/* Copyright 2015-2019 Egor Yusov * * 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 * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS. * * In no event and under no legal theory, whether in tort (including negligence), * contract, or otherwise, unless required by applicable law (such as deliberate * and grossly negligent acts) or agreed to in writing, shall any Contributor be * liable for any damages, including any direct, indirect, special, incidental, * or consequential damages of any character arising as a result of this License or * out of the use or inability to use the software (including but not limited to damages * for loss of goodwill, work stoppage, computer failure or malfunction, or any and * all other commercial damages or losses), even if such Contributor has been advised * of the possibility of such damages. */ #include "pch.h" #import #include "GLContextMacOS.hpp" #include "GraphicsTypes.h" #include "GLTypeConversions.hpp" static void glDrawArraysInstancedBaseInstance_stub(GLenum mode, GLint first, GLsizei count, GLsizei primcount, GLuint baseinstance) { LOG_ERROR_MESSAGE("glDrawArraysInstancedBaseInstance is not supported on MacOS"); } static void glDrawElementsInstancedBaseInstance_stub(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount, GLuint baseinstance) { LOG_ERROR_MESSAGE("glDrawElementsInstancedBaseInstance is not supported on MacOS"); } static void glDrawElementsInstancedBaseVertexBaseInstance_stub(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount, GLint basevertex, GLuint baseinstance) { LOG_ERROR_MESSAGE("glDrawElementsInstancedBaseVertexBaseInstance is not supported on MacOS"); } namespace Diligent { GLContext::GLContext(const EngineGLCreateInfo& InitAttribs, DeviceCaps& DeviceCaps, const struct SwapChainDesc* /*pSCDesc*/) { if (GetCurrentNativeGLContext() == nullptr) { LOG_ERROR_AND_THROW("No current GL context found!"); } // Initialize GLEW glewExperimental = true; // This is required on MacOS GLenum err = glewInit(); if( GLEW_OK != err ) LOG_ERROR_AND_THROW( "Failed to initialize GLEW" ); if(glDrawArraysInstancedBaseInstance == nullptr) glDrawArraysInstancedBaseInstance = glDrawArraysInstancedBaseInstance_stub; if(glDrawElementsInstancedBaseInstance == nullptr) glDrawElementsInstancedBaseInstance = glDrawElementsInstancedBaseInstance_stub; if(glDrawElementsInstancedBaseVertexBaseInstance == nullptr) glDrawElementsInstancedBaseVertexBaseInstance = glDrawElementsInstancedBaseVertexBaseInstance_stub; //Checking GL version const GLubyte *GLVersionString = glGetString( GL_VERSION ); const GLubyte *GLRenderer = glGetString(GL_RENDERER); Int32 MajorVersion = 0, MinorVersion = 0; //Or better yet, use the GL3 way to get the version number glGetIntegerv( GL_MAJOR_VERSION, &MajorVersion ); glGetIntegerv( GL_MINOR_VERSION, &MinorVersion ); LOG_INFO_MESSAGE(InitAttribs.Window.pNSView != nullptr ? "Initialized OpenGL " : "Attached to OpenGL ", MajorVersion, '.', MinorVersion, " context (", GLVersionString, ", ", GLRenderer, ')'); // Under the standard filtering rules for cubemaps, filtering does not work across faces of the cubemap. // This results in a seam across the faces of a cubemap. This was a hardware limitation in the past, but // modern hardware is capable of interpolating across a cube face boundary. // GL_TEXTURE_CUBE_MAP_SEAMLESS is not defined in OpenGLES glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); if( glGetError() != GL_NO_ERROR ) LOG_ERROR_MESSAGE("Failed to enable seamless cubemap filtering"); // When GL_FRAMEBUFFER_SRGB is enabled, and if the destination image is in the sRGB colorspace // then OpenGL will assume the shader's output is in the linear RGB colorspace. It will therefore // convert the output from linear RGB to sRGB. // Any writes to images that are not in the sRGB format should not be affected. // Thus this setting should be just set once and left that way glEnable(GL_FRAMEBUFFER_SRGB); if( glGetError() != GL_NO_ERROR ) LOG_ERROR_MESSAGE("Failed to enable SRGB framebuffers"); DeviceCaps.DevType = RENDER_DEVICE_TYPE_GL; DeviceCaps.MajorVersion = MajorVersion; DeviceCaps.MinorVersion = MinorVersion; } GLContext::NativeGLContextType GLContext::GetCurrentNativeGLContext() { NSOpenGLContext* CurrentCtx = [NSOpenGLContext currentContext]; return (__bridge void*) CurrentCtx; } }