Move shader feature negotiation into renderer backend
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@@ -6,15 +6,14 @@
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namespace {
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[[nodiscard]] pp::renderer::gl::OpenGlCapabilities shader_manager_capabilities() noexcept
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void apply_shader_manager_feature_state(pp::renderer::gl::OpenGlFeatureState feature_state) noexcept
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{
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pp::renderer::gl::OpenGlCapabilities capabilities;
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capabilities.framebuffer_fetch = ShaderManager::ext_framebuffer_fetch;
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capabilities.map_buffer_alignment = ShaderManager::ext_map_aligned;
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capabilities.float32_textures = ShaderManager::ext_float32;
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capabilities.float32_linear = ShaderManager::ext_float32_linear;
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capabilities.float16_textures = ShaderManager::ext_float16;
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return capabilities;
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ShaderManager::ext_framebuffer_fetch = feature_state.capabilities.framebuffer_fetch;
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ShaderManager::ext_map_aligned = feature_state.capabilities.map_buffer_alignment;
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ShaderManager::ext_float32 = feature_state.capabilities.float32_textures;
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ShaderManager::ext_float32_linear = feature_state.capabilities.float32_linear;
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ShaderManager::ext_float16 = feature_state.capabilities.float16_textures;
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ShaderManager::set_render_device_features(feature_state.features);
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}
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void query_gl_integer(std::uint32_t name, std::int32_t* value) noexcept
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@@ -40,42 +39,28 @@ void App::initShaders()
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#endif // _DEBUG
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render_task([] {
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const auto extensions_result = pp::renderer::gl::query_opengl_extensions(
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const auto detection_result = pp::renderer::gl::query_opengl_capability_detection(
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pp::renderer::gl::OpenGlExtensionQueryDispatch {
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.get_integer = query_gl_integer,
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.get_string_indexed = query_gl_string_indexed,
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});
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if (!extensions_result.ok()) {
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LOG("OpenGL extension query failed: %s", extensions_result.status().message);
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},
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pp::renderer::gl::opengl_runtime_for_current_build());
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if (!detection_result.ok()) {
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LOG("OpenGL capability detection failed: %s", detection_result.status().message);
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return;
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}
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const auto& extension_storage = extensions_result.value();
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std::vector<std::string_view> extension_views;
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extension_views.reserve(extension_storage.size());
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for (const auto& extension : extension_storage) {
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extension_views.push_back(extension);
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const auto& detection = detection_result.value();
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for (const auto& extension : detection.extensions) {
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LOG("EXT: %s", extension.c_str());
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}
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const auto runtime = pp::renderer::gl::opengl_runtime_for_current_build();
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const auto capabilities = pp::renderer::gl::detect_opengl_capabilities(extension_views, runtime);
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ShaderManager::ext_framebuffer_fetch = capabilities.framebuffer_fetch;
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ShaderManager::ext_map_aligned = capabilities.map_buffer_alignment;
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ShaderManager::ext_float32 = capabilities.float32_textures;
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ShaderManager::ext_float32_linear = capabilities.float32_linear;
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ShaderManager::ext_float16 = capabilities.float16_textures;
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ShaderManager::set_render_device_features(pp::renderer::gl::render_device_features(capabilities));
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apply_shader_manager_feature_state(detection.feature_state);
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});
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if (pp::renderer::gl::opengl_runtime_for_current_build().desktop_gl) {
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// In OpenGL 3.3 these should be already available.
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ShaderManager::ext_float32_linear = true;
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ShaderManager::ext_float32 = true;
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ShaderManager::ext_float16 = true;
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}
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ShaderManager::set_render_device_features(
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pp::renderer::gl::render_device_features(shader_manager_capabilities()));
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apply_shader_manager_feature_state(pp::renderer::gl::detect_opengl_feature_state(
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std::span<const std::string_view> {},
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pp::renderer::gl::opengl_runtime_for_current_build()));
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LOG("Shader Extension shader_framebuffer_fetch: %s", ShaderManager::ext_framebuffer_fetch ? "enabled" : "disabled");
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