Axiom.RenderSystems.OpenGLES.GLESRenderSystem.CheckCaps C# (CSharp) Method

CheckCaps() private method

private CheckCaps ( RenderTarget primary ) : void
primary Axiom.Graphics.RenderTarget
return void
		private void CheckCaps( RenderTarget primary )
		{
			_rsCapabilities = new RenderSystemCapabilities();

			_rsCapabilities.DeviceName = OpenTK.Graphics.ES11.GL.GetString( All.Renderer );
			_rsCapabilities.VendorName = OpenTK.Graphics.ES11.GL.GetString( All.Vendor );
			_rsCapabilities.RendersystemName = Name;

			// GL ES 1.x is fixed function only
			_rsCapabilities.SetCapability( Capabilities.FixedFunction );
			// Multitexturing support and set number of texture units
			int units = 0;
			OpenGL.GetInteger( All.MaxTextureUnits, ref units );
			_rsCapabilities.TextureUnitCount = units;

			// Check for hardware stencil support and set bit depth
			int stencil = 0;
			OpenGL.GetInteger( All.StencilBits, ref stencil );
			GLESConfig.GlCheckError( this );

			if ( stencil != 0 )
			{
				_rsCapabilities.SetCapability( Capabilities.StencilBuffer );
				_rsCapabilities.StencilBufferBitCount = stencil;
			}

			// Scissor test is standard
			_rsCapabilities.SetCapability( Capabilities.ScissorTest );

			// Vertex Buffer Objects are always supported by OpenGL ES
			_rsCapabilities.SetCapability( Capabilities.VertexBuffer );

			// OpenGL ES - Check for these extensions too
			// For 1.1, http://www.khronos.org/registry/gles/api/1.1/glext.h
			// For 2.0, http://www.khronos.org/registry/gles/api/2.0/gl2ext.h

			if ( _glSupport.CheckExtension( "GL_IMG_texture_compression_pvrtc" ) ||
				_glSupport.CheckExtension( "GL_AMD_compressed_3DC_texture" ) ||
				_glSupport.CheckExtension( "GL_AMD_compressed_ATC_texture" ) ||
				_glSupport.CheckExtension( "GL_OES_compressed_ETC1_RGB8_texture" ) ||
				_glSupport.CheckExtension( "GL_OES_compressed_paletted_texture" ) )
			{
				// TODO: Add support for compression types other than pvrtc
				_rsCapabilities.SetCapability( Capabilities.TextureCompression );

				if ( _glSupport.CheckExtension( "GL_IMG_texture_compression_pvrtc" ) )
					_rsCapabilities.SetCapability( Capabilities.TextureCompressionPVRTC );
			}

			if ( _glSupport.CheckExtension( "GL_EXT_texture_filter_anisotropic" ) )
				_rsCapabilities.SetCapability( Capabilities.AnisotropicFiltering );

			if ( _glSupport.CheckExtension( "GL_OES_framebuffer_object" ) )
			{
				LogManager.Instance.Write( "[GLES] Framebuffers are supported." );
				_rsCapabilities.SetCapability( Capabilities.FrameBufferObjects );
				_rsCapabilities.SetCapability( Capabilities.HardwareRenderToTexture );
			}
			else
			{
				_rsCapabilities.SetCapability( Capabilities.PBuffer );
				_rsCapabilities.SetCapability( Capabilities.HardwareRenderToTexture );
			}

			// Cube map
			if ( _glSupport.CheckExtension( "GL_OES_texture_cube_map" ) )
				_rsCapabilities.SetCapability( Capabilities.CubeMapping );

			if ( _glSupport.CheckExtension( "GL_OES_stencil_wrap" ) )
				_rsCapabilities.SetCapability( Capabilities.StencilWrap );

			if ( _glSupport.CheckExtension( "GL_OES_blend_subtract" ) )
				_rsCapabilities.SetCapability( Capabilities.AdvancedBlendOperations );

			if ( _glSupport.CheckExtension( "GL_ANDROID_user_clip_plane" ) )
				_rsCapabilities.SetCapability( Capabilities.UserClipPlanes );

			if ( _glSupport.CheckExtension( "GL_OES_texture3D" ) )
				_rsCapabilities.SetCapability( Capabilities.Texture3D );

			// GL always shares vertex and fragment texture units (for now?)
			_rsCapabilities.VertexTextureUnitsShared = true;
			// Hardware support mipmapping
			_rsCapabilities.SetCapability( Capabilities.Automipmap );

			if ( _glSupport.CheckExtension( "GL_EXT_texture_lod_bias" ) )
				_rsCapabilities.SetCapability( Capabilities.MipmapLODBias );

			//blending support
			_rsCapabilities.SetCapability( Capabilities.TextureBlending );

			// DOT3 support is standard
			_rsCapabilities.SetCapability( Capabilities.Dot3 );


			if ( _rsCapabilities.HasCapability( Capabilities.VertexBuffer ) )
			{
				hardwareBufferManager = new GLESHardwareBufferManager();
			}
			else
			{
				hardwareBufferManager = new GLESDefaultHardwareBufferManager();
			}

			/// Do this after extension function pointers are initialised as the extension
			/// is used to probe further capabilities.
			int rttMode = 0;
			if ( ConfigOptions.ContainsKey( "RTT Preferred Mode" ) )
			{
				ConfigOption opt = ConfigOptions[ "RTT Preferred Mode" ];
				// RTT Mode: 0 use whatever available, 1 use PBuffers, 2 force use copying
				if ( opt.Value == "PBuffer" )
				{
					rttMode = 1;
				}
				else if ( opt.Value == "Copy" )
				{
					rttMode = 2;
				}
			}
			LogManager.Instance.Write( "[GLES] 'RTT Preferred Mode' = {0}", rttMode );
			// Check for framebuffer object extension
			if ( _rsCapabilities.HasCapability( Capabilities.FrameBufferObjects ) && ( rttMode < 1 ) )
			{
				if ( _rsCapabilities.HasCapability( Capabilities.HardwareRenderToTexture ) )
				{
					// Create FBO manager
					LogManager.Instance.Write( "[GLES] Using GL_OES_framebuffer_object for rendering to textures (best)" );
					_rttManager = new GLESFBORTTManager();
				}
			}
			else
			{
				// Check GLSupport for PBuffer support
				if ( _rsCapabilities.HasCapability( Capabilities.PBuffer ) && rttMode < 2 )
				{
					if ( _rsCapabilities.HasCapability( Capabilities.HardwareRenderToTexture ) )
					{
						// Use PBuffers
						_rttManager = new GLESPBRTTManager();
						LogManager.Instance.Write( "[GLES] Using PBuffers for rendering to textures" );
					}
				}
				else
				{
					// No pbuffer support either -- fallback to simplest copying from framebuffer
					_rttManager = new GLESCopyingRTTManager();
					LogManager.Instance.Write( "[GLES] Using framebuffer copy for rendering to textures (worst)" );
					LogManager.Instance.Write( "[GLES] Warning: RenderTexture size is restricted to size of framebuffer." );
				}
				_rsCapabilities.MultiRenderTargetCount = 1;
			}

			// Point size
			float ps = 0;
			OpenGL.GetFloat( All.PointSizeMax, ref ps );
			GLESConfig.GlCheckError( this );
			_rsCapabilities.MaxPointSize = ps;

			// Point sprites
			if ( _glSupport.CheckExtension( "GL_OES_point_sprite" ) )
				_rsCapabilities.SetCapability( Capabilities.PointSprites );

			_rsCapabilities.SetCapability( Capabilities.PointExtendedParameters );

			// UBYTE4 always supported
			_rsCapabilities.SetCapability( Capabilities.VertexFormatUByte4 );

			// Infinite far plane always supported
			_rsCapabilities.SetCapability( Capabilities.InfiniteFarPlane );

			// hardware occlusion support
			_rsCapabilities.SetCapability( Capabilities.HardwareOcculusion );

			//// Check for Float textures
			if ( _glSupport.CheckExtension( "GL_OES_texture_half_float" ) )
				_rsCapabilities.SetCapability( Capabilities.TextureFloat );

			// Alpha to coverage always 'supported' when MSAA is available
			// although card may ignore it if it doesn't specifically support A2C
			_rsCapabilities.SetCapability( Capabilities.AlphaToCoverage );
		}
GLESRenderSystem