// Copyright 2008 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoBackends/OGL/Render.h" #include #include #include #include #include #include #include #include #include "Common/Atomic.h" #include "Common/CommonTypes.h" #include "Common/GL/GLInterfaceBase.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 "Core/Core.h" #include "VideoBackends/OGL/BoundingBox.h" #include "VideoBackends/OGL/FramebufferManager.h" #include "VideoBackends/OGL/OGLTexture.h" #include "VideoBackends/OGL/PostProcessing.h" #include "VideoBackends/OGL/ProgramShaderCache.h" #include "VideoBackends/OGL/RasterFont.h" #include "VideoBackends/OGL/SamplerCache.h" #include "VideoBackends/OGL/TextureCache.h" #include "VideoBackends/OGL/VertexManager.h" #include "VideoCommon/BPFunctions.h" #include "VideoCommon/DriverDetails.h" #include "VideoCommon/IndexGenerator.h" #include "VideoCommon/OnScreenDisplay.h" #include "VideoCommon/PixelEngine.h" #include "VideoCommon/RenderState.h" #include "VideoCommon/ShaderGenCommon.h" #include "VideoCommon/VertexShaderManager.h" #include "VideoCommon/VideoBackendBase.h" #include "VideoCommon/VideoConfig.h" #include "VideoCommon/XFMemory.h" void VideoConfig::UpdateProjectionHack() { ::UpdateProjectionHack(g_Config.phack); } namespace OGL { VideoConfig g_ogl_config; // Declarations and definitions // ---------------------------- static std::unique_ptr s_raster_font; // 1 for no MSAA. Use s_MSAASamples > 1 to check for MSAA. static int s_MSAASamples = 1; static u32 s_last_multisamples = 1; static bool s_last_stereo_mode = false; static bool s_vsync; // EFB cache related static const u32 EFB_CACHE_RECT_SIZE = 64; // Cache 64x64 blocks. static const u32 EFB_CACHE_WIDTH = (EFB_WIDTH + EFB_CACHE_RECT_SIZE - 1) / EFB_CACHE_RECT_SIZE; // round up static const u32 EFB_CACHE_HEIGHT = (EFB_HEIGHT + EFB_CACHE_RECT_SIZE - 1) / EFB_CACHE_RECT_SIZE; static bool s_efbCacheValid[2][EFB_CACHE_WIDTH * EFB_CACHE_HEIGHT]; static bool s_efbCacheIsCleared = false; static std::vector s_efbCache[2][EFB_CACHE_WIDTH * EFB_CACHE_HEIGHT]; // 2 for PeekZ and PeekColor 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(HOST_GPU, "id: %x, source: %s, type: %s - %s", id, s_source, s_type, message); break; case GL_DEBUG_SEVERITY_MEDIUM_ARB: WARN_LOG(HOST_GPU, "id: %x, source: %s, type: %s - %s", id, s_source, s_type, message); break; case GL_DEBUG_SEVERITY_LOW_ARB: DEBUG_LOG(HOST_GPU, "id: %x, source: %s, type: %s - %s", id, s_source, s_type, message); break; case GL_DEBUG_SEVERITY_NOTIFICATION: DEBUG_LOG(HOST_GPU, "id: %x, source: %s, type: %s - %s", id, s_source, s_type, message); break; default: ERROR_LOG(HOST_GPU, "id: %x, source: %s, type: %s - %s", 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() { std::string svendor = std::string(g_ogl_config.gl_vendor); std::string srenderer = std::string(g_ogl_config.gl_renderer); std::string sversion = std::string(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" && srenderer != "NVIDIA Tegra") { vendor = DriverDetails::VENDOR_NVIDIA; } else if (svendor == "ATI Technologies Inc." || svendor == "Advanced Micro Devices, Inc.") { vendor = DriverDetails::VENDOR_ATI; } else if (std::string::npos != sversion.find("Mesa")) { vendor = DriverDetails::VENDOR_MESA; } else if (std::string::npos != svendor.find("Intel")) { 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 == "NVIDIA Corporation" && srenderer == "NVIDIA Tegra") { vendor = DriverDetails::VENDOR_TEGRA; } 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 (std::string::npos != srenderer.find("AMD") || std::string::npos != srenderer.find("ATI")) { 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(VIDEO, "Version changeID overflow - change:%d scale:%f", 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() : ::Renderer(static_cast(std::max(GLInterface->GetBackBufferWidth(), 1u)), static_cast(std::max(GLInterface->GetBackBufferHeight(), 1u))) { bool bSuccess = true; 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 (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL) { 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. PanicAlert("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. PanicAlert("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. PanicAlert("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 PanicAlert("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)) { PanicAlert( "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. PanicAlert("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.bSupportsBBox = true; 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.bSupportTextureSubImage = 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.bSupportsGLSLCache = 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 (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGLES3) { 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") ? ES_TEXBUF_TYPE::TEXBUF_CORE : GLExtensions::Supports("GL_OES_texture_buffer") ? ES_TEXBUF_TYPE::TEXBUF_OES : GLExtensions::Supports("GL_EXT_texture_buffer") ? ES_TEXBUF_TYPE::TEXBUF_EXT : ES_TEXBUF_TYPE::TEXBUF_NONE; g_ogl_config.bSupportsGLSLCache = 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; if (GLExtensions::Version() == 300) { g_ogl_config.eSupportedGLSLVersion = GLSLES_300; 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 = GLSLES_310; 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 = GLSLES_320; 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) { PanicAlert("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 %s", (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION)); bSuccess = false; } else if (GLExtensions::Version() == 300) { g_ogl_config.eSupportedGLSLVersion = GLSL_130; 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 = GLSL_140; 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 = GLSL_150; } else if (GLExtensions::Version() == 330) { g_ogl_config.eSupportedGLSLVersion = GLSL_330; } else if (GLExtensions::Version() >= 430) { // TODO: We should really parse the GL_SHADING_LANGUAGE_VERSION token. g_ogl_config.eSupportedGLSLVersion = GLSL_430; 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; } else { g_ogl_config.eSupportedGLSLVersion = GLSL_400; 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; } // 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; // 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; 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 (LogManager::GetInstance()->IsEnabled(LogTypes::HOST_GPU, LogTypes::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. PanicAlert("MSAA on default framebuffer isn't supported.\n" "Please avoid forcing Dolphin to use MSAA by the driver.\n" "%d samples on default framebuffer found.", 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(); // Since we modify the config here, we need to update the last host bits, it may have changed. m_last_host_config_bits = ShaderHostConfig::GetCurrent().bits; OSD::AddMessage(StringFromFormat("Video Info: %s, %s, %s", g_ogl_config.gl_vendor, g_ogl_config.gl_renderer, g_ogl_config.gl_version), 5000); WARN_LOG(VIDEO, "Missing OGL Extensions: %s%s%s%s%s%s%s%s%s%s%s%s%s%s", g_ActiveConfig.backend_info.bSupportsDualSourceBlend ? "" : "DualSourceBlend ", g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? "" : "PrimitiveRestart ", g_ActiveConfig.backend_info.bSupportsEarlyZ ? "" : "EarlyZ ", g_ogl_config.bSupportsGLPinnedMemory ? "" : "PinnedMemory ", g_ogl_config.bSupportsGLSLCache ? "" : "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 "); s_last_multisamples = g_ActiveConfig.iMultisamples; s_MSAASamples = s_last_multisamples; s_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off; // Handle VSync on/off s_vsync = g_ActiveConfig.IsVSync(); if (!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_VSYNC)) GLInterface->SwapInterval(s_vsync); // Because of the fixed framebuffer size we need to disable the resolution // options while running // The stencil is used for bounding box emulation when SSBOs are not available glDisable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 1, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); // Reset The Current Viewport glViewport(0, 0, GetTargetWidth(), GetTargetHeight()); if (g_ActiveConfig.backend_info.bSupportsClipControl) glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClearDepthf(1.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); 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 glEnable(GL_SCISSOR_TEST); glScissor(0, 0, GetTargetWidth(), GetTargetHeight()); glBlendFunc(GL_ONE, GL_ONE); glBlendColor(0, 0, 0, 0.5f); glClearDepthf(1.0f); if (g_ActiveConfig.backend_info.bSupportsPrimitiveRestart) { if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGLES3) { glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX); } else { if (GLExtensions::Version() >= 310) { glEnable(GL_PRIMITIVE_RESTART); glPrimitiveRestartIndex(65535); } else { glEnableClientState(GL_PRIMITIVE_RESTART_NV); glPrimitiveRestartIndexNV(65535); } } } IndexGenerator::Init(); UpdateActiveConfig(); ClearEFBCache(); } Renderer::~Renderer() = default; void Renderer::Shutdown() { g_framebuffer_manager.reset(); UpdateActiveConfig(); s_raster_font.reset(); m_post_processor.reset(); OpenGL_DeleteAttributelessVAO(); } void Renderer::Init() { // Initialize the FramebufferManager g_framebuffer_manager = std::make_unique( m_target_width, m_target_height, s_MSAASamples, BoundingBox::NeedsStencilBuffer()); m_post_processor = std::make_unique(); s_raster_font = std::make_unique(); OpenGL_CreateAttributelessVAO(); } void Renderer::RenderText(const std::string& text, int left, int top, u32 color) { u32 backbuffer_width = std::max(GLInterface->GetBackBufferWidth(), 1u); u32 backbuffer_height = std::max(GLInterface->GetBackBufferHeight(), 1u); s_raster_font->printMultilineText(text, left * 2.0f / static_cast(backbuffer_width) - 1.0f, 1.0f - top * 2.0f / static_cast(backbuffer_height), 0, backbuffer_width, backbuffer_height, color); } TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc) { TargetRectangle result; result.left = EFBToScaledX(rc.left); result.top = EFBToScaledY(EFB_HEIGHT - rc.top); result.right = EFBToScaledX(rc.right); result.bottom = EFBToScaledY(EFB_HEIGHT - rc.bottom); return result; } // Function: This function handles the OpenGL glScissor() function // ---------------------------- // Call browser: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg() // case 0x52 > SetScissorRect() // ---------------------------- // bpmem.scissorTL.x, y = 342x342 // bpmem.scissorBR.x, y = 981x821 // Renderer::GetTargetHeight() = the fixed ini file setting // donkopunchstania - it appears scissorBR is the bottom right pixel inside the scissor box // therefore the width and height are (scissorBR + 1) - scissorTL void Renderer::SetScissorRect(const EFBRectangle& rc) { TargetRectangle trc = ConvertEFBRectangle(rc); glScissor(trc.left, trc.bottom, trc.GetWidth(), trc.GetHeight()); } void ClearEFBCache() { if (!s_efbCacheIsCleared) { s_efbCacheIsCleared = true; memset(s_efbCacheValid, 0, sizeof(s_efbCacheValid)); } } void Renderer::UpdateEFBCache(EFBAccessType type, u32 cacheRectIdx, const EFBRectangle& efbPixelRc, const TargetRectangle& targetPixelRc, const void* data) { const u32 cacheType = (type == EFBAccessType::PeekZ ? 0 : 1); if (!s_efbCache[cacheType][cacheRectIdx].size()) s_efbCache[cacheType][cacheRectIdx].resize(EFB_CACHE_RECT_SIZE * EFB_CACHE_RECT_SIZE); u32 targetPixelRcWidth = targetPixelRc.right - targetPixelRc.left; u32 efbPixelRcHeight = efbPixelRc.bottom - efbPixelRc.top; u32 efbPixelRcWidth = efbPixelRc.right - efbPixelRc.left; for (u32 yCache = 0; yCache < efbPixelRcHeight; ++yCache) { u32 yEFB = efbPixelRc.top + yCache; u32 yPixel = (EFBToScaledY(EFB_HEIGHT - yEFB) + EFBToScaledY(EFB_HEIGHT - yEFB - 1)) / 2; u32 yData = yPixel - targetPixelRc.bottom; for (u32 xCache = 0; xCache < efbPixelRcWidth; ++xCache) { u32 xEFB = efbPixelRc.left + xCache; u32 xPixel = (EFBToScaledX(xEFB) + EFBToScaledX(xEFB + 1)) / 2; u32 xData = xPixel - targetPixelRc.left; u32 value; if (type == EFBAccessType::PeekZ) { float* ptr = (float*)data; value = MathUtil::Clamp((u32)(ptr[yData * targetPixelRcWidth + xData] * 16777216.0f), 0, 0xFFFFFF); } else { u32* ptr = (u32*)data; value = ptr[yData * targetPixelRcWidth + xData]; } s_efbCache[cacheType][cacheRectIdx][yCache * EFB_CACHE_RECT_SIZE + xCache] = value; } } s_efbCacheValid[cacheType][cacheRectIdx] = true; s_efbCacheIsCleared = false; } // This function allows the CPU to directly access the EFB. // There are EFB peeks (which will read the color or depth of a pixel) // and EFB pokes (which will change the color or depth of a pixel). // // The behavior of EFB peeks can only be modified by: // - GX_PokeAlphaRead // The behavior of EFB pokes can be modified by: // - GX_PokeAlphaMode (TODO) // - GX_PokeAlphaUpdate (TODO) // - GX_PokeBlendMode (TODO) // - GX_PokeColorUpdate (TODO) // - GX_PokeDither (TODO) // - GX_PokeDstAlpha (TODO) // - GX_PokeZMode (TODO) u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) { u32 cacheRectIdx = (y / EFB_CACHE_RECT_SIZE) * EFB_CACHE_WIDTH + (x / EFB_CACHE_RECT_SIZE); EFBRectangle efbPixelRc; if (type == EFBAccessType::PeekColor || type == EFBAccessType::PeekZ) { // Get the rectangular target region containing the EFB pixel efbPixelRc.left = (x / EFB_CACHE_RECT_SIZE) * EFB_CACHE_RECT_SIZE; efbPixelRc.top = (y / EFB_CACHE_RECT_SIZE) * EFB_CACHE_RECT_SIZE; efbPixelRc.right = std::min(efbPixelRc.left + EFB_CACHE_RECT_SIZE, (u32)EFB_WIDTH); efbPixelRc.bottom = std::min(efbPixelRc.top + EFB_CACHE_RECT_SIZE, (u32)EFB_HEIGHT); } else { efbPixelRc.left = x; efbPixelRc.top = y; efbPixelRc.right = x + 1; efbPixelRc.bottom = y + 1; } TargetRectangle targetPixelRc = ConvertEFBRectangle(efbPixelRc); u32 targetPixelRcWidth = targetPixelRc.right - targetPixelRc.left; u32 targetPixelRcHeight = targetPixelRc.top - targetPixelRc.bottom; // TODO (FIX) : currently, AA path is broken/offset and doesn't return the correct pixel switch (type) { case EFBAccessType::PeekZ: { if (!s_efbCacheValid[0][cacheRectIdx]) { if (s_MSAASamples > 1) { ResetAPIState(); // Resolve our rectangle. FramebufferManager::GetEFBDepthTexture(efbPixelRc); glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetResolvedFramebuffer()); RestoreAPIState(); } std::unique_ptr depthMap(new float[targetPixelRcWidth * targetPixelRcHeight]); glReadPixels(targetPixelRc.left, targetPixelRc.bottom, targetPixelRcWidth, targetPixelRcHeight, GL_DEPTH_COMPONENT, GL_FLOAT, depthMap.get()); UpdateEFBCache(type, cacheRectIdx, efbPixelRc, targetPixelRc, depthMap.get()); } u32 xRect = x % EFB_CACHE_RECT_SIZE; u32 yRect = y % EFB_CACHE_RECT_SIZE; u32 z = s_efbCache[0][cacheRectIdx][yRect * EFB_CACHE_RECT_SIZE + xRect]; // if Z is in 16 bit format you must return a 16 bit integer if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16) z = z >> 8; return z; } case EFBAccessType::PeekColor: // GXPeekARGB { // Although it may sound strange, this really is A8R8G8B8 and not RGBA or 24-bit... // Tested in Killer 7, the first 8bits represent the alpha value which is used to // determine if we're aiming at an enemy (0x80 / 0x88) or not (0x70) // Wind Waker is also using it for the pictograph to determine the color of each pixel if (!s_efbCacheValid[1][cacheRectIdx]) { if (s_MSAASamples > 1) { ResetAPIState(); // Resolve our rectangle. FramebufferManager::GetEFBColorTexture(efbPixelRc); glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetResolvedFramebuffer()); RestoreAPIState(); } std::unique_ptr colorMap(new u32[targetPixelRcWidth * targetPixelRcHeight]); if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGLES3) // XXX: Swap colours glReadPixels(targetPixelRc.left, targetPixelRc.bottom, targetPixelRcWidth, targetPixelRcHeight, GL_RGBA, GL_UNSIGNED_BYTE, colorMap.get()); else glReadPixels(targetPixelRc.left, targetPixelRc.bottom, targetPixelRcWidth, targetPixelRcHeight, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, colorMap.get()); UpdateEFBCache(type, cacheRectIdx, efbPixelRc, targetPixelRc, colorMap.get()); } u32 xRect = x % EFB_CACHE_RECT_SIZE; u32 yRect = y % EFB_CACHE_RECT_SIZE; u32 color = s_efbCache[1][cacheRectIdx][yRect * EFB_CACHE_RECT_SIZE + xRect]; // check what to do with the alpha channel (GX_PokeAlphaRead) PixelEngine::UPEAlphaReadReg alpha_read_mode = PixelEngine::GetAlphaReadMode(); if (bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24) { color = RGBA8ToRGBA6ToRGBA8(color); } else if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16) { color = RGBA8ToRGB565ToRGBA8(color); } if (bpmem.zcontrol.pixel_format != PEControl::RGBA6_Z24) { color |= 0xFF000000; } if (alpha_read_mode.ReadMode == 2) { // GX_READ_NONE return color; } else if (alpha_read_mode.ReadMode == 1) { // GX_READ_FF return (color | 0xFF000000); } else /*if(alpha_read_mode.ReadMode == 0)*/ { // GX_READ_00 return (color & 0x00FFFFFF); } } default: break; } return 0; } void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points) { FramebufferManager::PokeEFB(type, points, num_points); } u16 Renderer::BBoxRead(int index) { int swapped_index = index; if (index >= 2) swapped_index ^= 1; // swap 2 and 3 for top/bottom // Here we get the min/max value of the truncated position of the upscaled and swapped // framebuffer. // So we have to correct them to the unscaled EFB sizes. int value = BoundingBox::Get(swapped_index); if (index < 2) { // left/right value = value * EFB_WIDTH / m_target_width; } else { // up/down -- we have to swap up and down value = value * EFB_HEIGHT / m_target_height; value = EFB_HEIGHT - value - 1; } if (index & 1) value++; // fix max values to describe the outer border return value; } void Renderer::BBoxWrite(int index, u16 _value) { int value = _value; // u16 isn't enough to multiply by the efb width if (index & 1) value--; if (index < 2) { value = value * m_target_width / EFB_WIDTH; } else { index ^= 1; // swap 2 and 3 for top/bottom value = EFB_HEIGHT - value - 1; value = value * m_target_height / EFB_HEIGHT; } BoundingBox::Set(index, value); } void Renderer::SetViewport() { // reversed gxsetviewport(xorig, yorig, width, height, nearz, farz) // [0] = width/2 // [1] = height/2 // [2] = 16777215 * (farz - nearz) // [3] = xorig + width/2 + 342 // [4] = yorig + height/2 + 342 // [5] = 16777215 * farz int scissorXOff = bpmem.scissorOffset.x * 2; int scissorYOff = bpmem.scissorOffset.y * 2; // TODO: ceil, floor or just cast to int? float X = EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - (float)scissorXOff); float Y = EFBToScaledYf((float)EFB_HEIGHT - xfmem.viewport.yOrig + xfmem.viewport.ht + (float)scissorYOff); float Width = EFBToScaledXf(2.0f * xfmem.viewport.wd); float Height = EFBToScaledYf(-2.0f * xfmem.viewport.ht); float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f; float max_depth = xfmem.viewport.farZ / 16777216.0f; if (Width < 0) { X += Width; Width *= -1; } if (Height < 0) { Y += Height; Height *= -1; } // Update the view port if (g_ogl_config.bSupportViewportFloat) { glViewportIndexedf(0, X, Y, Width, Height); } else { auto iceilf = [](float f) { return static_cast(ceilf(f)); }; glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height)); } if (!g_ActiveConfig.backend_info.bSupportsDepthClamp) { // There's no way to support oversized depth ranges in this situation. Let's just clamp the // range to the maximum value supported by the console GPU and hope for the best. min_depth = MathUtil::Clamp(min_depth, 0.0f, GX_MAX_DEPTH); max_depth = MathUtil::Clamp(max_depth, 0.0f, GX_MAX_DEPTH); } if (UseVertexDepthRange()) { // We need to ensure depth values are clamped the maximum value supported by the console GPU. // Taking into account whether the depth range is inverted or not. if (xfmem.viewport.zRange < 0.0f) { min_depth = GX_MAX_DEPTH; max_depth = 0.0f; } else { min_depth = 0.0f; max_depth = GX_MAX_DEPTH; } } // Set the reversed depth range. glDepthRangef(max_depth, min_depth); } void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z) { ResetAPIState(); // color GLboolean const color_mask = colorEnable ? GL_TRUE : GL_FALSE, alpha_mask = alphaEnable ? GL_TRUE : GL_FALSE; glColorMask(color_mask, color_mask, color_mask, alpha_mask); 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); // depth glDepthMask(zEnable ? GL_TRUE : GL_FALSE); glClearDepthf(float(z & 0xFFFFFF) / 16777216.0f); // Update rect for clearing the picture glEnable(GL_SCISSOR_TEST); TargetRectangle const targetRc = ConvertEFBRectangle(rc); glScissor(targetRc.left, targetRc.bottom, targetRc.GetWidth(), targetRc.GetHeight()); // glColorMask/glDepthMask/glScissor affect glClear (glViewport does not) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); RestoreAPIState(); ClearEFBCache(); } void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, GLuint src_texture, int src_width, int src_height) { OpenGLPostProcessing* post_processor = static_cast(m_post_processor.get()); if (g_ActiveConfig.stereo_mode == StereoMode::SBS || g_ActiveConfig.stereo_mode == StereoMode::TAB) { TargetRectangle leftRc, rightRc; // Top-and-Bottom mode needs to compensate for inverted vertical screen coordinates. if (g_ActiveConfig.stereo_mode == StereoMode::TAB) std::tie(rightRc, leftRc) = ConvertStereoRectangle(dst); else std::tie(leftRc, rightRc) = ConvertStereoRectangle(dst); post_processor->BlitFromTexture(src, leftRc, src_texture, src_width, src_height, 0); post_processor->BlitFromTexture(src, rightRc, src_texture, src_width, src_height, 1); } else if (g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer) { glDrawBuffer(GL_BACK_LEFT); post_processor->BlitFromTexture(src, dst, src_texture, src_width, src_height, 0); glDrawBuffer(GL_BACK_RIGHT); post_processor->BlitFromTexture(src, dst, src_texture, src_width, src_height, 1); glDrawBuffer(GL_BACK); } else { post_processor->BlitFromTexture(src, dst, src_texture, src_width, src_height, 0); } } void Renderer::ReinterpretPixelData(unsigned int convtype) { if (convtype == 0 || convtype == 2) { FramebufferManager::ReinterpretPixelData(convtype); } else { ERROR_LOG(VIDEO, "Trying to reinterpret pixel data with unsupported conversion type %d", convtype); } } void Renderer::SetBlendingState(const BlendingState& state) { bool useDualSource = state.usedualsrc && g_ActiveConfig.backend_info.bSupportsDualSourceBlend && (!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DUAL_SOURCE_BLENDING) || state.dstalpha); 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[state.srcfactor], dst_factors[state.dstfactor], src_factors[state.srcfactoralpha], dst_factors[state.dstfactoralpha]); 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}; if (GLInterface->GetMode() != GLInterfaceMode::MODE_OPENGL) { // Logic ops aren't available in GLES3 } else if (state.logicopenable) { glEnable(GL_COLOR_LOGIC_OP); glLogicOp(logic_op_codes[state.logicmode]); } else { glDisable(GL_COLOR_LOGIC_OP); } glColorMask(state.colorupdate, state.colorupdate, state.colorupdate, state.alphaupdate); } // This function has the final picture. We adjust the aspect ratio here. void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region, u64 ticks, float Gamma) { if (g_ogl_config.bSupportsDebug) { if (LogManager::GetInstance()->IsEnabled(LogTypes::HOST_GPU, LogTypes::LERROR)) glEnable(GL_DEBUG_OUTPUT); else glDisable(GL_DEBUG_OUTPUT); } auto* xfb_texture = static_cast(texture); TargetRectangle sourceRc = xfb_region; sourceRc.top = xfb_region.GetHeight(); sourceRc.bottom = 0; ResetAPIState(); UpdateDrawRectangle(); TargetRectangle flipped_trc = GetTargetRectangle(); // Flip top and bottom for some reason; TODO: Fix the code to suck less? std::swap(flipped_trc.top, flipped_trc.bottom); // Copy the framebuffer to screen. glBindFramebuffer(GL_FRAMEBUFFER, 0); BlitScreen(sourceRc, flipped_trc, xfb_texture->GetRawTexIdentifier(), xfb_texture->GetConfig().width, xfb_texture->GetConfig().height); // Finish up the current frame, print some stats SetWindowSize(xfb_texture->GetConfig().width, xfb_texture->GetConfig().height); GLInterface->Update(); // just updates the render window position and the backbuffer size bool window_resized = false; int window_width = static_cast(std::max(GLInterface->GetBackBufferWidth(), 1u)); int window_height = static_cast(std::max(GLInterface->GetBackBufferHeight(), 1u)); if (window_width != m_backbuffer_width || window_height != m_backbuffer_height) { window_resized = true; m_backbuffer_width = window_width; m_backbuffer_height = window_height; } bool target_size_changed = CalculateTargetSize(); bool stencil_buffer_enabled = static_cast(g_framebuffer_manager.get())->HasStencilBuffer(); bool fb_needs_update = target_size_changed || s_last_multisamples != g_ActiveConfig.iMultisamples || stencil_buffer_enabled != BoundingBox::NeedsStencilBuffer() || s_last_stereo_mode != (g_ActiveConfig.stereo_mode != StereoMode::Off); if (window_resized || fb_needs_update) { UpdateDrawRectangle(); } if (fb_needs_update) { s_last_stereo_mode = g_ActiveConfig.stereo_mode != StereoMode::Off; s_last_multisamples = g_ActiveConfig.iMultisamples; s_MSAASamples = s_last_multisamples; if (s_MSAASamples > 1 && s_MSAASamples > g_ogl_config.max_samples) { s_MSAASamples = g_ogl_config.max_samples; OSD::AddMessage( StringFromFormat("%d Anti Aliasing samples selected, but only %d supported by your GPU.", s_last_multisamples, g_ogl_config.max_samples), 10000); } g_framebuffer_manager.reset(); g_framebuffer_manager = std::make_unique( m_target_width, m_target_height, s_MSAASamples, BoundingBox::NeedsStencilBuffer()); BoundingBox::SetTargetSizeChanged(m_target_width, m_target_height); } // --------------------------------------------------------------------- glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Reset viewport for drawing text glViewport(0, 0, GLInterface->GetBackBufferWidth(), GLInterface->GetBackBufferHeight()); DrawDebugText(); // Do our OSD callbacks OSD::DoCallbacks(OSD::CallbackType::OnFrame); OSD::DrawMessages(); #ifdef ANDROID if (m_surface_needs_change.IsSet()) { GLInterface->UpdateHandle(m_new_surface_handle); GLInterface->UpdateSurface(); m_new_surface_handle = nullptr; m_surface_needs_change.Clear(); m_surface_changed.Set(); } #endif // Copy the rendered frame to the real window GLInterface->Swap(); // Clear framebuffer glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if (s_vsync != g_ActiveConfig.IsVSync()) { s_vsync = g_ActiveConfig.IsVSync(); if (!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_VSYNC)) GLInterface->SwapInterval(s_vsync); } // Clean out old stuff from caches. It's not worth it to clean out the shader caches. g_texture_cache->Cleanup(frameCount); ProgramShaderCache::RetrieveAsyncShaders(); // Render to the framebuffer. FramebufferManager::SetFramebuffer(0); RestoreAPIState(); g_Config.iSaveTargetId = 0; int old_anisotropy = g_ActiveConfig.iMaxAnisotropy; UpdateActiveConfig(); g_texture_cache->OnConfigChanged(g_ActiveConfig); if (old_anisotropy != g_ActiveConfig.iMaxAnisotropy) g_sampler_cache->Clear(); // Invalidate shader cache when the host config changes. if (CheckForHostConfigChanges()) ProgramShaderCache::Reload(); // For testing zbuffer targets. // Renderer::SetZBufferRender(); // SaveTexture("tex.png", GL_TEXTURE_2D, s_FakeZTarget, // GetTargetWidth(), GetTargetHeight()); // Invalidate EFB cache ClearEFBCache(); } void Renderer::DrawEFB(GLuint framebuffer, const TargetRectangle& target_rc, const TargetRectangle& source_rc) { // for msaa mode, we must resolve the efb content to non-msaa GLuint tex = FramebufferManager::ResolveAndGetRenderTarget(source_rc); glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); BlitScreen(source_rc, target_rc, tex, m_target_width, m_target_height); } // ALWAYS call RestoreAPIState for each ResetAPIState call you're doing void Renderer::ResetAPIState() { // Gets us to a reasonably sane state where it's possible to do things like // image copies with textured quads, etc. glDisable(GL_SCISSOR_TEST); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_BLEND); if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL) glDisable(GL_COLOR_LOGIC_OP); if (g_ActiveConfig.backend_info.bSupportsDepthClamp) { glDisable(GL_CLIP_DISTANCE0); glDisable(GL_CLIP_DISTANCE1); } glDepthMask(GL_FALSE); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); } void Renderer::RestoreAPIState() { // Gets us back into a more game-like state. glEnable(GL_SCISSOR_TEST); if (g_ActiveConfig.backend_info.bSupportsDepthClamp) { glEnable(GL_CLIP_DISTANCE0); glEnable(GL_CLIP_DISTANCE1); } BPFunctions::SetGenerationMode(); BPFunctions::SetScissor(); BPFunctions::SetDepthMode(); BPFunctions::SetBlendMode(); SetViewport(); ProgramShaderCache::BindLastVertexFormat(); const VertexManager* const vm = static_cast(g_vertex_manager.get()); glBindBuffer(GL_ARRAY_BUFFER, vm->GetVertexBufferHandle()); OGLTexture::SetStage(); } void Renderer::SetRasterizationState(const RasterizationState& state) { // none, ccw, cw, ccw if (state.cullmode != GenMode::CULL_NONE) { // TODO: GX_CULL_ALL not supported, yet! glEnable(GL_CULL_FACE); glFrontFace(state.cullmode == GenMode::CULL_FRONT ? GL_CCW : GL_CW); } else { glDisable(GL_CULL_FACE); } } void Renderer::SetDepthState(const DepthState& state) { 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[state.func]); } 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); } } void Renderer::SetSamplerState(u32 index, const SamplerState& state) { g_sampler_cache->SetSamplerState(index, state); } void Renderer::SetInterlacingMode() { // TODO } void Renderer::ChangeSurface(void* new_surface_handle) { // Win32 polls the window size when redrawing, X11 runs an event loop in another thread. // This is only necessary for Android at this point, although handling resizes here // would be more efficient than polling. #ifdef ANDROID m_new_surface_handle = new_surface_handle; m_surface_needs_change.Set(); m_surface_changed.Wait(); #endif } }