// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/OGL/OGLRender.h" #include #include #include #include #include #include #include "Common/CommonTypes.h" #include "Common/GL/GLContext.h" #include "Common/GL/GLUtil.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/RenderState.h" #include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoConfig.h" 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() { const std::string_view svendor(g_ogl_config.gl_vendor); const std::string_view srenderer(g_ogl_config.gl_renderer); const std::string_view sversion(g_ogl_config.gl_version); DriverDetails::Vendor vendor = DriverDetails::VENDOR_UNKNOWN; DriverDetails::Driver driver = DriverDetails::DRIVER_UNKNOWN; DriverDetails::Family family = DriverDetails::Family::UNKNOWN; double version = 0.0; // Get the vendor first if (svendor == "NVIDIA Corporation") { if (srenderer != "NVIDIA Tegra") { vendor = DriverDetails::VENDOR_NVIDIA; } else { vendor = DriverDetails::VENDOR_TEGRA; } } else if (svendor == "ATI Technologies Inc." || svendor == "Advanced Micro Devices, Inc.") { vendor = DriverDetails::VENDOR_ATI; } else if (sversion.find("Mesa") != std::string::npos) { vendor = DriverDetails::VENDOR_MESA; } else if (svendor.find("Intel") != std::string::npos) { vendor = DriverDetails::VENDOR_INTEL; } else if (svendor == "ARM") { vendor = DriverDetails::VENDOR_ARM; } else if (svendor == "http://limadriver.org/") { vendor = DriverDetails::VENDOR_ARM; driver = DriverDetails::DRIVER_LIMA; } else if (svendor == "Qualcomm") { vendor = DriverDetails::VENDOR_QUALCOMM; } else if (svendor == "Imagination Technologies") { vendor = DriverDetails::VENDOR_IMGTEC; } else if (svendor == "Vivante Corporation") { vendor = DriverDetails::VENDOR_VIVANTE; } // Get device family and driver version...if we care about it switch (vendor) { case DriverDetails::VENDOR_QUALCOMM: { driver = DriverDetails::DRIVER_QUALCOMM; double glVersion; sscanf(g_ogl_config.gl_version, "OpenGL ES %lg V@%lg", &glVersion, &version); } break; case DriverDetails::VENDOR_ARM: // Currently the Mali-T line has two families in it. // Mali-T6xx and Mali-T7xx // These two families are similar enough that they share bugs in their drivers. // // Mali drivers provide no way to explicitly find out what video driver is running. // This is similar to how we can't find the Nvidia driver version in Windows. // Good thing is that ARM introduces a new video driver about once every two years so we can // find the driver version by the features it exposes. // r2p0 - No OpenGL ES 3.0 support (We don't support this) // r3p0 - OpenGL ES 3.0 support // r4p0 - Supports 'GL_EXT_shader_pixel_local_storage' extension. driver = DriverDetails::DRIVER_ARM; if (GLExtensions::Supports("GL_EXT_shader_pixel_local_storage")) version = 400; else version = 300; break; case DriverDetails::VENDOR_MESA: { if (svendor == "nouveau") { driver = DriverDetails::DRIVER_NOUVEAU; } else if (svendor == "Intel Open Source Technology Center") { driver = DriverDetails::DRIVER_I965; if (srenderer.find("Sandybridge") != std::string::npos) family = DriverDetails::Family::INTEL_SANDY; else if (srenderer.find("Ivybridge") != std::string::npos) family = DriverDetails::Family::INTEL_IVY; } else if (srenderer.find("AMD") != std::string::npos || srenderer.find("ATI") != std::string::npos) { driver = DriverDetails::DRIVER_R600; } int major = 0; int minor = 0; int release = 0; sscanf(g_ogl_config.gl_version, "%*s (Core Profile) Mesa %d.%d.%d", &major, &minor, &release); version = 100 * major + 10 * minor + release; } break; case DriverDetails::VENDOR_INTEL: // Happens in OS X/Windows { u32 market_name; sscanf(g_ogl_config.gl_renderer, "Intel HD Graphics %d", &market_name); switch (market_name) { case 2000: case 3000: family = DriverDetails::Family::INTEL_SANDY; break; case 2500: case 4000: family = DriverDetails::Family::INTEL_IVY; break; default: family = DriverDetails::Family::UNKNOWN; break; }; #ifdef _WIN32 int glmajor = 0; int glminor = 0; int major = 0; int minor = 0; int release = 0; int revision = 0; // Example version string: '4.3.0 - Build 10.18.10.3907' sscanf(g_ogl_config.gl_version, "%d.%d.0 - Build %d.%d.%d.%d", &glmajor, &glminor, &major, &minor, &release, &revision); version = 100000000 * major + 1000000 * minor + 10000 * release + revision; version /= 10000; #endif } break; case DriverDetails::VENDOR_NVIDIA: { int glmajor = 0; int glminor = 0; int glrelease = 0; int major = 0; int minor = 0; // TODO: this is known to be broken on Windows // Nvidia seems to have removed their driver version from this string, so we can't get it. // hopefully we'll never have to workaround Nvidia bugs sscanf(g_ogl_config.gl_version, "%d.%d.%d NVIDIA %d.%d", &glmajor, &glminor, &glrelease, &major, &minor); version = 100 * major + minor; } break; case DriverDetails::VENDOR_IMGTEC: { // Example version string: // "OpenGL ES 3.2 build 1.9@4850625" // Ends up as "109.4850625" - "1.9" being the branch, "4850625" being the build's change ID // The change ID only makes sense to compare within a branch driver = DriverDetails::DRIVER_IMGTEC; double gl_version; int major, minor, change; constexpr double change_scale = 10000000; sscanf(g_ogl_config.gl_version, "OpenGL ES %lg build %d.%d@%d", &gl_version, &major, &minor, &change); version = 100 * major + minor; if (change >= change_scale) { ERROR_LOG_FMT(VIDEO, "Version changeID overflow - change:{} scale:{}", change, change_scale); } else { version += static_cast(change) / change_scale; } } break; // We don't care about these default: break; } DriverDetails::Init(DriverDetails::API_OPENGL, vendor, driver, version, family); } // Init functions Renderer::Renderer(std::unique_ptr main_gl_context, float backbuffer_scale) : ::Renderer(static_cast(std::max(main_gl_context->GetBackBufferWidth(), 1u)), static_cast(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()) { // Create the window framebuffer. if (!m_main_gl_context->IsHeadless()) { m_system_framebuffer = std::make_unique( 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; 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); InitDriverInfo(); if (!m_main_gl_context->IsGLES()) { if (!GLExtensions::Supports("GL_ARB_framebuffer_object")) { // We want the ogl3 framebuffer instead of the ogl2 one for better blitting support. // It's also compatible with the gles3 one. PanicAlertFmtT("GPU: ERROR: Need GL_ARB_framebuffer_object for multiple render targets.\n" "GPU: Does your video card support OpenGL 3.0?"); bSuccess = false; } if (!GLExtensions::Supports("GL_ARB_vertex_array_object")) { // This extension is used to replace lots of pointer setting function. // Also gles3 requires to use it. PanicAlertFmtT("GPU: OGL ERROR: Need GL_ARB_vertex_array_object.\n" "GPU: Does your video card support OpenGL 3.0?"); bSuccess = false; } if (!GLExtensions::Supports("GL_ARB_map_buffer_range")) { // ogl3 buffer mapping for better streaming support. // The ogl2 one also isn't in gles3. PanicAlertFmtT("GPU: OGL ERROR: Need GL_ARB_map_buffer_range.\n" "GPU: Does your video card support OpenGL 3.0?"); bSuccess = false; } if (!GLExtensions::Supports("GL_ARB_uniform_buffer_object")) { // ubo allow us to keep the current constants on shader switches // we also can stream them much nicer and pack into it whatever we want to PanicAlertFmtT("GPU: OGL ERROR: Need GL_ARB_uniform_buffer_object.\n" "GPU: Does your video card support OpenGL 3.1?"); bSuccess = false; } else if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_UBO)) { PanicAlertFmtT( "Buggy GPU driver detected.\n" "Please either install the closed-source GPU driver or update your Mesa 3D version."); bSuccess = false; } if (!GLExtensions::Supports("GL_ARB_sampler_objects")) { // Our sampler cache uses this extension. It could easyly be workaround and it's by far the // highest requirement, but it seems that no driver lacks support for it. PanicAlertFmtT("GPU: OGL ERROR: Need GL_ARB_sampler_objects.\n" "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. g_Config.backend_info.AdapterName = g_ogl_config.gl_renderer; g_Config.backend_info.bSupportsDualSourceBlend = (GLExtensions::Supports("GL_ARB_blend_func_extended") || GLExtensions::Supports("GL_EXT_blend_func_extended")); g_Config.backend_info.bSupportsPrimitiveRestart = !DriverDetails::HasBug(DriverDetails::BUG_PRIMITIVE_RESTART) && ((GLExtensions::Version() >= 310) || GLExtensions::Supports("GL_NV_primitive_restart")); g_Config.backend_info.bSupportsFragmentStoresAndAtomics = GLExtensions::Supports("GL_ARB_shader_storage_buffer_object"); g_Config.backend_info.bSupportsGSInstancing = GLExtensions::Supports("GL_ARB_gpu_shader5"); g_Config.backend_info.bSupportsSSAA = GLExtensions::Supports("GL_ARB_gpu_shader5") && GLExtensions::Supports("GL_ARB_sample_shading"); g_Config.backend_info.bSupportsGeometryShaders = GLExtensions::Version() >= 320 && !DriverDetails::HasBug(DriverDetails::BUG_BROKEN_GEOMETRY_SHADERS); g_Config.backend_info.bSupportsPaletteConversion = GLExtensions::Supports("GL_ARB_texture_buffer_object") || GLExtensions::Supports("GL_OES_texture_buffer") || GLExtensions::Supports("GL_EXT_texture_buffer"); g_Config.backend_info.bSupportsClipControl = GLExtensions::Supports("GL_ARB_clip_control"); g_ogl_config.bSupportsCopySubImage = (GLExtensions::Supports("GL_ARB_copy_image") || GLExtensions::Supports("GL_NV_copy_image") || GLExtensions::Supports("GL_EXT_copy_image") || GLExtensions::Supports("GL_OES_copy_image")) && !DriverDetails::HasBug(DriverDetails::BUG_BROKEN_COPYIMAGE); g_ogl_config.bSupportsTextureSubImage = GLExtensions::Supports("ARB_get_texture_sub_image"); // Desktop OpenGL supports the binding layout if it supports 420pack // OpenGL ES 3.1 supports it implicitly without an extension g_Config.backend_info.bSupportsBindingLayout = GLExtensions::Supports("GL_ARB_shading_language_420pack"); // Clip distance support is useless without a method to clamp the depth range g_Config.backend_info.bSupportsDepthClamp = GLExtensions::Supports("GL_ARB_depth_clamp"); // Desktop OpenGL supports bitfield manulipation and dynamic sampler indexing if it supports // shader5. OpenGL ES 3.1 supports it implicitly without an extension g_Config.backend_info.bSupportsBitfield = GLExtensions::Supports("GL_ARB_gpu_shader5"); g_Config.backend_info.bSupportsDynamicSamplerIndexing = GLExtensions::Supports("GL_ARB_gpu_shader5"); g_ogl_config.bIsES = m_main_gl_context->IsGLES(); supports_glsl_cache = GLExtensions::Supports("GL_ARB_get_program_binary"); g_ogl_config.bSupportsGLPinnedMemory = GLExtensions::Supports("GL_AMD_pinned_memory"); g_ogl_config.bSupportsGLSync = GLExtensions::Supports("GL_ARB_sync"); g_ogl_config.bSupportsGLBaseVertex = GLExtensions::Supports("GL_ARB_draw_elements_base_vertex") || GLExtensions::Supports("GL_EXT_draw_elements_base_vertex") || GLExtensions::Supports("GL_OES_draw_elements_base_vertex"); g_ogl_config.bSupportsGLBufferStorage = GLExtensions::Supports("GL_ARB_buffer_storage") || GLExtensions::Supports("GL_EXT_buffer_storage"); g_ogl_config.bSupportsMSAA = GLExtensions::Supports("GL_ARB_texture_multisample"); g_ogl_config.bSupportViewportFloat = GLExtensions::Supports("GL_ARB_viewport_array"); g_ogl_config.bSupportsDebug = GLExtensions::Supports("GL_KHR_debug") || GLExtensions::Supports("GL_ARB_debug_output"); g_ogl_config.bSupportsTextureStorage = GLExtensions::Supports("GL_ARB_texture_storage"); g_ogl_config.bSupports3DTextureStorageMultisample = GLExtensions::Supports("GL_ARB_texture_storage_multisample") || GLExtensions::Supports("GL_OES_texture_storage_multisample_2d_array"); g_ogl_config.bSupports2DTextureStorageMultisample = GLExtensions::Supports("GL_ARB_texture_storage_multisample"); g_ogl_config.bSupportsImageLoadStore = GLExtensions::Supports("GL_ARB_shader_image_load_store"); g_ogl_config.bSupportsConservativeDepth = GLExtensions::Supports("GL_ARB_conservative_depth"); g_ogl_config.bSupportsAniso = GLExtensions::Supports("GL_EXT_texture_filter_anisotropic"); g_Config.backend_info.bSupportsComputeShaders = GLExtensions::Supports("GL_ARB_compute_shader"); g_Config.backend_info.bSupportsST3CTextures = GLExtensions::Supports("GL_EXT_texture_compression_s3tc"); g_Config.backend_info.bSupportsBPTCTextures = GLExtensions::Supports("GL_ARB_texture_compression_bptc"); if (m_main_gl_context->IsGLES()) { g_ogl_config.SupportedESPointSize = GLExtensions::Supports("GL_OES_geometry_point_size") ? 1 : GLExtensions::Supports("GL_EXT_geometry_point_size") ? 2 : 0; g_ogl_config.SupportedESTextureBuffer = GLExtensions::Supports("VERSION_GLES_3_2") ? EsTexbufType::TexbufCore : GLExtensions::Supports("GL_OES_texture_buffer") ? EsTexbufType::TexbufOes : GLExtensions::Supports("GL_EXT_texture_buffer") ? EsTexbufType::TexbufExt : EsTexbufType::TexbufNone; supports_glsl_cache = true; g_ogl_config.bSupportsGLSync = true; // TODO: Implement support for GL_EXT_clip_cull_distance when there is an extension for // depth clamping. g_Config.backend_info.bSupportsDepthClamp = false; // GLES does not support logic op. g_Config.backend_info.bSupportsLogicOp = false; // glReadPixels() can't be used with non-color formats. But, if we support // ARB_get_texture_sub_image (unlikely, except maybe on NVIDIA), we can use that instead. g_Config.backend_info.bSupportsDepthReadback = g_ogl_config.bSupportsTextureSubImage; if (GLExtensions::Supports("GL_EXT_shader_framebuffer_fetch")) { g_ogl_config.SupportedFramebufferFetch = EsFbFetchType::FbFetchExt; } else if (GLExtensions::Supports("GL_ARM_shader_framebuffer_fetch")) { g_ogl_config.SupportedFramebufferFetch = EsFbFetchType::FbFetchArm; } else { g_ogl_config.SupportedFramebufferFetch = EsFbFetchType::FbFetchNone; } g_Config.backend_info.bSupportsFramebufferFetch = g_ogl_config.SupportedFramebufferFetch != EsFbFetchType::FbFetchNone; if (GLExtensions::Version() == 300) { g_ogl_config.eSupportedGLSLVersion = GlslEs300; g_ogl_config.bSupportsAEP = false; g_ogl_config.bSupportsTextureStorage = true; g_Config.backend_info.bSupportsGeometryShaders = false; } else if (GLExtensions::Version() == 310) { g_ogl_config.eSupportedGLSLVersion = GlslEs310; g_ogl_config.bSupportsAEP = GLExtensions::Supports("GL_ANDROID_extension_pack_es31a"); g_Config.backend_info.bSupportsBindingLayout = true; g_ogl_config.bSupportsImageLoadStore = true; g_Config.backend_info.bSupportsGeometryShaders = g_ogl_config.bSupportsAEP; g_Config.backend_info.bSupportsComputeShaders = true; g_Config.backend_info.bSupportsGSInstancing = g_Config.backend_info.bSupportsGeometryShaders && g_ogl_config.SupportedESPointSize > 0; g_Config.backend_info.bSupportsSSAA = g_ogl_config.bSupportsAEP; g_Config.backend_info.bSupportsFragmentStoresAndAtomics = true; g_ogl_config.bSupportsMSAA = true; g_ogl_config.bSupportsTextureStorage = true; g_ogl_config.bSupports2DTextureStorageMultisample = true; g_Config.backend_info.bSupportsBitfield = true; g_Config.backend_info.bSupportsDynamicSamplerIndexing = g_ogl_config.bSupportsAEP; if (g_ActiveConfig.stereo_mode != StereoMode::Off && g_ActiveConfig.iMultisamples > 1 && !g_ogl_config.bSupports3DTextureStorageMultisample) { // GLES 3.1 can't support stereo rendering and MSAA OSD::AddMessage("MSAA Stereo rendering isn't supported by your GPU.", 10000); Config::SetCurrent(Config::GFX_MSAA, UINT32_C(1)); } } else { g_ogl_config.eSupportedGLSLVersion = GlslEs320; g_ogl_config.bSupportsAEP = GLExtensions::Supports("GL_ANDROID_extension_pack_es31a"); g_Config.backend_info.bSupportsBindingLayout = true; g_ogl_config.bSupportsImageLoadStore = true; g_Config.backend_info.bSupportsGeometryShaders = true; g_Config.backend_info.bSupportsComputeShaders = true; g_Config.backend_info.bSupportsGSInstancing = g_ogl_config.SupportedESPointSize > 0; g_Config.backend_info.bSupportsPaletteConversion = true; g_Config.backend_info.bSupportsSSAA = true; g_Config.backend_info.bSupportsFragmentStoresAndAtomics = true; g_ogl_config.bSupportsCopySubImage = true; g_ogl_config.bSupportsGLBaseVertex = true; g_ogl_config.bSupportsDebug = true; g_ogl_config.bSupportsMSAA = true; g_ogl_config.bSupportsTextureStorage = true; g_ogl_config.bSupports2DTextureStorageMultisample = true; g_ogl_config.bSupports3DTextureStorageMultisample = true; g_Config.backend_info.bSupportsBitfield = true; g_Config.backend_info.bSupportsDynamicSamplerIndexing = true; } } else { if (GLExtensions::Version() < 300) { PanicAlertFmtT("GPU: OGL ERROR: Need at least GLSL 1.30\n" "GPU: Does your video card support OpenGL 3.0?\n" "GPU: Your driver supports GLSL {0}", reinterpret_cast(glGetString(GL_SHADING_LANGUAGE_VERSION))); bSuccess = false; } else if (GLExtensions::Version() == 300) { g_ogl_config.eSupportedGLSLVersion = Glsl130; g_ogl_config.bSupportsImageLoadStore = false; // layout keyword is only supported on glsl150+ g_ogl_config.bSupportsConservativeDepth = false; // layout keyword is only supported on glsl150+ g_Config.backend_info.bSupportsGeometryShaders = false; // geometry shaders are only supported on glsl150+ } else if (GLExtensions::Version() == 310) { g_ogl_config.eSupportedGLSLVersion = Glsl140; g_ogl_config.bSupportsImageLoadStore = false; // layout keyword is only supported on glsl150+ g_ogl_config.bSupportsConservativeDepth = false; // layout keyword is only supported on glsl150+ g_Config.backend_info.bSupportsGeometryShaders = false; // geometry shaders are only supported on glsl150+ } else if (GLExtensions::Version() == 320) { g_ogl_config.eSupportedGLSLVersion = Glsl150; } else if (GLExtensions::Version() == 330) { g_ogl_config.eSupportedGLSLVersion = Glsl330; } else if (GLExtensions::Version() >= 430) { // TODO: We should really parse the GL_SHADING_LANGUAGE_VERSION token. g_ogl_config.eSupportedGLSLVersion = Glsl430; g_ogl_config.bSupportsTextureStorage = true; g_ogl_config.bSupportsImageLoadStore = true; g_Config.backend_info.bSupportsSSAA = true; // Compute shaders are core in GL4.3. g_Config.backend_info.bSupportsComputeShaders = true; if (GLExtensions::Version() >= 450) g_ogl_config.bSupportsTextureSubImage = true; } else { g_ogl_config.eSupportedGLSLVersion = Glsl400; g_Config.backend_info.bSupportsSSAA = true; if (GLExtensions::Version() == 420) { // Texture storage and shader image load/store are core in GL4.2. g_ogl_config.bSupportsTextureStorage = true; g_ogl_config.bSupportsImageLoadStore = true; } } // Desktop OpenGL can't have the Android Extension Pack g_ogl_config.bSupportsAEP = false; // Desktop GL requires GL_PROGRAM_POINT_SIZE set to use gl_PointSize in shaders. // It is implicitly enabled in GLES. glEnable(GL_PROGRAM_POINT_SIZE); } g_Config.backend_info.bSupportsBBox = g_Config.backend_info.bSupportsFragmentStoresAndAtomics; // Either method can do early-z tests. See PixelShaderGen for details. g_Config.backend_info.bSupportsEarlyZ = g_ogl_config.bSupportsImageLoadStore || g_ogl_config.bSupportsConservativeDepth; glGetIntegerv(GL_MAX_SAMPLES, &g_ogl_config.max_samples); if (g_ogl_config.max_samples < 1 || !g_ogl_config.bSupportsMSAA) g_ogl_config.max_samples = 1; g_ogl_config.bSupportsShaderThreadShuffleNV = GLExtensions::Supports("GL_NV_shader_thread_shuffle"); // We require texel buffers, image load store, and compute shaders to enable GPU texture decoding. // If the driver doesn't expose the extensions, but supports GL4.3/GLES3.1, it will still be // enabled in the version check below. g_Config.backend_info.bSupportsGPUTextureDecoding = g_Config.backend_info.bSupportsPaletteConversion && g_Config.backend_info.bSupportsComputeShaders && g_ogl_config.bSupportsImageLoadStore; // Background compiling is supported only when shared contexts aren't broken. g_Config.backend_info.bSupportsBackgroundCompiling = !DriverDetails::HasBug(DriverDetails::BUG_SHARED_CONTEXT_SHADER_COMPILATION); // Program binaries are supported on GL4.1+, ARB_get_program_binary, or ES3. if (supports_glsl_cache) { // We need to check the number of formats supported. If zero, don't bother getting the binaries. GLint num_formats = 0; glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &num_formats); supports_glsl_cache = num_formats > 0; } 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::HOST_GPU, Common::Log::LERROR)) { glEnable(GL_DEBUG_OUTPUT); } else { glDisable(GL_DEBUG_OUTPUT); } } int samples; glGetIntegerv(GL_SAMPLES, &samples); if (samples > 1) { // MSAA on default framebuffer isn't working because of glBlitFramebuffer. // It also isn't useful as we don't render anything to the default framebuffer. // We also try to get a non-msaa fb, so this only happens when forced by the driver. PanicAlertFmtT( "The graphics driver is forcibly enabling anti-aliasing for Dolphin. You need to " "turn this off in the graphics driver's settings in order for Dolphin to work.\n\n" "(MSAA with {0} samples found on default framebuffer)", samples); bSuccess = false; } if (!bSuccess) { // Not all needed extensions are supported, so we have to stop here. // Else some of the next calls might crash. return; } g_Config.VerifyValidity(); UpdateActiveConfig(); OSD::AddMessage(fmt::format("Video Info: {}, {}, {}", g_ogl_config.gl_vendor, g_ogl_config.gl_renderer, g_ogl_config.gl_version), 5000); if (!g_ogl_config.bSupportsGLBufferStorage && !g_ogl_config.bSupportsGLPinnedMemory) { OSD::AddMessage(fmt::format("Your OpenGL driver does not support {}_buffer_storage.", m_main_gl_context->IsGLES() ? "EXT" : "ARB"), 60000); OSD::AddMessage("This device's performance will be terrible.", 60000); OSD::AddMessage("Please ask your device vendor for an updated OpenGL driver.", 60000); } WARN_LOG_FMT(VIDEO, "Missing OGL Extensions: {}{}{}{}{}{}{}{}{}{}{}{}{}{}", g_ActiveConfig.backend_info.bSupportsDualSourceBlend ? "" : "DualSourceBlend ", g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? "" : "PrimitiveRestart ", g_ActiveConfig.backend_info.bSupportsEarlyZ ? "" : "EarlyZ ", g_ogl_config.bSupportsGLPinnedMemory ? "" : "PinnedMemory ", supports_glsl_cache ? "" : "ShaderCache ", g_ogl_config.bSupportsGLBaseVertex ? "" : "BaseVertex ", g_ogl_config.bSupportsGLBufferStorage ? "" : "BufferStorage ", g_ogl_config.bSupportsGLSync ? "" : "Sync ", g_ogl_config.bSupportsMSAA ? "" : "MSAA ", g_ActiveConfig.backend_info.bSupportsSSAA ? "" : "SSAA ", g_ActiveConfig.backend_info.bSupportsGSInstancing ? "" : "GSInstancing ", g_ActiveConfig.backend_info.bSupportsClipControl ? "" : "ClipControl ", 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 Renderer::CreateTexture(const TextureConfig& config) { return std::make_unique(config); } std::unique_ptr Renderer::CreateStagingTexture(StagingTextureType type, const TextureConfig& config) { return OGLStagingTexture::Create(type, config); } std::unique_ptr Renderer::CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) { return OGLFramebuffer::Create(static_cast(color_attachment), static_cast(depth_attachment)); } std::unique_ptr Renderer::CreateShaderFromSource(ShaderStage stage, std::string_view source) { return OGLShader::CreateFromSource(stage, source); } std::unique_ptr Renderer::CreateShaderFromBinary(ShaderStage stage, const void* data, size_t length) { return nullptr; } std::unique_ptr 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& rc) { glScissor(rc.left, rc.top, rc.GetWidth(), rc.GetHeight()); } u16 Renderer::BBoxReadImpl(int index) { // swap 2 and 3 for top/bottom if (index >= 2) index ^= 1; int value = BoundingBox::Get(index); if (index >= 2) { // up/down -- we have to swap up and down value = EFB_HEIGHT - value; } return static_cast(value); } void Renderer::BBoxWriteImpl(int index, u16 value) { s32 swapped_value = value; if (index >= 2) { index ^= 1; // swap 2 and 3 for top/bottom swapped_value = EFB_HEIGHT - swapped_value; } BoundingBox::Set(index, swapped_value); } void Renderer::BBoxFlushImpl() { BoundingBox::Flush(); } 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(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(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(m_current_pipeline)->GetGLPrimitive(), num_indices, GL_UNSIGNED_SHORT, static_cast(nullptr) + base_index, base_vertex); } else { glDrawElements(static_cast(m_current_pipeline)->GetGLPrimitive(), num_indices, GL_UNSIGNED_SHORT, static_cast(nullptr) + base_index); } } void Renderer::DispatchComputeShader(const AbstractShader* shader, u32 groups_x, u32 groups_y, u32 groups_z) { glUseProgram(static_cast(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(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& 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::SetScissor(); } void Renderer::RenderXFBToScreen(const MathUtil::Rectangle& target_rc, const AbstractTexture* source_texture, const MathUtil::Rectangle& source_rc) { // Quad-buffered stereo is annoying on GL. if (g_ActiveConfig.stereo_mode != StereoMode::QuadBuffer) return ::Renderer::RenderXFBToScreen(target_rc, source_texture, source_rc); glDrawBuffer(GL_BACK_LEFT); m_post_processor->BlitFromTexture(target_rc, source_rc, source_texture, 0); glDrawBuffer(GL_BACK_RIGHT); m_post_processor->BlitFromTexture(target_rc, source_rc, source_texture, 1); glDrawBuffer(GL_BACK); } void Renderer::SetFramebuffer(AbstractFramebuffer* framebuffer) { if (m_current_framebuffer == framebuffer) return; glBindFramebuffer(GL_FRAMEBUFFER, static_cast(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::HOST_GPU, Common::Log::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 (!m_surface_changed.TestAndClear()) return; m_main_gl_context->UpdateSurface(m_new_surface_handle); m_new_surface_handle = nullptr; // With a surface change, the window likely has new dimensions. m_backbuffer_width = m_main_gl_context->GetBackBufferWidth(); m_backbuffer_height = m_main_gl_context->GetBackBufferHeight(); m_system_framebuffer->UpdateDimensions(m_backbuffer_width, m_backbuffer_height); } void Renderer::CheckForSurfaceResize() { if (!m_surface_resized.TestAndClear()) return; m_main_gl_context->Update(); m_backbuffer_width = m_main_gl_context->GetBackBufferWidth(); m_backbuffer_height = m_main_gl_context->GetBackBufferHeight(); m_system_framebuffer->UpdateDimensions(m_backbuffer_width, m_backbuffer_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 && g_ActiveConfig.backend_info.bSupportsDualSourceBlend && (!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DUAL_SOURCE_BLENDING) || state.dstalpha); // Only use shader blend if we need to and we don't support dual-source blending directly bool useShaderBlend = !useDualSource && state.usedualsrc && state.dstalpha && g_ActiveConfig.backend_info.bSupportsFramebufferFetch; if (useShaderBlend) { glDisable(GL_BLEND); } else { 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(pipeline)->GetRasterizationState()); ApplyDepthState(static_cast(pipeline)->GetDepthState()); ApplyBlendingState(static_cast(pipeline)->GetBlendingState()); ProgramShaderCache::BindVertexFormat( static_cast(pipeline)->GetVertexFormat()); static_cast(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(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(texture)->GetGLTextureId(), 0, GL_TRUE, 0, access, static_cast(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(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 Renderer::CreateAsyncShaderCompiler() { return std::make_unique(); } 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(m_current_framebuffer)->GetFBO() : 0); } } // namespace OGL