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

1739 lines
58 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <algorithm>
#include <cinttypes>
#include <cmath>
#include <cstdio>
#include <memory>
#include <string>
#include <vector>
#include "Common/Atomic.h"
#include "Common/CommonTypes.h"
#include "Common/FileUtil.h"
#include "Common/GL/GLInterfaceBase.h"
#include "Common/GL/GLUtil.h"
#include "Common/Logging/LogManager.h"
#include "Common/MathUtil.h"
#include "Common/StringUtil.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "VideoBackends/OGL/BoundingBox.h"
#include "VideoBackends/OGL/FramebufferManager.h"
#include "VideoBackends/OGL/PostProcessing.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/RasterFont.h"
#include "VideoBackends/OGL/Render.h"
#include "VideoBackends/OGL/SamplerCache.h"
#include "VideoBackends/OGL/TextureCache.h"
#include "VideoBackends/OGL/VertexManager.h"
#include "VideoCommon/AVIDump.h"
#include "VideoCommon/BPFunctions.h"
#include "VideoCommon/DriverDetails.h"
#include "VideoCommon/Fifo.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoConfig.h"
void VideoConfig::UpdateProjectionHack()
{
::UpdateProjectionHack(g_Config.iPhackvalue, g_Config.sPhackvalue);
}
static int s_max_texture_size = 0;
namespace OGL
{
VideoConfig g_ogl_config;
// Declarations and definitions
// ----------------------------
static std::unique_ptr<RasterFont> s_raster_font;
// 1 for no MSAA. Use s_MSAASamples > 1 to check for MSAA.
static int s_MSAASamples = 1;
static int s_last_multisamples = 1;
static bool s_last_stereo_mode = false;
static bool s_last_xfb_mode = false;
static u32 s_blendMode;
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<u32>
s_efbCache[2][EFB_CACHE_WIDTH * EFB_CACHE_HEIGHT]; // 2 for PEEK_Z and PEEK_COLOR
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;
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;
// We don't care about these
default:
break;
}
DriverDetails::Init(DriverDetails::API_OPENGL, vendor, driver, version, family);
}
// Init functions
Renderer::Renderer()
{
s_blendMode = 0;
bool bSuccess = true;
// Init extension support.
if (!GLExtensions::Init())
{
// OpenGL 2.0 is required for all shader based drawings. There is no way to get this by
// extensions
PanicAlert("GPU: OGL ERROR: Does your video card support OpenGL 2.0?");
bSuccess = 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);
InitDriverInfo();
if (GLExtensions::Version() < 300)
{
// integer vertex attributes require a gl3 only function
PanicAlert("GPU: OGL ERROR: Need OpenGL version 3.\n"
"GPU: Does your video card support OpenGL 3?");
bSuccess = false;
}
// check for the max vertex attributes
GLint numvertexattribs = 0;
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &numvertexattribs);
if (numvertexattribs < 16)
{
PanicAlert("GPU: OGL ERROR: Number of attributes %d not enough.\n"
"GPU: Does your video card support OpenGL 2.x?",
numvertexattribs);
bSuccess = false;
}
// check the max texture width and height
GLint max_texture_size;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint*)&max_texture_size);
if (max_texture_size < 1024)
{
PanicAlert("GL_MAX_TEXTURE_SIZE too small at %i - must be at least 1024.", max_texture_size);
bSuccess = false;
}
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 =
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);
// 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");
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.bSupports3DTextureStorage =
GLExtensions::Supports("GL_ARB_texture_storage_multisample") ||
GLExtensions::Supports("GL_OES_texture_storage_multisample_2d_array");
g_ogl_config.bSupports2DTextureStorage =
GLExtensions::Supports("GL_ARB_texture_storage_multisample");
g_ogl_config.bSupportsEarlyFragmentTests =
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");
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_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.bSupportsEarlyFragmentTests = true;
g_Config.backend_info.bSupportsGeometryShaders = g_ogl_config.bSupportsAEP;
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.bSupportsBBox = true;
g_ogl_config.bSupportsMSAA = true;
g_ogl_config.bSupports2DTextureStorage = true;
if (g_ActiveConfig.iStereoMode > 0 && g_ActiveConfig.iMultisamples > 1 &&
!g_ogl_config.bSupports3DTextureStorage)
{
// GLES 3.1 can't support stereo rendering and MSAA
OSD::AddMessage("MSAA Stereo rendering isn't supported by your GPU.", 10000);
g_ActiveConfig.iMultisamples = 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.bSupportsEarlyFragmentTests = true;
g_Config.backend_info.bSupportsGeometryShaders = 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.bSupportsBBox = true;
g_ogl_config.bSupportsCopySubImage = true;
g_ogl_config.bSupportsGLBaseVertex = true;
g_ogl_config.bSupportsDebug = true;
g_ogl_config.bSupportsMSAA = true;
g_ogl_config.bSupports2DTextureStorage = true;
g_ogl_config.bSupports3DTextureStorage = 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.bSupportsEarlyFragmentTests =
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.bSupportsEarlyFragmentTests =
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
{
g_ogl_config.eSupportedGLSLVersion = GLSL_400;
g_Config.backend_info.bSupportsSSAA = 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.bSupportsEarlyFragmentTests || g_ogl_config.bSupportsConservativeDepth;
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;
}
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;
g_Config.VerifyValidity();
UpdateActiveConfig();
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.iStereoMode > 0;
s_last_xfb_mode = g_ActiveConfig.bUseRealXFB;
// Decide framebuffer size
s_backbuffer_width = (int)GLInterface->GetBackBufferWidth();
s_backbuffer_height = (int)GLInterface->GetBackBufferHeight();
// Handle VSync on/off
s_vsync = g_ActiveConfig.IsVSync();
if (!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_VSYNC))
GLInterface->SwapInterval(s_vsync);
// TODO: Move these somewhere else?
FramebufferManagerBase::SetLastXfbWidth(MAX_XFB_WIDTH);
FramebufferManagerBase::SetLastXfbHeight(MAX_XFB_HEIGHT);
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
s_last_efb_scale = g_ActiveConfig.iEFBScale;
CalculateTargetSize(s_backbuffer_width, s_backbuffer_height);
PixelShaderManager::SetEfbScaleChanged();
// Because of the fixed framebuffer size we need to disable the resolution
// options while running
g_Config.bRunning = true;
glStencilFunc(GL_ALWAYS, 0, 0);
glBlendFunc(GL_ONE, GL_ONE);
glViewport(0, 0, GetTargetWidth(), GetTargetHeight()); // Reset The Current Viewport
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
glDisable(GL_STENCIL_TEST);
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, GetTargetWidth(), GetTargetHeight());
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()
{
}
void Renderer::Shutdown()
{
g_framebuffer_manager.reset();
g_Config.bRunning = false;
UpdateActiveConfig();
s_raster_font.reset();
m_post_processor.reset();
OpenGL_DeleteAttributelessVAO();
}
void Renderer::Init()
{
// Initialize the FramebufferManager
g_framebuffer_manager =
std::make_unique<FramebufferManager>(s_target_width, s_target_height, s_MSAASamples);
m_post_processor = std::make_unique<OpenGLPostProcessing>();
s_raster_font = std::make_unique<RasterFont>();
OpenGL_CreateAttributelessVAO();
}
void Renderer::RenderText(const std::string& text, int left, int top, u32 color)
{
const int nBackbufferWidth = (int)GLInterface->GetBackBufferWidth();
const int nBackbufferHeight = (int)GLInterface->GetBackBufferHeight();
s_raster_font->printMultilineText(text, left * 2.0f / (float)nBackbufferWidth - 1,
1 - top * 2.0f / (float)nBackbufferHeight, 0, nBackbufferWidth,
nBackbufferHeight, 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 Renderer::SetColorMask()
{
// Only enable alpha channel if it's supported by the current EFB format
GLenum ColorMask = GL_FALSE, AlphaMask = GL_FALSE;
if (bpmem.alpha_test.TestResult() != AlphaTest::FAIL)
{
if (bpmem.blendmode.colorupdate)
ColorMask = GL_TRUE;
if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24))
AlphaMask = GL_TRUE;
}
glColorMask(ColorMask, ColorMask, ColorMask, AlphaMask);
}
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)
{
u32 cacheType = (type == PEEK_Z ? 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 == PEEK_Z)
{
float* ptr = (float*)data;
value = MathUtil::Clamp<u32>((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 == PEEK_COLOR || type == PEEK_Z)
{
// 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 PEEK_Z:
{
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<float[]> 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 PEEK_COLOR: // 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<u32[]> 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 / s_target_width;
}
else
{
// up/down -- we have to swap up and down
value = value * EFB_HEIGHT / s_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 * s_target_width / EFB_WIDTH;
}
else
{
index ^= 1; // swap 2 and 3 for top/bottom
value = EFB_HEIGHT - value - 1;
value = value * s_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 GLNear = MathUtil::Clamp<float>(
xfmem.viewport.farZ -
MathUtil::Clamp<float>(xfmem.viewport.zRange, -16777216.0f, 16777216.0f),
0.0f, 16777215.0f) /
16777216.0f;
float GLFar = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 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<GLint>(ceilf(f)); };
glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height));
}
// Set the reversed depth range. If we do depth clipping and depth range in the
// vertex shader we only need to ensure depth values don't exceed the maximum
// value supported by the console GPU. If not, we simply clamp the near/far values
// themselves to the maximum value as done above.
if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
{
if (xfmem.viewport.zRange < 0.0f)
glDepthRangef(0.0f, GX_MAX_DEPTH);
else
glDepthRangef(GX_MAX_DEPTH, 0.0f);
}
else
{
glDepthRangef(GLFar, GLNear);
}
}
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)
{
if (g_ActiveConfig.iStereoMode == STEREO_SBS || g_ActiveConfig.iStereoMode == STEREO_TAB)
{
TargetRectangle leftRc, rightRc;
// Top-and-Bottom mode needs to compensate for inverted vertical screen coordinates.
if (g_ActiveConfig.iStereoMode == STEREO_TAB)
ConvertStereoRectangle(dst, rightRc, leftRc);
else
ConvertStereoRectangle(dst, leftRc, rightRc);
m_post_processor->BlitFromTexture(src, leftRc, src_texture, src_width, src_height, 0);
m_post_processor->BlitFromTexture(src, rightRc, src_texture, src_width, src_height, 1);
}
else
{
m_post_processor->BlitFromTexture(src, dst, src_texture, src_width, src_height);
}
}
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::SetBlendMode(bool forceUpdate)
{
// Our render target always uses an alpha channel, so we need to override the blend functions to
// assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel
// Example: D3DBLEND_DESTALPHA needs to be D3DBLEND_ONE since the result without an alpha channel
// is assumed to always be 1.
bool target_has_alpha = bpmem.zcontrol.pixel_format == PEControl::RGBA6_Z24;
bool useDstAlpha = bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && target_has_alpha;
bool useDualSource = g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
// Only use dual-source blending when required on drivers that don't support it very well.
if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_DUAL_SOURCE_BLENDING) && !useDstAlpha)
useDualSource = false;
const GLenum glSrcFactors[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,
(target_has_alpha) ? GL_DST_ALPHA : (GLenum)GL_ONE,
(target_has_alpha) ? GL_ONE_MINUS_DST_ALPHA : (GLenum)GL_ZERO};
const GLenum glDestFactors[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,
(target_has_alpha) ? GL_DST_ALPHA : (GLenum)GL_ONE,
(target_has_alpha) ? GL_ONE_MINUS_DST_ALPHA : (GLenum)GL_ZERO};
// blend mode bit mask
// 0 - blend enable
// 1 - dst alpha enabled
// 2 - reverse subtract enable (else add)
// 3-5 - srcRGB function
// 6-8 - dstRGB function
u32 newval = useDstAlpha << 1;
newval |= bpmem.blendmode.subtract << 2;
if (bpmem.blendmode.subtract)
{
newval |= 0x0049; // enable blending src 1 dst 1
}
else if (bpmem.blendmode.blendenable)
{
newval |= 1; // enable blending
newval |= bpmem.blendmode.srcfactor << 3;
newval |= bpmem.blendmode.dstfactor << 6;
}
u32 changes = forceUpdate ? 0xFFFFFFFF : newval ^ s_blendMode;
if (changes & 1)
{
// blend enable change
(newval & 1) ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
}
if (changes & 4)
{
// subtract enable change
GLenum equation = newval & 4 ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
GLenum equationAlpha = useDstAlpha ? GL_FUNC_ADD : equation;
glBlendEquationSeparate(equation, equationAlpha);
}
if (changes & 0x1FA)
{
u32 srcidx = (newval >> 3) & 7;
u32 dstidx = (newval >> 6) & 7;
GLenum srcFactor = glSrcFactors[srcidx];
GLenum dstFactor = glDestFactors[dstidx];
// adjust alpha factors
if (useDstAlpha)
{
srcidx = BlendMode::ONE;
dstidx = BlendMode::ZERO;
}
else
{
// we can't use GL_DST_COLOR or GL_ONE_MINUS_DST_COLOR for source in alpha channel so use
// their alpha equivalent instead
if (srcidx == BlendMode::DSTCLR)
srcidx = BlendMode::DSTALPHA;
else if (srcidx == BlendMode::INVDSTCLR)
srcidx = BlendMode::INVDSTALPHA;
// we can't use GL_SRC_COLOR or GL_ONE_MINUS_SRC_COLOR for destination in alpha channel so use
// their alpha equivalent instead
if (dstidx == BlendMode::SRCCLR)
dstidx = BlendMode::SRCALPHA;
else if (dstidx == BlendMode::INVSRCCLR)
dstidx = BlendMode::INVSRCALPHA;
}
GLenum srcFactorAlpha = glSrcFactors[srcidx];
GLenum dstFactorAlpha = glDestFactors[dstidx];
// blend RGB change
glBlendFuncSeparate(srcFactor, dstFactor, srcFactorAlpha, dstFactorAlpha);
}
s_blendMode = newval;
}
// This function has the final picture. We adjust the aspect ratio here.
void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
const EFBRectangle& rc, 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);
}
if ((!XFBWrited && !g_ActiveConfig.RealXFBEnabled()) || !fbWidth || !fbHeight)
{
Core::Callback_VideoCopiedToXFB(false);
return;
}
u32 xfbCount = 0;
const XFBSourceBase* const* xfbSourceList =
FramebufferManager::GetXFBSource(xfbAddr, fbStride, fbHeight, &xfbCount);
if (g_ActiveConfig.VirtualXFBEnabled() && (!xfbSourceList || xfbCount == 0))
{
Core::Callback_VideoCopiedToXFB(false);
return;
}
ResetAPIState();
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
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.
const XFBSource* xfbSource = nullptr;
if (g_ActiveConfig.bUseXFB)
{
// draw each xfb source
for (u32 i = 0; i < xfbCount; ++i)
{
xfbSource = (const XFBSource*)xfbSourceList[i];
TargetRectangle drawRc;
TargetRectangle sourceRc;
sourceRc.left = xfbSource->sourceRc.left;
sourceRc.right = xfbSource->sourceRc.right;
sourceRc.top = xfbSource->sourceRc.top;
sourceRc.bottom = xfbSource->sourceRc.bottom;
if (g_ActiveConfig.bUseRealXFB)
{
drawRc = flipped_trc;
sourceRc.right -= fbStride - fbWidth;
// RealXFB doesn't call ConvertEFBRectangle for sourceRc, therefore it is still assuming a
// top-left origin.
// The top offset is always zero (see FramebufferManagerBase::GetRealXFBSource).
sourceRc.top = sourceRc.bottom;
sourceRc.bottom = 0;
}
else
{
// use virtual xfb with offset
int xfbHeight = xfbSource->srcHeight;
int xfbWidth = xfbSource->srcWidth;
int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbStride * 2);
drawRc.top = flipped_trc.top - hOffset * flipped_trc.GetHeight() / (s32)fbHeight;
drawRc.bottom =
flipped_trc.top - (hOffset + xfbHeight) * flipped_trc.GetHeight() / (s32)fbHeight;
drawRc.left =
flipped_trc.left +
(flipped_trc.GetWidth() - xfbWidth * flipped_trc.GetWidth() / (s32)fbStride) / 2;
drawRc.right =
flipped_trc.left +
(flipped_trc.GetWidth() + xfbWidth * flipped_trc.GetWidth() / (s32)fbStride) / 2;
// The following code disables auto stretch. Kept for reference.
// scale draw area for a 1 to 1 pixel mapping with the draw target
// float vScale = (float)fbHeight / (float)flipped_trc.GetHeight();
// float hScale = (float)fbWidth / (float)flipped_trc.GetWidth();
// drawRc.top *= vScale;
// drawRc.bottom *= vScale;
// drawRc.left *= hScale;
// drawRc.right *= hScale;
sourceRc.right -= Renderer::EFBToScaledX(fbStride - fbWidth);
}
BlitScreen(sourceRc, drawRc, xfbSource->texture, xfbSource->texWidth, xfbSource->texHeight);
}
}
else
{
TargetRectangle targetRc = ConvertEFBRectangle(rc);
// for msaa mode, we must resolve the efb content to non-msaa
GLuint tex = FramebufferManager::ResolveAndGetRenderTarget(rc);
BlitScreen(targetRc, flipped_trc, tex, s_target_width, s_target_height);
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
if (IsFrameDumping())
{
std::vector<u8> image(flipped_trc.GetWidth() * flipped_trc.GetHeight() * 4);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(flipped_trc.left, flipped_trc.bottom, flipped_trc.GetWidth(),
flipped_trc.GetHeight(), GL_RGBA, GL_UNSIGNED_BYTE, image.data());
DumpFrameData(image.data(), flipped_trc.GetWidth(), flipped_trc.GetHeight(),
flipped_trc.GetWidth() * 4, ticks, true);
FinishFrameData();
}
// Finish up the current frame, print some stats
SetWindowSize(fbStride, fbHeight);
GLInterface->Update(); // just updates the render window position and the backbuffer size
bool xfbchanged = s_last_xfb_mode != g_ActiveConfig.bUseRealXFB;
if (FramebufferManagerBase::LastXfbWidth() != fbStride ||
FramebufferManagerBase::LastXfbHeight() != fbHeight)
{
xfbchanged = true;
unsigned int const last_w =
(fbStride < 1 || fbStride > MAX_XFB_WIDTH) ? MAX_XFB_WIDTH : fbStride;
unsigned int const last_h =
(fbHeight < 1 || fbHeight > MAX_XFB_HEIGHT) ? MAX_XFB_HEIGHT : fbHeight;
FramebufferManagerBase::SetLastXfbWidth(last_w);
FramebufferManagerBase::SetLastXfbHeight(last_h);
}
bool WindowResized = false;
int W = (int)GLInterface->GetBackBufferWidth();
int H = (int)GLInterface->GetBackBufferHeight();
if (W != s_backbuffer_width || H != s_backbuffer_height ||
s_last_efb_scale != g_ActiveConfig.iEFBScale)
{
WindowResized = true;
s_backbuffer_width = W;
s_backbuffer_height = H;
s_last_efb_scale = g_ActiveConfig.iEFBScale;
}
bool TargetSizeChanged = false;
if (CalculateTargetSize(s_backbuffer_width, s_backbuffer_height))
{
TargetSizeChanged = true;
}
if (TargetSizeChanged || xfbchanged || WindowResized ||
(s_last_multisamples != g_ActiveConfig.iMultisamples) ||
(s_last_stereo_mode != (g_ActiveConfig.iStereoMode > 0)))
{
s_last_xfb_mode = g_ActiveConfig.bUseRealXFB;
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
if (TargetSizeChanged || s_last_multisamples != g_ActiveConfig.iMultisamples ||
s_last_stereo_mode != (g_ActiveConfig.iStereoMode > 0))
{
s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
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<FramebufferManager>(s_target_width, s_target_height, s_MSAASamples);
PixelShaderManager::SetEfbScaleChanged();
}
}
// ---------------------------------------------------------------------
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 (s_surface_needs_change.IsSet())
{
GLInterface->UpdateHandle(s_new_surface_handle);
GLInterface->UpdateSurface();
s_new_surface_handle = nullptr;
s_surface_needs_change.Clear();
s_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.
TextureCache::Cleanup(frameCount);
// Render to the framebuffer.
FramebufferManager::SetFramebuffer(0);
RestoreAPIState();
g_Config.iSaveTargetId = 0;
UpdateActiveConfig();
TextureCache::OnConfigChanged(g_ActiveConfig);
// For testing zbuffer targets.
// Renderer::SetZBufferRender();
// SaveTexture("tex.png", GL_TEXTURE_2D, s_FakeZTarget,
// GetTargetWidth(), GetTargetHeight());
// Invalidate EFB cache
ClearEFBCache();
}
// 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);
}
SetGenerationMode();
BPFunctions::SetScissor();
SetColorMask();
SetDepthMode();
SetBlendMode(true);
SetLogicOpMode();
SetViewport();
const VertexManager* const vm = static_cast<VertexManager*>(g_vertex_manager.get());
glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
if (vm->m_last_vao)
glBindVertexArray(vm->m_last_vao);
TextureCache::SetStage();
}
void Renderer::SetGenerationMode()
{
// none, ccw, cw, ccw
if (bpmem.genMode.cullmode > 0)
{
// TODO: GX_CULL_ALL not supported, yet!
glEnable(GL_CULL_FACE);
glFrontFace(bpmem.genMode.cullmode == 2 ? GL_CCW : GL_CW);
}
else
{
glDisable(GL_CULL_FACE);
}
}
void Renderer::SetDepthMode()
{
const GLenum glCmpFuncs[8] = {GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL,
GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS};
if (bpmem.zmode.testenable)
{
glEnable(GL_DEPTH_TEST);
glDepthMask(bpmem.zmode.updateenable ? GL_TRUE : GL_FALSE);
glDepthFunc(glCmpFuncs[bpmem.zmode.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::SetLogicOpMode()
{
if (GLInterface->GetMode() != GLInterfaceMode::MODE_OPENGL)
return;
// Logic ops aren't available in GLES3/GLES2
const GLenum glLogicOpCodes[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 (bpmem.blendmode.logicopenable && !bpmem.blendmode.blendenable)
{
glEnable(GL_COLOR_LOGIC_OP);
glLogicOp(glLogicOpCodes[bpmem.blendmode.logicmode]);
}
else
{
glDisable(GL_COLOR_LOGIC_OP);
}
}
void Renderer::SetDitherMode()
{
if (bpmem.blendmode.dither)
glEnable(GL_DITHER);
else
glDisable(GL_DITHER);
}
void Renderer::SetSamplerState(int stage, int texindex, bool custom_tex)
{
auto const& tex = bpmem.tex[texindex];
auto const& tm0 = tex.texMode0[stage];
auto const& tm1 = tex.texMode1[stage];
g_sampler_cache->SetSamplerState((texindex * 4) + stage, tm0, tm1, custom_tex);
}
void Renderer::SetInterlacingMode()
{
// TODO
}
}
namespace OGL
{
u32 Renderer::GetMaxTextureSize()
{
// Right now nvidia seems to do something very weird if we try to cache GL_MAX_TEXTURE_SIZE in
// init. This is a workaround that lets
// us keep the perf improvement that caching it gives us.
if (s_max_texture_size == 0)
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &s_max_texture_size);
return static_cast<u32>(s_max_texture_size);
}
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
s_new_surface_handle = new_surface_handle;
s_surface_needs_change.Set();
s_surface_changed.Wait();
#endif
}
}