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//
// 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.
//
#ifndef LIBANGLE_CAPS_H_
#define LIBANGLE_CAPS_H_
#include "angle_gl.h"
#include "libANGLE/angletypes.h"
#include <map>
#include <set>
#include <string>
#include <vector>
namespace gl
{
typedef std::set<GLuint> SupportedSampleSet;
struct TextureCaps
{
TextureCaps();
// Supports for basic texturing: glTexImage, glTexSubImage, etc
bool texturable;
// Support for linear or anisotropic filtering
bool filterable;
// Support for being used as a framebuffer attachment or renderbuffer format
bool renderable;
// Set of supported sample counts, only guaranteed to be valid in ES3.
SupportedSampleSet sampleCounts;
// Get the maximum number of samples supported
GLuint getMaxSamples() const;
// Get the number of supported samples that is at least as many as requested. Returns 0 if
// there are no sample counts available
GLuint getNearestSamples(GLuint requestedSamples) const;
};
class TextureCapsMap
{
public:
typedef std::map<GLenum, TextureCaps>::const_iterator const_iterator;
void insert(GLenum internalFormat, const TextureCaps &caps);
void remove(GLenum internalFormat);
const TextureCaps &get(GLenum internalFormat) const;
const_iterator begin() const;
const_iterator end() const;
size_t size() const;
private:
typedef std::map<GLenum, TextureCaps> InternalFormatToCapsMap;
InternalFormatToCapsMap mCapsMap;
};
struct Extensions
{
Extensions();
// Generate a vector of supported extension strings
std::vector<std::string> getStrings() const;
// Set all texture related extension support based on the supported textures.
// Determines support for:
// GL_OES_rgb8_rgba8
// GL_EXT_texture_format_BGRA8888
// GL_OES_texture_half_float, GL_OES_texture_half_float_linear
// GL_OES_texture_float, GL_OES_texture_float_linear
// GL_EXT_texture_rg
// GL_EXT_texture_compression_dxt1, GL_ANGLE_texture_compression_dxt3, GL_ANGLE_texture_compression_dxt5
// GL_EXT_sRGB
// GL_ANGLE_depth_texture
// GL_EXT_color_buffer_float
void setTextureExtensionSupport(const TextureCapsMap &textureCaps);
// ES2 Extension support
// GL_OES_element_index_uint
bool elementIndexUint;
// GL_OES_packed_depth_stencil
bool packedDepthStencil;
// GL_OES_get_program_binary
bool getProgramBinary;
// GL_OES_rgb8_rgba8
// Implies that TextureCaps for GL_RGB8 and GL_RGBA8 exist
bool rgb8rgba8;
// GL_EXT_texture_format_BGRA8888
// Implies that TextureCaps for GL_BGRA8 exist
bool textureFormatBGRA8888;
// GL_EXT_read_format_bgra
bool readFormatBGRA;
// GL_NV_pixel_buffer_object
bool pixelBufferObject;
// GL_OES_mapbuffer and GL_EXT_map_buffer_range
bool mapBuffer;
bool mapBufferRange;
// GL_OES_texture_half_float and GL_OES_texture_half_float_linear
// Implies that TextureCaps for GL_RGB16F, GL_RGBA16F, GL_ALPHA32F_EXT, GL_LUMINANCE32F_EXT and
// GL_LUMINANCE_ALPHA32F_EXT exist
bool textureHalfFloat;
bool textureHalfFloatLinear;
// GL_OES_texture_float and GL_OES_texture_float_linear
// Implies that TextureCaps for GL_RGB32F, GL_RGBA32F, GL_ALPHA16F_EXT, GL_LUMINANCE16F_EXT and
// GL_LUMINANCE_ALPHA16F_EXT exist
bool textureFloat;
bool textureFloatLinear;
// GL_EXT_texture_rg
// Implies that TextureCaps for GL_R8, GL_RG8 (and floating point R/RG texture formats if floating point extensions
// are also present) exist
bool textureRG;
// GL_EXT_texture_compression_dxt1, GL_ANGLE_texture_compression_dxt3 and GL_ANGLE_texture_compression_dxt5
// Implies that TextureCaps for GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
// GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE and GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE
bool textureCompressionDXT1;
bool textureCompressionDXT3;
bool textureCompressionDXT5;
// GL_EXT_sRGB
// Implies that TextureCaps for GL_SRGB8_ALPHA8 and GL_SRGB8 exist
// TODO: Don't advertise this extension in ES3
bool sRGB;
// GL_ANGLE_depth_texture
bool depthTextures;
// GL_EXT_texture_storage
bool textureStorage;
// GL_OES_texture_npot
bool textureNPOT;
// GL_EXT_draw_buffers
bool drawBuffers;
// GL_EXT_texture_filter_anisotropic
bool textureFilterAnisotropic;
GLfloat maxTextureAnisotropy;
// GL_EXT_occlusion_query_boolean
bool occlusionQueryBoolean;
// GL_NV_fence
bool fence;
// GL_ANGLE_timer_query
bool timerQuery;
// GL_EXT_robustness
bool robustness;
// GL_EXT_blend_minmax
bool blendMinMax;
// GL_ANGLE_framebuffer_blit
bool framebufferBlit;
// GL_ANGLE_framebuffer_multisample
bool framebufferMultisample;
// GL_ANGLE_instanced_arrays
bool instancedArrays;
// GL_ANGLE_pack_reverse_row_order
bool packReverseRowOrder;
// GL_OES_standard_derivatives
bool standardDerivatives;
// GL_EXT_shader_texture_lod
bool shaderTextureLOD;
// GL_EXT_shader_framebuffer_fetch
bool shaderFramebufferFetch;
// GL_ARM_shader_framebuffer_fetch
bool ARMshaderFramebufferFetch;
// GL_NV_shader_framebuffer_fetch
bool NVshaderFramebufferFetch;
// GL_EXT_frag_depth
bool fragDepth;
// GL_ANGLE_texture_usage
bool textureUsage;
// GL_ANGLE_translated_shader_source
bool translatedShaderSource;
// GL_OES_fbo_render_mipmap
bool fboRenderMipmap;
// ES3 Extension support
// GL_EXT_color_buffer_float
bool colorBufferFloat;
};
struct TypePrecision
{
TypePrecision();
void setIEEEFloat();
void setTwosComplementInt(unsigned int bits);
void setSimulatedInt(unsigned int range);
void get(GLint *returnRange, GLint *returnPrecision) const;
GLint range[2];
GLint precision;
};
struct Caps
{
Caps();
// Table 6.28, implementation dependent values
GLuint64 maxElementIndex;
GLuint max3DTextureSize;
GLuint max2DTextureSize;
GLuint maxArrayTextureLayers;
GLfloat maxLODBias;
GLuint maxCubeMapTextureSize;
GLuint maxRenderbufferSize;
GLuint maxDrawBuffers;
GLuint maxColorAttachments;
GLuint maxViewportWidth;
GLuint maxViewportHeight;
GLfloat minAliasedPointSize;
GLfloat maxAliasedPointSize;
GLfloat minAliasedLineWidth;
GLfloat maxAliasedLineWidth;
// Table 6.29, implementation dependent values (cont.)
GLuint maxElementsIndices;
GLuint maxElementsVertices;
std::vector<GLenum> compressedTextureFormats;
std::vector<GLenum> programBinaryFormats;
std::vector<GLenum> shaderBinaryFormats;
TypePrecision vertexHighpFloat;
TypePrecision vertexMediumpFloat;
TypePrecision vertexLowpFloat;
TypePrecision vertexHighpInt;
TypePrecision vertexMediumpInt;
TypePrecision vertexLowpInt;
TypePrecision fragmentHighpFloat;
TypePrecision fragmentMediumpFloat;
TypePrecision fragmentLowpFloat;
TypePrecision fragmentHighpInt;
TypePrecision fragmentMediumpInt;
TypePrecision fragmentLowpInt;
GLuint64 maxServerWaitTimeout;
// Table 6.31, implementation dependent vertex shader limits
GLuint maxVertexAttributes;
GLuint maxVertexUniformComponents;
GLuint maxVertexUniformVectors;
GLuint maxVertexUniformBlocks;
GLuint maxVertexOutputComponents;
GLuint maxVertexTextureImageUnits;
// Table 6.32, implementation dependent fragment shader limits
GLuint maxFragmentUniformComponents;
GLuint maxFragmentUniformVectors;
GLuint maxFragmentUniformBlocks;
GLuint maxFragmentInputComponents;
GLuint maxTextureImageUnits;
GLint minProgramTexelOffset;
GLint maxProgramTexelOffset;
// Table 6.33, implementation dependent aggregate shader limits
GLuint maxUniformBufferBindings;
GLuint64 maxUniformBlockSize;
GLuint uniformBufferOffsetAlignment;
GLuint maxCombinedUniformBlocks;
GLuint64 maxCombinedVertexUniformComponents;
GLuint64 maxCombinedFragmentUniformComponents;
GLuint maxVaryingComponents;
GLuint maxVaryingVectors;
GLuint maxCombinedTextureImageUnits;
// Table 6.34, implementation dependent transform feedback limits
GLuint maxTransformFeedbackInterleavedComponents;
GLuint maxTransformFeedbackSeparateAttributes;
GLuint maxTransformFeedbackSeparateComponents;
// Table 6.35, Framebuffer Dependent Values
GLuint maxSamples;
};
}
namespace egl
{
struct Caps
{
Caps();
// Support for NPOT surfaces
bool textureNPOT;
};
struct DisplayExtensions
{
DisplayExtensions();
// Generate a vector of supported extension strings
std::vector<std::string> getStrings() const;
// EGL_EXT_create_context_robustness
bool createContextRobustness;
// EGL_ANGLE_d3d_share_handle_client_buffer
bool d3dShareHandleClientBuffer;
// EGL_ANGLE_surface_d3d_texture_2d_share_handle
bool surfaceD3DTexture2DShareHandle;
// EGL_ANGLE_query_surface_pointer
bool querySurfacePointer;
// EGL_ANGLE_window_fixed_size
bool windowFixedSize;
// EGL_NV_post_sub_buffer
bool postSubBuffer;
// EGL_KHR_create_context
bool createContext;
// EGL_EXT_device_query
bool deviceQuery;
};
struct DeviceExtensions
{
DeviceExtensions();
// Generate a vector of supported extension strings
std::vector<std::string> getStrings() const;
// EGL_ANGLE_device_d3d
bool deviceD3D;
};
struct ClientExtensions
{
ClientExtensions();
// Generate a vector of supported extension strings
std::vector<std::string> getStrings() const;
// EGL_EXT_client_extensions
bool clientExtensions;
// EGL_EXT_platform_base
bool platformBase;
// EGL_ANGLE_platform_angle
bool platformANGLE;
// EGL_ANGLE_platform_angle_d3d
bool platformANGLED3D;
// EGL_ANGLE_platform_angle_opengl
bool platformANGLEOpenGL;
};
}
#endif // LIBANGLE_CAPS_H_
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