// Copyright 2023 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "VideoBackends/OGL/OGLConfig.h" #include #include #include #include "Common/Assert.h" #include "Common/GL/GLContext.h" #include "Common/GL/GLExtensions/GLExtensions.h" #include "Common/Logging/LogManager.h" #include "Common/MsgHandler.h" #include "Core/Config/GraphicsSettings.h" #include "VideoBackends/OGL/OGLTexture.h" #include "VideoCommon/DriverDetails.h" #include "VideoCommon/FramebufferManager.h" #include "VideoCommon/OnScreenDisplay.h" #include "VideoCommon/VideoConfig.h" namespace OGL { 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); } bool PopulateConfig(GLContext* m_main_gl_context) { 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); 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; } } // 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.bSupportsVSLinePointExpand = 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.SupportedMultisampleTexStorage = MultisampleTexStorageType::TexStorageNone; 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"); g_Config.backend_info.bSupportsCoarseDerivatives = GLExtensions::Supports("GL_ARB_derivative_control") || GLExtensions::Version() >= 450; g_Config.backend_info.bSupportsTextureQueryLevels = GLExtensions::Supports("GL_ARB_texture_query_levels") || GLExtensions::Version() >= 430; 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 (m_main_gl_context->IsGLES()) { g_ogl_config.SupportedESPointSize = GLExtensions::Supports("GL_OES_geometry_point_size") ? EsPointSizeType::PointSizeOes : GLExtensions::Supports("GL_EXT_geometry_point_size") ? EsPointSizeType::PointSizeExt : EsPointSizeType::PointSizeNone; 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; // GL_TEXTURE_LOD_BIAS is not supported on GLES. g_Config.backend_info.bSupportsLodBiasInSampler = false; 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 != EsPointSizeType::PointSizeNone; 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; if (GLExtensions::Supports("GL_OES_texture_storage_multisample_2d_array")) g_ogl_config.SupportedMultisampleTexStorage = MultisampleTexStorageType::TexStorageOes; g_Config.backend_info.bSupportsBitfield = true; g_Config.backend_info.bSupportsDynamicSamplerIndexing = g_ogl_config.bSupportsAEP; } 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 != EsPointSizeType::PointSizeNone; 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.SupportedMultisampleTexStorage = MultisampleTexStorageType::TexStorageCore; g_Config.backend_info.bSupportsBitfield = true; g_Config.backend_info.bSupportsDynamicSamplerIndexing = true; g_Config.backend_info.bSupportsSettingObjectNames = true; } } else { if (GLExtensions::Supports("GL_ARB_texture_storage_multisample")) g_ogl_config.SupportedMultisampleTexStorage = MultisampleTexStorageType::TexStorageCore; 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; g_ogl_config.bSupportsExplicitLayoutInShader = GLExtensions::Supports("GL_ARB_explicit_attrib_location"); } else if (GLExtensions::Version() >= 430) { // TODO: We should really parse the GL_SHADING_LANGUAGE_VERSION token. if (GLExtensions::Version() >= 450) { g_ogl_config.eSupportedGLSLVersion = Glsl450; } else { g_ogl_config.eSupportedGLSLVersion = Glsl430; } g_ogl_config.bSupportsTextureStorage = true; g_ogl_config.SupportedMultisampleTexStorage = MultisampleTexStorageType::TexStorageCore; g_ogl_config.bSupportsImageLoadStore = true; g_ogl_config.bSupportsExplicitLayoutInShader = true; g_Config.backend_info.bSupportsSSAA = true; g_Config.backend_info.bSupportsSettingObjectNames = 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); } // Supported by all GS-supporting ES and 4.3+ g_Config.backend_info.bSupportsGLLayerInFS = g_Config.backend_info.bSupportsGeometryShaders && g_ogl_config.eSupportedGLSLVersion >= Glsl430; 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; g_Config.backend_info.AAModes.clear(); if (g_ogl_config.bSupportsMSAA) { bool supportsGetInternalFormat = GLExtensions::Supports("VERSION_4_2") || GLExtensions::Supports("VERSION_GLES_3"); if (supportsGetInternalFormat) { // Note: GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES should technically be used for // GL_OES_texture_storage_multisample_2d_array, but both are 0x9102 so it does not matter. std::vector color_aa_modes; { GLenum colorInternalFormat = OGLTexture::GetGLInternalFormatForTextureFormat( FramebufferManager::GetEFBColorFormat(), true); GLint num_color_sample_counts = 0; glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, colorInternalFormat, GL_NUM_SAMPLE_COUNTS, 1, &num_color_sample_counts); ASSERT_MSG(VIDEO, num_color_sample_counts >= 0, "negative GL_NUM_SAMPLE_COUNTS for colors does not make sense: {}", num_color_sample_counts); color_aa_modes.reserve(num_color_sample_counts + 1); if (num_color_sample_counts > 0) { color_aa_modes.resize(num_color_sample_counts); static_assert(sizeof(GLint) == sizeof(u32)); glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, colorInternalFormat, GL_SAMPLES, num_color_sample_counts, reinterpret_cast(color_aa_modes.data())); ASSERT_MSG(VIDEO, std::is_sorted(color_aa_modes.rbegin(), color_aa_modes.rend()), "GPU driver didn't return sorted color AA modes: [{}]", fmt::join(color_aa_modes, ", ")); } if (color_aa_modes.empty() || color_aa_modes.back() != 1) color_aa_modes.push_back(1); } std::vector depth_aa_modes; { GLenum depthInternalFormat = OGLTexture::GetGLInternalFormatForTextureFormat( FramebufferManager::GetEFBColorFormat(), true); GLint num_depth_sample_counts = 0; glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, depthInternalFormat, GL_NUM_SAMPLE_COUNTS, 1, &num_depth_sample_counts); ASSERT_MSG(VIDEO, num_depth_sample_counts >= 0, "negative GL_NUM_SAMPLE_COUNTS for depth does not make sense: {}", num_depth_sample_counts); depth_aa_modes.reserve(num_depth_sample_counts + 1); if (num_depth_sample_counts > 0) { depth_aa_modes.resize(num_depth_sample_counts); static_assert(sizeof(GLint) == sizeof(u32)); glGetInternalformativ(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, depthInternalFormat, GL_SAMPLES, num_depth_sample_counts, reinterpret_cast(depth_aa_modes.data())); ASSERT_MSG(VIDEO, std::is_sorted(depth_aa_modes.rbegin(), depth_aa_modes.rend()), "GPU driver didn't return sorted depth AA modes: [{}]", fmt::join(depth_aa_modes, ", ")); } if (depth_aa_modes.empty() || depth_aa_modes.back() != 1) depth_aa_modes.push_back(1); } // The spec says supported sample formats are returned in descending numeric order. // It also says "Only positive values are returned", but does not specify whether 1 is // included or not; it seems like NVIDIA and Intel GPUs do not include it. // We've inserted 1 at the back of both if not present to handle this. g_Config.backend_info.AAModes.clear(); g_Config.backend_info.AAModes.reserve(std::min(color_aa_modes.size(), depth_aa_modes.size())); // We only want AA modes that are supported for both the color and depth textures. Probably // the support is the same, though. rbegin/rend are used to swap the order ahead of time. std::set_intersection(color_aa_modes.rbegin(), color_aa_modes.rend(), depth_aa_modes.rbegin(), depth_aa_modes.rend(), std::back_inserter(g_Config.backend_info.AAModes)); } else { // The documentation for glGetInternalformativ says its value is at least the minimum of // GL_MAX_SAMPLES, GL_MAX_COLOR_TEXTURE_SAMPLES, and GL_MAX_DEPTH_TEXTURE_SAMPLES (and // GL_MAX_INTEGER_SAMPLES for integer textures, assumed not applicable here). GLint max_color_samples = 0; glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &max_color_samples); GLint max_depth_samples = 0; glGetIntegerv(GL_MAX_COLOR_TEXTURE_SAMPLES, &max_depth_samples); // Note: The desktop OpenGL ref pages don't actually say that GL_MAX_SAMPLES is a valid // parameter for glGetIntegerv (though the ES ones do). However, MAX_SAMPLES is // referenced in the GL 3.1 spec and by GL_ARB_texture_multisample (which is written against // the OpenGL 3.1 spec), so presumably it is valid. GLint max_samples = 0; glGetIntegerv(GL_MAX_SAMPLES, &max_samples); u32 supported_max_samples = static_cast(std::min({max_samples, max_color_samples, max_depth_samples})); while (supported_max_samples > 1) { g_Config.backend_info.AAModes.push_back(supported_max_samples); supported_max_samples /= 2; } g_Config.backend_info.AAModes.push_back(1); // The UI wants ascending order std::reverse(g_Config.backend_info.AAModes.begin(), g_Config.backend_info.AAModes.end()); } } else { g_Config.backend_info.AAModes = {1}; } const bool bSupportsIsHelperInvocation = g_ogl_config.bIsES ? g_ogl_config.eSupportedGLSLVersion >= GlslEs320 : g_ogl_config.eSupportedGLSLVersion >= Glsl450; g_ogl_config.bSupportsKHRShaderSubgroup = GLExtensions::Supports("GL_KHR_shader_subgroup") && bSupportsIsHelperInvocation; if (g_ogl_config.bSupportsKHRShaderSubgroup) { // Check for the features: basic + arithmetic + ballot GLint supported_features = 0; glGetIntegerv(GL_SUBGROUP_SUPPORTED_FEATURES_KHR, &supported_features); if (~supported_features & (GL_SUBGROUP_FEATURE_BASIC_BIT_KHR | GL_SUBGROUP_FEATURE_ARITHMETIC_BIT_KHR | GL_SUBGROUP_FEATURE_BALLOT_BIT_KHR)) { g_ogl_config.bSupportsKHRShaderSubgroup = false; } } // 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; 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) return false; 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 may be poor.", 60000); } INFO_LOG_FMT(VIDEO, "Video Info: {}, {}, {}", g_ogl_config.gl_vendor, g_ogl_config.gl_renderer, g_ogl_config.gl_version); 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 "); return true; } } // namespace OGL