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