[Android] Beginning of GLES3 support.

This commit is contained in:
Ryan Houdek 2013-05-05 23:33:49 -05:00
parent cb5b9c0327
commit 5ac58a34ea
1 changed files with 56 additions and 18 deletions

View File

@ -201,6 +201,8 @@ int GetNumMSAACoverageSamples(int MSAAMode)
} }
void ApplySSAASettings() { void ApplySSAASettings() {
// GLES3 doesn't support SSAA
#ifndef USE_GLES3
if(g_ActiveConfig.iMultisampleMode == MULTISAMPLE_SSAA_4X) { if(g_ActiveConfig.iMultisampleMode == MULTISAMPLE_SSAA_4X) {
if(g_ogl_config.bSupportSampleShading) { if(g_ogl_config.bSupportSampleShading) {
glEnable(GL_SAMPLE_SHADING_ARB); glEnable(GL_SAMPLE_SHADING_ARB);
@ -211,13 +213,17 @@ void ApplySSAASettings() {
} else if(g_ogl_config.bSupportSampleShading) { } else if(g_ogl_config.bSupportSampleShading) {
glDisable(GL_SAMPLE_SHADING_ARB); glDisable(GL_SAMPLE_SHADING_ARB);
} }
#endif
} }
void ErrorCallback( GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char* message, void* userParam) void ErrorCallback( GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char* message, void* userParam)
{ {
// GLES3 doesn't natively support this
// XXX: Include GLES2 extensions header so we can use this
#ifndef USE_GLES3
const char *s_source; const char *s_source;
const char *s_type; const char *s_type;
switch(source) switch(source)
{ {
case GL_DEBUG_SOURCE_API_ARB: s_source = "API"; break; case GL_DEBUG_SOURCE_API_ARB: s_source = "API"; break;
@ -245,6 +251,7 @@ void ErrorCallback( GLenum source, GLenum type, GLuint id, GLenum severity, GLsi
case GL_DEBUG_SEVERITY_LOW_ARB: WARN_LOG(VIDEO, "id: %x, source: %s, type: %s - %s", id, s_source, s_type, message); break; case GL_DEBUG_SEVERITY_LOW_ARB: WARN_LOG(VIDEO, "id: %x, source: %s, type: %s - %s", id, s_source, s_type, message); break;
default: ERROR_LOG(VIDEO, "id: %x, source: %s, type: %s - %s", id, s_source, s_type, message); break; default: ERROR_LOG(VIDEO, "id: %x, source: %s, type: %s - %s", id, s_source, s_type, message); break;
} }
#endif
} }
// Init functions // Init functions
@ -259,6 +266,29 @@ Renderer::Renderer()
InitFPSCounter(); InitFPSCounter();
bool bSuccess = true; bool bSuccess = true;
g_ogl_config.gl_vendor = (const char*)glGetString(GL_VENDOR);
g_ogl_config.gl_renderer = (const char*)glGetString(GL_RENDERER);
g_ogl_config.gl_version = (const char*)glGetString(GL_VERSION);
g_ogl_config.glsl_version = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION);
// Init extension support.
#ifdef USE_GLES3
// Set default GLES3 options
WARN_LOG(VIDEO, "Running the OpenGL ES 3 backend!");
g_Config.backend_info.bSupportsDualSourceBlend = false;
g_Config.backend_info.bSupportsGLSLUBO = true;
g_Config.backend_info.bSupportsPrimitiveRestart = false;
g_ogl_config.bSupportsGLSLCache = false; // XXX: Reenable once shaders compile correctly
g_ogl_config.bSupportsGLPinnedMemory = false;
g_ogl_config.bSupportsGLSync = true;
g_ogl_config.bSupportsGLBaseVertex = false;
g_ogl_config.bSupportCoverageMSAA = false; // XXX: GLES3 spec has MSAA
g_ogl_config.bSupportSampleShading = false;
g_ogl_config.bSupportOGL31 = false;
g_ogl_config.eSupportedGLSLVersion = GLSLES3;
#else
GLint numvertexattribs = 0; GLint numvertexattribs = 0;
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &numvertexattribs); glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &numvertexattribs);
if (numvertexattribs < 16) if (numvertexattribs < 16)
@ -268,8 +298,6 @@ Renderer::Renderer()
numvertexattribs); numvertexattribs);
bSuccess = false; bSuccess = false;
} }
// Init extension support.
#ifdef __APPLE__ #ifdef __APPLE__
glewExperimental = 1; glewExperimental = 1;
#endif #endif
@ -323,6 +351,8 @@ Renderer::Renderer()
"Please report this issue, then there will be a workaround"); "Please report this issue, then there will be a workaround");
bSuccess = false; bSuccess = false;
} }
if (!GLEW_ARB_texture_non_power_of_two)
WARN_LOG(VIDEO, "ARB_texture_non_power_of_two not supported.");
if (!bSuccess) if (!bSuccess)
return; // TODO: fail return; // TODO: fail
@ -338,12 +368,7 @@ Renderer::Renderer()
g_ogl_config.bSupportCoverageMSAA = GLEW_NV_framebuffer_multisample_coverage; g_ogl_config.bSupportCoverageMSAA = GLEW_NV_framebuffer_multisample_coverage;
g_ogl_config.bSupportSampleShading = GLEW_ARB_sample_shading; g_ogl_config.bSupportSampleShading = GLEW_ARB_sample_shading;
g_ogl_config.bSupportOGL31 = GLEW_VERSION_3_1; g_ogl_config.bSupportOGL31 = GLEW_VERSION_3_1;
g_ogl_config.gl_vendor = (const char*)glGetString(GL_VENDOR);
g_ogl_config.gl_renderer = (const char*)glGetString(GL_RENDERER);
g_ogl_config.gl_version = (const char*)glGetString(GL_VERSION);
g_ogl_config.glsl_version = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION);
if(strstr(g_ogl_config.glsl_version, "1.00") || strstr(g_ogl_config.glsl_version, "1.10")) if(strstr(g_ogl_config.glsl_version, "1.00") || strstr(g_ogl_config.glsl_version, "1.10"))
{ {
ERROR_LOG(VIDEO, "GPU: OGL ERROR: Need at least GLSL 1.20\n" ERROR_LOG(VIDEO, "GPU: OGL ERROR: Need at least GLSL 1.20\n"
@ -364,6 +389,7 @@ Renderer::Renderer()
{ {
g_ogl_config.eSupportedGLSLVersion = GLSL_140; g_ogl_config.eSupportedGLSLVersion = GLSL_140;
} }
#endif
glGetIntegerv(GL_MAX_SAMPLES, &g_ogl_config.max_samples); glGetIntegerv(GL_MAX_SAMPLES, &g_ogl_config.max_samples);
if(g_ogl_config.max_samples < 1) if(g_ogl_config.max_samples < 1)
@ -425,9 +451,6 @@ Renderer::Renderer()
if (GL_REPORT_ERROR() != GL_NO_ERROR) if (GL_REPORT_ERROR() != GL_NO_ERROR)
bSuccess = false; bSuccess = false;
if (!GLEW_ARB_texture_non_power_of_two)
WARN_LOG(VIDEO, "ARB_texture_non_power_of_two not supported.");
// TODO: Move these somewhere else? // TODO: Move these somewhere else?
FramebufferManagerBase::SetLastXfbWidth(MAX_XFB_WIDTH); FramebufferManagerBase::SetLastXfbWidth(MAX_XFB_WIDTH);
FramebufferManagerBase::SetLastXfbHeight(MAX_XFB_HEIGHT); FramebufferManagerBase::SetLastXfbHeight(MAX_XFB_HEIGHT);
@ -457,7 +480,7 @@ Renderer::Renderer()
glViewport(0, 0, GetTargetWidth(), GetTargetHeight()); // Reset The Current Viewport glViewport(0, 0, GetTargetWidth(), GetTargetHeight()); // Reset The Current Viewport
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClearDepth(1.0f); glClearDepthf(1.0f);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL); glDepthFunc(GL_LEQUAL);
@ -468,8 +491,9 @@ Renderer::Renderer()
glScissor(0, 0, GetTargetWidth(), GetTargetHeight()); glScissor(0, 0, GetTargetWidth(), GetTargetHeight());
glBlendColor(0, 0, 0, 0.5f); glBlendColor(0, 0, 0, 0.5f);
glClearDepth(1.0f); glClearDepthf(1.0f);
#ifndef USE_GLES3
if(g_ActiveConfig.backend_info.bSupportsPrimitiveRestart) if(g_ActiveConfig.backend_info.bSupportsPrimitiveRestart)
{ {
if(g_ogl_config.bSupportOGL31) if(g_ogl_config.bSupportOGL31)
@ -483,7 +507,7 @@ Renderer::Renderer()
glPrimitiveRestartIndexNV(65535); glPrimitiveRestartIndexNV(65535);
} }
} }
#endif
UpdateActiveConfig(); UpdateActiveConfig();
} }
@ -884,8 +908,14 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
u32* colorMap = new u32[targetPixelRcWidth * targetPixelRcHeight]; u32* colorMap = new u32[targetPixelRcWidth * targetPixelRcHeight];
#ifdef USE_GLES3
// XXX: Swap colours
glReadPixels(targetPixelRc.left, targetPixelRc.bottom, targetPixelRcWidth, targetPixelRcHeight,
GL_RGBA, GL_UNSIGNED_INT, colorMap);
#else
glReadPixels(targetPixelRc.left, targetPixelRc.bottom, targetPixelRcWidth, targetPixelRcHeight, glReadPixels(targetPixelRc.left, targetPixelRc.bottom, targetPixelRcWidth, targetPixelRcHeight,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, colorMap); GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, colorMap);
#endif
GL_REPORT_ERRORD(); GL_REPORT_ERRORD();
UpdateEFBCache(type, cacheRectIdx, efbPixelRc, targetPixelRc, colorMap); UpdateEFBCache(type, cacheRectIdx, efbPixelRc, targetPixelRc, colorMap);
@ -970,7 +1000,7 @@ void Renderer::UpdateViewport(Matrix44& vpCorrection)
// Update the view port // Update the view port
glViewport(X, Y, Width, Height); glViewport(X, Y, Width, Height);
glDepthRange(GLNear, GLFar); glDepthRangef(GLNear, GLFar);
} }
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z) void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
@ -992,7 +1022,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
// depth // depth
glDepthMask(zEnable ? GL_TRUE : GL_FALSE); glDepthMask(zEnable ? GL_TRUE : GL_FALSE);
glClearDepth(float(z & 0xFFFFFF) / float(0xFFFFFF)); glClearDepthf(float(z & 0xFFFFFF) / float(0xFFFFFF));
// Update rect for clearing the picture // Update rect for clearing the picture
glEnable(GL_SCISSOR_TEST); glEnable(GL_SCISSOR_TEST);
@ -1487,7 +1517,9 @@ void Renderer::RestoreAPIState()
SetBlendMode(true); SetBlendMode(true);
VertexShaderManager::SetViewportChanged(); VertexShaderManager::SetViewportChanged();
#ifndef USE_GLES3
glPolygonMode(GL_FRONT_AND_BACK, g_ActiveConfig.bWireFrame ? GL_LINE : GL_FILL); glPolygonMode(GL_FRONT_AND_BACK, g_ActiveConfig.bWireFrame ? GL_LINE : GL_FILL);
#endif
VertexManager *vm = (OGL::VertexManager*)g_vertex_manager; VertexManager *vm = (OGL::VertexManager*)g_vertex_manager;
glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers); glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
@ -1539,6 +1571,9 @@ void Renderer::SetDepthMode()
void Renderer::SetLogicOpMode() void Renderer::SetLogicOpMode()
{ {
// Logic ops aren't available in GLES3/GLES2
#ifndef USE_GLES3
const GLenum glLogicOpCodes[16] = const GLenum glLogicOpCodes[16] =
{ {
GL_CLEAR, GL_CLEAR,
@ -1568,6 +1603,7 @@ void Renderer::SetLogicOpMode()
{ {
glDisable(GL_COLOR_LOGIC_OP); glDisable(GL_COLOR_LOGIC_OP);
} }
#endif
} }
void Renderer::SetDitherMode() void Renderer::SetDitherMode()
@ -1585,8 +1621,10 @@ void Renderer::SetLineWidth()
if (bpmem.lineptwidth.linesize > 0) if (bpmem.lineptwidth.linesize > 0)
// scale by ratio of widths // scale by ratio of widths
glLineWidth((float)bpmem.lineptwidth.linesize * fratio / 6.0f); glLineWidth((float)bpmem.lineptwidth.linesize * fratio / 6.0f);
#ifndef USE_GLES3
if (bpmem.lineptwidth.pointsize > 0) if (bpmem.lineptwidth.pointsize > 0)
glPointSize((float)bpmem.lineptwidth.pointsize * fratio / 6.0f); glPointSize((float)bpmem.lineptwidth.pointsize * fratio / 6.0f);
#endif
} }
void Renderer::SetSamplerState(int stage, int texindex) void Renderer::SetSamplerState(int stage, int texindex)