Implement AbstractGfx for OpenGL

Mostly involves moving contents of OGLRender
to OGLGfx and OGLConfig
This commit is contained in:
Scott Mansell 2023-01-27 13:21:09 +13:00
parent 8a23629345
commit f0336a3129
20 changed files with 905 additions and 872 deletions

View File

@ -569,9 +569,10 @@
<ClInclude Include="VideoBackends\Null\VideoBackend.h" />
<ClInclude Include="VideoBackends\OGL\GPUTimer.h" />
<ClInclude Include="VideoBackends\OGL\OGLBoundingBox.h" />
<ClInclude Include="VideoBackends\OGL\OGLConfig.h" />
<ClInclude Include="VideoBackends\OGL\OGLGfx.h" />
<ClInclude Include="VideoBackends\OGL\OGLPerfQuery.h" />
<ClInclude Include="VideoBackends\OGL\OGLPipeline.h" />
<ClInclude Include="VideoBackends\OGL\OGLRender.h" />
<ClInclude Include="VideoBackends\OGL\OGLShader.h" />
<ClInclude Include="VideoBackends\OGL\OGLStreamBuffer.h" />
<ClInclude Include="VideoBackends\OGL\OGLTexture.h" />
@ -1175,11 +1176,12 @@
<ClCompile Include="VideoBackends\Null\NullTexture.cpp" />
<ClCompile Include="VideoBackends\Null\NullVertexManager.cpp" />
<ClCompile Include="VideoBackends\OGL\OGLBoundingBox.cpp" />
<ClCompile Include="VideoBackends\OGL\OGLConfig.cpp" />
<ClCompile Include="VideoBackends\OGL\OGLGfx.cpp" />
<ClCompile Include="VideoBackends\OGL\OGLMain.cpp" />
<ClCompile Include="VideoBackends\OGL\OGLNativeVertexFormat.cpp" />
<ClCompile Include="VideoBackends\OGL\OGLPerfQuery.cpp" />
<ClCompile Include="VideoBackends\OGL\OGLPipeline.cpp" />
<ClCompile Include="VideoBackends\OGL\OGLRender.cpp" />
<ClCompile Include="VideoBackends\OGL\OGLShader.cpp" />
<ClCompile Include="VideoBackends\OGL\OGLStreamBuffer.cpp" />
<ClCompile Include="VideoBackends\OGL\OGLTexture.cpp" />

View File

@ -2,14 +2,16 @@ add_library(videoogl
GPUTimer.h
OGLBoundingBox.cpp
OGLBoundingBox.h
OGLConfig.cpp
OGLConfig.h
OGLGfx.cpp
OGLGfx.h
OGLMain.cpp
OGLNativeVertexFormat.cpp
OGLPerfQuery.cpp
OGLPerfQuery.h
OGLPipeline.cpp
OGLPipeline.h
OGLRender.cpp
OGLRender.h
OGLShader.cpp
OGLShader.h
OGLStreamBuffer.cpp

View File

@ -3,7 +3,7 @@
#include "VideoBackends/OGL/OGLBoundingBox.h"
#include "VideoBackends/OGL/OGLRender.h"
#include "VideoBackends/OGL/OGLGfx.h"
#include "VideoCommon/DriverDetails.h"
namespace OGL
@ -35,7 +35,7 @@ std::vector<BBoxType> OGLBoundingBox::Read(u32 index, u32 length)
// on nVidia drivers. This is more noticeable at higher internal resolutions.
// Using glGetBufferSubData instead does not seem to exhibit this slowdown.
if (!DriverDetails::HasBug(DriverDetails::BUG_SLOW_GETBUFFERSUBDATA) &&
!static_cast<Renderer*>(g_renderer.get())->IsGLES())
!static_cast<OGLGfx*>(g_gfx.get())->IsGLES())
{
// We also need to ensure the the CPU does not receive stale values which have been updated by
// the GPU. Apparently the buffer here is not coherent on NVIDIA drivers. Not sure if this is a

View File

@ -1,136 +1,26 @@
// Copyright 2008 Dolphin Emulator Project
// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoBackends/OGL/OGLRender.h"
#include "VideoBackends/OGL/OGLConfig.h"
#include <algorithm>
#include <cmath>
#include <cstdio>
#include <memory>
#include <string>
#include "Common/CommonTypes.h"
#include "Common/GL/GLContext.h"
#include "Common/GL/GLUtil.h"
#include "Common/GL/GLExtensions/GLExtensions.h"
#include "Common/Logging/LogManager.h"
#include "Common/MathUtil.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
#include "Core/Config/GraphicsSettings.h"
#include "VideoBackends/OGL/OGLBoundingBox.h"
#include "VideoBackends/OGL/OGLPipeline.h"
#include "VideoBackends/OGL/OGLShader.h"
#include "VideoBackends/OGL/OGLTexture.h"
#include "VideoBackends/OGL/OGLVertexManager.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/SamplerCache.h"
#include "VideoCommon/BPFunctions.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/PostProcessing.h"
#include "VideoCommon/Present.h"
#include "VideoCommon/RenderState.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
#include <cstdio>
#include <string>
#include <string_view>
namespace OGL
{
VideoConfig g_ogl_config;
static void APIENTRY ErrorCallback(GLenum source, GLenum type, GLuint id, GLenum severity,
GLsizei length, const char* message, const void* userParam)
{
const char* s_source;
const char* s_type;
// Performance - DualCore driver performance warning:
// DualCore application thread syncing with server thread
if (id == 0x200b0)
return;
switch (source)
{
case GL_DEBUG_SOURCE_API_ARB:
s_source = "API";
break;
case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB:
s_source = "Window System";
break;
case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB:
s_source = "Shader Compiler";
break;
case GL_DEBUG_SOURCE_THIRD_PARTY_ARB:
s_source = "Third Party";
break;
case GL_DEBUG_SOURCE_APPLICATION_ARB:
s_source = "Application";
break;
case GL_DEBUG_SOURCE_OTHER_ARB:
s_source = "Other";
break;
default:
s_source = "Unknown";
break;
}
switch (type)
{
case GL_DEBUG_TYPE_ERROR_ARB:
s_type = "Error";
break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
s_type = "Deprecated";
break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
s_type = "Undefined";
break;
case GL_DEBUG_TYPE_PORTABILITY_ARB:
s_type = "Portability";
break;
case GL_DEBUG_TYPE_PERFORMANCE_ARB:
s_type = "Performance";
break;
case GL_DEBUG_TYPE_OTHER_ARB:
s_type = "Other";
break;
default:
s_type = "Unknown";
break;
}
switch (severity)
{
case GL_DEBUG_SEVERITY_HIGH_ARB:
ERROR_LOG_FMT(HOST_GPU, "id: {:x}, source: {}, type: {} - {}", id, s_source, s_type, message);
break;
case GL_DEBUG_SEVERITY_MEDIUM_ARB:
WARN_LOG_FMT(HOST_GPU, "id: {:x}, source: {}, type: {} - {}", id, s_source, s_type, message);
break;
case GL_DEBUG_SEVERITY_LOW_ARB:
DEBUG_LOG_FMT(HOST_GPU, "id: {:x}, source: {}, type: {} - {}", id, s_source, s_type, message);
break;
case GL_DEBUG_SEVERITY_NOTIFICATION:
DEBUG_LOG_FMT(HOST_GPU, "id: {:x}, source: {}, type: {} - {}", id, s_source, s_type, message);
break;
default:
ERROR_LOG_FMT(HOST_GPU, "id: {:x}, source: {}, type: {} - {}", id, s_source, s_type, message);
break;
}
}
// Two small Fallbacks to avoid GL_ARB_ES2_compatibility
static void APIENTRY DepthRangef(GLfloat neardepth, GLfloat fardepth)
{
glDepthRange(neardepth, fardepth);
}
static void APIENTRY ClearDepthf(GLfloat depthval)
{
glClearDepth(depthval);
}
static void InitDriverInfo()
void InitDriverInfo()
{
const std::string_view svendor(g_ogl_config.gl_vendor);
const std::string_view srenderer(g_ogl_config.gl_renderer);
@ -320,26 +210,8 @@ static void InitDriverInfo()
DriverDetails::Init(DriverDetails::API_OPENGL, vendor, driver, version, family);
}
// Init functions
Renderer::Renderer(std::unique_ptr<GLContext> main_gl_context, float backbuffer_scale)
: ::Renderer(static_cast<int>(std::max(main_gl_context->GetBackBufferWidth(), 1u)),
static_cast<int>(std::max(main_gl_context->GetBackBufferHeight(), 1u)),
backbuffer_scale, AbstractTextureFormat::RGBA8),
m_main_gl_context(std::move(main_gl_context)),
m_current_rasterization_state(RenderState::GetInvalidRasterizationState()),
m_current_depth_state(RenderState::GetInvalidDepthState()),
m_current_blend_state(RenderState::GetInvalidBlendingState())
bool PopulateConfig(GLContext* m_main_gl_context)
{
// Create the window framebuffer.
if (!m_main_gl_context->IsHeadless())
{
m_system_framebuffer = std::make_unique<OGLFramebuffer>(
nullptr, nullptr, AbstractTextureFormat::RGBA8, AbstractTextureFormat::Undefined,
std::max(m_main_gl_context->GetBackBufferWidth(), 1u),
std::max(m_main_gl_context->GetBackBufferHeight(), 1u), 1, 1, 0);
m_current_framebuffer = m_system_framebuffer.get();
}
bool bSuccess = true;
bool supports_glsl_cache = false;
@ -347,8 +219,6 @@ Renderer::Renderer(std::unique_ptr<GLContext> main_gl_context, float backbuffer_
g_ogl_config.gl_renderer = (const char*)glGetString(GL_RENDERER);
g_ogl_config.gl_version = (const char*)glGetString(GL_VERSION);
InitDriverInfo();
if (!m_main_gl_context->IsGLES())
{
if (!GLExtensions::Supports("GL_ARB_framebuffer_object"))
@ -402,15 +272,6 @@ Renderer::Renderer(std::unique_ptr<GLContext> main_gl_context, float backbuffer_
"GPU: Does your video card support OpenGL 3.3?");
bSuccess = false;
}
// OpenGL 3 doesn't provide GLES like float functions for depth.
// They are in core in OpenGL 4.1, so almost every driver should support them.
// But for the oldest ones, we provide fallbacks to the old double functions.
if (!GLExtensions::Supports("GL_ARB_ES2_compatibility"))
{
glDepthRangef = DepthRangef;
glClearDepthf = ClearDepthf;
}
}
// Copy the GPU name to g_Config, so Analytics can see it.
@ -694,29 +555,6 @@ Renderer::Renderer(std::unique_ptr<GLContext> main_gl_context, float backbuffer_
}
g_Config.backend_info.bSupportsPipelineCacheData = supports_glsl_cache;
if (g_ogl_config.bSupportsDebug)
{
if (GLExtensions::Supports("GL_KHR_debug"))
{
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, true);
glDebugMessageCallback(ErrorCallback, nullptr);
}
else
{
glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, true);
glDebugMessageCallbackARB(ErrorCallback, nullptr);
}
if (Common::Log::LogManager::GetInstance()->IsEnabled(Common::Log::LogType::HOST_GPU,
Common::Log::LogLevel::LERROR))
{
glEnable(GL_DEBUG_OUTPUT);
}
else
{
glDisable(GL_DEBUG_OUTPUT);
}
}
int samples;
glGetIntegerv(GL_SAMPLES, &samples);
if (samples > 1)
@ -733,11 +571,7 @@ Renderer::Renderer(std::unique_ptr<GLContext> main_gl_context, float backbuffer_
}
if (!bSuccess)
{
// Not all needed extensions are supported, so we have to stop here.
// Else some of the next calls might crash.
return;
}
return false;
g_Config.VerifyValidity();
UpdateActiveConfig();
@ -772,565 +606,7 @@ Renderer::Renderer(std::unique_ptr<GLContext> main_gl_context, float backbuffer_
g_ogl_config.bSupportsCopySubImage ? "" : "CopyImageSubData ",
g_ActiveConfig.backend_info.bSupportsDepthClamp ? "" : "DepthClamp ");
// Handle VSync on/off
if (!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_VSYNC))
m_main_gl_context->SwapInterval(g_ActiveConfig.bVSyncActive);
if (g_ActiveConfig.backend_info.bSupportsClipControl)
glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
{
glEnable(GL_CLIP_DISTANCE0);
glEnable(GL_CLIP_DISTANCE1);
glEnable(GL_DEPTH_CLAMP);
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
glGenFramebuffers(1, &m_shared_read_framebuffer);
glGenFramebuffers(1, &m_shared_draw_framebuffer);
if (g_ActiveConfig.backend_info.bSupportsPrimitiveRestart)
GLUtil::EnablePrimitiveRestart(m_main_gl_context.get());
UpdateActiveConfig();
}
Renderer::~Renderer() = default;
bool Renderer::IsHeadless() const
{
return m_main_gl_context->IsHeadless();
}
bool Renderer::Initialize()
{
if (!::Renderer::Initialize())
return false;
return true;
}
void Renderer::Shutdown()
{
::Renderer::Shutdown();
glDeleteFramebuffers(1, &m_shared_draw_framebuffer);
glDeleteFramebuffers(1, &m_shared_read_framebuffer);
}
std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config,
std::string_view name)
{
return std::make_unique<OGLTexture>(config, name);
}
std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTextureType type,
const TextureConfig& config)
{
return OGLStagingTexture::Create(type, config);
}
std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture* color_attachment,
AbstractTexture* depth_attachment)
{
return OGLFramebuffer::Create(static_cast<OGLTexture*>(color_attachment),
static_cast<OGLTexture*>(depth_attachment));
}
std::unique_ptr<AbstractShader>
Renderer::CreateShaderFromSource(ShaderStage stage, std::string_view source, std::string_view name)
{
return OGLShader::CreateFromSource(stage, source, name);
}
std::unique_ptr<AbstractShader>
Renderer::CreateShaderFromBinary(ShaderStage stage, const void* data, size_t length,
[[maybe_unused]] std::string_view name)
{
return nullptr;
}
std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelineConfig& config,
const void* cache_data,
size_t cache_data_length)
{
return OGLPipeline::Create(config, cache_data, cache_data_length);
}
void Renderer::SetScissorRect(const MathUtil::Rectangle<int>& rc)
{
glScissor(rc.left, rc.top, rc.GetWidth(), rc.GetHeight());
}
std::unique_ptr<::BoundingBox> Renderer::CreateBoundingBox() const
{
return std::make_unique<OGLBoundingBox>();
}
void Renderer::SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth)
{
if (g_ogl_config.bSupportViewportFloat)
{
glViewportIndexedf(0, x, y, width, height);
}
else
{
auto iceilf = [](float f) { return static_cast<GLint>(std::ceil(f)); };
glViewport(iceilf(x), iceilf(y), iceilf(width), iceilf(height));
}
glDepthRangef(near_depth, far_depth);
}
void Renderer::Draw(u32 base_vertex, u32 num_vertices)
{
glDrawArrays(static_cast<const OGLPipeline*>(m_current_pipeline)->GetGLPrimitive(), base_vertex,
num_vertices);
}
void Renderer::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
{
if (g_ogl_config.bSupportsGLBaseVertex)
{
glDrawElementsBaseVertex(static_cast<const OGLPipeline*>(m_current_pipeline)->GetGLPrimitive(),
num_indices, GL_UNSIGNED_SHORT,
static_cast<u16*>(nullptr) + base_index, base_vertex);
}
else
{
glDrawElements(static_cast<const OGLPipeline*>(m_current_pipeline)->GetGLPrimitive(),
num_indices, GL_UNSIGNED_SHORT, static_cast<u16*>(nullptr) + base_index);
}
}
void Renderer::DispatchComputeShader(const AbstractShader* shader, u32 groupsize_x, u32 groupsize_y,
u32 groupsize_z, u32 groups_x, u32 groups_y, u32 groups_z)
{
glUseProgram(static_cast<const OGLShader*>(shader)->GetGLComputeProgramID());
glDispatchCompute(groups_x, groups_y, groups_z);
// We messed up the program binding, so restore it.
ProgramShaderCache::InvalidateLastProgram();
if (m_current_pipeline)
static_cast<const OGLPipeline*>(m_current_pipeline)->GetProgram()->shader.Bind();
// Barrier to texture can be used for reads.
if (m_bound_image_texture)
glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
}
void Renderer::ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
bool zEnable, u32 color, u32 z)
{
g_framebuffer_manager->FlushEFBPokes();
g_framebuffer_manager->FlagPeekCacheAsOutOfDate();
u32 clear_mask = 0;
if (colorEnable || alphaEnable)
{
glColorMask(colorEnable, colorEnable, colorEnable, alphaEnable);
glClearColor(float((color >> 16) & 0xFF) / 255.0f, float((color >> 8) & 0xFF) / 255.0f,
float((color >> 0) & 0xFF) / 255.0f, float((color >> 24) & 0xFF) / 255.0f);
clear_mask = GL_COLOR_BUFFER_BIT;
}
if (zEnable)
{
glDepthMask(zEnable ? GL_TRUE : GL_FALSE);
glClearDepthf(float(z & 0xFFFFFF) / 16777216.0f);
clear_mask |= GL_DEPTH_BUFFER_BIT;
}
// Update rect for clearing the picture
// glColorMask/glDepthMask/glScissor affect glClear (glViewport does not)
const auto converted_target_rc =
ConvertFramebufferRectangle(ConvertEFBRectangle(rc), m_current_framebuffer);
SetScissorRect(converted_target_rc);
glClear(clear_mask);
// Restore color/depth mask.
if (colorEnable || alphaEnable)
{
glColorMask(m_current_blend_state.colorupdate, m_current_blend_state.colorupdate,
m_current_blend_state.colorupdate, m_current_blend_state.alphaupdate);
}
if (zEnable)
glDepthMask(m_current_depth_state.updateenable);
// Scissor rect must be restored.
BPFunctions::SetScissorAndViewport();
}
void Renderer::SelectLeftBuffer()
{
glDrawBuffer(GL_BACK_LEFT);
}
void Renderer::SelectRightBuffer()
{
glDrawBuffer(GL_BACK_RIGHT);
}
void Renderer::SelectMainBuffer()
{
glDrawBuffer(GL_BACK);
}
void Renderer::SetFramebuffer(AbstractFramebuffer* framebuffer)
{
if (m_current_framebuffer == framebuffer)
return;
glBindFramebuffer(GL_FRAMEBUFFER, static_cast<OGLFramebuffer*>(framebuffer)->GetFBO());
m_current_framebuffer = framebuffer;
}
void Renderer::SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer)
{
// EXT_discard_framebuffer could be used here to save bandwidth on tilers.
SetFramebuffer(framebuffer);
}
void Renderer::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer,
const ClearColor& color_value, float depth_value)
{
SetFramebuffer(framebuffer);
glDisable(GL_SCISSOR_TEST);
GLbitfield clear_mask = 0;
if (framebuffer->HasColorBuffer())
{
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(color_value[0], color_value[1], color_value[2], color_value[3]);
clear_mask |= GL_COLOR_BUFFER_BIT;
}
if (framebuffer->HasDepthBuffer())
{
glDepthMask(GL_TRUE);
glClearDepthf(depth_value);
clear_mask |= GL_DEPTH_BUFFER_BIT;
}
glClear(clear_mask);
glEnable(GL_SCISSOR_TEST);
// Restore color/depth mask.
if (framebuffer->HasColorBuffer())
{
glColorMask(m_current_blend_state.colorupdate, m_current_blend_state.colorupdate,
m_current_blend_state.colorupdate, m_current_blend_state.alphaupdate);
}
if (framebuffer->HasDepthBuffer())
glDepthMask(m_current_depth_state.updateenable);
}
void Renderer::BindBackbuffer(const ClearColor& clear_color)
{
CheckForSurfaceChange();
CheckForSurfaceResize();
SetAndClearFramebuffer(m_system_framebuffer.get(), clear_color);
}
void Renderer::PresentBackbuffer()
{
if (g_ogl_config.bSupportsDebug)
{
if (Common::Log::LogManager::GetInstance()->IsEnabled(Common::Log::LogType::HOST_GPU,
Common::Log::LogLevel::LERROR))
{
glEnable(GL_DEBUG_OUTPUT);
}
else
{
glDisable(GL_DEBUG_OUTPUT);
}
}
// Swap the back and front buffers, presenting the image.
m_main_gl_context->Swap();
}
void Renderer::OnConfigChanged(u32 bits)
{
if (bits & CONFIG_CHANGE_BIT_VSYNC && !DriverDetails::HasBug(DriverDetails::BUG_BROKEN_VSYNC))
m_main_gl_context->SwapInterval(g_ActiveConfig.bVSyncActive);
if (bits & CONFIG_CHANGE_BIT_ANISOTROPY)
g_sampler_cache->Clear();
}
void Renderer::Flush()
{
// ensure all commands are sent to the GPU.
// Otherwise the driver could batch several frames together.
glFlush();
}
void Renderer::WaitForGPUIdle()
{
glFinish();
}
void Renderer::CheckForSurfaceChange()
{
if (!g_presenter->SurfaceChangedTestAndClear())
return;
m_main_gl_context->UpdateSurface(g_presenter->GetNewSurfaceHandle());
u32 width = m_main_gl_context->GetBackBufferWidth();
u32 height = m_main_gl_context->GetBackBufferHeight();
// With a surface change, the window likely has new dimensions.
g_presenter->SetBackbuffer(width, height);
m_system_framebuffer->UpdateDimensions(width, height);
}
void Renderer::CheckForSurfaceResize()
{
if (!g_presenter->SurfaceResizedTestAndClear())
return;
m_main_gl_context->Update();
u32 width = m_main_gl_context->GetBackBufferWidth();
u32 height = m_main_gl_context->GetBackBufferHeight();
g_presenter->SetBackbuffer(width, height);
m_system_framebuffer->UpdateDimensions(width, height);
}
void Renderer::BeginUtilityDrawing()
{
::Renderer::BeginUtilityDrawing();
if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
{
glDisable(GL_CLIP_DISTANCE0);
glDisable(GL_CLIP_DISTANCE1);
}
}
void Renderer::EndUtilityDrawing()
{
::Renderer::EndUtilityDrawing();
if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
{
glEnable(GL_CLIP_DISTANCE0);
glEnable(GL_CLIP_DISTANCE1);
}
}
void Renderer::ApplyRasterizationState(const RasterizationState state)
{
if (m_current_rasterization_state == state)
return;
// none, ccw, cw, ccw
if (state.cullmode != CullMode::None)
{
// TODO: GX_CULL_ALL not supported, yet!
glEnable(GL_CULL_FACE);
glFrontFace(state.cullmode == CullMode::Front ? GL_CCW : GL_CW);
}
else
{
glDisable(GL_CULL_FACE);
}
m_current_rasterization_state = state;
}
void Renderer::ApplyDepthState(const DepthState state)
{
if (m_current_depth_state == state)
return;
const GLenum glCmpFuncs[8] = {GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL,
GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS};
if (state.testenable)
{
glEnable(GL_DEPTH_TEST);
glDepthMask(state.updateenable ? GL_TRUE : GL_FALSE);
glDepthFunc(glCmpFuncs[u32(state.func.Value())]);
}
else
{
// if the test is disabled write is disabled too
// TODO: When PE performance metrics are being emulated via occlusion queries, we should
// (probably?) enable depth test with depth function ALWAYS here
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
}
m_current_depth_state = state;
}
void Renderer::ApplyBlendingState(const BlendingState state)
{
if (m_current_blend_state == state)
return;
bool useDualSource = state.usedualsrc;
const GLenum src_factors[8] = {GL_ZERO,
GL_ONE,
GL_DST_COLOR,
GL_ONE_MINUS_DST_COLOR,
useDualSource ? GL_SRC1_ALPHA : (GLenum)GL_SRC_ALPHA,
useDualSource ? GL_ONE_MINUS_SRC1_ALPHA :
(GLenum)GL_ONE_MINUS_SRC_ALPHA,
GL_DST_ALPHA,
GL_ONE_MINUS_DST_ALPHA};
const GLenum dst_factors[8] = {GL_ZERO,
GL_ONE,
GL_SRC_COLOR,
GL_ONE_MINUS_SRC_COLOR,
useDualSource ? GL_SRC1_ALPHA : (GLenum)GL_SRC_ALPHA,
useDualSource ? GL_ONE_MINUS_SRC1_ALPHA :
(GLenum)GL_ONE_MINUS_SRC_ALPHA,
GL_DST_ALPHA,
GL_ONE_MINUS_DST_ALPHA};
if (state.blendenable)
glEnable(GL_BLEND);
else
glDisable(GL_BLEND);
// Always call glBlendEquationSeparate and glBlendFuncSeparate, even when
// GL_BLEND is disabled, as a workaround for some bugs (possibly graphics
// driver issues?). See https://bugs.dolphin-emu.org/issues/10120 : "Sonic
// Adventure 2 Battle: graphics crash when loading first Dark level"
GLenum equation = state.subtract ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
GLenum equationAlpha = state.subtractAlpha ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
glBlendEquationSeparate(equation, equationAlpha);
glBlendFuncSeparate(src_factors[u32(state.srcfactor.Value())],
dst_factors[u32(state.dstfactor.Value())],
src_factors[u32(state.srcfactoralpha.Value())],
dst_factors[u32(state.dstfactoralpha.Value())]);
const GLenum logic_op_codes[16] = {
GL_CLEAR, GL_AND, GL_AND_REVERSE, GL_COPY, GL_AND_INVERTED, GL_NOOP,
GL_XOR, GL_OR, GL_NOR, GL_EQUIV, GL_INVERT, GL_OR_REVERSE,
GL_COPY_INVERTED, GL_OR_INVERTED, GL_NAND, GL_SET};
// Logic ops aren't available in GLES3
if (!IsGLES())
{
if (state.logicopenable)
{
glEnable(GL_COLOR_LOGIC_OP);
glLogicOp(logic_op_codes[u32(state.logicmode.Value())]);
}
else
{
glDisable(GL_COLOR_LOGIC_OP);
}
}
glColorMask(state.colorupdate, state.colorupdate, state.colorupdate, state.alphaupdate);
m_current_blend_state = state;
}
void Renderer::SetPipeline(const AbstractPipeline* pipeline)
{
if (m_current_pipeline == pipeline)
return;
if (pipeline)
{
ApplyRasterizationState(static_cast<const OGLPipeline*>(pipeline)->GetRasterizationState());
ApplyDepthState(static_cast<const OGLPipeline*>(pipeline)->GetDepthState());
ApplyBlendingState(static_cast<const OGLPipeline*>(pipeline)->GetBlendingState());
ProgramShaderCache::BindVertexFormat(
static_cast<const OGLPipeline*>(pipeline)->GetVertexFormat());
static_cast<const OGLPipeline*>(pipeline)->GetProgram()->shader.Bind();
}
else
{
ProgramShaderCache::InvalidateLastProgram();
glUseProgram(0);
}
m_current_pipeline = pipeline;
}
void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
{
const OGLTexture* gl_texture = static_cast<const OGLTexture*>(texture);
if (m_bound_textures[index] == gl_texture)
return;
glActiveTexture(GL_TEXTURE0 + index);
if (gl_texture)
glBindTexture(gl_texture->GetGLTarget(), gl_texture->GetGLTextureId());
else
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
m_bound_textures[index] = gl_texture;
}
void Renderer::SetSamplerState(u32 index, const SamplerState& state)
{
g_sampler_cache->SetSamplerState(index, state);
}
void Renderer::SetComputeImageTexture(AbstractTexture* texture, bool read, bool write)
{
if (m_bound_image_texture == texture)
return;
if (texture)
{
const GLenum access = read ? (write ? GL_READ_WRITE : GL_READ_ONLY) : GL_WRITE_ONLY;
glBindImageTexture(0, static_cast<OGLTexture*>(texture)->GetGLTextureId(), 0, GL_TRUE, 0,
access, static_cast<OGLTexture*>(texture)->GetGLFormatForImageTexture());
}
else
{
glBindImageTexture(0, 0, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
}
m_bound_image_texture = texture;
}
void Renderer::UnbindTexture(const AbstractTexture* texture)
{
for (size_t i = 0; i < m_bound_textures.size(); i++)
{
if (m_bound_textures[i] != texture)
continue;
glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + i));
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
m_bound_textures[i] = nullptr;
}
if (m_bound_image_texture == texture)
{
glBindImageTexture(0, 0, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
m_bound_image_texture = nullptr;
}
}
std::unique_ptr<VideoCommon::AsyncShaderCompiler> Renderer::CreateAsyncShaderCompiler()
{
return std::make_unique<SharedContextAsyncShaderCompiler>();
}
void Renderer::BindSharedReadFramebuffer()
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_shared_read_framebuffer);
}
void Renderer::BindSharedDrawFramebuffer()
{
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_shared_draw_framebuffer);
}
void Renderer::RestoreFramebufferBinding()
{
glBindFramebuffer(
GL_FRAMEBUFFER,
m_current_framebuffer ? static_cast<OGLFramebuffer*>(m_current_framebuffer)->GetFBO() : 0);
}
} // namespace OGL

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// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "Common/CommonTypes.h"
class GLContext;
namespace OGL
{
enum GlslVersion
{
Glsl130,
Glsl140,
Glsl150,
Glsl330,
Glsl400, // and above
Glsl430,
GlslEs300, // GLES 3.0
GlslEs310, // GLES 3.1
GlslEs320, // GLES 3.2
};
enum class EsTexbufType
{
TexbufNone,
TexbufCore,
TexbufOes,
TexbufExt
};
enum class EsFbFetchType
{
FbFetchNone,
FbFetchExt,
FbFetchArm,
};
// ogl-only config, so not in VideoConfig.h
struct VideoConfig
{
bool bIsES;
bool bSupportsGLPinnedMemory;
bool bSupportsGLSync;
bool bSupportsGLBaseVertex;
bool bSupportsGLBufferStorage;
bool bSupportsMSAA;
GlslVersion eSupportedGLSLVersion;
bool bSupportViewportFloat;
bool bSupportsAEP;
bool bSupportsDebug;
bool bSupportsCopySubImage;
u8 SupportedESPointSize;
EsTexbufType SupportedESTextureBuffer;
bool bSupportsTextureStorage;
bool bSupports2DTextureStorageMultisample;
bool bSupports3DTextureStorageMultisample;
bool bSupportsConservativeDepth;
bool bSupportsImageLoadStore;
bool bSupportsAniso;
bool bSupportsBitfield;
bool bSupportsTextureSubImage;
EsFbFetchType SupportedFramebufferFetch;
bool bSupportsShaderThreadShuffleNV;
const char* gl_vendor;
const char* gl_renderer;
const char* gl_version;
s32 max_samples;
};
void InitDriverInfo();
bool PopulateConfig(GLContext* main_gl_context);
extern VideoConfig g_ogl_config;
} // namespace OGL

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// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoBackends/OGL/OGLGfx.h"
#include "Common/GL/GLContext.h"
#include "Common/GL/GLExtensions/GLExtensions.h"
#include "Common/Logging/LogManager.h"
#include "Core/Config/GraphicsSettings.h"
#include "VideoBackends/OGL/OGLConfig.h"
#include "VideoBackends/OGL/OGLPipeline.h"
#include "VideoBackends/OGL/OGLShader.h"
#include "VideoBackends/OGL/OGLTexture.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/SamplerCache.h"
#include "VideoCommon/AsyncShaderCompiler.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/Present.h"
#include "VideoCommon/VideoConfig.h"
#include <string_view>
namespace OGL
{
VideoConfig g_ogl_config;
static void APIENTRY ErrorCallback(GLenum source, GLenum type, GLuint id, GLenum severity,
GLsizei length, const char* message, const void* userParam)
{
const char* s_source;
const char* s_type;
// Performance - DualCore driver performance warning:
// DualCore application thread syncing with server thread
if (id == 0x200b0)
return;
switch (source)
{
case GL_DEBUG_SOURCE_API_ARB:
s_source = "API";
break;
case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB:
s_source = "Window System";
break;
case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB:
s_source = "Shader Compiler";
break;
case GL_DEBUG_SOURCE_THIRD_PARTY_ARB:
s_source = "Third Party";
break;
case GL_DEBUG_SOURCE_APPLICATION_ARB:
s_source = "Application";
break;
case GL_DEBUG_SOURCE_OTHER_ARB:
s_source = "Other";
break;
default:
s_source = "Unknown";
break;
}
switch (type)
{
case GL_DEBUG_TYPE_ERROR_ARB:
s_type = "Error";
break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
s_type = "Deprecated";
break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
s_type = "Undefined";
break;
case GL_DEBUG_TYPE_PORTABILITY_ARB:
s_type = "Portability";
break;
case GL_DEBUG_TYPE_PERFORMANCE_ARB:
s_type = "Performance";
break;
case GL_DEBUG_TYPE_OTHER_ARB:
s_type = "Other";
break;
default:
s_type = "Unknown";
break;
}
switch (severity)
{
case GL_DEBUG_SEVERITY_HIGH_ARB:
ERROR_LOG_FMT(HOST_GPU, "id: {:x}, source: {}, type: {} - {}", id, s_source, s_type, message);
break;
case GL_DEBUG_SEVERITY_MEDIUM_ARB:
WARN_LOG_FMT(HOST_GPU, "id: {:x}, source: {}, type: {} - {}", id, s_source, s_type, message);
break;
case GL_DEBUG_SEVERITY_LOW_ARB:
DEBUG_LOG_FMT(HOST_GPU, "id: {:x}, source: {}, type: {} - {}", id, s_source, s_type, message);
break;
case GL_DEBUG_SEVERITY_NOTIFICATION:
DEBUG_LOG_FMT(HOST_GPU, "id: {:x}, source: {}, type: {} - {}", id, s_source, s_type, message);
break;
default:
ERROR_LOG_FMT(HOST_GPU, "id: {:x}, source: {}, type: {} - {}", id, s_source, s_type, message);
break;
}
}
// Two small Fallbacks to avoid GL_ARB_ES2_compatibility
static void APIENTRY DepthRangef(GLfloat neardepth, GLfloat fardepth)
{
glDepthRange(neardepth, fardepth);
}
static void APIENTRY ClearDepthf(GLfloat depthval)
{
glClearDepth(depthval);
}
OGLGfx::OGLGfx(std::unique_ptr<GLContext> main_gl_context, float backbuffer_scale)
: m_main_gl_context(std::move(main_gl_context)),
m_current_rasterization_state(RenderState::GetInvalidRasterizationState()),
m_current_depth_state(RenderState::GetInvalidDepthState()),
m_current_blend_state(RenderState::GetInvalidBlendingState()),
m_backbuffer_scale(backbuffer_scale)
{
// Create the window framebuffer.
if (!m_main_gl_context->IsHeadless())
{
m_system_framebuffer = std::make_unique<OGLFramebuffer>(
nullptr, nullptr, AbstractTextureFormat::RGBA8, AbstractTextureFormat::Undefined,
std::max(m_main_gl_context->GetBackBufferWidth(), 1u),
std::max(m_main_gl_context->GetBackBufferHeight(), 1u), 1, 1, 0);
m_current_framebuffer = m_system_framebuffer.get();
}
if (m_main_gl_context->IsGLES())
{
// OpenGL 3 doesn't provide GLES like float functions for depth.
// They are in core in OpenGL 4.1, so almost every driver should support them.
// But for the oldest ones, we provide fallbacks to the old double functions.
if (!GLExtensions::Supports("GL_ARB_ES2_compatibility"))
{
glDepthRangef = DepthRangef;
glClearDepthf = ClearDepthf;
}
}
if (!PopulateConfig(m_main_gl_context.get()))
{
// Not all needed extensions are supported, so we have to stop here.
// Else some of the next calls might crash.
return;
}
InitDriverInfo();
// Setup Debug logging
if (g_ogl_config.bSupportsDebug)
{
if (GLExtensions::Supports("GL_KHR_debug"))
{
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, true);
glDebugMessageCallback(ErrorCallback, nullptr);
}
else
{
glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, true);
glDebugMessageCallbackARB(ErrorCallback, nullptr);
}
if (Common::Log::LogManager::GetInstance()->IsEnabled(Common::Log::LogType::HOST_GPU,
Common::Log::LogLevel::LERROR))
{
glEnable(GL_DEBUG_OUTPUT);
}
else
{
glDisable(GL_DEBUG_OUTPUT);
}
}
// Handle VSync on/off
if (!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_VSYNC))
m_main_gl_context->SwapInterval(g_ActiveConfig.bVSyncActive);
if (g_ActiveConfig.backend_info.bSupportsClipControl)
glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
{
glEnable(GL_CLIP_DISTANCE0);
glEnable(GL_CLIP_DISTANCE1);
glEnable(GL_DEPTH_CLAMP);
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
glGenFramebuffers(1, &m_shared_read_framebuffer);
glGenFramebuffers(1, &m_shared_draw_framebuffer);
if (g_ActiveConfig.backend_info.bSupportsPrimitiveRestart)
GLUtil::EnablePrimitiveRestart(m_main_gl_context.get());
UpdateActiveConfig();
}
OGLGfx::~OGLGfx()
{
glDeleteFramebuffers(1, &m_shared_draw_framebuffer);
glDeleteFramebuffers(1, &m_shared_read_framebuffer);
}
bool OGLGfx::IsHeadless() const
{
return m_main_gl_context->IsHeadless();
}
std::unique_ptr<AbstractTexture> OGLGfx::CreateTexture(const TextureConfig& config,
std::string_view name)
{
return std::make_unique<OGLTexture>(config, name);
}
std::unique_ptr<AbstractStagingTexture> OGLGfx::CreateStagingTexture(StagingTextureType type,
const TextureConfig& config)
{
return OGLStagingTexture::Create(type, config);
}
std::unique_ptr<AbstractFramebuffer> OGLGfx::CreateFramebuffer(AbstractTexture* color_attachment,
AbstractTexture* depth_attachment)
{
return OGLFramebuffer::Create(static_cast<OGLTexture*>(color_attachment),
static_cast<OGLTexture*>(depth_attachment));
}
std::unique_ptr<AbstractShader>
OGLGfx::CreateShaderFromSource(ShaderStage stage, std::string_view source, std::string_view name)
{
return OGLShader::CreateFromSource(stage, source, name);
}
std::unique_ptr<AbstractShader>
OGLGfx::CreateShaderFromBinary(ShaderStage stage, const void* data, size_t length,
[[maybe_unused]] std::string_view name)
{
return nullptr;
}
std::unique_ptr<AbstractPipeline> OGLGfx::CreatePipeline(const AbstractPipelineConfig& config,
const void* cache_data,
size_t cache_data_length)
{
return OGLPipeline::Create(config, cache_data, cache_data_length);
}
void OGLGfx::SetScissorRect(const MathUtil::Rectangle<int>& rc)
{
glScissor(rc.left, rc.top, rc.GetWidth(), rc.GetHeight());
}
void OGLGfx::SetViewport(float x, float y, float width, float height, float near_depth,
float far_depth)
{
if (g_ogl_config.bSupportViewportFloat)
{
glViewportIndexedf(0, x, y, width, height);
}
else
{
auto iceilf = [](float f) { return static_cast<GLint>(std::ceil(f)); };
glViewport(iceilf(x), iceilf(y), iceilf(width), iceilf(height));
}
glDepthRangef(near_depth, far_depth);
}
void OGLGfx::Draw(u32 base_vertex, u32 num_vertices)
{
glDrawArrays(static_cast<const OGLPipeline*>(m_current_pipeline)->GetGLPrimitive(), base_vertex,
num_vertices);
}
void OGLGfx::DrawIndexed(u32 base_index, u32 num_indices, u32 base_vertex)
{
if (g_ogl_config.bSupportsGLBaseVertex)
{
glDrawElementsBaseVertex(static_cast<const OGLPipeline*>(m_current_pipeline)->GetGLPrimitive(),
num_indices, GL_UNSIGNED_SHORT,
static_cast<u16*>(nullptr) + base_index, base_vertex);
}
else
{
glDrawElements(static_cast<const OGLPipeline*>(m_current_pipeline)->GetGLPrimitive(),
num_indices, GL_UNSIGNED_SHORT, static_cast<u16*>(nullptr) + base_index);
}
}
void OGLGfx::DispatchComputeShader(const AbstractShader* shader, u32 groupsize_x, u32 groupsize_y,
u32 groupsize_z, u32 groups_x, u32 groups_y, u32 groups_z)
{
glUseProgram(static_cast<const OGLShader*>(shader)->GetGLComputeProgramID());
glDispatchCompute(groups_x, groups_y, groups_z);
// We messed up the program binding, so restore it.
ProgramShaderCache::InvalidateLastProgram();
if (m_current_pipeline)
static_cast<const OGLPipeline*>(m_current_pipeline)->GetProgram()->shader.Bind();
// Barrier to texture can be used for reads.
if (m_bound_image_texture)
glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
}
void OGLGfx::SelectLeftBuffer()
{
glDrawBuffer(GL_BACK_LEFT);
}
void OGLGfx::SelectRightBuffer()
{
glDrawBuffer(GL_BACK_RIGHT);
}
void OGLGfx::SelectMainBuffer()
{
glDrawBuffer(GL_BACK);
}
void OGLGfx::SetFramebuffer(AbstractFramebuffer* framebuffer)
{
if (m_current_framebuffer == framebuffer)
return;
glBindFramebuffer(GL_FRAMEBUFFER, static_cast<OGLFramebuffer*>(framebuffer)->GetFBO());
m_current_framebuffer = framebuffer;
}
void OGLGfx::SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer)
{
// EXT_discard_framebuffer could be used here to save bandwidth on tilers.
SetFramebuffer(framebuffer);
}
void OGLGfx::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer, const ClearColor& color_value,
float depth_value)
{
SetFramebuffer(framebuffer);
glDisable(GL_SCISSOR_TEST);
GLbitfield clear_mask = 0;
if (framebuffer->HasColorBuffer())
{
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(color_value[0], color_value[1], color_value[2], color_value[3]);
clear_mask |= GL_COLOR_BUFFER_BIT;
}
if (framebuffer->HasDepthBuffer())
{
glDepthMask(GL_TRUE);
glClearDepthf(depth_value);
clear_mask |= GL_DEPTH_BUFFER_BIT;
}
glClear(clear_mask);
glEnable(GL_SCISSOR_TEST);
// Restore color/depth mask.
if (framebuffer->HasColorBuffer())
{
glColorMask(m_current_blend_state.colorupdate, m_current_blend_state.colorupdate,
m_current_blend_state.colorupdate, m_current_blend_state.alphaupdate);
}
if (framebuffer->HasDepthBuffer())
glDepthMask(m_current_depth_state.updateenable);
}
void OGLGfx::ClearRegion(const MathUtil::Rectangle<int>& rc,
const MathUtil::Rectangle<int>& target_rc, bool colorEnable,
bool alphaEnable, bool zEnable, u32 color, u32 z)
{
u32 clear_mask = 0;
if (colorEnable || alphaEnable)
{
glColorMask(colorEnable, colorEnable, colorEnable, alphaEnable);
glClearColor(float((color >> 16) & 0xFF) / 255.0f, float((color >> 8) & 0xFF) / 255.0f,
float((color >> 0) & 0xFF) / 255.0f, float((color >> 24) & 0xFF) / 255.0f);
clear_mask = GL_COLOR_BUFFER_BIT;
}
if (zEnable)
{
glDepthMask(zEnable ? GL_TRUE : GL_FALSE);
glClearDepthf(float(z & 0xFFFFFF) / 16777216.0f);
clear_mask |= GL_DEPTH_BUFFER_BIT;
}
// Update rect for clearing the picture
// glColorMask/glDepthMask/glScissor affect glClear (glViewport does not)
g_gfx->SetScissorRect(target_rc);
glClear(clear_mask);
// Restore color/depth mask.
if (colorEnable || alphaEnable)
{
glColorMask(m_current_blend_state.colorupdate, m_current_blend_state.colorupdate,
m_current_blend_state.colorupdate, m_current_blend_state.alphaupdate);
}
if (zEnable)
glDepthMask(m_current_depth_state.updateenable);
}
void OGLGfx::BindBackbuffer(const ClearColor& clear_color)
{
CheckForSurfaceChange();
CheckForSurfaceResize();
SetAndClearFramebuffer(m_system_framebuffer.get(), clear_color);
}
void OGLGfx::PresentBackbuffer()
{
if (g_ogl_config.bSupportsDebug)
{
if (Common::Log::LogManager::GetInstance()->IsEnabled(Common::Log::LogType::HOST_GPU,
Common::Log::LogLevel::LERROR))
{
glEnable(GL_DEBUG_OUTPUT);
}
else
{
glDisable(GL_DEBUG_OUTPUT);
}
}
// Swap the back and front buffers, presenting the image.
m_main_gl_context->Swap();
}
void OGLGfx::OnConfigChanged(u32 bits)
{
if (bits & CONFIG_CHANGE_BIT_VSYNC && !DriverDetails::HasBug(DriverDetails::BUG_BROKEN_VSYNC))
m_main_gl_context->SwapInterval(g_ActiveConfig.bVSyncActive);
if (bits & CONFIG_CHANGE_BIT_ANISOTROPY)
g_sampler_cache->Clear();
}
void OGLGfx::Flush()
{
// ensure all commands are sent to the GPU.
// Otherwise the driver could batch several frames together.
glFlush();
}
void OGLGfx::WaitForGPUIdle()
{
glFinish();
}
void OGLGfx::CheckForSurfaceChange()
{
if (!g_presenter->SurfaceChangedTestAndClear())
return;
m_main_gl_context->UpdateSurface(g_presenter->GetNewSurfaceHandle());
u32 width = m_main_gl_context->GetBackBufferWidth();
u32 height = m_main_gl_context->GetBackBufferHeight();
// With a surface change, the window likely has new dimensions.
g_presenter->SetBackbuffer(width, height);
m_system_framebuffer->UpdateDimensions(width, height);
}
void OGLGfx::CheckForSurfaceResize()
{
if (!g_presenter->SurfaceResizedTestAndClear())
return;
m_main_gl_context->Update();
u32 width = m_main_gl_context->GetBackBufferWidth();
u32 height = m_main_gl_context->GetBackBufferHeight();
g_presenter->SetBackbuffer(width, height);
m_system_framebuffer->UpdateDimensions(width, height);
}
void OGLGfx::BeginUtilityDrawing()
{
AbstractGfx::BeginUtilityDrawing();
if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
{
glDisable(GL_CLIP_DISTANCE0);
glDisable(GL_CLIP_DISTANCE1);
}
}
void OGLGfx::EndUtilityDrawing()
{
AbstractGfx::EndUtilityDrawing();
if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
{
glEnable(GL_CLIP_DISTANCE0);
glEnable(GL_CLIP_DISTANCE1);
}
}
void OGLGfx::ApplyRasterizationState(const RasterizationState state)
{
if (m_current_rasterization_state == state)
return;
// none, ccw, cw, ccw
if (state.cullmode != CullMode::None)
{
// TODO: GX_CULL_ALL not supported, yet!
glEnable(GL_CULL_FACE);
glFrontFace(state.cullmode == CullMode::Front ? GL_CCW : GL_CW);
}
else
{
glDisable(GL_CULL_FACE);
}
m_current_rasterization_state = state;
}
void OGLGfx::ApplyDepthState(const DepthState state)
{
if (m_current_depth_state == state)
return;
const GLenum glCmpFuncs[8] = {GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL,
GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS};
if (state.testenable)
{
glEnable(GL_DEPTH_TEST);
glDepthMask(state.updateenable ? GL_TRUE : GL_FALSE);
glDepthFunc(glCmpFuncs[u32(state.func.Value())]);
}
else
{
// if the test is disabled write is disabled too
// TODO: When PE performance metrics are being emulated via occlusion queries, we should
// (probably?) enable depth test with depth function ALWAYS here
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
}
m_current_depth_state = state;
}
void OGLGfx::ApplyBlendingState(const BlendingState state)
{
if (m_current_blend_state == state)
return;
bool useDualSource = state.usedualsrc;
const GLenum src_factors[8] = {GL_ZERO,
GL_ONE,
GL_DST_COLOR,
GL_ONE_MINUS_DST_COLOR,
useDualSource ? GL_SRC1_ALPHA : (GLenum)GL_SRC_ALPHA,
useDualSource ? GL_ONE_MINUS_SRC1_ALPHA :
(GLenum)GL_ONE_MINUS_SRC_ALPHA,
GL_DST_ALPHA,
GL_ONE_MINUS_DST_ALPHA};
const GLenum dst_factors[8] = {GL_ZERO,
GL_ONE,
GL_SRC_COLOR,
GL_ONE_MINUS_SRC_COLOR,
useDualSource ? GL_SRC1_ALPHA : (GLenum)GL_SRC_ALPHA,
useDualSource ? GL_ONE_MINUS_SRC1_ALPHA :
(GLenum)GL_ONE_MINUS_SRC_ALPHA,
GL_DST_ALPHA,
GL_ONE_MINUS_DST_ALPHA};
if (state.blendenable)
glEnable(GL_BLEND);
else
glDisable(GL_BLEND);
// Always call glBlendEquationSeparate and glBlendFuncSeparate, even when
// GL_BLEND is disabled, as a workaround for some bugs (possibly graphics
// driver issues?). See https://bugs.dolphin-emu.org/issues/10120 : "Sonic
// Adventure 2 Battle: graphics crash when loading first Dark level"
GLenum equation = state.subtract ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
GLenum equationAlpha = state.subtractAlpha ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
glBlendEquationSeparate(equation, equationAlpha);
glBlendFuncSeparate(src_factors[u32(state.srcfactor.Value())],
dst_factors[u32(state.dstfactor.Value())],
src_factors[u32(state.srcfactoralpha.Value())],
dst_factors[u32(state.dstfactoralpha.Value())]);
const GLenum logic_op_codes[16] = {
GL_CLEAR, GL_AND, GL_AND_REVERSE, GL_COPY, GL_AND_INVERTED, GL_NOOP,
GL_XOR, GL_OR, GL_NOR, GL_EQUIV, GL_INVERT, GL_OR_REVERSE,
GL_COPY_INVERTED, GL_OR_INVERTED, GL_NAND, GL_SET};
// Logic ops aren't available in GLES3
if (!IsGLES())
{
if (state.logicopenable)
{
glEnable(GL_COLOR_LOGIC_OP);
glLogicOp(logic_op_codes[u32(state.logicmode.Value())]);
}
else
{
glDisable(GL_COLOR_LOGIC_OP);
}
}
glColorMask(state.colorupdate, state.colorupdate, state.colorupdate, state.alphaupdate);
m_current_blend_state = state;
}
void OGLGfx::SetPipeline(const AbstractPipeline* pipeline)
{
if (m_current_pipeline == pipeline)
return;
if (pipeline)
{
ApplyRasterizationState(static_cast<const OGLPipeline*>(pipeline)->GetRasterizationState());
ApplyDepthState(static_cast<const OGLPipeline*>(pipeline)->GetDepthState());
ApplyBlendingState(static_cast<const OGLPipeline*>(pipeline)->GetBlendingState());
ProgramShaderCache::BindVertexFormat(
static_cast<const OGLPipeline*>(pipeline)->GetVertexFormat());
static_cast<const OGLPipeline*>(pipeline)->GetProgram()->shader.Bind();
}
else
{
ProgramShaderCache::InvalidateLastProgram();
glUseProgram(0);
}
m_current_pipeline = pipeline;
}
void OGLGfx::SetTexture(u32 index, const AbstractTexture* texture)
{
const OGLTexture* gl_texture = static_cast<const OGLTexture*>(texture);
if (m_bound_textures[index] == gl_texture)
return;
glActiveTexture(GL_TEXTURE0 + index);
if (gl_texture)
glBindTexture(gl_texture->GetGLTarget(), gl_texture->GetGLTextureId());
else
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
m_bound_textures[index] = gl_texture;
}
void OGLGfx::SetSamplerState(u32 index, const SamplerState& state)
{
g_sampler_cache->SetSamplerState(index, state);
}
void OGLGfx::SetComputeImageTexture(AbstractTexture* texture, bool read, bool write)
{
if (m_bound_image_texture == texture)
return;
if (texture)
{
const GLenum access = read ? (write ? GL_READ_WRITE : GL_READ_ONLY) : GL_WRITE_ONLY;
glBindImageTexture(0, static_cast<OGLTexture*>(texture)->GetGLTextureId(), 0, GL_TRUE, 0,
access, static_cast<OGLTexture*>(texture)->GetGLFormatForImageTexture());
}
else
{
glBindImageTexture(0, 0, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
}
m_bound_image_texture = texture;
}
void OGLGfx::UnbindTexture(const AbstractTexture* texture)
{
for (size_t i = 0; i < m_bound_textures.size(); i++)
{
if (m_bound_textures[i] != texture)
continue;
glActiveTexture(static_cast<GLenum>(GL_TEXTURE0 + i));
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
m_bound_textures[i] = nullptr;
}
if (m_bound_image_texture == texture)
{
glBindImageTexture(0, 0, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
m_bound_image_texture = nullptr;
}
}
std::unique_ptr<VideoCommon::AsyncShaderCompiler> OGLGfx::CreateAsyncShaderCompiler()
{
return std::make_unique<SharedContextAsyncShaderCompiler>();
}
bool OGLGfx::IsGLES() const
{
return m_main_gl_context->IsGLES();
}
void OGLGfx::BindSharedReadFramebuffer()
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_shared_read_framebuffer);
}
void OGLGfx::BindSharedDrawFramebuffer()
{
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_shared_draw_framebuffer);
}
void OGLGfx::RestoreFramebufferBinding()
{
glBindFramebuffer(
GL_FRAMEBUFFER,
m_current_framebuffer ? static_cast<OGLFramebuffer*>(m_current_framebuffer)->GetFBO() : 0);
}
SurfaceInfo OGLGfx::GetSurfaceInfo() const
{
return {std::max(m_main_gl_context->GetBackBufferWidth(), 1u),
std::max(m_main_gl_context->GetBackBufferHeight(), 1u), m_backbuffer_scale,
AbstractTextureFormat::RGBA8};
}
} // namespace OGL

View File

@ -1,99 +1,25 @@
// Copyright 2008 Dolphin Emulator Project
// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <string>
#include <string_view>
#include "VideoCommon/AbstractGfx.h"
#include "Common/GL/GLContext.h"
#include "Common/GL/GLExtensions/GLExtensions.h"
#include "VideoCommon/RenderBase.h"
class BoundingBox;
class GLContext;
namespace OGL
{
class OGLFramebuffer;
class OGLPipeline;
class OGLTexture;
enum GlslVersion
{
Glsl130,
Glsl140,
Glsl150,
Glsl330,
Glsl400, // and above
Glsl430,
GlslEs300, // GLES 3.0
GlslEs310, // GLES 3.1
GlslEs320, // GLES 3.2
};
enum class EsTexbufType
{
TexbufNone,
TexbufCore,
TexbufOes,
TexbufExt
};
enum class EsFbFetchType
{
FbFetchNone,
FbFetchExt,
FbFetchArm,
};
// ogl-only config, so not in VideoConfig.h
struct VideoConfig
{
bool bIsES;
bool bSupportsGLPinnedMemory;
bool bSupportsGLSync;
bool bSupportsGLBaseVertex;
bool bSupportsGLBufferStorage;
bool bSupportsMSAA;
GlslVersion eSupportedGLSLVersion;
bool bSupportViewportFloat;
bool bSupportsAEP;
bool bSupportsDebug;
bool bSupportsCopySubImage;
u8 SupportedESPointSize;
EsTexbufType SupportedESTextureBuffer;
bool bSupportsTextureStorage;
bool bSupports2DTextureStorageMultisample;
bool bSupports3DTextureStorageMultisample;
bool bSupportsConservativeDepth;
bool bSupportsImageLoadStore;
bool bSupportsAniso;
bool bSupportsBitfield;
bool bSupportsTextureSubImage;
EsFbFetchType SupportedFramebufferFetch;
bool bSupportsShaderThreadShuffleNV;
const char* gl_vendor;
const char* gl_renderer;
const char* gl_version;
s32 max_samples;
};
extern VideoConfig g_ogl_config;
class Renderer : public ::Renderer
class OGLGfx final : public AbstractGfx
{
public:
Renderer(std::unique_ptr<GLContext> main_gl_context, float backbuffer_scale);
~Renderer() override;
static Renderer* GetInstance() { return static_cast<Renderer*>(g_renderer.get()); }
OGLGfx(std::unique_ptr<GLContext> main_gl_context, float backbuffer_scale);
~OGLGfx();
bool IsHeadless() const override;
bool Initialize() override;
void Shutdown() override;
std::unique_ptr<AbstractTexture> CreateTexture(const TextureConfig& config,
std::string_view name) override;
std::unique_ptr<AbstractStagingTexture>
@ -116,6 +42,8 @@ public:
void SetAndDiscardFramebuffer(AbstractFramebuffer* framebuffer) override;
void SetAndClearFramebuffer(AbstractFramebuffer* framebuffer, const ClearColor& color_value = {},
float depth_value = 0.0f) override;
void ClearRegion(const MathUtil::Rectangle<int>& rc, const MathUtil::Rectangle<int>& target_rc,
bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z) override;
void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
void SetTexture(u32 index, const AbstractTexture* texture) override;
void SetSamplerState(u32 index, const SamplerState& state) override;
@ -137,34 +65,30 @@ public:
void WaitForGPUIdle() override;
void OnConfigChanged(u32 bits) override;
void ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
bool zEnable, u32 color, u32 z) override;
virtual void SelectLeftBuffer() override;
virtual void SelectRightBuffer() override;
virtual void SelectMainBuffer() override;
std::unique_ptr<VideoCommon::AsyncShaderCompiler> CreateAsyncShaderCompiler() override;
// Only call methods from this on the GPU thread.
GLContext* GetMainGLContext() const { return m_main_gl_context.get(); }
bool IsGLES() const { return m_main_gl_context->IsGLES(); }
bool IsGLES() const;
// Invalidates a cached texture binding. Required for texel buffers when they borrow the units.
void InvalidateTextureBinding(u32 index) { m_bound_textures[index] = nullptr; }
// The shared framebuffer exists for copying textures when extensions are not available. It is
// slower, but the only way to do these things otherwise.
GLuint GetSharedReadFramebuffer() const { return m_shared_read_framebuffer; }
GLuint GetSharedDrawFramebuffer() const { return m_shared_draw_framebuffer; }
u32 GetSharedReadFramebuffer() const { return m_shared_read_framebuffer; }
u32 GetSharedDrawFramebuffer() const { return m_shared_draw_framebuffer; }
void BindSharedReadFramebuffer();
void BindSharedDrawFramebuffer();
// Restores FBO binding after it's been changed.
void RestoreFramebufferBinding();
protected:
std::unique_ptr<BoundingBox> CreateBoundingBox() const override;
virtual void SelectLeftBuffer() override;
virtual void SelectRightBuffer() override;
virtual void SelectMainBuffer() override;
SurfaceInfo GetSurfaceInfo() const override;
private:
void CheckForSurfaceChange();
@ -181,7 +105,14 @@ private:
RasterizationState m_current_rasterization_state;
DepthState m_current_depth_state;
BlendingState m_current_blend_state;
GLuint m_shared_read_framebuffer = 0;
GLuint m_shared_draw_framebuffer = 0;
u32 m_shared_read_framebuffer = 0;
u32 m_shared_draw_framebuffer = 0;
float m_backbuffer_scale;
};
inline OGLGfx* GetOGLGfx()
{
return static_cast<OGLGfx*>(g_gfx.get());
}
} // namespace OGL

View File

@ -46,8 +46,10 @@ Make AA apply instantly during gameplay if possible
#include "Core/Config/GraphicsSettings.h"
#include "VideoBackends/OGL/OGLBoundingBox.h"
#include "VideoBackends/OGL/OGLConfig.h"
#include "VideoBackends/OGL/OGLGfx.h"
#include "VideoBackends/OGL/OGLPerfQuery.h"
#include "VideoBackends/OGL/OGLRender.h"
#include "VideoBackends/OGL/OGLVertexManager.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/SamplerCache.h"
@ -185,26 +187,16 @@ bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
if (!InitializeGLExtensions(main_gl_context.get()) || !FillBackendInfo())
return false;
InitializeShared();
g_renderer = std::make_unique<Renderer>(std::move(main_gl_context), wsi.render_surface_scale);
g_gfx = std::make_unique<OGLGfx>(std::move(main_gl_context), wsi.render_surface_scale);
ProgramShaderCache::Init();
g_vertex_manager = std::make_unique<VertexManager>();
g_shader_cache = std::make_unique<VideoCommon::ShaderCache>();
g_framebuffer_manager = std::make_unique<FramebufferManager>();
g_perf_query = GetPerfQuery();
g_texture_cache = std::make_unique<TextureCacheBase>();
g_sampler_cache = std::make_unique<SamplerCache>();
g_bounding_box = std::make_unique<OGLBoundingBox>();
if (!g_vertex_manager->Initialize() || !g_shader_cache->Initialize() ||
!g_renderer->Initialize() || !g_framebuffer_manager->Initialize() ||
!g_texture_cache->Initialize())
{
PanicAlertFmtT("Failed to initialize renderer classes");
Shutdown();
return false;
}
InitializeShared();
g_shader_cache->InitializeShaderCache();
return true;
}

View File

@ -6,7 +6,7 @@
#include "Common/GL/GLUtil.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/OGL/OGLRender.h"
#include "VideoBackends/OGL/OGLGfx.h"
#include "VideoBackends/OGL/OGLVertexManager.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
@ -19,7 +19,7 @@
namespace OGL
{
std::unique_ptr<NativeVertexFormat>
Renderer::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
OGLGfx::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
{
return std::make_unique<GLVertexFormat>(vtx_decl);
}

View File

@ -8,7 +8,8 @@
#include "Common/CommonTypes.h"
#include "Common/GL/GLExtensions/GLExtensions.h"
#include "VideoBackends/OGL/OGLRender.h"
#include "VideoBackends/OGL/OGLGfx.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
@ -16,7 +17,7 @@ namespace OGL
{
std::unique_ptr<PerfQueryBase> GetPerfQuery()
{
const bool is_gles = static_cast<Renderer*>(g_renderer.get())->IsGLES();
const bool is_gles = static_cast<OGLGfx*>(g_gfx.get())->IsGLES();
if (is_gles && GLExtensions::Supports("GL_NV_occlusion_query_samples"))
return std::make_unique<PerfQueryGLESNV>();
else if (is_gles)

View File

@ -5,7 +5,6 @@
#include "Common/Assert.h"
#include "VideoBackends/OGL/OGLRender.h"
#include "VideoBackends/OGL/OGLShader.h"
#include "VideoBackends/OGL/OGLVertexManager.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"

View File

@ -8,7 +8,7 @@
#include "Common/MathUtil.h"
#include "Common/MemoryUtil.h"
#include "VideoBackends/OGL/OGLRender.h"
#include "VideoBackends/OGL/OGLConfig.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/OnScreenDisplay.h"

View File

@ -7,6 +7,8 @@
#include "Common/CommonTypes.h"
#include "Common/MsgHandler.h"
#include "VideoBackends/OGL/OGLConfig.h"
#include "VideoBackends/OGL/OGLGfx.h"
#include "VideoBackends/OGL/SamplerCache.h"
#include "VideoCommon/VideoConfig.h"
@ -160,7 +162,7 @@ OGLTexture::OGLTexture(const TextureConfig& tex_config, std::string_view name)
OGLTexture::~OGLTexture()
{
Renderer::GetInstance()->UnbindTexture(this);
GetOGLGfx()->UnbindTexture(this);
glDeleteTextures(1, &m_texId);
}
@ -190,10 +192,10 @@ void OGLTexture::BlitFramebuffer(OGLTexture* srcentry, const MathUtil::Rectangle
const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
u32 dst_level)
{
Renderer::GetInstance()->BindSharedReadFramebuffer();
GetOGLGfx()->BindSharedReadFramebuffer();
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, srcentry->m_texId, src_level,
src_layer);
Renderer::GetInstance()->BindSharedDrawFramebuffer();
GetOGLGfx()->BindSharedDrawFramebuffer();
glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_texId, dst_level,
dst_layer);
@ -206,7 +208,7 @@ void OGLTexture::BlitFramebuffer(OGLTexture* srcentry, const MathUtil::Rectangle
// The default state for the scissor test is enabled. We don't need to do a full state
// restore, as the framebuffer and scissor test are the only things we changed.
glEnable(GL_SCISSOR_TEST);
Renderer::GetInstance()->RestoreFramebufferBinding();
GetOGLGfx()->RestoreFramebufferBinding();
}
void OGLTexture::ResolveFromTexture(const AbstractTexture* src,
@ -388,7 +390,7 @@ void OGLStagingTexture::CopyFromTexture(const AbstractTexture* src,
else
{
// Mutate the shared framebuffer.
Renderer::GetInstance()->BindSharedReadFramebuffer();
GetOGLGfx()->BindSharedReadFramebuffer();
if (AbstractTexture::IsDepthFormat(gltex->GetFormat()))
{
glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 0, 0, 0);
@ -404,7 +406,7 @@ void OGLStagingTexture::CopyFromTexture(const AbstractTexture* src,
glReadPixels(src_rect.left, src_rect.top, src_rect.GetWidth(), src_rect.GetHeight(),
GetGLFormatForTextureFormat(src->GetFormat()),
GetGLTypeForTextureFormat(src->GetFormat()), reinterpret_cast<void*>(dst_offset));
Renderer::GetInstance()->RestoreFramebufferBinding();
GetOGLGfx()->RestoreFramebufferBinding();
}
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
@ -597,7 +599,7 @@ std::unique_ptr<OGLFramebuffer> OGLFramebuffer::Create(OGLTexture* color_attachm
}
DEBUG_ASSERT(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
Renderer::GetInstance()->RestoreFramebufferBinding();
GetOGLGfx()->RestoreFramebufferBinding();
return std::make_unique<OGLFramebuffer>(color_attachment, depth_attachment, color_format,
depth_format, width, height, layers, samples, fbo);

View File

@ -12,8 +12,8 @@
#include "Common/CommonTypes.h"
#include "Common/GL/GLExtensions/GLExtensions.h"
#include "VideoBackends/OGL/OGLGfx.h"
#include "VideoBackends/OGL/OGLPipeline.h"
#include "VideoBackends/OGL/OGLRender.h"
#include "VideoBackends/OGL/OGLStreamBuffer.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
@ -116,7 +116,7 @@ bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBuff
// Bind the correct view to the texel buffer slot.
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_BUFFER, m_texel_buffer_views[static_cast<u32>(format)]);
Renderer::GetInstance()->InvalidateTextureBinding(0);
GetOGLGfx()->InvalidateTextureBinding(0);
return true;
}
@ -141,11 +141,11 @@ bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBuff
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_BUFFER, m_texel_buffer_views[static_cast<u32>(format)]);
Renderer::GetInstance()->InvalidateTextureBinding(0);
GetOGLGfx()->InvalidateTextureBinding(0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_BUFFER, m_texel_buffer_views[static_cast<u32>(palette_format)]);
Renderer::GetInstance()->InvalidateTextureBinding(1);
GetOGLGfx()->InvalidateTextureBinding(1);
return true;
}

View File

@ -22,7 +22,8 @@
#include "Core/ConfigManager.h"
#include "Core/System.h"
#include "VideoBackends/OGL/OGLRender.h"
#include "VideoBackends/OGL/OGLConfig.h"
#include "VideoBackends/OGL/OGLGfx.h"
#include "VideoBackends/OGL/OGLShader.h"
#include "VideoBackends/OGL/OGLStreamBuffer.h"
#include "VideoBackends/OGL/OGLVertexManager.h"
@ -863,8 +864,7 @@ u64 ProgramShaderCache::GenerateShaderID()
bool SharedContextAsyncShaderCompiler::WorkerThreadInitMainThread(void** param)
{
std::unique_ptr<GLContext> context =
static_cast<Renderer*>(g_renderer.get())->GetMainGLContext()->CreateSharedContext();
std::unique_ptr<GLContext> context = GetOGLGfx()->GetMainGLContext()->CreateSharedContext();
if (!context)
{
PanicAlertFmt("Failed to create shared context for shader compiling.");

View File

@ -6,7 +6,7 @@
#include <memory>
#include "Common/CommonTypes.h"
#include "VideoBackends/OGL/OGLRender.h"
#include "VideoBackends/OGL/OGLConfig.h"
#include "VideoCommon/VideoConfig.h"
namespace OGL

View File

@ -9,7 +9,7 @@
#include "Common/CommonTypes.h"
#include "Common/GL/GLUtil.h"
#include "VideoBackends/OGL/OGLRender.h"
#include "VideoCommon/RenderState.h"
namespace OGL
{

View File

@ -13,6 +13,8 @@
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VideoConfig.h"
std::unique_ptr<AbstractGfx> g_gfx;
bool AbstractGfx::IsHeadless() const
{
return true;

View File

@ -13,6 +13,8 @@
#include <algorithm>
std::unique_ptr<BoundingBox> g_bounding_box;
void BoundingBox::Enable(PixelShaderManager& pixel_shader_manager)
{
m_is_active = true;

View File

@ -39,8 +39,10 @@
#include "VideoBackends/Metal/VideoBackend.h"
#endif
#include "VideoCommon/AbstractGfx.h"
#include "VideoCommon/AsyncRequests.h"
#include "VideoCommon/BPStructs.h"
#include "VideoCommon/BoundingBox.h"
#include "VideoCommon/CPMemory.h"
#include "VideoCommon/CommandProcessor.h"
#include "VideoCommon/Fifo.h"
@ -324,9 +326,16 @@ void VideoBackendBase::InitializeShared()
// do not initialize again for the config window
m_initialized = true;
g_renderer = std::make_unique<Renderer>();
if (!g_renderer)
{
// Null and Software Backends supply their own Renderer
g_renderer = std::make_unique<Renderer>();
}
g_presenter = std::make_unique<VideoCommon::Presenter>();
g_frame_dumper = std::make_unique<FrameDumper>();
g_texture_cache = std::make_unique<TextureCacheBase>();
g_framebuffer_manager = std::make_unique<FramebufferManager>();
g_shader_cache = std::make_unique<VideoCommon::ShaderCache>();
auto& system = Core::System::GetInstance();
auto& command_processor = system.GetCommandProcessor();
@ -340,7 +349,9 @@ void VideoBackendBase::InitializeShared()
system.GetPixelShaderManager().Init();
TMEM::Init();
if (!g_renderer->Initialize() || !g_presenter->Initialize())
if (!g_vertex_manager->Initialize() || !g_renderer->Initialize() || !g_presenter->Initialize() ||
!g_shader_cache->Initialize() || !g_framebuffer_manager->Initialize() ||
!g_texture_cache->Initialize() || !g_bounding_box->Initialize())
{
PanicAlertFmtT("Failed to initialize renderer classes");
Shutdown();
@ -349,6 +360,8 @@ void VideoBackendBase::InitializeShared()
g_Config.VerifyValidity();
UpdateActiveConfig();
g_shader_cache->InitializeShaderCache();
}
void VideoBackendBase::ShutdownShared()
@ -363,12 +376,15 @@ void VideoBackendBase::ShutdownShared()
if (g_texture_cache)
g_texture_cache->Shutdown();
g_bounding_box.reset();
g_perf_query.reset();
g_texture_cache.reset();
g_framebuffer_manager.reset();
g_shader_cache.reset();
g_vertex_manager.reset();
g_renderer.reset();
g_presenter.reset();
g_gfx.reset();
m_initialized = false;