Sources/Hardware/GLSLHardwareSupport.c

//---------------------------------------------------------------------------------
//
//  File: GLSLHardwareSupport.c
//
//  Abstract: Check to see if fragment & vertex shader can execute in hardware.
//           
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//  Copyright (c) 2008 Apple Inc., All rights reserved.
//
//---------------------------------------------------------------------------------
 
//---------------------------------------------------------------------------------
 
#import "GLSLHardwareSupport.h"
 
//---------------------------------------------------------------------------------
 
#import <OpenGL/CGLRenderers.h>
 
//---------------------------------------------------------------------------------
 
//---------------------------------------------------------------------------------
 
static inline GLboolean CheckForExtension(const GLchar *extensionName, 
                                          const GLubyte *extensions)
{
    GLboolean  bExtensionAvailable = gluCheckExtension((GLubyte *)extensionName, 
                                                       extensions);
    
    return bExtensionAvailable;
} // CheckForExtension
 
//---------------------------------------------------------------------------------
 
static inline void CheckForAndLogExtensionAvailable(const GLboolean extensionAvailable, 
                                                    const GLchar *extensionName)
{
    if( extensionAvailable == GL_FALSE )
    {
        NSLog(@">> WARNING: \"%s\" extension is not available!\n", 
              extensionName);
    } // if
} // CheckForExtensions
 
//---------------------------------------------------------------------------------
 
static void CheckForShaders(NSOpenGLPixelFormatAttribute *thePixelAttributes)
{
    const GLubyte *extensions = glGetString(GL_EXTENSIONS);
    
    GLboolean  bShaderObjectAvailable      = CheckForExtension("GL_ARB_shader_objects", extensions);
    GLboolean  bShaderLanguage100Available = CheckForExtension("GL_ARB_shading_language_100", extensions);
    GLboolean  bVertexShaderAvailable      = CheckForExtension("GL_ARB_vertex_shader", extensions);
    GLboolean  bFragmentShaderAvailable    = CheckForExtension("GL_ARB_fragment_shader", extensions);
    
    GLboolean  bForceSoftwareRendering =    (bShaderObjectAvailable == GL_FALSE)
    ||  (bShaderLanguage100Available == GL_FALSE)
    ||  (bVertexShaderAvailable == GL_FALSE) 
    ||  (bFragmentShaderAvailable == GL_FALSE);
    
    if( bForceSoftwareRendering )
    {
        // Force software rendering, so fragment shaders will execute
        
        CheckForAndLogExtensionAvailable(bShaderObjectAvailable, "GL_ARB_shader_objects");
        CheckForAndLogExtensionAvailable(bShaderLanguage100Available, "GL_ARB_shading_language_100");
        CheckForAndLogExtensionAvailable(bVertexShaderAvailable, "GL_ARB_vertex_shader");
        CheckForAndLogExtensionAvailable(bFragmentShaderAvailable, "GL_ARB_fragment_shader");
        
        thePixelAttributes [3] = NSOpenGLPFARendererID;
        thePixelAttributes [4] = kCGLRendererGenericFloatID;
    } // if
} // CheckForShaders
 
//---------------------------------------------------------------------------------
 
static void CheckForClipVolumeHint(NSOpenGLPixelFormatAttribute *thePixelAttributes)
{
    const GLubyte *extensions = glGetString(GL_EXTENSIONS);
    
    // Inform OpenGL that the geometry is entirely within the 
    // view volume and that view-volume clipping is unnecessary. 
    // Normal clipping can be resumed by setting this hint to 
    // GL_DONT_CARE.  When clipping is disabled with this hint, 
    // results are undefined if geometry actually falls outside 
    //the view volume.
    
    GLboolean  bClipVolumeHintExtAvailable = CheckForExtension("GL_EXT_clip_volume_hint", 
                                                               extensions);
    
    if(   bClipVolumeHintExtAvailable == GL_TRUE)
    {
        glHint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT,GL_FASTEST);
    } // if
} // CheckForClipVolumeHint
 
//---------------------------------------------------------------------------------
 
void CheckForGLSLHardwareSupport(NSOpenGLPixelFormatAttribute *thePixelAttributes)
{
    // Create a pre-flight context to check for GLSL hardware support
    
    NSOpenGLPixelFormat  *pixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:thePixelAttributes];
    
    if( pixelFormat != nil )
    {
        NSOpenGLContext *preflight = [[NSOpenGLContext alloc] initWithFormat:pixelFormat
                                                                shareContext:nil];
        
        if( preflight != nil )
        {
            [preflight makeCurrentContext];
            
            CheckForShaders(thePixelAttributes);
            CheckForClipVolumeHint(thePixelAttributes);
            
            [preflight   release];
        } // if
        
        [pixelFormat release];
    } // if
} // CheckForGLSLHardwareSupport
 
//---------------------------------------------------------------------------------
 
//---------------------------------------------------------------------------------