Check whether GL context supports the expected API
I couldn't test it yet myself (GPU supports GL 4.5), so we'll need to see if it behaves as expected on systems that don't support OpenGL 3.3 or GL ES 3.0.
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1 changed files with 17 additions and 24 deletions
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@ -141,30 +141,24 @@ void RasterizerGLES3::initialize() {
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print_line("Using GLES3 video driver");
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print_line("Using GLES3 video driver");
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}
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}
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#ifdef GLEW_ENABLED
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GLuint res = glewInit();
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ERR_FAIL_COND(res != GLEW_OK);
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if (OS::get_singleton()->is_stdout_verbose()) {
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print_line(String("GLES2: Using GLEW ") + (const char *)glewGetString(GLEW_VERSION));
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}
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// Check for GL 2.1 compatibility, if not bail out
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if (!glewIsSupported("GL_VERSION_3_0")) {
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ERR_PRINT("Your system's graphic drivers seem not to support OpenGL 3.0+ / GLES 3.0, sorry :(\n"
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"Try a drivers update, buy a new GPU or try software rendering on Linux; Godot will now crash with a segmentation fault.");
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OS::get_singleton()->alert("Your system's graphic drivers seem not to support OpenGL 3.0+ / GLES 3.0, sorry :(\n"
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"Godot Engine will self-destruct as soon as you acknowledge this error message.",
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"Fatal error: Insufficient OpenGL / GLES drivers");
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// TODO: If it's even possible, we should stop the execution without segfault and memory leaks :)
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}
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#endif
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#ifdef GLAD_ENABLED
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#ifdef GLAD_ENABLED
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if (!gladLoadGL()) {
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if (!gladLoadGL()) {
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ERR_PRINT("Error initializing GLAD");
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ERR_PRINT("Error initializing GLAD");
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}
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}
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// GLVersion seems to be used for both GL and GL ES, so we need different version checks for them
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#ifdef OPENGL_ENABLED // OpenGL 3.3 Core Profile required
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if (GLVersion.major < 3 && GLVersion.minor < 3) {
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#else // OpenGL ES 3.0
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if (GLVersion.major < 3) {
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#endif
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ERR_PRINT("Your system's graphic drivers seem not to support OpenGL 3.3 / OpenGL ES 3.0, sorry :(\n"
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"Try a drivers update, buy a new GPU or try software rendering on Linux; Godot will now crash with a segmentation fault.");
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OS::get_singleton()->alert("Your system's graphic drivers seem not to support OpenGL 3.3 / OpenGL ES 3.0, sorry :(\n"
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"Godot Engine will self-destruct as soon as you acknowledge this error message.",
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"Fatal error: Insufficient OpenGL / GLES driver support");
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}
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#ifdef __APPLE__
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#ifdef __APPLE__
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// FIXME glDebugMessageCallbackARB does not seem to work on Mac OS X and opengl 3, this may be an issue with our opengl canvas..
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// FIXME glDebugMessageCallbackARB does not seem to work on Mac OS X and opengl 3, this may be an issue with our opengl canvas..
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#else
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#else
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@ -175,20 +169,19 @@ void RasterizerGLES3::initialize() {
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}
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}
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#endif
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#endif
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#endif
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#endif // GLAD_ENABLED
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/* glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_ERROR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
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/* // For debugging
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glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_ERROR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
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glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
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glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
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glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
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glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
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glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_PORTABILITY_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
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glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_PORTABILITY_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
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glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_PERFORMANCE_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
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glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_PERFORMANCE_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
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glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_OTHER_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
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glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_OTHER_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
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glDebugMessageInsertARB(
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glDebugMessageInsertARB(
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GL_DEBUG_SOURCE_API_ARB,
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GL_DEBUG_SOURCE_API_ARB,
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GL_DEBUG_TYPE_OTHER_ARB, 1,
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GL_DEBUG_TYPE_OTHER_ARB, 1,
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GL_DEBUG_SEVERITY_HIGH_ARB,5, "hello");
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GL_DEBUG_SEVERITY_HIGH_ARB,5, "hello");
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*/
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*/
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const GLubyte *renderer = glGetString(GL_RENDERER);
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const GLubyte *renderer = glGetString(GL_RENDERER);
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