//============ Copyright (c) Valve Corporation, All rights reserved. ============ // // glmdisplay.h // display related stuff - used by both GLMgr and the CocoaMgr // //=============================================================================== #ifndef GLMDISPLAY_H #define GLMDISPLAY_H #pragma once #include #include #include #include #include #include #include #include "glmgrbasics.h" typedef void _PseudoNSGLContext; // aka NSOpenGLContext typedef _PseudoNSGLContext *PseudoNSGLContextPtr; struct GLMDisplayModeInfoFields { uint m_modePixelWidth; uint m_modePixelHeight; uint m_modeRefreshHz; // are we even going to talk about bit depth... not yet }; struct GLMDisplayInfoFields { CGDirectDisplayID m_cgDisplayID; CGOpenGLDisplayMask m_glDisplayMask; // result of CGDisplayIDToOpenGLDisplayMask on the cg_displayID. uint m_displayPixelWidth; uint m_displayPixelHeight; }; struct GLMRendererInfoFields { /*properties of interest and their desired values. kCGLRPFullScreen = 54, true kCGLRPAccelerated = 73, true kCGLRPWindow = 80, true kCGLRPRendererID = 70, informational kCGLRPDisplayMask = 84, informational kCGLRPBufferModes = 100, informational kCGLRPColorModes = 103, informational kCGLRPAccumModes = 104, informational kCGLRPDepthModes = 105, informational kCGLRPStencilModes = 106, informational kCGLRPMaxAuxBuffers = 107, informational kCGLRPMaxSampleBuffers = 108, informational kCGLRPMaxSamples = 109, informational kCGLRPSampleModes = 110, informational kCGLRPSampleAlpha = 111, informational kCGLRPVideoMemory = 120, informational kCGLRPTextureMemory = 121, informational kCGLRPRendererCount = 128 number of renderers in the CGLRendererInfoObj under examination kCGLRPOffScreen = 53, D/C kCGLRPRobust = 75, FALSE or D/C - aka we're asking for no-fallback kCGLRPBackingStore = 76, D/C kCGLRPMPSafe = 78, D/C kCGLRPMultiScreen = 81, D/C kCGLRPCompliant = 83, D/C */ //--------------------------- info we have from CGL renderer queries, IOKit, Gestalt //--------------------------- these are set up in the displayDB by CocoaMgr GLint m_fullscreen; GLint m_accelerated; GLint m_windowed; GLint m_rendererID; GLint m_displayMask; GLint m_bufferModes; GLint m_colorModes; GLint m_accumModes; GLint m_depthModes; GLint m_stencilModes; GLint m_maxAuxBuffers; GLint m_maxSampleBuffers; GLint m_maxSamples; GLint m_sampleModes; GLint m_sampleAlpha; GLint m_vidMemory; GLint m_texMemory; uint m_pciVendorID; uint m_pciDeviceID; char m_pciModelString[64]; char m_driverInfoString[64]; //--------------------------- OS version related - set up by CocoaMgr // OS version found uint m_osComboVersion; // 0x00XXYYZZ : XX major, YY minor, ZZ minor minor : 10.6.3 --> 0x000A0603. 10.5.8 --> 0x000A0508. //--------------------------- shorthands - also set up by CocoaMgr - driven by vendorid / deviceid bool m_ati; bool m_atiR5xx; bool m_atiR6xx; bool m_atiR7xx; bool m_atiR8xx; bool m_atiNewer; bool m_intel; bool m_intel95x; bool m_intel3100; bool m_intelNewer; bool m_nv; bool m_nvG7x; bool m_nvG8x; bool m_nvNewer; //--------------------------- context query results - left blank in the display DB - but valid in a GLMContext (call ctx->Caps() to get a const ref) // booleans bool m_hasGammaWrites; // aka glGetBooleanv(GL_FRAMEBUFFER_SRGB_CAPABLE_EXT) / glEnable(GL_FRAMEBUFFER_SRGB_EXT) bool m_hasMixedAttachmentSizes; // aka ARB_fbo in 10.6.3 - test for min OS vers, then exported ext string bool m_hasBGRA; // aka GL_BGRA vertex attribs in 10.6.3 - - test for min OS vers, then exported ext string bool m_hasNewFullscreenMode; // aka 10.6.x "big window" fullscreen mode bool m_hasNativeClipVertexMode; // aka GLSL gl_ClipVertex does not fall back to SW- OS version and folklore-based bool m_hasOcclusionQuery; // occlusion query: do you speak it ?! bool m_hasFramebufferBlit; // framebuffer blit: know what I'm sayin?! bool m_hasPerfPackage1; // means new MTGL, fast OQ, fast uniform upload, NV can resolve flipped (late summer 2010 post 10.6.4 update) // counts int m_maxAniso; // aniso limit - context query // other exts bool m_hasBindableUniforms; bool m_hasUniformBuffers; // runtime options that aren't negotiable once set bool m_hasDualShaders; // must supply CLI arg "-glmdualshaders" or we go GLSL only //--------------------------- " can'ts " - specific problems that need to be worked around bool m_cantBlitReliably; // Intel chipsets have problems blitting sRGB sometimes bool m_cantAttachSRGB; // NV G8x on 10.5.8 can't have srgb tex on FBO color - separate issue from hasGammaWrites bool m_cantResolveFlipped; // happens on NV in 10.6.4 and prior - console variable "gl_can_resolve_flipped" can overrule bool m_cantResolveScaled; // happens everywhere per GL spec but may be relaxed some day - console variable "gl_can_resolve_scaled" can overrule bool m_costlyGammaFlips; // this means that sRGB sampling state affects shader code gen, resulting in state-dependent code regen //--------------------------- " bads " - known bad drivers bool m_badDriver1064NV; // this is the bad NVIDIA driver on 10.6.4 - stutter, tex corruption, black screen issues }; //////////////////////////////////////////////////////////////////////////////////////// // this stuff is all sitting in glmgrcocoa.mm since it needs to make ObjC calls. //=============================================================================== // modes, displays, and renderers // think of renderers as being at the top of a tree. // each renderer has displays hanging off of it. // each display has modes hanging off of it. // the tree is populated on demand and then queried as needed. //=============================================================================== // GLMDisplayModeInfoFields is in glmdisplay.h class GLMDisplayMode { public: GLMDisplayModeInfoFields m_info; GLMDisplayMode( uint width, uint height, uint refreshHz ); ~GLMDisplayMode( void ); void Dump( int which ); }; //=============================================================================== // GLMDisplayInfoFields is in glmdisplay.h class GLMDisplayInfo { public: GLMDisplayInfoFields m_info; std::vector< GLMDisplayMode* > *m_modes; // starts out NULL, set by PopulateModes GLMDisplayInfo( CGDirectDisplayID displayID, CGOpenGLDisplayMask displayMask ); ~GLMDisplayInfo( void ); void PopulateModes( void ); void Dump( int which ); }; //=============================================================================== // GLMRendererInfoFields is in glmdisplay.h class GLMRendererInfo { public: GLMRendererInfoFields m_info; std::vector< GLMDisplayInfo* > *m_displays; // starts out NULL, set by PopulateDisplays GLMRendererInfo ( GLMRendererInfoFields *info ); ~GLMRendererInfo ( void ); void PopulateDisplays( void ); void Dump( int which ); }; //=============================================================================== // this is just a tuple describing fake adapters which are really renderer/display pairings. // dxabstract bridges the gap between the d3d adapter-centric world and the GL renderer+display world. // this makes it straightforward to handle cases like two video cards with two displays on one, and one on the other - // you get three fake adapters which represent each useful screen. // the constraint that dxa will have to follow though, is that if the user wants to change their // display selection for full screen, they would only be able to pick on that has the same underlying renderer. // can't change fakeAdapter from one to another with different GL renderer under it. Screen hop but no card hop. struct GLMFakeAdapter { int m_rendererIndex; int m_displayIndex; }; class GLMDisplayDB { public: std::vector< GLMRendererInfo* > *m_renderers; // starts out NULL, set by PopulateRenderers std::vector< GLMFakeAdapter > m_fakeAdapters; GLMDisplayDB ( void ); ~GLMDisplayDB ( void ); virtual void PopulateRenderers( void ); virtual void PopulateFakeAdapters( uint realRendererIndex ); // fake adapters = one real adapter times however many displays are on it virtual void Populate( void ); // The info-get functions return false on success. virtual int GetFakeAdapterCount( void ); virtual bool GetFakeAdapterInfo( int fakeAdapterIndex, int *rendererOut, int *displayOut, GLMRendererInfoFields *rendererInfoOut, GLMDisplayInfoFields *displayInfoOut ); virtual int GetRendererCount( void ); virtual bool GetRendererInfo( int rendererIndex, GLMRendererInfoFields *infoOut ); virtual int GetDisplayCount( int rendererIndex ); virtual bool GetDisplayInfo( int rendererIndex, int displayIndex, GLMDisplayInfoFields *infoOut ); virtual int GetModeCount( int rendererIndex, int displayIndex ); virtual bool GetModeInfo( int rendererIndex, int displayIndex, int modeIndex, GLMDisplayModeInfoFields *infoOut ); virtual void Dump( void ); }; #endif