Win32: use native OpenGL drivers, if available.
After this commit, if the target system does have modern OpenGL drivers installed, ANGLE is configured to use them, bypassing most translation (shaders still have to be translated from ESSL to GLSL). If there are no OpenGL drivers, such as if the graphics drivers were installed via Windows Update, DirectX translation is still used. This results in a very noticeable startup delay and minor performance degradation. In addition it is no longer necessary to build with -DOPENGL=1 to be able to run the binary in wine; everything works out of the box. Before, wine's incomplete HLSL translator would crash. This change required renaming the variable `texture` in shaders, since it shadows the Core GLSL function with the same name, and ANGLE translates texture2D() calls to texture() calls.pull/434/head
parent
09212963ed
commit
e9b9dca2ca
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@ -187,9 +187,9 @@ if(ENABLE_GUI)
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set(ANGLE_STATIC ON CACHE INTERNAL "")
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set(ANGLE_STATIC ON CACHE INTERNAL "")
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set(ANGLE_ENABLE_D3D9 ON CACHE INTERNAL "")
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set(ANGLE_ENABLE_D3D9 ON CACHE INTERNAL "")
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set(ANGLE_ENABLE_D3D11 ON CACHE INTERNAL "")
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set(ANGLE_ENABLE_D3D11 ON CACHE INTERNAL "")
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set(ANGLE_ENABLE_OPENGL OFF CACHE INTERNAL "")
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set(ANGLE_ENABLE_OPENGL ON CACHE INTERNAL "")
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set(ANGLE_ENABLE_ESSL OFF CACHE INTERNAL "")
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set(ANGLE_ENABLE_ESSL ON CACHE INTERNAL "")
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set(ANGLE_ENABLE_GLSL OFF CACHE INTERNAL "")
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set(ANGLE_ENABLE_GLSL ON CACHE INTERNAL "")
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set(ANGLE_ENABLE_HLSL ON CACHE INTERNAL "")
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set(ANGLE_ENABLE_HLSL ON CACHE INTERNAL "")
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add_vendored_subdirectory(extlib/angle)
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add_vendored_subdirectory(extlib/angle)
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set(OPENGL_LIBRARIES EGL GLESv2)
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set(OPENGL_LIBRARIES EGL GLESv2)
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@ -4,9 +4,9 @@
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// Copyright 2016 Aleksey Egorov
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// Copyright 2016 Aleksey Egorov
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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uniform vec4 color;
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uniform vec4 color;
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uniform sampler2D texture;
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uniform sampler2D texture_;
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void main() {
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void main() {
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if(texture2D(texture, gl_FragCoord.xy / 32.0).a < 0.5) discard;
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if(texture2D(texture_, gl_FragCoord.xy / 32.0).a < 0.5) discard;
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gl_FragColor = color;
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gl_FragColor = color;
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}
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}
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@ -4,12 +4,12 @@
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// Copyright 2016 Aleksey Egorov
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// Copyright 2016 Aleksey Egorov
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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uniform vec4 color;
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uniform vec4 color;
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uniform sampler2D texture;
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uniform sampler2D texture_;
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varying vec2 fragTex;
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varying vec2 fragTex;
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void main() {
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void main() {
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vec4 texColor = texture2D(texture, fragTex);
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vec4 texColor = texture2D(texture_, fragTex);
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if(texColor.a == 0.0) discard;
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if(texColor.a == 0.0) discard;
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gl_FragColor = texColor * color;
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gl_FragColor = texColor * color;
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}
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}
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@ -4,10 +4,10 @@
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// Copyright 2016 Aleksey Egorov
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// Copyright 2016 Aleksey Egorov
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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uniform vec4 color;
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uniform vec4 color;
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uniform sampler2D texture;
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uniform sampler2D texture_;
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varying vec2 fragTex;
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varying vec2 fragTex;
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void main() {
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void main() {
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gl_FragColor = vec4(color.rgb, color.a * texture2D(texture, fragTex).TEX_ALPHA);
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gl_FragColor = vec4(color.rgb, color.a * texture2D(texture_, fragTex).TEX_ALPHA);
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}
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}
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@ -4,9 +4,9 @@
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// Copyright 2016 Aleksey Egorov
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// Copyright 2016 Aleksey Egorov
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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uniform vec4 color;
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uniform vec4 color;
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uniform sampler2D texture;
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uniform sampler2D texture_;
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void main() {
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void main() {
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if(texture2D(texture, gl_FragCoord.xy / 32.0).TEX_ALPHA < 0.5) discard;
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if(texture2D(texture_, gl_FragCoord.xy / 32.0).TEX_ALPHA < 0.5) discard;
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gl_FragColor = color;
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gl_FragColor = color;
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}
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}
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@ -22,7 +22,9 @@
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#if HAVE_OPENGL == 3
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#if HAVE_OPENGL == 3
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# define EGLAPI /*static linkage*/
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# define EGLAPI /*static linkage*/
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# define EGL_EGLEXT_PROTOTYPES
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# include <EGL/egl.h>
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# include <EGL/egl.h>
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# include <EGL/eglext.h>
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#endif
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#endif
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#if defined(HAVE_SPACEWARE)
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#if defined(HAVE_SPACEWARE)
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@ -498,9 +500,9 @@ public:
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#if HAVE_OPENGL == 1
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#if HAVE_OPENGL == 1
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HGLRC hGlRc = NULL;
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HGLRC hGlRc = NULL;
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#elif HAVE_OPENGL == 3
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#elif HAVE_OPENGL == 3
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EGLDisplay eglDisplay = NULL;
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static EGLDisplay eglDisplay;
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EGLSurface eglSurface = NULL;
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EGLSurface eglSurface = EGL_NO_SURFACE;
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EGLContext eglContext = NULL;
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EGLContext eglContext = EGL_NO_CONTEXT;
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#endif
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#endif
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WINDOWPLACEMENT placement = {};
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WINDOWPLACEMENT placement = {};
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@ -603,10 +605,32 @@ public:
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sscheck(hGlRc = wglCreateContext(hDc));
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sscheck(hGlRc = wglCreateContext(hDc));
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#elif HAVE_OPENGL == 3
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#elif HAVE_OPENGL == 3
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ssassert(eglBindAPI(EGL_OPENGL_ES_API), "Cannot bind EGL API");
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if(eglDisplay == EGL_NO_DISPLAY) {
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ssassert(eglBindAPI(EGL_OPENGL_ES_API), "Cannot bind EGL API");
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eglDisplay = eglGetDisplay(hDc);
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EGLBoolean initialized = EGL_FALSE;
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ssassert(eglInitialize(eglDisplay, NULL, NULL), "Cannot initialize EGL");
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for(auto &platformType : {
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// Try platform types from least to most amount of software translation required.
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std::make_pair("OpenGL ES", EGL_PLATFORM_ANGLE_TYPE_OPENGLES_ANGLE),
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std::make_pair("OpenGL", EGL_PLATFORM_ANGLE_TYPE_OPENGL_ANGLE),
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std::make_pair("Direct3D 11", EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE),
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std::make_pair("Direct3D 9", EGL_PLATFORM_ANGLE_TYPE_D3D9_ANGLE),
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}) {
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dbp("Initializing ANGLE with %s backend", platformType.first);
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EGLint displayAttributes[] = {
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EGL_PLATFORM_ANGLE_TYPE_ANGLE, platformType.second,
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EGL_NONE
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};
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eglDisplay = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, hDc,
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displayAttributes);
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if(eglDisplay != EGL_NO_DISPLAY) {
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initialized = eglInitialize(eglDisplay, NULL, NULL);
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if(initialized) break;
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eglTerminate(eglDisplay);
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}
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}
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ssassert(initialized, "Cannot find a suitable EGL display");
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}
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EGLint configAttributes[] = {
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EGLint configAttributes[] = {
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EGL_COLOR_BUFFER_TYPE, EGL_RGB_BUFFER,
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EGL_COLOR_BUFFER_TYPE, EGL_RGB_BUFFER,
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@ -1324,6 +1348,8 @@ public:
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}
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}
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};
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};
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EGLDisplay WindowImplWin32::eglDisplay = EGL_NO_DISPLAY;
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WindowRef CreateWindow(Window::Kind kind, WindowRef parentWindow) {
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WindowRef CreateWindow(Window::Kind kind, WindowRef parentWindow) {
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return std::make_shared<WindowImplWin32>(kind,
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return std::make_shared<WindowImplWin32>(kind,
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std::static_pointer_cast<WindowImplWin32>(parentWindow));
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std::static_pointer_cast<WindowImplWin32>(parentWindow));
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@ -118,6 +118,13 @@ precision highp float;
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GLint compiled;
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GLint compiled;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
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if(!compiled) {
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dbp("Failed to compile shader:\n"
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"----8<----8<----8<----8<----8<----\n"
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"%s\n"
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"----8<----8<----8<----8<----8<----\n",
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src.c_str());
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}
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ssassert(compiled, "Cannot compile shader");
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ssassert(compiled, "Cannot compile shader");
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return shader;
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return shader;
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@ -220,7 +227,7 @@ void MeshRenderer::Init() {
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{ ATTRIB_POS, "pos" },
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{ ATTRIB_POS, "pos" },
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}
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}
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);
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);
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fillShader.SetUniformTextureUnit("texture", 0);
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fillShader.SetUniformTextureUnit("texture_", 0);
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selectedShader = &lightShader;
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selectedShader = &lightShader;
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}
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}
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@ -957,8 +964,8 @@ void IndexedMeshRenderer::Init() {
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}
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}
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);
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);
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texShader.SetUniformTextureUnit("texture", 0);
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texShader.SetUniformTextureUnit("texture_", 0);
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texaShader.SetUniformTextureUnit("texture", 0);
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texaShader.SetUniformTextureUnit("texture_", 0);
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selectedShader = &colShader;
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selectedShader = &colShader;
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}
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}
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