Index: ps/trunk/binaries/data/config/default.cfg =================================================================== --- ps/trunk/binaries/data/config/default.cfg (revision 27653) +++ ps/trunk/binaries/data/config/default.cfg (revision 27654) @@ -1,597 +1,599 @@ ; Global Configuration Settings ; ; ************************************************************** ; * DO NOT EDIT THIS FILE if you want personal customisations: * ; * create a text file called "local.cfg" instead, and copy * ; * the lines from this file that you want to change. * ; * * ; * If a setting is part of a section (for instance [hotkey]) * ; * you need to append the section name at the beginning of * ; * your custom line (for instance you need to write * ; * "hotkey.pause = Space" if you want to change the pausing * ; * hotkey to the spacebar). * ; * * ; * On Linux, create: * ; * $XDG_CONFIG_HOME/0ad/config/local.cfg * ; * (Note: $XDG_CONFIG_HOME defaults to ~/.config) * ; * * ; * On OS X, create: * ; * ~/Library/Application\ Support/0ad/config/local.cfg * ; * * ; * On Windows, create: * ; * %appdata%\0ad\config\local.cfg * ; * * ; ************************************************************** ; Enable/disable windowed mode by default. (Use Alt+Enter to toggle in the game.) windowed = false ; Switches between real fullscreen and borderless window on a full display size. borderless.fullscreen = true ; Hides a window border in the windowed mode. borderless.window = false ; Constrain mouse in the fullscreen mode to a window boundaries. window.mousegrabinfullscreen = true ; The same but for the window mode. window.mousegrabinwindowmode = false ; Show detailed tooltips (Unit stats) showdetailedtooltips = false ; Pause the game on window focus loss (Only applicable to single player mode) pauseonfocusloss = true ; Persist settings after leaving the game setup screen persistmatchsettings = true ; Default player name to use in multiplayer ; playername = "anonymous" ; Default server name or IP to use in multiplayer multiplayerserver = "127.0.0.1" ; Force a particular resolution. (If these are 0, the default is ; to keep the current desktop resolution in fullscreen mode or to ; use 1024x768 in windowed mode.) xres = 0 yres = 0 ; Force a non-standard bit depth (if 0 then use the current desktop bit depth) bpp = 0 ; Preferred display (for multidisplay setups, only works with SDL 2.0) display = 0 ; Enable Hi-DPI where supported, currently working only for testing. hidpi = false ; Allows to force GL version for SDL forceglversion = false forceglprofile = "compatibility" ; Possible values: compatibility, core, es forceglmajorversion = 3 forceglminorversion = 3 ; Big screenshot tiles screenshot.tiles = 8 screenshot.tilewidth = 480 screenshot.tileheight = 270 ; Emulate right-click with Ctrl+Click on Mac mice macmouse = false ; System settings: ; if false, actors won't be rendered but anything entity will be. renderactors = true watereffects=true ; When disabled, force usage of the fixed pipeline water. This is faster, but really, really ugly. waterfancyeffects = false waterrealdepth = true waterrefraction = true waterreflection = true shadows = true shadowquality = 0 ; Shadow map resolution. (-1 - Low, 0 - Medium, 1 - High, 2 - Very High) ; High values can crash the game when using a graphics card with low memory! shadowpcf = true ; Increases details closer to the camera but decreases performance ; especially on low hardware. shadowscascadecount = 1 shadowscascadedistanceratio = 1.7 ; Hides shadows after the distance. shadowscutoffdistance = 300.0 ; If true shadows cover the whole map instead of the camera frustum. shadowscovermap = false vsync = false particles = true fog = true silhouettes = true showsky = true ; Uses a synchonized call to a GL driver to get an error state. Useful ; for a debugging of a system without GL_KHR_debug. gl.checkerrorafterswap = false ; Different ways to draw a cursor, possible values are "sdl" and "system". ; The "system" one doesn't support a visual change of the cursor. cursorbackend = "sdl" ; Backends for all graphics rendering: ; glarb - GL with legacy assembler-like shaders, might used only for buggy drivers. ; gl - GL with GLSL shaders, should be used by default. ; dummy - backend that does nothing, allows to check performance without backend drivers. ; vulkan - Vulkan with SPIR-V shaders. rendererbackend = "gl" ; Enables additional debug information in renderer backend. renderer.backend.debugcontext = "false" renderer.backend.debugmessages = "false" renderer.backend.debuglabels = "false" renderer.backend.debugscopedlabels = "false" +renderer.backend.gl.enableframebufferinvalidating = "false" + renderer.backend.vulkan.disabledescriptorindexing = "false" renderer.backend.vulkan.deviceindexoverride = -1 ; Should not be edited. It's used only for preventing of running fixed pipeline. renderpath = default ; (0 - low, 1 - medium, 2 - high), higher quality means worse performance. textures.quality = 2 ; (1, 2, 4, 8 and 16) textures.maxanisotropy = 2 ;;;;; EXPERIMENTAL ;;;;; ; Experimental probably-non-working GPU skinning support; requires GLSL; use at own risk gpuskinning = false ; Use smooth LOS interpolation smoothlos = true ; Use screen-space postprocessing filters (HDR, bloom, DOF, etc). Incompatible with fixed renderpath. postproc = true ; Use anti-aliasing techniques. antialiasing = "disabled" ; Use sharpening techniques. sharpening = "disabled" sharpness = 0.3 ; Quality used for actors. max_actor_quality=200 ; Whether or not actor variants are selected randomly, possible values are "full", "limited", "none". variant_diversity = "full" ; Quality level of shader effects (set to 10 to display all effects) materialmgr.quality = 10.0 ;;;;;;;;;;;;;;;;;;;;;;;; [adaptivefps] session = 60 ; Throttle FPS in running games (prevents 100% CPU workload). menu = 60 ; Throttle FPS in menus only. [profiler2] server = "127.0.0.1" server.port = "8000" ; Use a free port on your machine. server.threads = "6" ; Enough for the browser's parallel connection limit [hotkey] ; Each one of the specified keys will trigger the action on the left ; for multiple-key combinations, separate keys with '+'. ; See keys.txt for the list of key names. ; > SYSTEM SETTINGS exit = "" ; 'Custom' exit to desktop, SDL handles the native command via SDL_Quit. cancel = Escape ; Close or cancel the current dialog box/popup confirm = Return ; Confirm the current command pause = Pause, "Shift+Space" ; Pause/unpause game screenshot = F2 ; Take PNG screenshot bigscreenshot = "Shift+F2" ; Take large BMP screenshot togglefullscreen = "Alt+Return" ; Toggle fullscreen/windowed mode screenshot.watermark = "Alt+K" ; Toggle product/company watermark for official screenshots wireframe = "Alt+Shift+W" ; Toggle wireframe mode silhouettes = "Alt+Shift+S" ; Toggle unit silhouettes ; > DIALOG HOTKEYS summary = "Ctrl+Tab" ; Toggle in-game summary lobby = "Alt+L" ; Show the multiplayer lobby in a dialog window. structree = "Alt+Shift+T" ; Show structure tree civinfo = "Alt+Shift+H" ; Show civilization info ; > CLIPBOARD CONTROLS copy = "Ctrl+C" ; Copy to clipboard paste = "Ctrl+V" ; Paste from clipboard cut = "Ctrl+X" ; Cut selected text and copy to the clipboard ; > CONSOLE SETTINGS console.toggle = BackQuote, F9 ; Open/close console ; > OVERLAY KEYS fps.toggle = "Alt+F" ; Toggle frame counter realtime.toggle = "Alt+T" ; Toggle current display of computer time timeelapsedcounter.toggle = "F12" ; Toggle time elapsed counter ceasefirecounter.toggle = "" ; Toggle ceasefire counter ; > HOTKEYS ONLY chat = Return ; Toggle chat window teamchat = "T" ; Toggle chat window in team chat mode privatechat = "L" ; Toggle chat window and select the previous private chat partner ; > QUICKSAVE quicksave = "Shift+F5" quickload = "Shift+F8" [hotkey.camera] reset = "R" ; Reset camera rotation to default. follow = "F" ; Follow the first unit in the selection rallypointfocus = "" ; Focus the camera on the rally point of the selected building lastattackfocus = "Space" ; Focus the camera on the last notified attack zoom.in = Plus, NumPlus ; Zoom camera in (continuous control) zoom.out = Minus, NumMinus ; Zoom camera out (continuous control) zoom.wheel.in = WheelUp ; Zoom camera in (stepped control) zoom.wheel.out = WheelDown ; Zoom camera out (stepped control) rotate.up = "Ctrl+UpArrow", "Ctrl+W" ; Rotate camera to look upwards rotate.down = "Ctrl+DownArrow", "Ctrl+S" ; Rotate camera to look downwards rotate.cw = "Ctrl+LeftArrow", "Ctrl+A", Q ; Rotate camera clockwise around terrain rotate.ccw = "Ctrl+RightArrow", "Ctrl+D", E ; Rotate camera anticlockwise around terrain rotate.wheel.cw = "Shift+WheelUp", MouseX1 ; Rotate camera clockwise around terrain (stepped control) rotate.wheel.ccw = "Shift+WheelDown", MouseX2 ; Rotate camera anticlockwise around terrain (stepped control) pan = MouseMiddle ; Enable scrolling by moving mouse left = A, LeftArrow ; Scroll or rotate left right = D, RightArrow ; Scroll or rotate right up = W, UpArrow ; Scroll or rotate up/forwards down = S, DownArrow ; Scroll or rotate down/backwards scroll.speed.increase = "Ctrl+Shift+S" ; Increase scroll speed scroll.speed.decrease = "Ctrl+Alt+S" ; Decrease scroll speed rotate.speed.increase = "Ctrl+Shift+R" ; Increase rotation speed rotate.speed.decrease = "Ctrl+Alt+R" ; Decrease rotation speed zoom.speed.increase = "Ctrl+Shift+Z" ; Increase zoom speed zoom.speed.decrease = "Ctrl+Alt+Z" ; Decrease zoom speed [hotkey.camera.jump] 1 = F5 ; Jump to position N 2 = F6 3 = F7 4 = F8 ;5 = ;6 = ;7 = ;8 = ;9 = ;10 = [hotkey.camera.jump.set] 1 = "Ctrl+F5" ; Set jump position N 2 = "Ctrl+F6" 3 = "Ctrl+F7" 4 = "Ctrl+F8" ;5 = ;6 = ;7 = ;8 = ;9 = ;10 = [hotkey.profile] toggle = "F11" ; Enable/disable real-time profiler save = "Shift+F11" ; Save current profiler data to logs/profile.txt [hotkey.profile2] toggle = "Ctrl+F11" ; Enable/disable HTTP/GPU modes for new profiler [hotkey.selection] cancel = Esc ; Un-select all units and cancel building placement add = Shift ; Add units to selection militaryonly = Alt ; Add only military units to the selection nonmilitaryonly = "Alt+Y" ; Add only non-military units to the selection idleonly = "I" ; Select only idle units woundedonly = "O" ; Select only wounded units remove = Ctrl ; Remove units from selection idlebuilder = Semicolon ; Select next idle builder idleworker = Period, NumDecimal ; Select next idle worker idlewarrior = Slash, NumDivide ; Select next idle warrior idleunit = BackSlash ; Select next idle unit offscreen = Alt ; Include offscreen units in selection singleselection = "" ; Modifier to select units individually, opposed to per formation. [hotkey.selection.group.add] 1 = "Shift+1", "Shift+Num1" 2 = "Shift+2", "Shift+Num2" 3 = "Shift+3", "Shift+Num3" 4 = "Shift+4", "Shift+Num4" 5 = "Shift+5", "Shift+Num5" 6 = "Shift+6", "Shift+Num6" 7 = "Shift+7", "Shift+Num7" 8 = "Shift+8", "Shift+Num8" 9 = "Shift+9", "Shift+Num9" 10 = "Shift+0", "Shift+Num0" [hotkey.selection.group.save] 1 = "Ctrl+1", "Ctrl+Num1" 2 = "Ctrl+2", "Ctrl+Num2" 3 = "Ctrl+3", "Ctrl+Num3" 4 = "Ctrl+4", "Ctrl+Num4" 5 = "Ctrl+5", "Ctrl+Num5" 6 = "Ctrl+6", "Ctrl+Num6" 7 = "Ctrl+7", "Ctrl+Num7" 8 = "Ctrl+8", "Ctrl+Num8" 9 = "Ctrl+9", "Ctrl+Num9" 10 = "Ctrl+0", "Ctrl+Num0" [hotkey.selection.group.select] 1 = 1, Num1 2 = 2, Num2 3 = 3, Num3 4 = 4, Num4 5 = 5, Num5 6 = 6, Num6 7 = 7, Num7 8 = 8, Num8 9 = 9, Num9 10 = 0, Num0 [hotkey.gamesetup] mapbrowser.open = "M" [hotkey.session] kill = Delete, Backspace ; Destroy selected units stop = "H" ; Stop the current action backtowork = "Y" ; The unit will go back to work unload = "U" ; Unload garrisoned units when a building/mechanical unit is selected unloadturrets = "U" ; Unload turreted units. leaveturret = "U" ; Leave turret point. move = "" ; Modifier to move to a point instead of another action (e.g. gather) capture = "C" ; Modifier to capture instead of another action (e.g. attack) attack = "" ; Modifier to attack instead of another action (e.g. capture) attackmove = Ctrl ; Modifier to attackmove when clicking on a point attackmoveUnit = "Ctrl+Q" ; Modifier to attackmove targeting only units when clicking on a point garrison = Ctrl ; Modifier to garrison when clicking on building occupyturret = Ctrl ; Modifier to occupy a turret when clicking on a turret holder. autorallypoint = Ctrl ; Modifier to set the rally point on the building itself guard = "G" ; Modifier to escort/guard when clicking on unit/building patrol = "P" ; Modifier to patrol a unit repair = "J" ; Modifier to repair when clicking on building/mechanical unit queue = Shift ; Modifier to queue unit orders instead of replacing pushorderfront = "" ; Modifier to push unit orders to the front instead of replacing. orderone = Alt ; Modifier to order only one entity in selection. batchtrain = Shift ; Modifier to train units in batches massbarter = Shift ; Modifier to barter bunch of resources masstribute = Shift ; Modifier to tribute bunch of resources noconfirmation = Shift ; Do not ask confirmation when deleting a building/unit fulltradeswap = Shift ; Modifier to put the desired trade resource to 100% unloadtype = Shift ; Modifier to unload all units of type deselectgroup = Ctrl ; Modifier to deselect units when clicking group icon, instead of selecting rotate.cw = RightBracket ; Rotate building placement preview clockwise rotate.ccw = LeftBracket ; Rotate building placement preview anticlockwise snaptoedges = Ctrl ; Modifier to align new structures with nearby existing structure toggledefaultformation = "" ; Switch between null default formation and the last default formation used (defaults to "box") flare = K ; Modifier to send a flare to your allies flareactivate = "" ; Modifier to activate the mode to send a flare to your allies calltoarms = "" ; Modifier to call the selected units to the arms. ; Overlays showstatusbars = Tab ; Toggle display of status bars devcommands.toggle = "Alt+D" ; Toggle developer commands panel highlightguarding = PageDown ; Toggle highlight of guarding units highlightguarded = PageUp ; Toggle highlight of guarded units diplomacycolors = "Alt+X" ; Toggle diplomacy colors toggleattackrange = "Alt+C" ; Toggle display of attack range overlays of selected defensive structures toggleaurasrange = "Alt+V" ; Toggle display of aura range overlays of selected units and structures togglehealrange = "Alt+B" ; Toggle display of heal range overlays of selected units [hotkey.session.gui] toggle = "Alt+G" ; Toggle visibility of session GUI menu.toggle = "F10" ; Toggle in-game menu diplomacy.toggle = "Ctrl+H" ; Toggle in-game diplomacy page barter.toggle = "Ctrl+B" ; Toggle in-game barter/trade page objectives.toggle = "Ctrl+O" ; Toggle in-game objectives page tutorial.toggle = "Ctrl+P" ; Toggle in-game tutorial panel [hotkey.session.savedgames] delete = Delete, Backspace ; Delete the selected saved game asking confirmation noconfirmation = Shift ; Do not ask confirmation when deleting a game [hotkey.session.queueunit] ; > UNIT TRAINING 1 = "Z" ; add first unit type to queue 2 = "X" ; add second unit type to queue 3 = "C" ; add third unit type to queue 4 = "V" ; add fourth unit type to queue 5 = "B" ; add fivth unit type to queue 6 = "N" ; add sixth unit type to queue 7 = "M" ; add seventh unit type to queue 8 = Comma ; add eighth unit type to queue [hotkey.session.timewarp] fastforward = "Ctrl+Space" ; If timewarp mode enabled, speed up the game rewind = "Shift+Backspace" ; If timewarp mode enabled, go back to earlier point in the game [hotkey.tab] next = "Tab", "Alt+S" ; Show the next tab prev = "Shift+Tab", "Alt+W" ; Show the previous tab [hotkey.text] ; > GUI TEXTBOX HOTKEYS delete.left = "Ctrl+Backspace" ; Delete word to the left of cursor delete.right = "Ctrl+Del" ; Delete word to the right of cursor move.left = "Ctrl+LeftArrow" ; Move cursor to start of word to the left of cursor move.right = "Ctrl+RightArrow" ; Move cursor to start of word to the right of cursor [gui] cursorblinkrate = 0.5 ; Cursor blink rate in seconds (0.0 to disable blinking) scale = 1.0 ; GUI scaling factor, for improved compatibility with 4K displays [gui.gamesetup] enabletips = true ; Enable/Disable tips during gamesetup (for newcomers) assignplayers = everyone ; Whether to assign joining clients to free playerslots. Possible values: everyone, buddies, disabled. aidifficulty = 3 ; Difficulty level, from 0 (easiest) to 5 (hardest) aibehavior = "random" ; Default behavior of the AI (random, balanced, aggressive or defensive) settingsslide = true ; Enable/Disable settings panel slide [gui.loadingscreen] progressdescription = false ; Whether to display the progress percent or a textual description [gui.session] dragdelta = 4 ; Number of pixels the mouse can move before the action is considered a drag camerajump.threshold = 40 ; How close do we have to be to the actual location in order to jump back to the previous one? timeelapsedcounter = false ; Show the game duration in the top right corner ceasefirecounter = false ; Show the remaining ceasefire time in the top right corner batchtrainingsize = 5 ; Number of units to be trained per batch by default (when pressing the hotkey) scrollbatchratio = 1 ; Number of times you have to scroll to increase/decrease the batchsize by 1 flarelifetime = 6 ; How long the flare markers on the minimap are displayed in seconds woundedunithotkeythreshold = 33 ; The wounded unit hotkey considers the selected units as wounded if their health percentage falls below this number attackrange = true ; Display attack range overlays of selected defensive structures aurasrange = true ; Display aura range overlays of selected units and structures healrange = true ; Display heal range overlays of selected units rankabovestatusbar = true ; Show rank icons above status bars experiencestatusbar = true ; Show an experience status bar above each selected unit respoptooltipsort = 0 ; Sorting players in the resources and population tooltip by value (0 - no sort, -1 - ascending, 1 - descending) snaptoedges = "disabled" ; Possible values: disabled, enabled. snaptoedgesdistancethreshold = 15 ; On which distance we don't snap to edges disjointcontrolgroups = "true" ; Whether control groups are disjoint sets or entities can be in multiple control groups at the same time. defaultformation = "special/formations/box" ; For walking orders, automatically put units into this formation if they don't have one already. formationwalkonly = "true" ; Formations are disabled when giving gather/attack/... orders. howtoshownames = 0 ; Whether the specific names are show as default, as opposed to the generic names. And whether the secondary names are shown. (0 - show both; specific names primary, 1 - show both; generic names primary, 2 - show only specific names, 3 - show only generic names) selectformationasone = "true" ; Whether to select formations as a whole by default. [gui.session.minimap] ; Icons that are displayed for some entities on a minimap. icons.enabled = "true" icons.opacity = 1.0 icons.sizescale = 1.0 blinkduration = 1.7 ; The blink duration while pinging pingduration = 50.0 ; The duration for which an entity will be pinged after an attack notification [gui.session.notifications] attack = true ; Show a chat notification if you are attacked by another player tribute = true ; Show a chat notification if an ally tributes resources to another team member if teams are locked, and all tributes in observer mode barter = true ; Show a chat notification to observers when a player bartered resources phase = completed ; Show a chat notification if you or an ally have started, aborted or completed a new phase, and phases of all players in observer mode. Possible values: none, completed, all. [gui.splashscreen] enable = true ; Enable/disable the splashscreen version = 0 ; Splashscreen version (date of last modification). By default, 0 to force splashscreen to appear at first launch [gui.session.diplomacycolors] self = "21 55 149" ; Color of your units when diplomacy colors are enabled ally = "86 180 31" ; Color of allies when diplomacy colors are enabled neutral = "231 200 5" ; Color of neutral players when diplomacy colors are enabled enemy = "150 20 20" ; Color of enemies when diplomacy colors are enabled [joystick] ; EXPERIMENTAL: joystick/gamepad settings enable = false deadzone = 8192 [chat] timestamp = true ; Show at which time chat messages have been sent [chat.session] extended = true ; Whether to display the chat history [lobby] history = 0 ; Number of past messages to display on join room = "arena27" ; Default MUC room to join server = "lobby.wildfiregames.com" ; Address of lobby server tls = true ; Whether to use TLS encryption when connecting to the server. verify_certificate = false ; Whether to reject connecting to the lobby if the TLS certificate is invalid (TODO: wait for Gloox GnuTLS trust implementation to be fixed) terms_url = "https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/gui/prelobby/common/terms/"; Allows the user to save the text and print the terms terms_of_service = "0" ; Version (hash) of the Terms of Service that the user has accepted terms_of_use = "0" ; Version (hash) of the Terms of Use that the user has accepted privacy_policy = "0" ; Version (hash) of the Privacy Policy that the user has accepted xpartamupp = "wfgbot27" ; Name of the server-side XMPP-account that manage games echelon = "echelon27" ; Name of the server-side XMPP-account that manages ratings buddies = "," ; Comma separated list of playernames that the current user has marked as buddies rememberpassword = true ; Whether to store the encrypted password in the user config [lobby.columns] gamerating = false ; Show the average rating of the participating players in a column of the gamelist [lobby.stun] enabled = true ; The STUN protocol allows hosting games without configuring the firewall and router. ; If STUN is disabled, the game relies on direct connection, UPnP and port forwarding. server = "lobby.wildfiregames.com" ; Address of the STUN server. port = 3478 ; Port of the STUN server. delay = 200 ; Duration in milliseconds that is waited between STUN messages. ; Smaller numbers speed up joins but also become less stable. [mod] enabledmods = "mod public" [modio] public_key = "RWQv2alKl8D0zMDJR766jpYvPy4u3y77HL/iKb/lsT1Fnf6ezoMb2x8+" ; Public key corresponding to the private key valid mods are signed with disclaimer = "0" ; Version (hash) of the Disclaimer that the user has accepted [modio.v1] baseurl = "https://api.mod.io/v1" api_key = "23df258a71711ea6e4b50893acc1ba55" name_id = "0ad" [network] duplicateplayernames = false ; Rename joining player to "User (2)" if "User" is already connected, otherwise prohibit join. lateobservers = everyone ; Allow observers to join the game after it started. Possible values: everyone, buddies, disabled. observerlimit = 8 ; Prevent further observer joins in running games if this limit is reached observermaxlag = -1 ; Make clients wait for observers if they lag more than X turns behind. -1 means "never wait for observers". autocatchup = true ; Auto-accelerate the sim rate if lagging behind (as an observer). enetmtu = 1372 ; Lower ENet protocol MTU in case packets get further fragmented on the UDP layer which may cause drops. [overlay] fps = "false" ; Show frames per second in top right corner realtime = "false" ; Show current system time in top right corner netwarnings = "true" ; Show warnings if the network connection is bad [profiler2] autoenable = false ; Enable HTTP server output at startup (default off for security/performance) gpu.arb.enable = true ; Allow GL_ARB_timer_query timing mode when available. [rlinterface] address = "127.0.0.1:6000" [sound] mastergain = 0.9 musicgain = 0.2 ambientgain = 0.6 actiongain = 0.7 uigain = 0.7 mindistance = 1 maxdistance = 350 maxstereoangle = 0.62 ; About PI/5 radians [sound.notify] nick = true ; Play a sound when someone mentions your name in the lobby or game gamesetup.join = false ; Play a sound when a new client joins the game setup [tinygettext] debug = false ; Print error messages each time a translation for an English string is not found. [userreport] ; Opt-in online user reporting system url_upload = "https://feedback.wildfiregames.com/report/upload/v1/" ; URL where UserReports are uploaded to url_publication = "https://feedback.wildfiregames.com/" ; URL where UserReports were analyzed and published url_terms = "https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/gui/userreport/Terms_and_Conditions.txt"; Allows the user to save the text and print the terms terms = "0" ; Version (hash) of the UserReporter Terms that the user has accepted [view] ; Camera control settings scroll.speed = 120.0 scroll.speed.modifier = 1.05 ; Multiplier for changing scroll speed scroll.mouse.detectdistance = 3 rotate.x.speed = 1.2 rotate.x.min = 28.0 rotate.x.max = 60.0 rotate.x.default = 35.0 rotate.y.speed = 2.0 rotate.y.speed.wheel = 0.45 rotate.y.default = 0.0 rotate.speed.modifier = 1.05 ; Multiplier for changing rotation speed drag.speed = 0.5 zoom.speed = 256.0 zoom.speed.wheel = 32.0 zoom.min = 50.0 zoom.max = 200.0 zoom.default = 120.0 zoom.speed.modifier = 1.05 ; Multiplier for changing zoom speed pos.smoothness = 0.1 zoom.smoothness = 0.4 rotate.x.smoothness = 0.5 rotate.y.smoothness = 0.3 near = 2.0 ; Near plane distance far = 4096.0 ; Far plane distance fov = 45.0 ; Field of view (degrees), lower is narrow, higher is wide height.smoothness = 0.5 height.min = 16 Index: ps/trunk/source/renderer/backend/gl/Device.cpp =================================================================== --- ps/trunk/source/renderer/backend/gl/Device.cpp (revision 27653) +++ ps/trunk/source/renderer/backend/gl/Device.cpp (revision 27654) @@ -1,1087 +1,1093 @@ /* Copyright (C) 2023 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "Device.h" #include "lib/external_libraries/libsdl.h" #include "lib/hash.h" #include "lib/ogl.h" #include "ps/CLogger.h" #include "ps/ConfigDB.h" #include "ps/Profile.h" #include "renderer/backend/gl/DeviceCommandContext.h" #include "renderer/backend/gl/PipelineState.h" #include "renderer/backend/gl/Texture.h" #include "scriptinterface/JSON.h" #include "scriptinterface/Object.h" #include "scriptinterface/ScriptInterface.h" #include "scriptinterface/ScriptRequest.h" #if OS_WIN #include "lib/sysdep/os/win/wgfx.h" // We can't include wutil directly because GL headers conflict with Windows // until we use a proper GL loader. extern void* wutil_GetAppHDC(); #endif #include #include #include #if !CONFIG2_GLES && (defined(SDL_VIDEO_DRIVER_X11) || defined(SDL_VIDEO_DRIVER_WAYLAND)) #if defined(SDL_VIDEO_DRIVER_X11) #include #endif #if defined(SDL_VIDEO_DRIVER_WAYLAND) #include #endif #include #endif // !CONFIG2_GLES && (defined(SDL_VIDEO_DRIVER_X11) || defined(SDL_VIDEO_DRIVER_WAYLAND)) namespace Renderer { namespace Backend { namespace GL { namespace { std::string GetNameImpl() { // GL_VENDOR+GL_RENDERER are good enough here, so we don't use WMI to detect the cards. // On top of that WMI can cause crashes with Nvidia Optimus and some netbooks // see http://trac.wildfiregames.com/ticket/1952 // http://trac.wildfiregames.com/ticket/1575 char cardName[128]; const char* vendor = reinterpret_cast(glGetString(GL_VENDOR)); const char* renderer = reinterpret_cast(glGetString(GL_RENDERER)); // Happens if called before GL initialization. if (!vendor || !renderer) return {}; sprintf_s(cardName, std::size(cardName), "%s %s", vendor, renderer); // Remove crap from vendor names. (don't dare touch the model name - // it's too risky, there are too many different strings). #define SHORTEN(what, charsToKeep) \ if (!strncmp(cardName, what, std::size(what) - 1)) \ memmove(cardName + charsToKeep, cardName + std::size(what) - 1, (strlen(cardName) - (std::size(what) - 1) + 1) * sizeof(char)); SHORTEN("ATI Technologies Inc.", 3); SHORTEN("NVIDIA Corporation", 6); SHORTEN("S3 Graphics", 2); // returned by EnumDisplayDevices SHORTEN("S3 Graphics, Incorporated", 2); // returned by GL_VENDOR #undef SHORTEN return cardName; } std::string GetVersionImpl() { return reinterpret_cast(glGetString(GL_VERSION)); } std::string GetDriverInformationImpl() { const std::string version = GetVersionImpl(); std::string driverInfo; #if OS_WIN driverInfo = CStrW(wgfx_DriverInfo()).ToUTF8(); if (driverInfo.empty()) #endif { if (!version.empty()) { // Add "OpenGL" to differentiate this from the real driver version // (returned by platform-specific detect routines). driverInfo = std::string("OpenGL ") + version; } } if (driverInfo.empty()) return version; return version + " " + driverInfo; } std::vector GetExtensionsImpl() { std::vector extensions; const std::string exts = ogl_ExtensionString(); boost::split(extensions, exts, boost::algorithm::is_space(), boost::token_compress_on); std::sort(extensions.begin(), extensions.end()); return extensions; } void GLAD_API_PTR OnDebugMessage( GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei UNUSED(length), const GLchar* message, const void* UNUSED(user_param)) { std::string debugSource = "unknown"; std::string debugType = "unknown"; std::string debugSeverity = "unknown"; switch (source) { case GL_DEBUG_SOURCE_API: debugSource = "the API"; break; case GL_DEBUG_SOURCE_WINDOW_SYSTEM: debugSource = "the window system"; break; case GL_DEBUG_SOURCE_SHADER_COMPILER: debugSource = "the shader compiler"; break; case GL_DEBUG_SOURCE_THIRD_PARTY: debugSource = "a third party"; break; case GL_DEBUG_SOURCE_APPLICATION: debugSource = "the application"; break; case GL_DEBUG_SOURCE_OTHER: debugSource = "somewhere"; break; } switch (type) { case GL_DEBUG_TYPE_ERROR: debugType = "error"; break; case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: debugType = "deprecated behaviour"; break; case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: debugType = "undefined behaviour"; break; case GL_DEBUG_TYPE_PORTABILITY: debugType = "portability"; break; case GL_DEBUG_TYPE_PERFORMANCE: debugType = "performance"; break; case GL_DEBUG_TYPE_OTHER: debugType = "other"; break; case GL_DEBUG_TYPE_MARKER: debugType = "marker"; break; case GL_DEBUG_TYPE_PUSH_GROUP: debugType = "push group"; break; case GL_DEBUG_TYPE_POP_GROUP: debugType = "pop group"; break; } switch (severity) { case GL_DEBUG_SEVERITY_HIGH: debugSeverity = "high"; break; case GL_DEBUG_SEVERITY_MEDIUM: debugSeverity = "medium"; break; case GL_DEBUG_SEVERITY_LOW: debugSeverity = "low"; break; case GL_DEBUG_SEVERITY_NOTIFICATION: debugSeverity = "notification"; break; } if (severity == GL_DEBUG_SEVERITY_NOTIFICATION) { debug_printf( "OpenGL | %s: %s source: %s id %u: %s\n", debugSeverity.c_str(), debugType.c_str(), debugSource.c_str(), id, message); } else { LOGWARNING( "OpenGL | %s: %s source: %s id %u: %s\n", debugSeverity.c_str(), debugType.c_str(), debugSource.c_str(), id, message); } } } // anonymous namespace // static std::unique_ptr CDevice::Create(SDL_Window* window, const bool arb) { std::unique_ptr device(new CDevice()); if (window) { // According to https://wiki.libsdl.org/SDL_CreateWindow we don't need to // call SDL_GL_LoadLibrary if we have a window with SDL_WINDOW_OPENGL, // because it'll be called internally for the first created window. device->m_Window = window; device->m_Context = SDL_GL_CreateContext(device->m_Window); if (!device->m_Context) { LOGERROR("SDL_GL_CreateContext failed: '%s'", SDL_GetError()); return nullptr; } SDL_GL_GetDrawableSize(window, &device->m_SurfaceDrawableWidth, &device->m_SurfaceDrawableHeight); #if OS_WIN ogl_Init(SDL_GL_GetProcAddress, wutil_GetAppHDC()); #elif (defined(SDL_VIDEO_DRIVER_X11) || defined(SDL_VIDEO_DRIVER_WAYLAND)) && !CONFIG2_GLES SDL_SysWMinfo wminfo; // The info structure must be initialized with the SDL version. SDL_VERSION(&wminfo.version); if (!SDL_GetWindowWMInfo(window, &wminfo)) { LOGERROR("Failed to query SDL WM info: %s", SDL_GetError()); return nullptr; } switch (wminfo.subsystem) { #if defined(SDL_VIDEO_DRIVER_WAYLAND) case SDL_SYSWM_WAYLAND: // TODO: maybe we need to load X11 functions // dynamically as well. ogl_Init(SDL_GL_GetProcAddress, GetWaylandDisplay(device->m_Window), static_cast(wminfo.subsystem)); break; #endif #if defined(SDL_VIDEO_DRIVER_X11) case SDL_SYSWM_X11: ogl_Init(SDL_GL_GetProcAddress, GetX11Display(device->m_Window), static_cast(wminfo.subsystem)); break; #endif default: ogl_Init(SDL_GL_GetProcAddress, nullptr, static_cast(wminfo.subsystem)); break; } #else ogl_Init(SDL_GL_GetProcAddress); #endif } else { #if OS_WIN ogl_Init(SDL_GL_GetProcAddress, wutil_GetAppHDC()); #elif (defined(SDL_VIDEO_DRIVER_X11) || defined(SDL_VIDEO_DRIVER_WAYLAND)) && !CONFIG2_GLES bool initialized = false; // Currently we don't have access to the backend type without // the window. So we use hack to detect X11. #if defined(SDL_VIDEO_DRIVER_X11) Display* display = XOpenDisplay(NULL); if (display) { ogl_Init(SDL_GL_GetProcAddress, display, static_cast(SDL_SYSWM_X11)); initialized = true; } #endif #if defined(SDL_VIDEO_DRIVER_WAYLAND) if (!initialized) { // glad will find default EGLDisplay internally. ogl_Init(SDL_GL_GetProcAddress, nullptr, static_cast(SDL_SYSWM_WAYLAND)); initialized = true; } #endif if (!initialized) { LOGERROR("Can't initialize GL"); return nullptr; } #else ogl_Init(SDL_GL_GetProcAddress); #endif #if OS_WIN || defined(SDL_VIDEO_DRIVER_X11) && !CONFIG2_GLES // Hack to stop things looking very ugly when scrolling in Atlas. ogl_SetVsyncEnabled(true); #endif } // If we don't have GL2.0 then we don't have GLSL in core. if (!arb && !ogl_HaveVersion(2, 0)) return nullptr; if ((ogl_HaveExtensions(0, "GL_ARB_vertex_program", "GL_ARB_fragment_program", nullptr) // ARB && !ogl_HaveVersion(2, 0)) // GLSL || !ogl_HaveExtension("GL_ARB_vertex_buffer_object") // VBO || ogl_HaveExtensions(0, "GL_ARB_multitexture", "GL_EXT_draw_range_elements", nullptr) || (!ogl_HaveExtension("GL_EXT_framebuffer_object") && !ogl_HaveExtension("GL_ARB_framebuffer_object"))) { // It doesn't make sense to continue working here, because we're not // able to display anything. DEBUG_DISPLAY_FATAL_ERROR( L"Your graphics card doesn't appear to be fully compatible with OpenGL shaders." L" The game does not support pre-shader graphics cards." L" You are advised to try installing newer drivers and/or upgrade your graphics card." L" For more information, please see http://www.wildfiregames.com/forum/index.php?showtopic=16734" ); } device->m_ARB = arb; device->m_Name = GetNameImpl(); device->m_Version = GetVersionImpl(); device->m_DriverInformation = GetDriverInformationImpl(); device->m_Extensions = GetExtensionsImpl(); // Set packing parameters for uploading and downloading data. glPixelStorei(GL_PACK_ALIGNMENT, 1); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glEnable(GL_TEXTURE_2D); // glEnable(GL_TEXTURE_2D) is deprecated and might trigger an error. But we // still support pre 2.0 drivers pretending to support 2.0. ogl_SquelchError(GL_INVALID_ENUM); if (arb) { #if !CONFIG2_GLES glEnable(GL_VERTEX_PROGRAM_ARB); glEnable(GL_FRAGMENT_PROGRAM_ARB); #endif } + // Some drivers might invalidate an incorrect surface which leads to artifacts. + bool enableFramebufferInvalidating = false; + CFG_GET_VAL("renderer.backend.gl.enableframebufferinvalidating", enableFramebufferInvalidating); + if (enableFramebufferInvalidating) + { #if CONFIG2_GLES - device->m_UseFramebufferInvalidating = ogl_HaveExtension("GL_EXT_discard_framebuffer"); + device->m_UseFramebufferInvalidating = ogl_HaveExtension("GL_EXT_discard_framebuffer"); #else - device->m_UseFramebufferInvalidating = !arb && ogl_HaveExtension("GL_ARB_invalidate_subdata"); + device->m_UseFramebufferInvalidating = !arb && ogl_HaveExtension("GL_ARB_invalidate_subdata"); #endif + } Capabilities& capabilities = device->m_Capabilities; capabilities.ARBShaders = !ogl_HaveExtensions(0, "GL_ARB_vertex_program", "GL_ARB_fragment_program", nullptr); if (capabilities.ARBShaders) capabilities.ARBShadersShadow = ogl_HaveExtension("GL_ARB_fragment_program_shadow"); capabilities.computeShaders = ogl_HaveVersion(4, 3) || ogl_HaveExtension("GL_ARB_compute_shader"); #if CONFIG2_GLES // Some GLES implementations have GL_EXT_texture_compression_dxt1 // but that only supports DXT1 so we can't use it. capabilities.S3TC = ogl_HaveExtensions(0, "GL_EXT_texture_compression_s3tc", nullptr) == 0; #else // Note: we don't bother checking for GL_S3_s3tc - it is incompatible // and irrelevant (was never widespread). capabilities.S3TC = ogl_HaveExtensions(0, "GL_ARB_texture_compression", "GL_EXT_texture_compression_s3tc", nullptr) == 0; #endif #if CONFIG2_GLES capabilities.multisampling = false; capabilities.maxSampleCount = 1; #else capabilities.multisampling = ogl_HaveVersion(3, 3) && ogl_HaveExtension("GL_ARB_multisample") && ogl_HaveExtension("GL_ARB_texture_multisample"); if (capabilities.multisampling) { // By default GL_MULTISAMPLE should be enabled, but enable it for buggy drivers. glEnable(GL_MULTISAMPLE); GLint maxSamples = 1; glGetIntegerv(GL_MAX_SAMPLES, &maxSamples); capabilities.maxSampleCount = maxSamples; } #endif capabilities.anisotropicFiltering = ogl_HaveExtension("GL_EXT_texture_filter_anisotropic"); if (capabilities.anisotropicFiltering) { GLfloat maxAnisotropy = 1.0f; glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy); capabilities.maxAnisotropy = maxAnisotropy; } GLint maxTextureSize = 1024; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize); capabilities.maxTextureSize = maxTextureSize; #if CONFIG2_GLES const bool isDebugInCore = ogl_HaveVersion(3, 2); #else const bool isDebugInCore = ogl_HaveVersion(4, 3); #endif const bool hasDebug = isDebugInCore || ogl_HaveExtension("GL_KHR_debug"); if (hasDebug) { #ifdef NDEBUG bool enableDebugMessages = false; CFG_GET_VAL("renderer.backend.debugmessages", enableDebugMessages); capabilities.debugLabels = false; CFG_GET_VAL("renderer.backend.debuglabels", capabilities.debugLabels); capabilities.debugScopedLabels = false; CFG_GET_VAL("renderer.backend.debugscopedlabels", capabilities.debugScopedLabels); #else const bool enableDebugMessages = true; capabilities.debugLabels = true; capabilities.debugScopedLabels = true; #endif if (enableDebugMessages) { glEnable(GL_DEBUG_OUTPUT); #if !CONFIG2_GLES glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); #else #warning GLES without GL_DEBUG_OUTPUT_SYNCHRONOUS might call the callback from different threads which might be unsafe. #endif glDebugMessageCallback(OnDebugMessage, nullptr); // Filter out our own debug group messages const GLuint id = 0x0AD; glDebugMessageControl( GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PUSH_GROUP, GL_DONT_CARE, 1, &id, GL_FALSE); glDebugMessageControl( GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_POP_GROUP, GL_DONT_CARE, 1, &id, GL_FALSE); } } #if CONFIG2_GLES capabilities.instancing = false; #else capabilities.instancing = !device->m_ARB && (ogl_HaveVersion(3, 3) || (ogl_HaveExtension("GL_ARB_draw_instanced") && ogl_HaveExtension("GL_ARB_instanced_arrays"))); #endif return device; } CDevice::CDevice() = default; CDevice::~CDevice() { if (m_Context) SDL_GL_DeleteContext(m_Context); } void CDevice::Report(const ScriptRequest& rq, JS::HandleValue settings) { const char* errstr = "(error)"; Script::SetProperty(rq, settings, "name", m_ARB ? "glarb" : "gl"); #define INTEGER(id) do { \ GLint i = -1; \ glGetIntegerv(GL_##id, &i); \ if (ogl_SquelchError(GL_INVALID_ENUM)) \ Script::SetProperty(rq, settings, "GL_" #id, errstr); \ else \ Script::SetProperty(rq, settings, "GL_" #id, i); \ } while (false) #define INTEGER2(id) do { \ GLint i[2] = { -1, -1 }; \ glGetIntegerv(GL_##id, i); \ if (ogl_SquelchError(GL_INVALID_ENUM)) { \ Script::SetProperty(rq, settings, "GL_" #id "[0]", errstr); \ Script::SetProperty(rq, settings, "GL_" #id "[1]", errstr); \ } else { \ Script::SetProperty(rq, settings, "GL_" #id "[0]", i[0]); \ Script::SetProperty(rq, settings, "GL_" #id "[1]", i[1]); \ } \ } while (false) #define FLOAT(id) do { \ GLfloat f = std::numeric_limits::quiet_NaN(); \ glGetFloatv(GL_##id, &f); \ if (ogl_SquelchError(GL_INVALID_ENUM)) \ Script::SetProperty(rq, settings, "GL_" #id, errstr); \ else \ Script::SetProperty(rq, settings, "GL_" #id, f); \ } while (false) #define FLOAT2(id) do { \ GLfloat f[2] = { std::numeric_limits::quiet_NaN(), std::numeric_limits::quiet_NaN() }; \ glGetFloatv(GL_##id, f); \ if (ogl_SquelchError(GL_INVALID_ENUM)) { \ Script::SetProperty(rq, settings, "GL_" #id "[0]", errstr); \ Script::SetProperty(rq, settings, "GL_" #id "[1]", errstr); \ } else { \ Script::SetProperty(rq, settings, "GL_" #id "[0]", f[0]); \ Script::SetProperty(rq, settings, "GL_" #id "[1]", f[1]); \ } \ } while (false) #define STRING(id) do { \ const char* c = (const char*)glGetString(GL_##id); \ if (!c) c = ""; \ if (ogl_SquelchError(GL_INVALID_ENUM)) c = errstr; \ Script::SetProperty(rq, settings, "GL_" #id, std::string(c)); \ } while (false) #define QUERY(target, pname) do { \ GLint i = -1; \ glGetQueryivARB(GL_##target, GL_##pname, &i); \ if (ogl_SquelchError(GL_INVALID_ENUM)) \ Script::SetProperty(rq, settings, "GL_" #target ".GL_" #pname, errstr); \ else \ Script::SetProperty(rq, settings, "GL_" #target ".GL_" #pname, i); \ } while (false) #define VERTEXPROGRAM(id) do { \ GLint i = -1; \ glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_##id, &i); \ if (ogl_SquelchError(GL_INVALID_ENUM)) \ Script::SetProperty(rq, settings, "GL_VERTEX_PROGRAM_ARB.GL_" #id, errstr); \ else \ Script::SetProperty(rq, settings, "GL_VERTEX_PROGRAM_ARB.GL_" #id, i); \ } while (false) #define FRAGMENTPROGRAM(id) do { \ GLint i = -1; \ glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_##id, &i); \ if (ogl_SquelchError(GL_INVALID_ENUM)) \ Script::SetProperty(rq, settings, "GL_FRAGMENT_PROGRAM_ARB.GL_" #id, errstr); \ else \ Script::SetProperty(rq, settings, "GL_FRAGMENT_PROGRAM_ARB.GL_" #id, i); \ } while (false) #define BOOL(id) INTEGER(id) ogl_WarnIfError(); // Core OpenGL 1.3: // (We don't bother checking extension strings for anything older than 1.3; // it'll just produce harmless warnings) STRING(VERSION); STRING(VENDOR); STRING(RENDERER); STRING(EXTENSIONS); #if !CONFIG2_GLES INTEGER(MAX_CLIP_PLANES); #endif INTEGER(SUBPIXEL_BITS); #if !CONFIG2_GLES INTEGER(MAX_3D_TEXTURE_SIZE); #endif INTEGER(MAX_TEXTURE_SIZE); INTEGER(MAX_CUBE_MAP_TEXTURE_SIZE); INTEGER2(MAX_VIEWPORT_DIMS); #if !CONFIG2_GLES BOOL(RGBA_MODE); BOOL(INDEX_MODE); BOOL(DOUBLEBUFFER); BOOL(STEREO); #endif FLOAT2(ALIASED_POINT_SIZE_RANGE); FLOAT2(ALIASED_LINE_WIDTH_RANGE); #if !CONFIG2_GLES INTEGER(MAX_ELEMENTS_INDICES); INTEGER(MAX_ELEMENTS_VERTICES); INTEGER(MAX_TEXTURE_UNITS); #endif INTEGER(SAMPLE_BUFFERS); INTEGER(SAMPLES); // TODO: compressed texture formats INTEGER(RED_BITS); INTEGER(GREEN_BITS); INTEGER(BLUE_BITS); INTEGER(ALPHA_BITS); #if !CONFIG2_GLES INTEGER(INDEX_BITS); #endif INTEGER(DEPTH_BITS); INTEGER(STENCIL_BITS); #if !CONFIG2_GLES // Core OpenGL 2.0 (treated as extensions): if (ogl_HaveExtension("GL_EXT_texture_lod_bias")) { FLOAT(MAX_TEXTURE_LOD_BIAS_EXT); } if (ogl_HaveExtension("GL_ARB_occlusion_query")) { QUERY(SAMPLES_PASSED, QUERY_COUNTER_BITS); } if (ogl_HaveExtension("GL_ARB_shading_language_100")) { STRING(SHADING_LANGUAGE_VERSION_ARB); } if (ogl_HaveExtension("GL_ARB_vertex_shader")) { INTEGER(MAX_VERTEX_ATTRIBS_ARB); INTEGER(MAX_VERTEX_UNIFORM_COMPONENTS_ARB); INTEGER(MAX_VARYING_FLOATS_ARB); INTEGER(MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB); INTEGER(MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB); } if (ogl_HaveExtension("GL_ARB_fragment_shader")) { INTEGER(MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB); } if (ogl_HaveExtension("GL_ARB_vertex_shader") || ogl_HaveExtension("GL_ARB_fragment_shader") || ogl_HaveExtension("GL_ARB_vertex_program") || ogl_HaveExtension("GL_ARB_fragment_program")) { INTEGER(MAX_TEXTURE_IMAGE_UNITS_ARB); INTEGER(MAX_TEXTURE_COORDS_ARB); } if (ogl_HaveExtension("GL_ARB_draw_buffers")) { INTEGER(MAX_DRAW_BUFFERS_ARB); } // Core OpenGL 3.0: if (ogl_HaveExtension("GL_EXT_gpu_shader4")) { INTEGER(MIN_PROGRAM_TEXEL_OFFSET_EXT); // no _EXT version of these in glext.h INTEGER(MAX_PROGRAM_TEXEL_OFFSET_EXT); } if (ogl_HaveExtension("GL_EXT_framebuffer_object")) { INTEGER(MAX_COLOR_ATTACHMENTS_EXT); INTEGER(MAX_RENDERBUFFER_SIZE_EXT); } if (ogl_HaveExtension("GL_EXT_framebuffer_multisample")) { INTEGER(MAX_SAMPLES_EXT); } if (ogl_HaveExtension("GL_EXT_texture_array")) { INTEGER(MAX_ARRAY_TEXTURE_LAYERS_EXT); } if (ogl_HaveExtension("GL_EXT_transform_feedback")) { INTEGER(MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT); INTEGER(MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_EXT); INTEGER(MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT); } // Other interesting extensions: if (ogl_HaveExtension("GL_EXT_timer_query") || ogl_HaveExtension("GL_ARB_timer_query")) { QUERY(TIME_ELAPSED, QUERY_COUNTER_BITS); } if (ogl_HaveExtension("GL_ARB_timer_query")) { QUERY(TIMESTAMP, QUERY_COUNTER_BITS); } if (ogl_HaveExtension("GL_EXT_texture_filter_anisotropic")) { FLOAT(MAX_TEXTURE_MAX_ANISOTROPY_EXT); } if (ogl_HaveExtension("GL_ARB_texture_rectangle")) { INTEGER(MAX_RECTANGLE_TEXTURE_SIZE_ARB); } if (m_ARB) { if (ogl_HaveExtension("GL_ARB_vertex_program") || ogl_HaveExtension("GL_ARB_fragment_program")) { INTEGER(MAX_PROGRAM_MATRICES_ARB); INTEGER(MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB); } if (ogl_HaveExtension("GL_ARB_vertex_program")) { VERTEXPROGRAM(MAX_PROGRAM_ENV_PARAMETERS_ARB); VERTEXPROGRAM(MAX_PROGRAM_LOCAL_PARAMETERS_ARB); VERTEXPROGRAM(MAX_PROGRAM_INSTRUCTIONS_ARB); VERTEXPROGRAM(MAX_PROGRAM_TEMPORARIES_ARB); VERTEXPROGRAM(MAX_PROGRAM_PARAMETERS_ARB); VERTEXPROGRAM(MAX_PROGRAM_ATTRIBS_ARB); VERTEXPROGRAM(MAX_PROGRAM_ADDRESS_REGISTERS_ARB); VERTEXPROGRAM(MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB); VERTEXPROGRAM(MAX_PROGRAM_NATIVE_TEMPORARIES_ARB); VERTEXPROGRAM(MAX_PROGRAM_NATIVE_PARAMETERS_ARB); VERTEXPROGRAM(MAX_PROGRAM_NATIVE_ATTRIBS_ARB); VERTEXPROGRAM(MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB); if (ogl_HaveExtension("GL_ARB_fragment_program")) { // The spec seems to say these should be supported, but // Mesa complains about them so let's not bother /* VERTEXPROGRAM(MAX_PROGRAM_ALU_INSTRUCTIONS_ARB); VERTEXPROGRAM(MAX_PROGRAM_TEX_INSTRUCTIONS_ARB); VERTEXPROGRAM(MAX_PROGRAM_TEX_INDIRECTIONS_ARB); VERTEXPROGRAM(MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB); VERTEXPROGRAM(MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB); VERTEXPROGRAM(MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB); */ } } if (ogl_HaveExtension("GL_ARB_fragment_program")) { FRAGMENTPROGRAM(MAX_PROGRAM_ENV_PARAMETERS_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_LOCAL_PARAMETERS_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_INSTRUCTIONS_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_ALU_INSTRUCTIONS_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_TEX_INSTRUCTIONS_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_TEX_INDIRECTIONS_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_TEMPORARIES_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_PARAMETERS_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_ATTRIBS_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_NATIVE_TEMPORARIES_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_NATIVE_PARAMETERS_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_NATIVE_ATTRIBS_ARB); if (ogl_HaveExtension("GL_ARB_vertex_program")) { // The spec seems to say these should be supported, but // Intel drivers on Windows complain about them so let's not bother /* FRAGMENTPROGRAM(MAX_PROGRAM_ADDRESS_REGISTERS_ARB); FRAGMENTPROGRAM(MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB); */ } } } if (ogl_HaveExtension("GL_ARB_geometry_shader4")) { INTEGER(MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB); INTEGER(MAX_GEOMETRY_OUTPUT_VERTICES_ARB); INTEGER(MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB); INTEGER(MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB); INTEGER(MAX_GEOMETRY_VARYING_COMPONENTS_ARB); INTEGER(MAX_VERTEX_VARYING_COMPONENTS_ARB); } #else // CONFIG2_GLES // Core OpenGL ES 2.0: STRING(SHADING_LANGUAGE_VERSION); INTEGER(MAX_VERTEX_ATTRIBS); INTEGER(MAX_VERTEX_UNIFORM_VECTORS); INTEGER(MAX_VARYING_VECTORS); INTEGER(MAX_COMBINED_TEXTURE_IMAGE_UNITS); INTEGER(MAX_VERTEX_TEXTURE_IMAGE_UNITS); INTEGER(MAX_FRAGMENT_UNIFORM_VECTORS); INTEGER(MAX_TEXTURE_IMAGE_UNITS); INTEGER(MAX_RENDERBUFFER_SIZE); #endif // CONFIG2_GLES // TODO: Support OpenGL platforms which don't use GLX as well. #if defined(SDL_VIDEO_DRIVER_X11) && !CONFIG2_GLES #define GLXQCR_INTEGER(id) do { \ unsigned int i = UINT_MAX; \ if (glXQueryCurrentRendererIntegerMESA(id, &i)) \ Script::SetProperty(rq, settings, #id, i); \ } while (false) #define GLXQCR_INTEGER2(id) do { \ unsigned int i[2] = { UINT_MAX, UINT_MAX }; \ if (glXQueryCurrentRendererIntegerMESA(id, i)) { \ Script::SetProperty(rq, settings, #id "[0]", i[0]); \ Script::SetProperty(rq, settings, #id "[1]", i[1]); \ } \ } while (false) #define GLXQCR_INTEGER3(id) do { \ unsigned int i[3] = { UINT_MAX, UINT_MAX, UINT_MAX }; \ if (glXQueryCurrentRendererIntegerMESA(id, i)) { \ Script::SetProperty(rq, settings, #id "[0]", i[0]); \ Script::SetProperty(rq, settings, #id "[1]", i[1]); \ Script::SetProperty(rq, settings, #id "[2]", i[2]); \ } \ } while (false) #define GLXQCR_STRING(id) do { \ const char* str = glXQueryCurrentRendererStringMESA(id); \ if (str) \ Script::SetProperty(rq, settings, #id ".string", str); \ } while (false) SDL_SysWMinfo wminfo; SDL_VERSION(&wminfo.version); const int ret = SDL_GetWindowWMInfo(m_Window, &wminfo); if (ret && wminfo.subsystem == SDL_SYSWM_X11) { Display* dpy = wminfo.info.x11.display; int scrnum = DefaultScreen(dpy); const char* glxexts = glXQueryExtensionsString(dpy, scrnum); Script::SetProperty(rq, settings, "glx_extensions", glxexts); if (strstr(glxexts, "GLX_MESA_query_renderer") && glXQueryCurrentRendererIntegerMESA && glXQueryCurrentRendererStringMESA) { GLXQCR_INTEGER(GLX_RENDERER_VENDOR_ID_MESA); GLXQCR_INTEGER(GLX_RENDERER_DEVICE_ID_MESA); GLXQCR_INTEGER3(GLX_RENDERER_VERSION_MESA); GLXQCR_INTEGER(GLX_RENDERER_ACCELERATED_MESA); GLXQCR_INTEGER(GLX_RENDERER_VIDEO_MEMORY_MESA); GLXQCR_INTEGER(GLX_RENDERER_UNIFIED_MEMORY_ARCHITECTURE_MESA); GLXQCR_INTEGER(GLX_RENDERER_PREFERRED_PROFILE_MESA); GLXQCR_INTEGER2(GLX_RENDERER_OPENGL_CORE_PROFILE_VERSION_MESA); GLXQCR_INTEGER2(GLX_RENDERER_OPENGL_COMPATIBILITY_PROFILE_VERSION_MESA); GLXQCR_INTEGER2(GLX_RENDERER_OPENGL_ES_PROFILE_VERSION_MESA); GLXQCR_INTEGER2(GLX_RENDERER_OPENGL_ES2_PROFILE_VERSION_MESA); GLXQCR_STRING(GLX_RENDERER_VENDOR_ID_MESA); GLXQCR_STRING(GLX_RENDERER_DEVICE_ID_MESA); } } #endif // SDL_VIDEO_DRIVER_X11 } std::unique_ptr CDevice::CreateCommandContext() { std::unique_ptr commandContet = CDeviceCommandContext::Create(this); m_ActiveCommandContext = commandContet.get(); return commandContet; } std::unique_ptr CDevice::CreateGraphicsPipelineState( const SGraphicsPipelineStateDesc& pipelineStateDesc) { return CGraphicsPipelineState::Create(this, pipelineStateDesc); } std::unique_ptr CDevice::CreateVertexInputLayout( const PS::span attributes) { return std::make_unique(this, attributes); } std::unique_ptr CDevice::CreateTexture( const char* name, const ITexture::Type type, const uint32_t usage, const Format format, const uint32_t width, const uint32_t height, const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount) { return CTexture::Create(this, name, type, usage, format, width, height, defaultSamplerDesc, MIPLevelCount, sampleCount); } std::unique_ptr CDevice::CreateTexture2D( const char* name, const uint32_t usage, const Format format, const uint32_t width, const uint32_t height, const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount) { return CreateTexture(name, CTexture::Type::TEXTURE_2D, usage, format, width, height, defaultSamplerDesc, MIPLevelCount, sampleCount); } std::unique_ptr CDevice::CreateFramebuffer( const char* name, SColorAttachment* colorAttachment, SDepthStencilAttachment* depthStencilAttachment) { return CFramebuffer::Create( this, name, colorAttachment, depthStencilAttachment); } std::unique_ptr CDevice::CreateBuffer( const char* name, const IBuffer::Type type, const uint32_t size, const bool dynamic) { return CBuffer::Create(this, name, type, size, dynamic); } std::unique_ptr CDevice::CreateShaderProgram( const CStr& name, const CShaderDefines& defines) { return CShaderProgram::Create(this, name, defines); } bool CDevice::AcquireNextBackbuffer() { ENSURE(!m_BackbufferAcquired); m_BackbufferAcquired = true; return true; } size_t CDevice::BackbufferKeyHash::operator()(const BackbufferKey& key) const { size_t seed = 0; hash_combine(seed, std::get<0>(key)); hash_combine(seed, std::get<1>(key)); hash_combine(seed, std::get<2>(key)); hash_combine(seed, std::get<3>(key)); return seed; } IFramebuffer* CDevice::GetCurrentBackbuffer( const AttachmentLoadOp colorAttachmentLoadOp, const AttachmentStoreOp colorAttachmentStoreOp, const AttachmentLoadOp depthStencilAttachmentLoadOp, const AttachmentStoreOp depthStencilAttachmentStoreOp) { const BackbufferKey key{ colorAttachmentLoadOp, colorAttachmentStoreOp, depthStencilAttachmentLoadOp, depthStencilAttachmentStoreOp}; auto it = m_Backbuffers.find(key); if (it == m_Backbuffers.end()) { it = m_Backbuffers.emplace(key, CFramebuffer::CreateBackbuffer( this, m_SurfaceDrawableWidth, m_SurfaceDrawableHeight, colorAttachmentLoadOp, colorAttachmentStoreOp, depthStencilAttachmentLoadOp, depthStencilAttachmentStoreOp)).first; } return it->second.get(); } void CDevice::Present() { ENSURE(m_BackbufferAcquired); m_BackbufferAcquired = false; if (m_Window) { PROFILE3("swap buffers"); SDL_GL_SwapWindow(m_Window); ogl_WarnIfError(); } bool checkGLErrorAfterSwap = false; CFG_GET_VAL("gl.checkerrorafterswap", checkGLErrorAfterSwap); #if defined(NDEBUG) if (!checkGLErrorAfterSwap) return; #endif PROFILE3("error check"); // We have to check GL errors after SwapBuffer to avoid possible // synchronizations during rendering. if (GLenum err = glGetError()) ONCE(LOGERROR("GL error %s (0x%04x) occurred", ogl_GetErrorName(err), err)); } void CDevice::OnWindowResize(const uint32_t width, const uint32_t height) { ENSURE(!m_BackbufferAcquired); m_Backbuffers.clear(); m_SurfaceDrawableWidth = width; m_SurfaceDrawableHeight = height; } bool CDevice::IsTextureFormatSupported(const Format format) const { bool supported = false; switch (format) { case Format::UNDEFINED: break; case Format::R8G8B8_UNORM: FALLTHROUGH; case Format::R8G8B8A8_UNORM: FALLTHROUGH; case Format::A8_UNORM: FALLTHROUGH; case Format::L8_UNORM: supported = true; break; case Format::R32_SFLOAT: FALLTHROUGH; case Format::R32G32_SFLOAT: FALLTHROUGH; case Format::R32G32B32_SFLOAT: FALLTHROUGH; case Format::R32G32B32A32_SFLOAT: break; case Format::D16_UNORM: FALLTHROUGH; case Format::D24_UNORM: FALLTHROUGH; case Format::D32_SFLOAT: supported = true; break; case Format::D24_UNORM_S8_UINT: #if !CONFIG2_GLES supported = true; #endif break; case Format::D32_SFLOAT_S8_UINT: break; case Format::BC1_RGB_UNORM: FALLTHROUGH; case Format::BC1_RGBA_UNORM: FALLTHROUGH; case Format::BC2_UNORM: FALLTHROUGH; case Format::BC3_UNORM: supported = m_Capabilities.S3TC; break; default: break; } return supported; } bool CDevice::IsFramebufferFormatSupported(const Format format) const { bool supported = false; switch (format) { case Format::UNDEFINED: break; #if !CONFIG2_GLES case Format::R8_UNORM: supported = ogl_HaveVersion(3, 0); break; #endif case Format::R8G8B8A8_UNORM: supported = true; break; default: break; } return supported; } Format CDevice::GetPreferredDepthStencilFormat( const uint32_t UNUSED(usage), const bool depth, const bool stencil) const { ENSURE(depth || stencil); if (stencil) #if CONFIG2_GLES return Format::UNDEFINED; #else return Format::D24_UNORM_S8_UINT; #endif else return Format::D24_UNORM; } std::unique_ptr CreateDevice(SDL_Window* window, const bool arb) { return GL::CDevice::Create(window, arb); } } // namespace GL } // namespace Backend } // namespace Renderer