pcsx2/common/GL/Context.cpp

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/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2021 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 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 PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "common/PrecompiledHeader.h"
#include "common/Console.h"
#include "common/GL/Context.h"
#include "glad.h"
#include <cstdio>
#include <cstdlib>
#include <cstring>
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#ifdef __APPLE__
#include <stdlib.h>
#else
#include <malloc.h>
#endif
#if defined(_WIN32) && !defined(_M_ARM64)
#include "common/GL/ContextWGL.h"
#elif defined(__APPLE__)
#include "common/GL/ContextAGL.h"
#else
#ifdef X11_API
#include "common/GL/ContextEGLX11.h"
#endif
#ifdef WAYLAND_API
#include "common/GL/ContextEGLWayland.h"
#endif
#endif
namespace GL
{
static bool ShouldPreferESContext()
{
#ifndef _MSC_VER
const char* value = std::getenv("PREFER_GLES_CONTEXT");
return (value && std::strcmp(value, "1") == 0);
#else
char buffer[2] = {};
size_t buffer_size = sizeof(buffer);
getenv_s(&buffer_size, buffer, "PREFER_GLES_CONTEXT");
return (std::strcmp(buffer, "1") == 0);
#endif
}
Context::Context(const WindowInfo& wi)
: m_wi(wi)
{
}
Context::~Context() = default;
std::vector<Context::FullscreenModeInfo> Context::EnumerateFullscreenModes()
{
return {};
}
std::unique_ptr<GL::Context> Context::Create(const WindowInfo& wi, gsl::span<const Version> versions_to_try)
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{
if (ShouldPreferESContext())
{
// move ES versions to the front
Version* new_versions_to_try = static_cast<Version*>(alloca(sizeof(Version) * versions_to_try.size()));
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size_t count = 0;
for (size_t i = 0; i < versions_to_try.size(); i++)
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{
if (versions_to_try[i].profile == Profile::ES)
new_versions_to_try[count++] = versions_to_try[i];
}
for (size_t i = 0; i < versions_to_try.size(); i++)
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{
if (versions_to_try[i].profile != Profile::ES)
new_versions_to_try[count++] = versions_to_try[i];
}
versions_to_try = gsl::span<const Version>(new_versions_to_try, versions_to_try.size());
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}
std::unique_ptr<Context> context;
#if defined(_WIN32) && !defined(_M_ARM64)
context = ContextWGL::Create(wi, versions_to_try);
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#elif defined(__APPLE__)
context = ContextAGL::Create(wi, versions_to_try);
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#endif
#if defined(X11_API)
if (wi.type == WindowInfo::Type::X11)
context = ContextEGLX11::Create(wi, versions_to_try);
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#endif
#if defined(WAYLAND_API)
if (wi.type == WindowInfo::Type::Wayland)
context = ContextEGLWayland::Create(wi, versions_to_try);
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#endif
if (!context)
return nullptr;
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Console.WriteLn("Created an %s context", context->IsGLES() ? "OpenGL ES" : "OpenGL");
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// NOTE: Not thread-safe. But this is okay, since we're not going to be creating more than one context at a time.
static Context* context_being_created;
context_being_created = context.get();
// load up glad
if (!context->IsGLES())
{
if (!gladLoadGLLoader([](const char* name) { return context_being_created->GetProcAddress(name); }))
{
Console.Error("Failed to load GL functions for GLAD");
return nullptr;
}
}
else
{
if (!gladLoadGLES2Loader([](const char* name) { return context_being_created->GetProcAddress(name); }))
{
Console.Error("Failed to load GLES functions for GLAD");
return nullptr;
}
}
context_being_created = nullptr;
const char* gl_vendor = reinterpret_cast<const char*>(glGetString(GL_VENDOR));
const char* gl_renderer = reinterpret_cast<const char*>(glGetString(GL_RENDERER));
const char* gl_version = reinterpret_cast<const char*>(glGetString(GL_VERSION));
const char* gl_shading_language_version = reinterpret_cast<const char*>(glGetString(GL_SHADING_LANGUAGE_VERSION));
DevCon.WriteLn(Color_Magenta, "GL_VENDOR: %s", gl_vendor);
DevCon.WriteLn(Color_Magenta, "GL_RENDERER: %s", gl_renderer);
DevCon.WriteLn(Color_Magenta, "GL_VERSION: %s", gl_version);
DevCon.WriteLn(Color_Magenta, "GL_SHADING_LANGUAGE_VERSION: %s", gl_shading_language_version);
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return context;
}
gsl::span<const Context::Version> Context::GetAllVersionsList()
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{
static constexpr Version vlist[] = {
{Profile::Core, 4, 6},
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{Profile::Core, 4, 5},
{Profile::Core, 4, 4},
{Profile::Core, 4, 3},
{Profile::Core, 4, 2},
{Profile::Core, 4, 1},
{Profile::Core, 4, 0},
{Profile::Core, 3, 3},
{Profile::Core, 3, 2},
{Profile::Core, 3, 1},
{Profile::Core, 3, 0},
{Profile::ES, 3, 2},
{Profile::ES, 3, 1},
{Profile::ES, 3, 0},
{Profile::ES, 2, 0},
{Profile::NoProfile, 0, 0}
};
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return vlist;
}
} // namespace GL