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|
// Copyright (C) 2017 Michael Zeilfelder
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in Irrlicht.h
#pragma once
// Can be included from different ES versions
// (this is also the reason why this file is header-only as correct OGL ES headers have to be included first)
#include "irrMath.h"
#include "COpenGLCoreFeature.h"
namespace irr
{
namespace video
{
class COGLESCoreExtensionHandler
{
public:
// Enums used internally to check for ES extensions quickly.
// We buffer all extensions on start once in an array.
// All OpenGL ES versions share the same extensions (WebGL adds it's own extensions on top of ES2)
enum EOGLESFeatures
{
// If you update this enum also update the corresponding OGLESFeatureStrings string-array
// Last updated was up to (including) extension number 290 (GL_EXT_clip_control)
IRR_GLX_ARB_context_flush_control, // 191
IRR_GL_AMD_compressed_3DC_texture, // 39
IRR_GL_AMD_compressed_ATC_texture, // 40
IRR_GL_AMD_performance_monitor, // 50
IRR_GL_AMD_program_binary_Z400, // 48
IRR_GL_ANDROID_extension_pack_es31a, // 187
IRR_GL_ANGLE_depth_texture, // 138
IRR_GL_ANGLE_framebuffer_blit, // 83
IRR_GL_ANGLE_framebuffer_multisample, // 84
IRR_GL_ANGLE_instanced_arrays, // 109
IRR_GL_ANGLE_pack_reverse_row_order, // 110
IRR_GL_ANGLE_program_binary, //139
IRR_GL_ANGLE_texture_compression_dxt1, // 111
IRR_GL_ANGLE_texture_compression_dxt3, // 111
IRR_GL_ANGLE_texture_compression_dxt5, // 111
IRR_GL_ANGLE_texture_usage, // 112
IRR_GL_ANGLE_translated_shader_source, // 113
IRR_GL_APPLE_clip_distance, // 193
IRR_GL_APPLE_color_buffer_packed_float, // 194
IRR_GL_APPLE_copy_texture_levels, // 123
IRR_GL_APPLE_framebuffer_multisample, // 78
IRR_GL_APPLE_rgb_422, // 76
IRR_GL_APPLE_sync, // 124
IRR_GL_APPLE_texture_2D_limited_npot, // 59
IRR_GL_APPLE_texture_format_BGRA8888, // 79
IRR_GL_APPLE_texture_max_level, // 80
IRR_GL_APPLE_texture_packed_float, // 195
IRR_ARB_texture_env_combine, //ogl, IMG simulator
IRR_ARB_texture_env_dot3, //ogl, IMG simulator
IRR_GL_ARM_mali_program_binary, // 120
IRR_GL_ARM_mali_shader_binary, // 81
IRR_GL_ARM_rgba8, // 82
IRR_GL_ARM_shader_framebuffer_fetch, // 165
IRR_GL_ARM_shader_framebuffer_fetch_depth_stencil, // 166
IRR_GL_DMP_program_binary, // 192
IRR_GL_DMP_shader_binary, // 88
IRR_GL_EXT_EGL_image_array, // 278
IRR_GL_EXT_YUV_target, // 222
IRR_GL_EXT_base_instance, // 203
IRR_GL_EXT_blend_func_extended, // 247
IRR_GL_EXT_blend_minmax, // 65
IRR_GL_EXT_buffer_storage, // 239
IRR_GL_EXT_clear_texture, // 269
IRR_GL_EXT_clip_control, // 290
IRR_GL_EXT_clip_cull_distance, // 257
IRR_GL_EXT_color_buffer_float, // 137
IRR_GL_EXT_color_buffer_half_float, // 97
IRR_GL_EXT_compressed_ETC1_RGB8_sub_texture, // 188
IRR_GL_EXT_conservative_depth, // 268
IRR_GL_EXT_copy_image, // 175
IRR_GL_EXT_debug_label, // 98
IRR_GL_EXT_debug_marker, // 99
IRR_GL_EXT_discard_framebuffer, // 64
IRR_GL_EXT_disjoint_timer_query, // 150
IRR_GL_EXT_draw_buffers, // 151
IRR_GL_EXT_draw_buffers_indexed, // 176
IRR_GL_EXT_draw_elements_base_vertex, // 204
IRR_GL_EXT_draw_instanced, // 157
IRR_GL_EXT_draw_transform_feedback, // 272
IRR_GL_EXT_external_buffer, // 284
IRR_GL_EXT_float_blend, // 225
IRR_GL_EXT_frag_depth, // 86
IRR_GL_EXT_geometry_point_size, // 177
IRR_GL_EXT_geometry_shader, // 177
IRR_GL_EXT_gpu_shader5, // 178
IRR_GL_EXT_instanced_arrays, // 156
IRR_GL_EXT_map_buffer_range, // 121
IRR_GL_EXT_memory_object, // 280
IRR_GL_EXT_memory_object_fd, // 281
IRR_GL_EXT_memory_object_win32, // 282
IRR_GL_EXT_multi_draw_arrays, // 69
IRR_GL_EXT_multi_draw_indirect, // 205
IRR_GL_EXT_multisample_compatibility, // 248
IRR_GL_EXT_multisampled_render_to_texture, // 106
IRR_GL_EXT_multisampled_render_to_texture2, // 275
IRR_GL_EXT_multiview_draw_buffers, // 125
IRR_GL_EXT_occlusion_query_boolean, // 100
IRR_GL_EXT_polygon_offset_clamp, // 252
IRR_GL_EXT_post_depth_coverage, // 225
IRR_GL_EXT_primitive_bounding_box, // 186
IRR_GL_EXT_protected_textures, // 256
IRR_GL_EXT_pvrtc_sRGB, // 155
IRR_GL_EXT_raster_multisample, // 226
IRR_GL_EXT_read_format_bgra, // 66
IRR_GL_EXT_render_snorm, // 206
IRR_GL_EXT_robustness, // 107
IRR_GL_EXT_sRGB, // 105
IRR_GL_EXT_sRGB_write_control, // 153
IRR_GL_EXT_semaphore, // 280
IRR_GL_EXT_semaphore_fd, // 281
IRR_GL_EXT_semaphore_win32, // 282
IRR_GL_EXT_separate_shader_objects, // 101
IRR_GL_EXT_shader_framebuffer_fetch, // 122
IRR_GL_EXT_shader_group_vote, // 254
IRR_GL_EXT_shader_implicit_conversions, // 179
IRR_GL_EXT_shader_integer_mix, // 161
IRR_GL_EXT_shader_io_blocks, // 180
IRR_GL_EXT_shader_non_constant_global_initializers, // 264
IRR_GL_EXT_shader_pixel_local_storage, // 167
IRR_GL_EXT_shader_pixel_local_storage2, // 253
IRR_GL_EXT_shader_texture_lod, // 77
IRR_GL_EXT_shadow_samplers, // 102
IRR_GL_EXT_sparse_texture, // 240
IRR_GL_EXT_sparse_texture2, // 259
IRR_GL_EXT_tessellation_point_size, // 181
IRR_GL_EXT_tessellation_shader, // 181
IRR_GL_EXT_texture_border_clamp, // 182
IRR_GL_EXT_texture_buffer, // 183
IRR_GL_EXT_texture_compression_astc_decode_mode, // 276
IRR_GL_EXT_texture_compression_astc_decode_mode_rgb9e5, // 276
IRR_GL_EXT_texture_compression_bptc, // 287
IRR_GL_EXT_texture_compression_dxt1, // 49
IRR_GL_EXT_texture_compression_rgtc, // 286
IRR_GL_EXT_texture_compression_s3tc, // 154
IRR_GL_EXT_texture_compression_s3tc_srgb, // 289
IRR_GL_EXT_texture_cube_map_array, // 184
IRR_GL_EXT_texture_filter_anisotropic, // 41
IRR_GL_EXT_texture_filter_minmax, // 227
IRR_GL_EXT_texture_format_BGRA8888, // 51
IRR_GL_EXT_texture_lod_bias, // 60
IRR_GL_EXT_texture_norm16, // 207
IRR_GL_EXT_texture_rg, // 103
IRR_GL_EXT_texture_sRGB_R8, // 221
IRR_GL_EXT_texture_sRGB_RG8, // 223
IRR_GL_EXT_texture_sRGB_decode, // 152
IRR_GL_EXT_texture_storage, // 108
IRR_GL_EXT_texture_type_2_10_10_10_REV, // 42
IRR_GL_EXT_texture_view, // 185
IRR_GL_EXT_unpack_subimage, // 90
IRR_GL_EXT_win32_keyed_mutex, // 283
IRR_GL_EXT_window_rectangles, // 263
IRR_GL_FJ_shader_binary_GCCSO, // 114
IRR_GL_IMG_bindless_texture, // 270
IRR_GL_IMG_framebuffer_downsample, // 255
IRR_GL_IMG_multisampled_render_to_texture, // 74
IRR_GL_IMG_program_binary, // 67
IRR_GL_IMG_read_format, // 53
IRR_GL_IMG_shader_binary, // 68
IRR_GL_IMG_texture_compression_pvrtc, // 54
IRR_GL_IMG_texture_compression_pvrtc2, // 140
IRR_GL_IMG_texture_env_enhanced_fixed_function, // 58
IRR_GL_IMG_texture_format_BGRA8888, // replaced by EXT version
IRR_GL_IMG_texture_filter_cubic, // 251
IRR_GL_IMG_user_clip_plane, // 57, was clip_planes
IRR_GL_IMG_vertex_program, // non-standard
IRR_GL_INTEL_conservative_rasterization, // 265
IRR_GL_INTEL_framebuffer_CMAA, // 246
IRR_GL_INTEL_performance_query, // 164
IRR_GL_KHR_blend_equation_advanced, // 168
IRR_GL_KHR_blend_equation_advanced_coherent, // 168
IRR_GL_KHR_context_flush_control, // 191
IRR_GL_KHR_debug, // 118
IRR_GL_KHR_no_error, // 243
IRR_GL_KHR_parallel_shader_compile, // 288
IRR_GL_KHR_robust_buffer_access_behavior, // 189
IRR_GL_KHR_robustness, // 190
IRR_GL_KHR_texture_compression_astc_hdr, // 117
IRR_GL_KHR_texture_compression_astc_ldr, // 117
IRR_GL_KHR_texture_compression_astc_sliced_3d, // 249
IRR_GL_NVX_blend_equation_advanced_multi_draw_buffers, // 266
IRR_GL_NV_3dvision_settings, // 129
IRR_GL_NV_EGL_stream_consumer_external, // 104
IRR_GL_NV_bgr, // 135
IRR_GL_NV_bindless_texture, // 197
IRR_GL_NV_blend_equation_advanced, // 163
IRR_GL_NV_blend_equation_advanced_coherent, // 163
IRR_GL_NV_blend_minmax_factor, // 285
IRR_GL_NV_conditional_render, // 198
IRR_GL_NV_conservative_raster, // 228
IRR_GL_NV_conservative_raster_pre_snap_triangles, // 262
IRR_GL_NV_copy_buffer, // 158
IRR_GL_NV_coverage_sample, // 72
IRR_GL_NV_depth_nonlinear, // 73
IRR_GL_NV_draw_buffers, // 91
IRR_GL_NV_draw_instanced, // 141
IRR_GL_NV_draw_texture, // 126
IRR_GL_NV_draw_vulkan_image, // 274
IRR_GL_NV_explicit_attrib_location, // 159
IRR_GL_NV_fbo_color_attachments, // 92
IRR_GL_NV_fence, // 52
IRR_GL_NV_fill_rectangle, // 232
IRR_GL_NV_fragment_coverage_to_color, // 229
IRR_GL_NV_fragment_shader_interlock, // 230
IRR_GL_NV_framebuffer_blit, // 142
IRR_GL_NV_framebuffer_mixed_samples, // 231
IRR_GL_NV_framebuffer_multisample, // 143
IRR_GL_NV_generate_mipmap_sRGB, // 144
IRR_GL_NV_geometry_shader_passthrough, // 233
IRR_GL_NV_gpu_shader5, // 260
IRR_GL_NV_image_formats, // 200
IRR_GL_NV_instanced_arrays, // 145
IRR_GL_NV_internalformat_sample_query, // 196
IRR_GL_NV_non_square_matrices, // 160
IRR_GL_NV_pack_subimage, // 132
IRR_GL_NV_packed_float, // 127
IRR_GL_NV_path_rendering, // 199
IRR_GL_NV_path_rendering_shared_edge, // 234
IRR_GL_NV_pixel_buffer_object, // 134
IRR_GL_NV_platform_binary, // 131
IRR_GL_NV_polygon_mode, // 238
IRR_GL_NV_read_buffer, // 93
IRR_GL_NV_read_buffer_front, // part of 93 (non standard)
IRR_GL_NV_read_depth, // part of 94 (non standard)
IRR_GL_NV_read_depth_stencil, // 94
IRR_GL_NV_read_stencil, // part of 94 (non standard)
IRR_GL_NV_sRGB_formats, // 148
IRR_GL_NV_sample_locations, // 235
IRR_GL_NV_sample_mask_override_coverage, // 236
IRR_GL_NV_shader_atomic_fp16_vector, // 261
IRR_GL_NV_shader_noperspective_interpolation, // 201
IRR_GL_NV_shadow_samplers_array, // 146
IRR_GL_NV_shadow_samplers_cube, // 147
IRR_GL_NV_texture_array, // 133
IRR_GL_NV_texture_barrier, // 271
IRR_GL_NV_texture_border_clamp, // 149
IRR_GL_NV_texture_compression_latc, // 130
IRR_GL_NV_texture_compression_s3tc, // 128
IRR_GL_NV_texture_compression_s3tc_update, // 95
IRR_GL_NV_texture_npot_2D_mipmap, // 96
IRR_GL_NV_viewport_array, // 202
IRR_GL_NV_viewport_array2, // 237
IRR_GL_NV_viewport_swizzle, // 258
IRR_GL_OES_EGL_image, // 23
IRR_GL_OES_EGL_image_external, // 87
IRR_GL_OES_EGL_image_external_essl3, // 220
IRR_GL_OES_EGL_sync, // 75
IRR_GL_OES_blend_equation_separate, // 1
IRR_GL_OES_blend_func_separate, // 2
IRR_GL_OES_blend_subtract, // 3
IRR_GL_OES_byte_coordinates, // 4
IRR_GL_OES_compressed_ETC1_RGB8_texture, // 5
IRR_GL_OES_compressed_paletted_texture, // 6
IRR_GL_OES_copy_image, // 208
IRR_GL_OES_depth24, // 24
IRR_GL_OES_depth32, // 25
IRR_GL_OES_depth_texture, // 43
IRR_GL_OES_depth_texture_cube_map, // 136
IRR_GL_OES_draw_buffers_indexed, // 209
IRR_GL_OES_draw_elements_base_vertex, // 219
IRR_GL_OES_draw_texture, // 7
IRR_GL_OES_element_index_uint, // 26
IRR_GL_OES_extended_matrix_palette, // 8
IRR_GL_OES_fbo_render_mipmap, // 27
IRR_GL_OES_fixed_point, // 9
IRR_GL_OES_fragment_precision_high, // 28
IRR_GL_OES_framebuffer_object, // 10
IRR_GL_OES_geometry_shader, // 210
IRR_GL_OES_get_program_binary, // 47
IRR_GL_OES_gpu_shader5, // 211
IRR_GL_OES_mapbuffer, // 29
IRR_GL_OES_matrix_get, // 11
IRR_GL_OES_matrix_palette, // 12
IRR_GL_OES_packed_depth_stencil, // 44
IRR_GL_OES_point_size_array, // 14
IRR_GL_OES_point_sprite, // 15
IRR_GL_OES_primitive_bounding_box, // 212
IRR_GL_OES_query_matrix, // 16
IRR_GL_OES_read_format, // 17
IRR_GL_OES_required_internalformat, // 115
IRR_GL_OES_rgb8_rgba8, // 30
IRR_GL_OES_sample_shading, // 169
IRR_GL_OES_sample_variables, // 170
IRR_GL_OES_shader_image_atomic, // 171
IRR_GL_OES_shader_io_blocks, // 213
IRR_GL_OES_shader_multisample_interpolation, // 172
IRR_GL_OES_single_precision, // 18
IRR_GL_OES_standard_derivatives, // 45
IRR_GL_OES_stencil1, // 31
IRR_GL_OES_stencil4, // 32
IRR_GL_OES_stencil8, // 33
IRR_GL_OES_stencil_wrap, // 19
IRR_GL_OES_surfaceless_context, // 116
IRR_GL_OES_tessellation_shader, // 214
IRR_GL_OES_texture_3D, // 34
IRR_GL_OES_texture_border_clamp, // 215
IRR_GL_OES_texture_buffer, // 216
IRR_GL_OES_texture_compression_astc, // 162
IRR_GL_OES_texture_cube_map, // 20
IRR_GL_OES_texture_cube_map_array, // 217
IRR_GL_OES_texture_env_crossbar, // 21
IRR_GL_OES_texture_float, // 36
IRR_GL_OES_texture_float_linear, // 35
IRR_GL_OES_texture_half_float, // 36
IRR_GL_OES_texture_half_float_linear, // 35
IRR_GL_OES_texture_mirrored_repeat, // 22
IRR_GL_OES_texture_npot, // 37
IRR_GL_OES_texture_stencil8, // 173
IRR_GL_OES_texture_storage_multisample_2d_array, // 174
IRR_GL_OES_texture_view, // 218
IRR_GL_OES_vertex_array_object, // 71
IRR_GL_OES_vertex_half_float, // 38
IRR_GL_OES_vertex_type_10_10_10_2, // 46
IRR_GL_OES_viewport_array, // 267
IRR_GL_OVR_multiview, // 241
IRR_GL_OVR_multiview2, // 242
IRR_GL_OVR_multiview_multisampled_render_to_texture, // 250
IRR_GL_QCOM_alpha_test, // 89
IRR_GL_QCOM_binning_control, // 119
IRR_GL_QCOM_driver_control, // 55
IRR_GL_QCOM_extended_get, // 62
IRR_GL_QCOM_extended_get2, // 63
IRR_GL_QCOM_framebuffer_foveated, // 273
IRR_GL_QCOM_performance_monitor_global_mode, // 56
IRR_GL_QCOM_shader_framebuffer_fetch_noncoherent, // 277
IRR_GL_QCOM_tiled_rendering, // 70
IRR_GL_QCOM_writeonly_rendering, // 61
IRR_GL_SUN_multi_draw_arrays, // 69
IRR_GL_VIV_shader_binary, // 85
WGL_ARB_context_flush_control, // 191
IRR_OGLES_Feature_Count
};
COGLESCoreExtensionHandler()
: Version(0), MaxAnisotropy(1), MaxIndices(0xffff),
MaxTextureSize(1), MaxTextureLODBias(0.f), StencilBuffer(false)
{
for (u32 i = 0; i < IRR_OGLES_Feature_Count; ++i)
FeatureAvailable[i] = false;
DimAliasedLine[0] = 1.f;
DimAliasedLine[1] = 1.f;
DimAliasedPoint[0] = 1.f;
DimAliasedPoint[1] = 1.f;
}
virtual ~COGLESCoreExtensionHandler() {}
const COpenGLCoreFeature& getFeature() const
{
return Feature;
}
void dump() const
{
for (u32 i = 0; i < IRR_OGLES_Feature_Count; ++i)
os::Printer::log(getFeatureString(i), FeatureAvailable[i] ? " true" : " false");
}
bool queryGLESFeature(EOGLESFeatures feature) const
{
return FeatureAvailable[feature];
}
protected:
const char* getFeatureString(size_t index) const
{
// Extension names from https://www.khronos.org/registry/OpenGL/index_es.php
// One for each EOGLESFeatures
static const char* const OGLESFeatureStrings[IRR_OGLES_Feature_Count] =
{
"GLX_ARB_context_flush_control",
"GL_AMD_compressed_3DC_texture",
"GL_AMD_compressed_ATC_texture",
"GL_AMD_performance_monitor",
"GL_AMD_program_binary_Z400",
"GL_ANDROID_extension_pack_es31a",
"GL_ANGLE_depth_texture",
"GL_ANGLE_framebuffer_blit",
"GL_ANGLE_framebuffer_multisample",
"GL_ANGLE_instanced_arrays",
"GL_ANGLE_pack_reverse_row_order",
"GL_ANGLE_program_binary",
"GL_ANGLE_texture_compression_dxt1",
"GL_ANGLE_texture_compression_dxt3",
"GL_ANGLE_texture_compression_dxt5",
"GL_ANGLE_texture_usage",
"GL_ANGLE_translated_shader_source",
"GL_APPLE_clip_distance",
"GL_APPLE_color_buffer_packed_float",
"GL_APPLE_copy_texture_levels",
"GL_APPLE_framebuffer_multisample",
"GL_APPLE_rgb_422",
"GL_APPLE_sync",
"GL_APPLE_texture_2D_limited_npot",
"GL_APPLE_texture_format_BGRA8888",
"GL_APPLE_texture_max_level",
"GL_APPLE_texture_packed_float",
"GL_ARB_texture_env_combine",
"GL_ARB_texture_env_dot3",
"GL_ARM_mali_program_binary",
"GL_ARM_mali_shader_binary",
"GL_ARM_rgba8",
"GL_ARM_shader_framebuffer_fetch",
"GL_ARM_shader_framebuffer_fetch_depth_stencil",
"GL_DMP_program_binary",
"GL_DMP_shader_binary",
"GL_EXT_EGL_image_array",
"GL_EXT_YUV_target",
"GL_EXT_base_instance",
"GL_EXT_blend_func_extended",
"GL_EXT_blend_minmax",
"GL_EXT_buffer_storage",
"GL_EXT_clear_texture",
"GL_EXT_clip_control",
"GL_EXT_clip_cull_distance",
"GL_EXT_color_buffer_float",
"GL_EXT_color_buffer_half_float",
"GL_EXT_compressed_ETC1_RGB8_sub_texture",
"GL_EXT_conservative_depth",
"GL_EXT_copy_image",
"GL_EXT_debug_label",
"GL_EXT_debug_marker",
"GL_EXT_discard_framebuffer",
"GL_EXT_disjoint_timer_query",
"GL_EXT_draw_buffers",
"GL_EXT_draw_buffers_indexed",
"GL_EXT_draw_elements_base_vertex",
"GL_EXT_draw_instanced",
"GL_EXT_draw_transform_feedback",
"GL_EXT_external_buffer",
"GL_EXT_float_blend",
"GL_EXT_frag_depth",
"GL_EXT_geometry_point_size",
"GL_EXT_geometry_shader",
"GL_EXT_gpu_shader5",
"GL_EXT_instanced_arrays",
"GL_EXT_map_buffer_range",
"GL_EXT_memory_object",
"GL_EXT_memory_object_fd",
"GL_EXT_memory_object_win32",
"GL_EXT_multi_draw_arrays",
"GL_EXT_multi_draw_indirect",
"GL_EXT_multisample_compatibility",
"GL_EXT_multisampled_render_to_texture",
"GL_EXT_multisampled_render_to_texture2",
"GL_EXT_multiview_draw_buffers",
"GL_EXT_occlusion_query_boolean",
"GL_EXT_polygon_offset_clamp",
"GL_EXT_post_depth_coverage",
"GL_EXT_primitive_bounding_box",
"GL_EXT_protected_textures",
"GL_EXT_pvrtc_sRGB",
"GL_EXT_raster_multisample",
"GL_EXT_read_format_bgra",
"GL_EXT_render_snorm",
"GL_EXT_robustness",
"GL_EXT_sRGB",
"GL_EXT_sRGB_write_control",
"GL_EXT_semaphore",
"GL_EXT_semaphore_fd",
"GL_EXT_semaphore_win32",
"GL_EXT_separate_shader_objects",
"GL_EXT_shader_framebuffer_fetch",
"GL_EXT_shader_group_vote",
"GL_EXT_shader_implicit_conversions",
"GL_EXT_shader_integer_mix",
"GL_EXT_shader_io_blocks",
"GL_EXT_shader_non_constant_global_initializers",
"GL_EXT_shader_pixel_local_storage",
"GL_EXT_shader_pixel_local_storage2",
"GL_EXT_shader_texture_lod",
"GL_EXT_shadow_samplers",
"GL_EXT_sparse_texture",
"GL_EXT_sparse_texture2",
"GL_EXT_tessellation_point_size",
"GL_EXT_tessellation_shader",
"GL_EXT_texture_border_clamp",
"GL_EXT_texture_buffer",
"GL_EXT_texture_compression_astc_decode_mode",
"GL_EXT_texture_compression_astc_decode_mode_rgb9e5",
"GL_EXT_texture_compression_bptc",
"GL_EXT_texture_compression_dxt1",
"GL_EXT_texture_compression_rgtc",
"GL_EXT_texture_compression_s3tc",
"GL_EXT_texture_compression_s3tc_srgb",
"GL_EXT_texture_cube_map_array",
"GL_EXT_texture_filter_anisotropic",
"GL_EXT_texture_filter_minmax",
"GL_EXT_texture_format_BGRA8888",
"GL_EXT_texture_lod_bias",
"GL_EXT_texture_norm16",
"GL_EXT_texture_rg",
"GL_EXT_texture_sRGB_R8",
"GL_EXT_texture_sRGB_RG8",
"GL_EXT_texture_sRGB_decode",
"GL_EXT_texture_storage",
"GL_EXT_texture_type_2_10_10_10_REV",
"GL_EXT_texture_view",
"GL_EXT_unpack_subimage",
"GL_EXT_win32_keyed_mutex",
"GL_EXT_window_rectangles",
"GL_FJ_shader_binary_GCCSO",
"GL_IMG_bindless_texture",
"GL_IMG_framebuffer_downsample",
"GL_IMG_multisampled_render_to_texture",
"GL_IMG_program_binary",
"GL_IMG_read_format",
"GL_IMG_shader_binary",
"GL_IMG_texture_compression_pvrtc",
"GL_IMG_texture_compression_pvrtc2",
"GL_IMG_texture_env_enhanced_fixed_function",
"GL_IMG_texture_format_BGRA8888",
"GL_IMG_texture_filter_cubic",
"GL_IMG_user_clip_plane",
"GL_IMG_vertex_program",
"GL_INTEL_conservative_rasterization",
"GL_INTEL_framebuffer_CMAA",
"GL_INTEL_performance_query",
"GL_KHR_blend_equation_advanced",
"GL_KHR_blend_equation_advanced_coherent",
"GL_KHR_context_flush_control",
"GL_KHR_debug",
"GL_KHR_no_error",
"GL_KHR_parallel_shader_compile",
"GL_KHR_robust_buffer_access_behavior",
"GL_KHR_robustness",
"GL_KHR_texture_compression_astc_hdr",
"GL_KHR_texture_compression_astc_ldr",
"GL_KHR_texture_compression_astc_sliced_3d",
"GL_NVX_blend_equation_advanced_multi_draw_buffers",
"GL_NV_3dvision_settings",
"GL_NV_EGL_stream_consumer_external",
"GL_NV_bgr",
"GL_NV_bindless_texture",
"GL_NV_blend_equation_advanced",
"GL_NV_blend_equation_advanced_coherent",
"GL_NV_blend_minmax_factor",
"GL_NV_conditional_render",
"GL_NV_conservative_raster",
"GL_NV_conservative_raster_pre_snap_triangles",
"GL_NV_copy_buffer",
"GL_NV_coverage_sample",
"GL_NV_depth_nonlinear",
"GL_NV_draw_buffers",
"GL_NV_draw_instanced",
"GL_NV_draw_texture",
"GL_NV_draw_vulkan_image",
"GL_NV_explicit_attrib_location",
"GL_NV_fbo_color_attachments",
"GL_NV_fence",
"GL_NV_fill_rectangle",
"GL_NV_fragment_coverage_to_color",
"GL_NV_fragment_shader_interlock",
"GL_NV_framebuffer_blit",
"GL_NV_framebuffer_mixed_samples",
"GL_NV_framebuffer_multisample",
"GL_NV_generate_mipmap_sRGB",
"GL_NV_geometry_shader_passthrough",
"GL_NV_gpu_shader5",
"GL_NV_image_formats",
"GL_NV_instanced_arrays",
"GL_NV_internalformat_sample_query",
"GL_NV_non_square_matrices",
"GL_NV_pack_subimage",
"GL_NV_packed_float",
"GL_NV_path_rendering",
"GL_NV_path_rendering_shared_edge",
"GL_NV_pixel_buffer_object",
"GL_NV_platform_binary",
"GL_NV_polygon_mode",
"GL_NV_read_buffer",
"GL_NV_read_buffer_front",
"GL_NV_read_depth",
"GL_NV_read_depth_stencil",
"GL_NV_read_stencil",
"GL_NV_sRGB_formats",
"GL_NV_sample_locations",
"GL_NV_sample_mask_override_coverage",
"GL_NV_shader_atomic_fp16_vector",
"GL_NV_shader_noperspective_interpolation",
"GL_NV_shadow_samplers_array",
"GL_NV_shadow_samplers_cube",
"GL_NV_texture_array",
"GL_NV_texture_barrier",
"GL_NV_texture_border_clamp",
"GL_NV_texture_compression_latc",
"GL_NV_texture_compression_s3tc",
"GL_NV_texture_compression_s3tc_update",
"GL_NV_texture_npot_2D_mipmap",
"GL_NV_viewport_array",
"GL_NV_viewport_array2",
"GL_NV_viewport_swizzle",
"GL_OES_EGL_image",
"GL_OES_EGL_image_external",
"GL_OES_EGL_image_external_essl3",
"GL_OES_EGL_sync",
"GL_OES_blend_equation_separate",
"GL_OES_blend_func_separate",
"GL_OES_blend_subtract",
"GL_OES_byte_coordinates",
"GL_OES_compressed_ETC1_RGB8_texture",
"GL_OES_compressed_paletted_texture",
"GL_OES_copy_image",
"GL_OES_depth24",
"GL_OES_depth32",
"GL_OES_depth_texture",
"GL_OES_depth_texture_cube_map",
"GL_OES_draw_buffers_indexed",
"GL_OES_draw_elements_base_vertex",
"GL_OES_draw_texture",
"GL_OES_element_index_uint",
"GL_OES_extended_matrix_palette",
"GL_OES_fbo_render_mipmap",
"GL_OES_fixed_point",
"GL_OES_fragment_precision_high",
"GL_OES_framebuffer_object",
"GL_OES_geometry_shader",
"GL_OES_get_program_binary",
"GL_OES_gpu_shader5",
"GL_OES_mapbuffer",
"GL_OES_matrix_get",
"GL_OES_matrix_palette",
"GL_OES_packed_depth_stencil",
"GL_OES_point_size_array",
"GL_OES_point_sprite",
"GL_OES_primitive_bounding_box",
"GL_OES_query_matrix",
"GL_OES_read_format",
"GL_OES_required_internalformat",
"GL_OES_rgb8_rgba8",
"GL_OES_sample_shading",
"GL_OES_sample_variables",
"GL_OES_shader_image_atomic",
"GL_OES_shader_io_blocks",
"GL_OES_shader_multisample_interpolation",
"GL_OES_single_precision",
"GL_OES_standard_derivatives",
"GL_OES_stencil1",
"GL_OES_stencil4",
"GL_OES_stencil8",
"GL_OES_stencil_wrap",
"GL_OES_surfaceless_context",
"GL_OES_tessellation_shader",
"GL_OES_texture_3D",
"GL_OES_texture_border_clamp",
"GL_OES_texture_buffer",
"GL_OES_texture_compression_astc",
"GL_OES_texture_cube_map",
"GL_OES_texture_cube_map_array",
"GL_OES_texture_env_crossbar",
"GL_OES_texture_float",
"GL_OES_texture_float_linear",
"GL_OES_texture_half_float",
"GL_OES_texture_half_float_linear",
"GL_OES_texture_mirrored_repeat",
"GL_OES_texture_npot",
"GL_OES_texture_stencil8",
"GL_OES_texture_storage_multisample_2d_array",
"GL_OES_texture_view",
"GL_OES_vertex_array_object",
"GL_OES_vertex_half_float",
"GL_OES_vertex_type_10_10_10_2",
"GL_OES_viewport_array",
"GL_OVR_multiview",
"GL_OVR_multiview2",
"GL_OVR_multiview_multisampled_render_to_texture",
"GL_QCOM_alpha_test",
"GL_QCOM_binning_control",
"GL_QCOM_driver_control",
"GL_QCOM_extended_get",
"GL_QCOM_extended_get2",
"GL_QCOM_framebuffer_foveated",
"GL_QCOM_performance_monitor_global_mode",
"GL_QCOM_shader_framebuffer_fetch_noncoherent",
"GL_QCOM_tiled_rendering",
"GL_QCOM_writeonly_rendering",
"GL_SUN_multi_draw_arrays",
"GL_VIV_shader_binary",
"WGL_ARB_context_flush_control"
};
return OGLESFeatureStrings[index];
}
void getGLVersion()
{
Version = 0;
s32 multiplier = 100;
core::stringc version(glGetString(GL_VERSION));
for (u32 i = 0; i < version.size(); ++i)
{
if (version[i] >= '0' && version[i] <= '9')
{
if (multiplier > 1)
{
Version += static_cast<u16>(core::floor32(atof(&(version[i]))) * multiplier);
multiplier /= 10;
}
else
{
break;
}
}
}
}
void getGLExtensions()
{
core::stringc extensions = glGetString(GL_EXTENSIONS);
os::Printer::log(extensions.c_str());
// typo in the simulator (note the postfixed s)
if (extensions.find("GL_IMG_user_clip_planes"))
FeatureAvailable[IRR_GL_IMG_user_clip_plane] = true;
const u32 size = extensions.size() + 1;
c8* str = new c8[size];
strncpy(str, extensions.c_str(), extensions.size());
str[extensions.size()] = ' ';
c8* p = str;
for (u32 i=0; i<size; ++i)
{
if (str[i] == ' ')
{
str[i] = 0;
if (*p)
for (size_t j=0; j<IRR_OGLES_Feature_Count; ++j)
{
if (!strcmp(getFeatureString(j), p))
{
FeatureAvailable[j] = true;
break;
}
}
p = p + strlen(p) + 1;
}
}
delete[] str;
}
COpenGLCoreFeature Feature;
u16 Version;
u8 MaxAnisotropy;
u32 MaxIndices;
u32 MaxTextureSize;
f32 MaxTextureLODBias;
//! Minimal and maximal supported thickness for lines without smoothing
float DimAliasedLine[2];
//! Minimal and maximal supported thickness for points without smoothing
float DimAliasedPoint[2];
bool StencilBuffer;
bool FeatureAvailable[IRR_OGLES_Feature_Count];
};
}
}
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