dolphin/Source/Core/VideoBackends/OGL/OGLConfig.cpp

751 lines
32 KiB
C++

// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoBackends/OGL/OGLConfig.h"
#include <cstdio>
#include <string>
#include <string_view>
#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<double>(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<const char*>(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<int> 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<GLint*>(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<int> 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<GLint*>(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<u32>(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