OPENGL: Allow engines to detect OpenGL info without switching

For now only OpenGL type and shaders support are available
This commit is contained in:
Le Philousophe 2022-04-02 18:10:06 +02:00
parent 06bc7a25fa
commit b978cd1caa
7 changed files with 52 additions and 9 deletions

View file

@ -184,6 +184,7 @@ bool OSystem_SDL::hasFeature(Feature f) {
/* Even if we are using the 2D graphics manager,
* we are at one initGraphics3d call of supporting OpenGL */
if (f == kFeatureOpenGLForGame) return true;
if (f == kFeatureShadersForGame) return _supportsShaders;
#endif
return ModularGraphicsBackend::hasFeature(f);
}
@ -221,7 +222,7 @@ void OSystem_SDL::initBackend() {
debug(1, "Using SDL Video Driver \"%s\"", sdlDriverName);
#if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS)
detectFramebufferSupport();
detectOpenGLFeaturesSupport();
detectAntiAliasingSupport();
#endif
@ -318,11 +319,15 @@ void OSystem_SDL::initBackend() {
}
#if defined(USE_OPENGL_GAME) || defined(USE_OPENGL_SHADERS)
void OSystem_SDL::detectFramebufferSupport() {
void OSystem_SDL::detectOpenGLFeaturesSupport() {
_oglType = OpenGL::kOGLContextNone;
_supportsFrameBuffer = false;
_supportsShaders = false;
#if USE_FORCED_GLES2
// Framebuffers are always available with GLES2
// Framebuffers and shaders are always available with GLES2
_oglType = kOGLContextGLES2;
_supportsFrameBuffer = true;
_supportsShaders = true;
#elif !defined(AMIGAOS) && !defined(__MORPHOS__)
// Spawn a 32x32 window off-screen with a GL context to test if framebuffers are supported
#if SDL_VERSION_ATLEAST(2, 0, 0)
@ -332,7 +337,6 @@ void OSystem_SDL::detectFramebufferSupport() {
}
int glContextProfileMask, glContextMajor;
OpenGL::ContextOGLType glContextType;
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &glContextProfileMask) != 0) {
SDL_DestroyWindow(window);
return;
@ -343,13 +347,13 @@ void OSystem_SDL::detectFramebufferSupport() {
return;
}
if (glContextMajor == 2) {
glContextType = OpenGL::kOGLContextGLES2;
_oglType = OpenGL::kOGLContextGLES2;
} else {
SDL_DestroyWindow(window);
return;
}
} else {
glContextType = OpenGL::kOGLContextGL;
_oglType = OpenGL::kOGLContextGL;
}
SDL_GLContext glContext = SDL_GL_CreateContext(window);
if (!glContext) {
@ -357,8 +361,9 @@ void OSystem_SDL::detectFramebufferSupport() {
return;
}
OpenGLContext.initialize(glContextType);
OpenGLContext.initialize(_oglType);
_supportsFrameBuffer = OpenGLContext.framebufferObjectSupported;
_supportsShaders = OpenGLContext.shadersSupported;
OpenGLContext.reset();
SDL_GL_DeleteContext(glContext);
SDL_DestroyWindow(window);
@ -367,8 +372,10 @@ void OSystem_SDL::detectFramebufferSupport() {
SDL_SetVideoMode(32, 32, 0, SDL_OPENGL);
SDL_putenv(const_cast<char *>("SDL_VIDEO_WINDOW_POS=center"));
// SDL 1.2 only supports OpenGL
OpenGLContext.initialize(OpenGL::kOGLContextGL);
_oglType = OpenGL::kOGLContextGL;
OpenGLContext.initialize(_oglType);
_supportsFrameBuffer = OpenGLContext.framebufferObjectSupported;
_supportsShaders = OpenGLContext.shadersSupported;
OpenGLContext.reset();
#endif
#endif