X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=init.cpp;h=89998f40d64d81c957dfabc897ba61b6b63a7552;hp=13a86df236d5ea909dc269c8f8af827e1b7b5a35;hb=de9c0e36aae9272c57596541de19790686669b25;hpb=6cb5e1fe7bc64c156da45b7646e2e52bf473e253 diff --git a/init.cpp b/init.cpp index 13a86df..89998f4 100644 --- a/init.cpp +++ b/init.cpp @@ -1,4 +1,4 @@ -#include +#include #include #include #include @@ -38,7 +38,7 @@ void measure_texel_subpixel_precision() check_error(); glBindTexture(GL_TEXTURE_2D, dst_texnum); check_error(); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, width, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, 1, 0, GL_RGBA, GL_FLOAT, NULL); check_error(); glGenFramebuffers(1, &fbo); @@ -278,32 +278,43 @@ void measure_roundoff_problems() bool check_extensions() { // We fundamentally need FBOs and floating-point textures. - if (!glewIsSupported("GL_ARB_framebuffer_object")) return false; - if (!glewIsSupported("GL_ARB_texture_float")) return false; + // FBOs are covered by OpenGL 1.5, and are not an extension there. + // Floating-point textures are part of OpenGL 3.0 and newer. + if (epoxy_gl_version() < 15 && + !epoxy_has_gl_extension("GL_ARB_framebuffer_object")) return false; + if (epoxy_gl_version() < 30 && + !epoxy_has_gl_extension("GL_ARB_texture_float")) return false; // We assume that we can use non-power-of-two textures without restrictions. - if (!glewIsSupported("GL_ARB_texture_non_power_of_two")) return false; + if (epoxy_gl_version() < 20 && + !epoxy_has_gl_extension("GL_ARB_texture_non_power_of_two")) return false; // We also need GLSL fragment shaders. - if (!glewIsSupported("GL_ARB_fragment_shader")) return false; - if (!glewIsSupported("GL_ARB_shading_language_100")) return false; + if (epoxy_gl_version() < 20) { + if (!epoxy_has_gl_extension("GL_ARB_fragment_shader")) return false; + if (!epoxy_has_gl_extension("GL_ARB_shading_language_100")) return false; + } // FlatInput and YCbCrInput uses PBOs. (They could in theory do without, // but no modern card would really not provide it.) - if (!glewIsSupported("GL_ARB_pixel_buffer_object")) return false; + if (epoxy_gl_version() < 21 && + !epoxy_has_gl_extension("GL_ARB_pixel_buffer_object")) return false; // ResampleEffect uses RG textures to encode a two-component LUT. - if (!glewIsSupported("GL_ARB_texture_rg")) return false; + if (epoxy_gl_version() < 30 && + !epoxy_has_gl_extension("GL_ARB_texture_rg")) return false; // sRGB texture decode would be nice, but are not mandatory // (GammaExpansionEffect can do the same thing if needed). - movit_srgb_textures_supported = glewIsSupported("GL_EXT_texture_sRGB"); + movit_srgb_textures_supported = + (epoxy_gl_version() >= 21 || epoxy_has_gl_extension("GL_EXT_texture_sRGB")); // We may want to use round() at the end of the final shader, // if supported. We need either GLSL 1.30 or this extension to do that, // and 1.30 brings with it other things that we don't want to demand // for now. - movit_shader_rounding_supported = glewIsSupported("GL_EXT_gpu_shader4"); + movit_shader_rounding_supported = + (epoxy_gl_version() >= 30 || epoxy_has_gl_extension("GL_EXT_gpu_shader4")); return true; } @@ -319,11 +330,6 @@ bool init_movit(const string& data_directory, MovitDebugLevel debug_level) movit_data_directory = new string(data_directory); movit_debug_level = debug_level; - GLenum err = glewInit(); - if (err != GLEW_OK) { - return false; - } - // geez glPixelStorei(GL_PACK_ALIGNMENT, 1); glPixelStorei(GL_UNPACK_ALIGNMENT, 1);