OpenGL: Check the list of supported AA modes instead of hardcoding
This commit is contained in:
parent
c63f0f37cd
commit
b246a634d4
Source/Core
Common/GL/GLExtensions
VideoBackends/OGL
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@ -1674,7 +1674,7 @@ const GLFunc gl_function_array[] = {
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GLFUNC_REQUIRES(glDrawArraysInstancedBaseInstance, "VERSION_4_2"),
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GLFUNC_REQUIRES(glDrawElementsInstancedBaseInstance, "VERSION_4_2"),
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GLFUNC_REQUIRES(glDrawElementsInstancedBaseVertexBaseInstance, "VERSION_4_2"),
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GLFUNC_REQUIRES(glGetInternalformativ, "VERSION_4_2"),
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GLFUNC_REQUIRES(glGetInternalformativ, "VERSION_4_2 |VERSION_GLES_3"),
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GLFUNC_REQUIRES(glGetActiveAtomicCounterBufferiv, "VERSION_4_2"),
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GLFUNC_REQUIRES(glBindImageTexture, "VERSION_4_2"),
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GLFUNC_REQUIRES(glMemoryBarrier, "VERSION_4_2"),
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@ -3,6 +3,11 @@
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#include "VideoBackends/OGL/OGLConfig.h"
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#include <cstdio>
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#include <string>
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#include <string_view>
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#include "Common/Assert.h"
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#include "Common/GL/GLContext.h"
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#include "Common/GL/GLExtensions/GLExtensions.h"
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#include "Common/Logging/LogManager.h"
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@ -10,14 +15,13 @@
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#include "Core/Config/GraphicsSettings.h"
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#include "VideoBackends/OGL/OGLTexture.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/VideoConfig.h"
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#include <cstdio>
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#include <string>
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#include <string_view>
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namespace OGL
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{
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void InitDriverInfo()
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@ -534,9 +538,118 @@ bool PopulateConfig(GLContext* m_main_gl_context)
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g_Config.backend_info.bSupportsEarlyZ =
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g_ogl_config.bSupportsImageLoadStore || g_ogl_config.bSupportsConservativeDepth;
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glGetIntegerv(GL_MAX_SAMPLES, &g_ogl_config.max_samples);
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if (g_ogl_config.max_samples < 1 || !g_ogl_config.bSupportsMSAA)
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g_ogl_config.max_samples = 1;
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g_Config.backend_info.AAModes.clear();
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if (g_ogl_config.bSupportsMSAA)
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{
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bool supportsGetInternalFormat =
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GLExtensions::Supports("VERSION_4_2") || GLExtensions::Supports("VERSION_GLES_3");
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if (supportsGetInternalFormat)
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{
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// Note: GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES should technically be used for
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// GL_OES_texture_storage_multisample_2d_array, but both are 0x9102 so it does not matter.
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std::vector<int> color_aa_modes;
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{
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GLenum colorInternalFormat = OGLTexture::GetGLInternalFormatForTextureFormat(
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FramebufferManager::GetEFBColorFormat(), true);
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GLint num_color_sample_counts = 0;
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glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, colorInternalFormat,
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GL_NUM_SAMPLE_COUNTS, 1, &num_color_sample_counts);
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ASSERT_MSG(VIDEO, num_color_sample_counts >= 0,
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"negative GL_NUM_SAMPLE_COUNTS for colors does not make sense: {}",
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num_color_sample_counts);
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color_aa_modes.reserve(num_color_sample_counts + 1);
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if (num_color_sample_counts > 0)
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{
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color_aa_modes.resize(num_color_sample_counts);
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static_assert(sizeof(GLint) == sizeof(u32));
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glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, colorInternalFormat, GL_SAMPLES,
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num_color_sample_counts,
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reinterpret_cast<GLint*>(color_aa_modes.data()));
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ASSERT_MSG(VIDEO, std::is_sorted(color_aa_modes.rbegin(), color_aa_modes.rend()),
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"GPU driver didn't return sorted color AA modes: [{}]",
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fmt::join(color_aa_modes, ", "));
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}
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if (color_aa_modes.empty() || color_aa_modes.back() != 1)
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color_aa_modes.push_back(1);
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}
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std::vector<int> depth_aa_modes;
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{
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GLenum depthInternalFormat = OGLTexture::GetGLInternalFormatForTextureFormat(
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FramebufferManager::GetEFBColorFormat(), true);
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GLint num_depth_sample_counts = 0;
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glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, depthInternalFormat,
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GL_NUM_SAMPLE_COUNTS, 1, &num_depth_sample_counts);
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ASSERT_MSG(VIDEO, num_depth_sample_counts >= 0,
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"negative GL_NUM_SAMPLE_COUNTS for depth does not make sense: {}",
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num_depth_sample_counts);
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depth_aa_modes.reserve(num_depth_sample_counts + 1);
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if (num_depth_sample_counts > 0)
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{
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depth_aa_modes.resize(num_depth_sample_counts);
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static_assert(sizeof(GLint) == sizeof(u32));
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glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, depthInternalFormat, GL_SAMPLES,
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num_depth_sample_counts,
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reinterpret_cast<GLint*>(depth_aa_modes.data()));
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ASSERT_MSG(VIDEO, std::is_sorted(depth_aa_modes.rbegin(), depth_aa_modes.rend()),
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"GPU driver didn't return sorted depth AA modes: [{}]",
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fmt::join(depth_aa_modes, ", "));
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}
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if (depth_aa_modes.empty() || depth_aa_modes.back() != 1)
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depth_aa_modes.push_back(1);
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}
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// The spec says supported sample formats are returned in descending numeric order.
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// It also says "Only positive values are returned", but does not specify whether 1 is
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// included or not; it seems like NVIDIA and Intel GPUs do not include it.
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// We've inserted 1 at the back of both if not present to handle this.
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g_Config.backend_info.AAModes.clear();
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g_Config.backend_info.AAModes.reserve(std::min(color_aa_modes.size(), depth_aa_modes.size()));
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// We only want AA modes that are supported for both the color and depth textures. Probably
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// the support is the same, though. rbegin/rend are used to swap the order ahead of time.
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std::set_intersection(color_aa_modes.rbegin(), color_aa_modes.rend(), depth_aa_modes.rbegin(),
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depth_aa_modes.rend(),
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std::back_inserter(g_Config.backend_info.AAModes));
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}
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else
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{
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// The documentation for glGetInternalformativ says its value is at least the minimum of
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// GL_MAX_SAMPLES, GL_MAX_COLOR_TEXTURE_SAMPLES, and GL_MAX_DEPTH_TEXTURE_SAMPLES (and
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// GL_MAX_INTEGER_SAMPLES for integer textures, assumed not applicable here).
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GLint max_color_samples = 0;
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glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &max_color_samples);
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GLint max_depth_samples = 0;
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glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &max_depth_samples);
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// Note: The desktop OpenGL ref pages don't actually say that GL_MAX_SAMPLES is a valid
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// parameter for glGetIntegerv (though the ES ones do). However, MAX_SAMPLES is
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// referenced in the GL 3.1 spec and by GL_ARB_texture_multisample (which is written against
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// the OpenGL 3.1 spec), so presumably it is valid.
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GLint max_samples = 0;
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glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
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u32 supported_max_samples =
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static_cast<u32>(std::min({max_samples, max_color_samples, max_depth_samples}));
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while (supported_max_samples > 1)
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{
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g_Config.backend_info.AAModes.push_back(supported_max_samples);
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supported_max_samples /= 2;
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}
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g_Config.backend_info.AAModes.push_back(1);
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// The UI wants ascending order
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std::reverse(g_Config.backend_info.AAModes.begin(), g_Config.backend_info.AAModes.end());
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}
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}
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else
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{
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g_Config.backend_info.AAModes = {1};
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}
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const bool bSupportsIsHelperInvocation = g_ogl_config.bIsES ?
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g_ogl_config.eSupportedGLSLVersion >= GlslEs320 :
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@ -81,8 +81,6 @@ struct VideoConfig
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const char* gl_vendor;
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const char* gl_renderer;
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const char* gl_version;
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s32 max_samples;
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};
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void InitDriverInfo();
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@ -146,12 +146,6 @@ OGLGfx::OGLGfx(std::unique_ptr<GLContext> main_gl_context, float backbuffer_scal
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}
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}
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if (!PopulateConfig(m_main_gl_context.get()))
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{
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// Not all needed extensions are supported, so we have to stop here.
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// Else some of the next calls might crash.
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return;
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}
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InitDriverInfo();
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// Setup Debug logging
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@ -142,7 +142,7 @@ bool VideoBackend::FillBackendInfo(GLContext* context)
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g_Config.backend_info.bSupportsGPUTextureDecoding = true;
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g_Config.backend_info.bSupportsBBox = true;
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// Overwritten in OGLRender.cpp later
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// Overwritten in OGLConfig.cpp later
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g_Config.backend_info.bSupportsDualSourceBlend = true;
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g_Config.backend_info.bSupportsPrimitiveRestart = true;
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g_Config.backend_info.bSupportsPaletteConversion = true;
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@ -182,6 +182,13 @@ bool VideoBackend::FillBackendInfo(GLContext* context)
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return false;
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}
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if (!PopulateConfig(context))
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{
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// Not all needed extensions are supported, so we have to stop here.
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// Else some of the next calls might crash.
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return false;
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}
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// TODO: Move the remaining fields from the Renderer constructor here.
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return true;
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}
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@ -15,9 +15,7 @@
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namespace OGL
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{
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namespace
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{
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GLenum GetGLInternalFormatForTextureFormat(AbstractTextureFormat format, bool storage)
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GLenum OGLTexture::GetGLInternalFormatForTextureFormat(AbstractTextureFormat format, bool storage)
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{
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switch (format)
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{
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@ -55,6 +53,8 @@ GLenum GetGLInternalFormatForTextureFormat(AbstractTextureFormat format, bool st
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}
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}
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namespace
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{
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GLenum GetGLFormatForTextureFormat(AbstractTextureFormat format)
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{
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switch (format)
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@ -36,6 +36,7 @@ public:
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{
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return IsMultisampled() ? GL_TEXTURE_2D_MULTISAMPLE_ARRAY : GL_TEXTURE_2D_ARRAY;
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}
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static GLenum GetGLInternalFormatForTextureFormat(AbstractTextureFormat format, bool storage);
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GLenum GetGLFormatForImageTexture() const;
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private:
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