pcsx2/plugins/GSdx/GLLoader.cpp

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/*
* Copyright (C) 2011-2013 Gregory hainaut
* Copyright (C) 2007-2009 Gabest
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GLLoader.h"
#include "GSdx.h"
#ifndef ENABLE_GLES
PFNGLACTIVETEXTUREPROC gl_ActiveTexture = NULL;
PFNGLBLENDCOLORPROC gl_BlendColor = NULL;
PFNGLATTACHSHADERPROC gl_AttachShader = NULL;
PFNGLBINDBUFFERPROC gl_BindBuffer = NULL;
PFNGLBINDBUFFERBASEPROC gl_BindBufferBase = NULL;
PFNGLBINDFRAMEBUFFERPROC gl_BindFramebuffer = NULL;
PFNGLBINDSAMPLERPROC gl_BindSampler = NULL;
PFNGLBINDVERTEXARRAYPROC gl_BindVertexArray = NULL;
PFNGLBLENDEQUATIONSEPARATEIARBPROC gl_BlendEquationSeparateiARB = NULL;
PFNGLBLENDFUNCSEPARATEIARBPROC gl_BlendFuncSeparateiARB = NULL;
PFNGLBLITFRAMEBUFFERPROC gl_BlitFramebuffer = NULL;
PFNGLBUFFERDATAPROC gl_BufferData = NULL;
PFNGLCHECKFRAMEBUFFERSTATUSPROC gl_CheckFramebufferStatus = NULL;
PFNGLCLEARBUFFERFVPROC gl_ClearBufferfv = NULL;
PFNGLCLEARBUFFERIVPROC gl_ClearBufferiv = NULL;
PFNGLCLEARBUFFERUIVPROC gl_ClearBufferuiv = NULL;
PFNGLCOLORMASKIPROC gl_ColorMaski = NULL;
PFNGLCOMPILESHADERPROC gl_CompileShader = NULL;
PFNGLCREATEPROGRAMPROC gl_CreateProgram = NULL;
PFNGLCREATESHADERPROC gl_CreateShader = NULL;
PFNGLCREATESHADERPROGRAMVPROC gl_CreateShaderProgramv = NULL;
PFNGLDELETEBUFFERSPROC gl_DeleteBuffers = NULL;
PFNGLDELETEFRAMEBUFFERSPROC gl_DeleteFramebuffers = NULL;
PFNGLDELETEPROGRAMPROC gl_DeleteProgram = NULL;
PFNGLDELETESAMPLERSPROC gl_DeleteSamplers = NULL;
PFNGLDELETESHADERPROC gl_DeleteShader = NULL;
PFNGLDELETEVERTEXARRAYSPROC gl_DeleteVertexArrays = NULL;
PFNGLDETACHSHADERPROC gl_DetachShader = NULL;
PFNGLDRAWBUFFERSPROC gl_DrawBuffers = NULL;
PFNGLDRAWELEMENTSBASEVERTEXPROC gl_DrawElementsBaseVertex = NULL;
PFNGLENABLEVERTEXATTRIBARRAYPROC gl_EnableVertexAttribArray = NULL;
PFNGLFRAMEBUFFERRENDERBUFFERPROC gl_FramebufferRenderbuffer = NULL;
PFNGLFRAMEBUFFERTEXTURE2DPROC gl_FramebufferTexture2D = NULL;
PFNGLGENBUFFERSPROC gl_GenBuffers = NULL;
PFNGLGENFRAMEBUFFERSPROC gl_GenFramebuffers = NULL;
PFNGLGENSAMPLERSPROC gl_GenSamplers = NULL;
PFNGLGENVERTEXARRAYSPROC gl_GenVertexArrays = NULL;
PFNGLGETBUFFERPARAMETERIVPROC gl_GetBufferParameteriv = NULL;
PFNGLGETDEBUGMESSAGELOGARBPROC gl_GetDebugMessageLogARB = NULL;
PFNGLGETPROGRAMINFOLOGPROC gl_GetProgramInfoLog = NULL;
PFNGLGETPROGRAMIVPROC gl_GetProgramiv = NULL;
PFNGLGETSHADERIVPROC gl_GetShaderiv = NULL;
PFNGLGETSTRINGIPROC gl_GetStringi = NULL;
PFNGLISFRAMEBUFFERPROC gl_IsFramebuffer = NULL;
PFNGLLINKPROGRAMPROC gl_LinkProgram = NULL;
PFNGLMAPBUFFERPROC gl_MapBuffer = NULL;
PFNGLMAPBUFFERRANGEPROC gl_MapBufferRange = NULL;
PFNGLPROGRAMPARAMETERIPROC gl_ProgramParameteri = NULL;
PFNGLSAMPLERPARAMETERFPROC gl_SamplerParameterf = NULL;
PFNGLSAMPLERPARAMETERIPROC gl_SamplerParameteri = NULL;
PFNGLSHADERSOURCEPROC gl_ShaderSource = NULL;
PFNGLUNIFORM1IPROC gl_Uniform1i = NULL;
PFNGLUNMAPBUFFERPROC gl_UnmapBuffer = NULL;
PFNGLUSEPROGRAMSTAGESPROC gl_UseProgramStages = NULL;
PFNGLVERTEXATTRIBIPOINTERPROC gl_VertexAttribIPointer = NULL;
PFNGLVERTEXATTRIBPOINTERPROC gl_VertexAttribPointer = NULL;
PFNGLBUFFERSUBDATAPROC gl_BufferSubData = NULL;
PFNGLFENCESYNCPROC gl_FenceSync = NULL;
PFNGLDELETESYNCPROC gl_DeleteSync = NULL;
PFNGLCLIENTWAITSYNCPROC gl_ClientWaitSync = NULL;
PFNGLFLUSHMAPPEDBUFFERRANGEPROC gl_FlushMappedBufferRange = NULL;
// GL4.0
PFNGLUNIFORMSUBROUTINESUIVPROC gl_UniformSubroutinesuiv = NULL;
// GL4.1
PFNGLBINDPROGRAMPIPELINEPROC gl_BindProgramPipeline = NULL;
PFNGLGENPROGRAMPIPELINESPROC gl_GenProgramPipelines = NULL;
PFNGLDELETEPROGRAMPIPELINESPROC gl_DeleteProgramPipelines = NULL;
PFNGLGETPROGRAMPIPELINEIVPROC gl_GetProgramPipelineiv = NULL;
PFNGLVALIDATEPROGRAMPIPELINEPROC gl_ValidateProgramPipeline = NULL;
PFNGLGETPROGRAMPIPELINEINFOLOGPROC gl_GetProgramPipelineInfoLog = NULL;
// NO GL4.1
PFNGLUSEPROGRAMPROC gl_UseProgram = NULL;
PFNGLGETSHADERINFOLOGPROC gl_GetShaderInfoLog = NULL;
PFNGLPROGRAMUNIFORM1IPROC gl_ProgramUniform1i = NULL;
// NO GL4.2
PFNGLGETUNIFORMBLOCKINDEXPROC gl_GetUniformBlockIndex = NULL;
PFNGLUNIFORMBLOCKBINDINGPROC gl_UniformBlockBinding = NULL;
PFNGLGETUNIFORMLOCATIONPROC gl_GetUniformLocation = NULL;
// GL4.3
PFNGLCOPYIMAGESUBDATAPROC gl_CopyImageSubData = NULL;
// GL4.2
PFNGLBINDIMAGETEXTUREPROC gl_BindImageTexture = NULL;
PFNGLMEMORYBARRIERPROC gl_MemoryBarrier = NULL;
PFNGLTEXSTORAGE2DPROC gl_TexStorage2D = NULL;
// GL4.4
PFNGLCLEARTEXIMAGEPROC gl_ClearTexImage = NULL;
PFNGLBINDTEXTURESPROC gl_BindTextures = NULL;
PFNGLBUFFERSTORAGEPROC gl_BufferStorage = NULL;
// GL_ARB_bindless_texture (GL5?)
PFNGLGETTEXTURESAMPLERHANDLEARBPROC gl_GetTextureSamplerHandleARB = NULL;
PFNGLMAKETEXTUREHANDLERESIDENTARBPROC gl_MakeTextureHandleResidentARB = NULL;
PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC gl_MakeTextureHandleNonResidentARB = NULL;
PFNGLUNIFORMHANDLEUI64VARBPROC gl_UniformHandleui64vARB = NULL;
PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC gl_ProgramUniformHandleui64vARB = NULL;
PFNGLDEPTHRANGEDNVPROC gl_DepthRangedNV = NULL;
#endif
namespace GLLoader {
bool fglrx_buggy_driver = false;
bool mesa_amd_buggy_driver = false;
bool nvidia_buggy_driver = false;
bool intel_buggy_driver = false;
bool in_replayer = false;
// Optional
bool found_GL_ARB_separate_shader_objects = false;
bool found_geometry_shader = true;
bool found_only_gl30 = false; // Drop it when mesa support GLSL330
bool found_GL_ARB_clear_texture = false; // Don't know if GL3 GPU can support it
bool found_GL_ARB_buffer_storage = false;
bool found_GL_ARB_explicit_uniform_location = false; // need by subroutine
// GL4 hardware
bool found_GL_ARB_copy_image = false; // Not sure actually maybe GL3 GPU can do it
bool found_GL_ARB_gpu_shader5 = false;
bool found_GL_ARB_shader_image_load_store = false; // GLES3.1
bool found_GL_ARB_shader_subroutine = false;
bool found_GL_ARB_bindless_texture = false; // GL5 GPU?
// Surely recent hardware
bool found_GL_NV_depth_buffer_float = false;
// Mandatory for FULL GL (but optional for GLES)
bool found_GL_ARB_multi_bind = false; // Not yet. Wait Mesa & AMD drivers.
bool found_GL_ARB_shading_language_420pack = false; // GLES 3.1 ???
// Mandatory
bool found_GL_ARB_texture_storage = false;
static bool status_and_override(bool& found, const std::string& name, bool mandatory = false)
{
if (!found) {
fprintf(stderr, "INFO: %s is not supported\n", name.c_str());
if(mandatory) return false;
} else {
fprintf(stderr, "INFO: %s is supported\n", name.c_str());
}
std::string opt("override_");
opt += name;
if (theApp.GetConfig(opt.c_str(), -1) != -1) {
found = !!theApp.GetConfig(opt.c_str(), -1);
fprintf(stderr, "Override %s detection (%s)\n", name.c_str(), found ? "Enabled" : "Disabled");
}
return true;
}
bool check_gl_version(uint32 major, uint32 minor) {
const GLubyte* s = glGetString(GL_VERSION);
if (s == NULL) {
fprintf(stderr, "Error: GLLoader failed to get GL version\n");
return false;
}
const char* vendor = (const char*)glGetString(GL_VENDOR);
fprintf(stderr, "Supported Opengl version: %s on GPU: %s. Vendor: %s\n", s, glGetString(GL_RENDERER), vendor);
fprintf(stderr, "Note: the maximal version supported by GSdx is 3.3 (even if you driver support more)!\n");
// Name change but driver is still bad!
if (strstr(vendor, "ATI") || strstr(vendor, "Advanced Micro Devices"))
fglrx_buggy_driver = true;
if (strstr(vendor, "NVIDIA Corporation"))
nvidia_buggy_driver = true;
if (strstr(vendor, "Intel"))
intel_buggy_driver = true;
if (strstr(vendor, "X.Org")) // Note: it might actually catch nouveau too, but bug are likely to be the same anyway
mesa_amd_buggy_driver = true;
GLuint dot = 0;
while (s[dot] != '\0' && s[dot] != '.') dot++;
if (dot == 0) return false;
GLuint major_gl = s[dot-1]-'0';
GLuint minor_gl = s[dot+1]-'0';
#ifndef ENABLE_GLES
if ( (major_gl < 3) || ( major_gl == 3 && minor_gl < 2 ) ) {
fprintf(stderr, "Geometry shaders are not supported. Required openGL 3.2\n");
found_geometry_shader = false;
}
if (mesa_amd_buggy_driver || intel_buggy_driver) {
fprintf(stderr, "Buggy driver detected. Geometry shaders will be disabled\n");
found_geometry_shader = false;
}
if (theApp.GetConfig("override_geometry_shader", -1) != -1) {
found_geometry_shader = !!theApp.GetConfig("override_geometry_shader", -1);
fprintf(stderr, "Override geometry shaders detection\n");
}
if ( (major_gl == 3) && minor_gl < 3) {
// Opensource driver spotted
found_only_gl30 = true;
}
#else
found_geometry_shader = false;
#endif
if ( (major_gl < major) || ( major_gl == major && minor_gl < minor ) ) {
fprintf(stderr, "OPENGL %d.%d is not supported\n", major, minor);
return false;
}
return true;
}
bool check_gl_supported_extension() {
int max_ext = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &max_ext);
if (gl_GetStringi && max_ext) {
for (GLint i = 0; i < max_ext; i++) {
string ext((const char*)gl_GetStringi(GL_EXTENSIONS, i));
if (ext.compare("GL_ARB_separate_shader_objects") == 0) {
if (!fglrx_buggy_driver) found_GL_ARB_separate_shader_objects = true;
else fprintf(stderr, "Buggy driver detected, GL_ARB_separate_shader_objects will be disabled\n");
}
if (ext.compare("GL_ARB_shading_language_420pack") == 0) found_GL_ARB_shading_language_420pack = true;
if (ext.compare("GL_ARB_texture_storage") == 0) found_GL_ARB_texture_storage = true;
if (ext.compare("GL_ARB_copy_image") == 0) found_GL_ARB_copy_image = true;
if (ext.compare("GL_ARB_gpu_shader5") == 0) found_GL_ARB_gpu_shader5 = true;
if (ext.compare("GL_NV_depth_buffer_float") == 0) found_GL_NV_depth_buffer_float = true;
if (ext.compare("GL_ARB_explicit_uniform_location") == 0) found_GL_ARB_explicit_uniform_location = true;
if (ext.compare("GL_ARB_multi_bind") == 0) found_GL_ARB_multi_bind = true;
if (ext.compare("GL_ARB_buffer_storage") == 0) found_GL_ARB_buffer_storage = true;
// Only enable this extension on nvidia
if (nvidia_buggy_driver && ext.compare("GL_ARB_shader_image_load_store") == 0) found_GL_ARB_shader_image_load_store = true;
#if 0
// Erratum: on nvidia implementation, gain is very nice : 42.5 fps => 46.5 fps
//
// Strangely it doesn't provide the speed boost as expected.
// Note: only atst/colclip was replaced with subroutine for the moment. It replace 2000 program switch on
// colin mcrae 3 by 2100 uniform, but code is slower!
//
// Current hypothesis: the validation of useprogram is done in the "driver thread" whereas the extra function calls
// are done on the overloaded main threads.
// Apitrace profiling shows faster GPU draw times
if (ext.compare("GL_ARB_shader_subroutine") == 0) found_GL_ARB_shader_subroutine = true;
#endif
#ifdef GL44 // Need to debug the code first
// Need to check the clean (in particular of depth/stencil texture)
if (ext.compare("GL_ARB_clear_texture") == 0) found_GL_ARB_clear_texture = true;
#endif
#ifdef GLBINDLESS // Need to debug the code first
if (ext.compare("GL_ARB_bindless_texture") == 0) found_GL_ARB_bindless_texture = true;
#endif
#ifdef ENABLE_GLES
fprintf(stderr, "DEBUG ext: %s\n", ext.c_str());
#endif
}
}
bool status = true;
#ifndef ENABLE_GLES
fprintf(stderr, "\n");
status &= status_and_override(found_GL_ARB_separate_shader_objects,"GL_ARB_separate_shader_objects");
status &= status_and_override(found_GL_ARB_gpu_shader5,"GL_ARB_gpu_shader5");
status &= status_and_override(found_GL_ARB_shader_image_load_store,"GL_ARB_shader_image_load_store");
status &= status_and_override(found_GL_ARB_clear_texture,"GL_ARB_clear_texture");
status &= status_and_override(found_GL_ARB_buffer_storage,"GL_ARB_buffer_storage");
status &= status_and_override(found_GL_ARB_shader_subroutine,"GL_ARB_shader_subroutine");
status &= status_and_override(found_GL_ARB_explicit_uniform_location,"GL_ARB_explicit_uniform_location");
status &= status_and_override(found_GL_ARB_texture_storage, "GL_ARB_texture_storage", true);
status &= status_and_override(found_GL_ARB_shading_language_420pack,"GL_ARB_shading_language_420pack");
status &= status_and_override(found_GL_ARB_multi_bind,"GL_ARB_multi_bind");
status &= status_and_override(found_GL_ARB_bindless_texture,"GL_ARB_bindless_texture");
status &= status_and_override(found_GL_NV_depth_buffer_float,"GL_NV_depth_buffer_float");
fprintf(stderr, "\n");
#endif
return status;
}
}