// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. // OpenGL Backend Documentation /* 1.1 Display settings Internal and fullscreen resolution: Since the only internal resolutions allowed are also fullscreen resolution allowed by the system there is only need for one resolution setting that applies to both the internal resolution and the fullscreen resolution. - Apparently no, someone else doesn't agree Todo: Make the internal resolution option apply instantly, currently only the native and 2x option applies instantly. To do this we need to be able to change the reinitialize FramebufferManager:Init() while a game is running. 1.2 Screenshots The screenshots should be taken from the internal representation of the picture regardless of what the current window size is. Since AA and wireframe is applied together with the picture resizing this rule is not currently applied to AA or wireframe pictures, they are instead taken from whatever the window size is. Todo: Render AA and wireframe to a separate picture used for the screenshot in addition to the one for display. 1.3 AA Make AA apply instantly during gameplay if possible */ #include #include #include #include "Common/Atomic.h" #include "Common/CommonPaths.h" #include "Common/FileSearch.h" #include "Common/Thread.h" #include "Common/GL/GLInterfaceBase.h" #include "Common/GL/GLUtil.h" #include "Common/Logging/LogManager.h" #include "Core/ConfigManager.h" #include "Core/Core.h" #include "Core/Host.h" #include "VideoBackends/OGL/BoundingBox.h" #include "VideoBackends/OGL/FramebufferManager.h" #include "VideoBackends/OGL/PerfQuery.h" #include "VideoBackends/OGL/PostProcessing.h" #include "VideoBackends/OGL/ProgramShaderCache.h" #include "VideoBackends/OGL/Render.h" #include "VideoBackends/OGL/SamplerCache.h" #include "VideoBackends/OGL/TextureCache.h" #include "VideoBackends/OGL/TextureConverter.h" #include "VideoBackends/OGL/VertexManager.h" #include "VideoBackends/OGL/VideoBackend.h" #include "VideoCommon/BPStructs.h" #include "VideoCommon/CommandProcessor.h" #include "VideoCommon/Fifo.h" #include "VideoCommon/GeometryShaderManager.h" #include "VideoCommon/ImageWrite.h" #include "VideoCommon/IndexGenerator.h" #include "VideoCommon/LookUpTables.h" #include "VideoCommon/MainBase.h" #include "VideoCommon/OnScreenDisplay.h" #include "VideoCommon/OpcodeDecoding.h" #include "VideoCommon/PixelEngine.h" #include "VideoCommon/PixelShaderManager.h" #include "VideoCommon/VertexLoaderManager.h" #include "VideoCommon/VertexShaderManager.h" #include "VideoCommon/VideoConfig.h" #include "VideoCommon/VideoState.h" namespace OGL { // Draw messages on top of the screen unsigned int VideoBackend::PeekMessages() { return GLInterface->PeekMessages(); } std::string VideoBackend::GetName() const { return "OGL"; } std::string VideoBackend::GetDisplayName() const { if (GLInterface != nullptr && GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGLES3) return "OpenGLES"; else return "OpenGL"; } std::string VideoBackend::GetConfigName() const { return "gfx_opengl"; } static std::vector GetShaders(const std::string &sub_dir = "") { std::vector paths = DoFileSearch({".glsl"}, { File::GetUserPath(D_SHADERS_IDX) + sub_dir, File::GetSysDirectory() + SHADERS_DIR DIR_SEP + sub_dir }); std::vector result; for (std::string path : paths) { std::string name; SplitPath(path, nullptr, &name, nullptr); result.push_back(name); } return result; } static void InitBackendInfo() { g_Config.backend_info.APIType = API_OPENGL; g_Config.backend_info.bSupportsExclusiveFullscreen = false; g_Config.backend_info.bSupportsOversizedViewports = true; g_Config.backend_info.bSupportsGeometryShaders = true; g_Config.backend_info.bSupports3DVision = false; g_Config.backend_info.bSupportsPostProcessing = true; g_Config.backend_info.bSupportsSSAA = true; g_Config.backend_info.Adapters.clear(); // aamodes - 1 is to stay consistent with D3D (means no AA) g_Config.backend_info.AAModes = { 1, 2, 4, 8 }; // pp shaders g_Config.backend_info.PPShaders = GetShaders(""); g_Config.backend_info.AnaglyphShaders = GetShaders(ANAGLYPH_DIR DIR_SEP); } void VideoBackend::ShowConfig(void *_hParent) { if (!s_BackendInitialized) InitBackendInfo(); Host_ShowVideoConfig(_hParent, GetDisplayName(), GetConfigName()); } bool VideoBackend::Initialize(void *window_handle) { InitializeShared(); InitBackendInfo(); frameCount = 0; g_Config.Load(File::GetUserPath(D_CONFIG_IDX) + GetConfigName() + ".ini"); g_Config.GameIniLoad(); g_Config.UpdateProjectionHack(); g_Config.VerifyValidity(); UpdateActiveConfig(); InitInterface(); GLInterface->SetMode(GLInterfaceMode::MODE_DETECT); if (!GLInterface->Create(window_handle)) return false; // Do our OSD callbacks OSD::DoCallbacks(OSD::OSD_INIT); s_BackendInitialized = true; return true; } // This is called after Initialize() from the Core // Run from the graphics thread void VideoBackend::Video_Prepare() { GLInterface->MakeCurrent(); g_renderer = std::make_unique(); CommandProcessor::Init(); PixelEngine::Init(); BPInit(); g_vertex_manager = std::make_unique(); g_perf_query = GetPerfQuery(); Fifo_Init(); // must be done before OpcodeDecoder_Init() OpcodeDecoder_Init(); IndexGenerator::Init(); VertexShaderManager::Init(); PixelShaderManager::Init(); GeometryShaderManager::Init(); ProgramShaderCache::Init(); g_texture_cache = std::make_unique(); g_sampler_cache = std::make_unique(); Renderer::Init(); VertexLoaderManager::Init(); TextureConverter::Init(); BoundingBox::Init(); // Notify the core that the video backend is ready Host_Message(WM_USER_CREATE); } void VideoBackend::Shutdown() { s_BackendInitialized = false; // Do our OSD callbacks OSD::DoCallbacks(OSD::OSD_SHUTDOWN); GLInterface->Shutdown(); GLInterface.reset(); } void VideoBackend::Video_Cleanup() { if (!g_renderer) return; Fifo_Shutdown(); // The following calls are NOT Thread Safe // And need to be called from the video thread Renderer::Shutdown(); BoundingBox::Shutdown(); TextureConverter::Shutdown(); VertexLoaderManager::Shutdown(); g_sampler_cache.reset(); g_texture_cache.reset(); ProgramShaderCache::Shutdown(); VertexShaderManager::Shutdown(); PixelShaderManager::Shutdown(); GeometryShaderManager::Shutdown(); g_perf_query.reset(); g_vertex_manager.reset(); OpcodeDecoder_Shutdown(); g_renderer.reset(); GLInterface->ClearCurrent(); } }