSupport(textureCaps, requiredFormats, true, false, false);
    }
    
    // Checks for GL_EXT_texture_rg support
    static bool DetermineRGTextureSupport(const TextureCapsMap &textureCaps, bool checkHalfFloatFormats, bool checkFloatFormats)
    {
        std::vector<GLenum> requiredFormats;
        requiredFormats.push_back(GL_R8);
        requiredFormats.push_back(GL_RG8);
        if (checkHalfFloatFormats)
        {
            requiredFormats.push_back(GL_R16F);
            requiredFormats.push_back(GL_RG16F);
        }
        if (checkFloatFormats)
        {
            requiredFormats.push_back(GL_R32F);
            requiredFormats.push_back(GL_RG32F);
        }
    
        return GetFormatSupport(textureCaps, requiredFormats, true, false, false);
    }
    
    // Check for GL_EXT_texture_compression_dxt1
    static bool DetermineDXT1TextureSupport(const TextureCapsMap &textureCaps)
    {
        std::vector<GLenum> requiredFormats;
        requiredFormats.push_back(GL_COMPRESSED_RGB_S3TC_DXT1_EXT);
        requiredFormats.push_back(GL_COMPRESSED_RGBA_S3TC_DXT1_EXT);
    
        return GetFormatSupport(textureCaps, requiredFormats, true, false, false);
    }
    
    // Check for GL_ANGLE_texture_compression_dxt3
    static bool DetermineDXT3TextureSupport(const TextureCapsMap &textureCaps)
    {
        std::vector<GLenum> requiredFormats;
        requiredFormats.push_back(GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE);
    
        return GetFormatSupport(textureCaps, requiredFormats, true, false, false);
    }
    
    // Check for GL_ANGLE_texture_compression_dxt5
    static bool DetermineDXT5TextureSupport(const TextureCapsMap &textureCaps)
    {
        std::vector<GLenum> requiredFormats;
        requiredFormats.push_back(GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE);
    
        return GetFormatSupport(textureCaps, requiredFormats, true, false, false);
    }
    
    // Check for GL_ANGLE_texture_compression_dxt5
    static bool DetermineSRGBTextureSupport(const TextureCapsMap &textureCaps)
    {
        std::vector<GLenum> requiredFilterFormats;
        requiredFilterFormats.push_back(GL_SRGB8);
        requiredFilterFormats.push_back(GL_SRGB8_ALPHA8);
    
        std::vector<GLenum> requiredRenderFormats;
        requiredRenderFormats.push_back(GL_SRGB8_ALPHA8);
    
        return GetFormatSupport(textureCaps, requiredFilterFormats, true, false, false) &&
               GetFormatSupport(textureCaps, requiredRenderFormats, false, true, false);
    }
    
    // Check for GL_ANGLE_depth_texture
    static bool DetermineDepthTextureSupport(const TextureCapsMap &textureCaps)
    {
        std::vector<GLenum> requiredFormats;
        requiredFormats.push_back(GL_DEPTH_COMPONENT16);
        requiredFormats.push_back(GL_DEPTH_COMPONENT32_OES);
        requiredFormats.push_back(GL_DEPTH24_STENCIL8_OES);
    
        return GetFormatSupport(textureCaps, requiredFormats, true, false, true);
    }
    
    // Check for GL_EXT_color_buffer_float
    static bool DetermineColorBufferFloatSupport(const TextureCapsMap &textureCaps)
    {
        std::vector<GLenum> requiredFormats;
        requiredFormats.push_back(GL_R16F);
        requiredFormats.push_back(GL_RG16F);
        requiredFormats.push_back(GL_RGBA16F);
        requiredFormats.push_back(GL_R32F);
        requiredFormats.push_back(GL_RG32F);
        requiredFormats.push_back(GL_RGBA32F);
        requiredFormats.push_back(GL_R11F_G11F_B10F);
    
        return GetFormatSupport(textureCaps, requiredFormats, false, true, false);
    }
    
    void Extensions::setTextureExtensionSupport(const TextureCapsMap &textureCaps)
    {
        rgb8rgba8 = DetermineRGB8AndRGBA8TextureSupport(textureCaps);
        textureFormatBGRA8888 = DetermineBGRA8TextureSupport(textureCaps);
        textureHalfFloat = DetermineHalfFloatTextureSupport(textureCaps);
        textureHalfFloatLinear = DetermineHalfFloatTextureFilteringSupport(textureCaps);
        textureFloat = DetermineFloatTextureSupport(textureCaps);
        textureFloatLinear = DetermineFloatTextureFilteringSupport(textureCaps);
        textureRG = DetermineRGTextureSupport(textureCaps, textureHalfFloat, textureFloat);
        textureCompressionDXT1 = DetermineDXT1TextureSupport(textureCaps);
        textureCompressionDXT3 = DetermineDXT3TextureSupport(textureCaps);
        textureCompressionDXT5 = DetermineDXT5TextureSupport(textureCaps);
        sRGB = DetermineSRGBTextureSupport(textureCaps);
        depthTextures = DetermineDepthTextureSupport(textureCaps);
        colorBufferFloat = DetermineColorBufferFloatSupport(textureCaps);
    }
    
    Caps::Caps()
    {
    }
    
    }