+#include <msp/gl/extensions/arb_enhanced_layouts.h>
+#include <msp/gl/extensions/arb_explicit_attrib_location.h>
+#include <msp/gl/extensions/arb_explicit_uniform_location.h>
+#include <msp/gl/extensions/arb_gpu_shader5.h>
+#include <msp/gl/extensions/arb_separate_shader_objects.h>
+#include <msp/gl/extensions/arb_uniform_buffer_object.h>
+#include <msp/gl/extensions/arb_vertex_shader.h>
+#include <msp/gl/extensions/ext_framebuffer_multisample.h>
+#include <msp/gl/extensions/ext_framebuffer_object.h>
+#include <msp/gl/extensions/ext_gpu_shader4.h>
+#include <msp/gl/extensions/ext_texture_array.h>
+#include <msp/gl/extensions/ext_texture_filter_anisotropic.h>
+#include <msp/gl/extensions/msp_clipping.h>
+#include <msp/gl/extensions/nv_fbo_color_attachments.h>
+#include "device.h"
#include "device_backend.h"
+#include "gl.h"
+
+using namespace std;
namespace Msp {
namespace GL {
context(wnd, opts)
{ }
+void OpenGLDevice::fill_info()
+{
+ DeviceInfo &info = static_cast<Device *>(this)->info;
+
+ if(const char *gl_ver_ptr = reinterpret_cast<const char *>(glGetString(GL_VERSION)))
+ {
+ string gl_ver = gl_ver_ptr;
+ if(!gl_ver.compare(0, 10, "OpenGL ES "))
+ gl_ver.erase(0, 10);
+
+ Version ver(gl_ver.substr(0, gl_ver.find(' ')));
+
+ if(const char *force_ver_ptr = getenv("MSPGL_FORCE_VERSION"))
+ {
+ Version force_ver(force_ver_ptr);
+ if(force_ver<ver)
+ ver = force_ver;
+ }
+
+ info.api_version = ver;
+ }
+
+ DeviceLimits &lim = info.limits;
+ glGetIntegerv(GL_MAX_CLIP_PLANES, reinterpret_cast<int *>(&lim.max_clip_planes));
+ if(ARB_vertex_shader)
+ {
+ glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, reinterpret_cast<int *>(&lim.max_vertex_attributes));
+ glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, reinterpret_cast<int *>(&lim.max_texture_bindings));
+ }
+ if(EXT_framebuffer_object)
+ glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, reinterpret_cast<int *>(&lim.max_color_attachments));
+ if(EXT_framebuffer_multisample)
+ glGetIntegerv(GL_MAX_SAMPLES, reinterpret_cast<int *>(&lim.max_samples));
+ if(ARB_uniform_buffer_object)
+ {
+ glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, reinterpret_cast<int *>(&lim.max_uniform_bindings));
+ glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, reinterpret_cast<int *>(&lim.uniform_buffer_alignment));
+ }
+ if(EXT_texture_filter_anisotropic)
+ glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY, &lim.max_anisotropy);
+
+ SL::Features &feat = info.glsl_features;
+ feat.target_api = get_backend_api();
+ feat.glsl_version = get_glsl_version();
+ feat.arb_enhanced_layouts = ARB_enhanced_layouts;
+ feat.arb_explicit_attrib_location = ARB_explicit_attrib_location;
+ feat.arb_explicit_uniform_location = ARB_explicit_uniform_location;
+ feat.arb_gpu_shader5 = ARB_gpu_shader5;
+ feat.arb_separate_shader_objects = ARB_separate_shader_objects;
+ feat.arb_uniform_buffer_object = ARB_uniform_buffer_object;
+ feat.ext_gpu_shader4 = EXT_gpu_shader4;
+ feat.ext_texture_array = EXT_texture_array;
+ feat.uniform_binding_range = lim.max_uniform_bindings;
+ feat.texture_binding_range = lim.max_texture_bindings;
+}
+
} // namespace GL
} // namespace Msp