2021-07-08 13:35:21 +00:00
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/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2021 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "common/PrecompiledHeader.h"
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#include "common/Console.h"
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#include "common/GL/Context.h"
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#include "glad.h"
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#include <cstdio>
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#include <cstdlib>
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2022-05-18 13:27:23 +00:00
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#include <cstring>
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2021-07-08 13:35:21 +00:00
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#ifdef __APPLE__
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#include <stdlib.h>
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#else
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#include <malloc.h>
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#endif
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#if defined(_WIN32) && !defined(_M_ARM64)
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#include "common/GL/ContextWGL.h"
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#elif defined(__APPLE__)
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#include "common/GL/ContextAGL.h"
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#else
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#ifdef X11_API
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#include "common/GL/ContextEGLX11.h"
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#endif
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#ifdef WAYLAND_API
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#include "common/GL/ContextEGLWayland.h"
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#endif
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#endif
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namespace GL
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{
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static bool ShouldPreferESContext()
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{
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#ifndef _MSC_VER
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const char* value = std::getenv("PREFER_GLES_CONTEXT");
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return (value && std::strcmp(value, "1") == 0);
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#else
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char buffer[2] = {};
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size_t buffer_size = sizeof(buffer);
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getenv_s(&buffer_size, buffer, "PREFER_GLES_CONTEXT");
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return (std::strcmp(buffer, "1") == 0);
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#endif
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}
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Context::Context(const WindowInfo& wi)
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: m_wi(wi)
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{
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}
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Context::~Context() = default;
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std::vector<Context::FullscreenModeInfo> Context::EnumerateFullscreenModes()
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{
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return {};
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}
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2022-01-10 06:13:27 +00:00
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std::unique_ptr<GL::Context> Context::Create(const WindowInfo& wi, gsl::span<const Version> versions_to_try)
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{
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if (ShouldPreferESContext())
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{
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// move ES versions to the front
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Version* new_versions_to_try = static_cast<Version*>(alloca(sizeof(Version) * versions_to_try.size()));
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size_t count = 0;
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for (size_t i = 0; i < versions_to_try.size(); i++)
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{
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if (versions_to_try[i].profile == Profile::ES)
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new_versions_to_try[count++] = versions_to_try[i];
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}
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for (size_t i = 0; i < versions_to_try.size(); i++)
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{
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if (versions_to_try[i].profile != Profile::ES)
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new_versions_to_try[count++] = versions_to_try[i];
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}
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versions_to_try = gsl::span<const Version>(new_versions_to_try, versions_to_try.size());
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}
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std::unique_ptr<Context> context;
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#if defined(_WIN32) && !defined(_M_ARM64)
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context = ContextWGL::Create(wi, versions_to_try);
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#elif defined(__APPLE__)
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context = ContextAGL::Create(wi, versions_to_try);
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#endif
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#if defined(X11_API)
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if (wi.type == WindowInfo::Type::X11)
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context = ContextEGLX11::Create(wi, versions_to_try);
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#endif
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#if defined(WAYLAND_API)
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if (wi.type == WindowInfo::Type::Wayland)
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context = ContextEGLWayland::Create(wi, versions_to_try);
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#endif
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if (!context)
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return nullptr;
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2023-02-11 06:33:41 +00:00
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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.
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static Context* context_being_created;
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context_being_created = context.get();
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// load up glad
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if (!context->IsGLES())
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{
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if (!gladLoadGLLoader([](const char* name) { return context_being_created->GetProcAddress(name); }))
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{
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Console.Error("Failed to load GL functions for GLAD");
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return nullptr;
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}
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}
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else
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{
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if (!gladLoadGLES2Loader([](const char* name) { return context_being_created->GetProcAddress(name); }))
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{
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Console.Error("Failed to load GLES functions for GLAD");
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return nullptr;
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}
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}
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context_being_created = nullptr;
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const char* gl_vendor = reinterpret_cast<const char*>(glGetString(GL_VENDOR));
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const char* gl_renderer = reinterpret_cast<const char*>(glGetString(GL_RENDERER));
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const char* gl_version = reinterpret_cast<const char*>(glGetString(GL_VERSION));
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const char* gl_shading_language_version = reinterpret_cast<const char*>(glGetString(GL_SHADING_LANGUAGE_VERSION));
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2022-03-07 09:46:56 +00:00
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DevCon.WriteLn(Color_Magenta, "GL_VENDOR: %s", gl_vendor);
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DevCon.WriteLn(Color_Magenta, "GL_RENDERER: %s", gl_renderer);
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DevCon.WriteLn(Color_Magenta, "GL_VERSION: %s", gl_version);
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DevCon.WriteLn(Color_Magenta, "GL_SHADING_LANGUAGE_VERSION: %s", gl_shading_language_version);
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return context;
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}
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2022-01-10 06:13:27 +00:00
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gsl::span<const Context::Version> Context::GetAllVersionsList()
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{
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static constexpr Version vlist[] = {
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{Profile::Core, 4, 6},
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{Profile::Core, 4, 5},
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{Profile::Core, 4, 4},
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{Profile::Core, 4, 3},
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{Profile::Core, 4, 2},
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{Profile::Core, 4, 1},
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{Profile::Core, 4, 0},
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{Profile::Core, 3, 3},
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{Profile::Core, 3, 2},
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{Profile::Core, 3, 1},
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{Profile::Core, 3, 0},
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{Profile::ES, 3, 2},
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{Profile::ES, 3, 1},
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{Profile::ES, 3, 0},
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{Profile::ES, 2, 0},
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{Profile::NoProfile, 0, 0}
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};
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return vlist;
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}
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} // namespace GL
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