// Copyright 2013 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 "Globals.h" #include "Atomic.h" #include "CommonPaths.h" #include "Thread.h" #include "LogManager.h" #include #include #ifdef _WIN32 #include "EmuWindow.h" #include "IniFile.h" #endif #if defined(HAVE_WX) && HAVE_WX #include "VideoConfigDiag.h" #include "Debugger/DebuggerPanel.h" #endif // HAVE_WX #include "MainBase.h" #include "VideoConfig.h" #include "LookUpTables.h" #include "ImageWrite.h" #include "Render.h" #include "GLUtil.h" #include "Fifo.h" #include "OpcodeDecoding.h" #include "TextureCache.h" #include "BPStructs.h" #include "VertexLoader.h" #include "VertexLoaderManager.h" #include "VertexManager.h" #include "PixelShaderManager.h" #include "VertexShaderManager.h" #include "ProgramShaderCache.h" #include "CommandProcessor.h" #include "PixelEngine.h" #include "TextureConverter.h" #include "PostProcessing.h" #include "OnScreenDisplay.h" #include "FramebufferManager.h" #include "Core.h" #include "Host.h" #include "SamplerCache.h" #include "PerfQuery.h" #include "VideoState.h" #include "IndexGenerator.h" #include "VideoBackend.h" #include "ConfigManager.h" namespace OGL { std::string VideoBackend::GetName() { return "OGL"; } std::string VideoBackend::GetDisplayName() { if (GLInterface != nullptr && GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGLES3) return "OpenGLES"; else return "OpenGL"; } void GetShaders(std::vector &shaders) { std::set already_found; shaders.clear(); static const std::string directories[] = { File::GetUserPath(D_SHADERS_IDX), File::GetSysDirectory() + SHADERS_DIR DIR_SEP, }; for (auto& directory : directories) { if (!File::IsDirectory(directory)) continue; File::FSTEntry entry; File::ScanDirectoryTree(directory, entry); for (auto& file : entry.children) { std::string name = file.virtualName.c_str(); if (name.size() < 5) continue; if (strcasecmp(name.substr(name.size() - 5).c_str(), ".glsl")) continue; name = name.substr(0, name.size() - 5); if (already_found.find(name) != already_found.end()) continue; already_found.insert(name); shaders.push_back(name); } } std::sort(shaders.begin(), shaders.end()); } void InitBackendInfo() { g_Config.backend_info.APIType = API_OPENGL; g_Config.backend_info.bUseRGBATextures = true; g_Config.backend_info.bUseMinimalMipCount = false; g_Config.backend_info.bSupports3DVision = false; //g_Config.backend_info.bSupportsDualSourceBlend = true; // is gpu dependent and must be set in renderer g_Config.backend_info.bSupportsFormatReinterpretation = true; g_Config.backend_info.bSupportsPixelLighting = true; //g_Config.backend_info.bSupportsEarlyZ = true; // is gpu dependent and must be set in renderer g_Config.backend_info.bSupportsOversizedViewports = true; // aamodes const char* caamodes[] = {_trans("None"), "2x", "4x", "8x", "8x CSAA", "8xQ CSAA", "16x CSAA", "16xQ CSAA", "4x SSAA"}; g_Config.backend_info.AAModes.assign(caamodes, caamodes + sizeof(caamodes)/sizeof(*caamodes)); // pp shaders GetShaders(g_Config.backend_info.PPShaders); } void VideoBackend::ShowConfig(void *_hParent) { #if defined(HAVE_WX) && HAVE_WX InitBackendInfo(); VideoConfigDiag diag((wxWindow*)_hParent, "OpenGL", "gfx_opengl"); diag.ShowModal(); #endif } bool VideoBackend::Initialize(void *&window_handle) { InitializeShared(); InitBackendInfo(); frameCount = 0; g_Config.Load((File::GetUserPath(D_CONFIG_IDX) + "gfx_opengl.ini").c_str()); 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 = new Renderer; s_efbAccessRequested = false; s_FifoShuttingDown = false; s_swapRequested = false; CommandProcessor::Init(); PixelEngine::Init(); BPInit(); g_vertex_manager = new VertexManager; g_perf_query = new PerfQuery; Fifo_Init(); // must be done before OpcodeDecoder_Init() OpcodeDecoder_Init(); IndexGenerator::Init(); VertexShaderManager::Init(); PixelShaderManager::Init(); ProgramShaderCache::Init(); PostProcessing::Init(); g_texture_cache = new TextureCache(); g_sampler_cache = new SamplerCache(); Renderer::Init(); GL_REPORT_ERRORD(); VertexLoaderManager::Init(); TextureConverter::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(); } void VideoBackend::Video_Cleanup() { if (g_renderer) { s_efbAccessRequested = false; s_FifoShuttingDown = false; s_swapRequested = false; Fifo_Shutdown(); // The following calls are NOT Thread Safe // And need to be called from the video thread Renderer::Shutdown(); TextureConverter::Shutdown(); VertexLoaderManager::Shutdown(); delete g_sampler_cache; g_sampler_cache = NULL; delete g_texture_cache; g_texture_cache = NULL; PostProcessing::Shutdown(); ProgramShaderCache::Shutdown(); VertexShaderManager::Shutdown(); PixelShaderManager::Shutdown(); delete g_perf_query; g_perf_query = NULL; delete g_vertex_manager; g_vertex_manager = NULL; OpcodeDecoder_Shutdown(); delete g_renderer; g_renderer = NULL; GLInterface->ClearCurrent(); } } }