pcsx2/plugins/GSdx/Renderers/OpenGL/GLLoader.cpp

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/* * Copyright (C) 2011-2014 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"
#include "GS.h"
#ifdef __unix__
PFNGLBLENDFUNCSEPARATEPROC glBlendFuncSeparate = NULL;
#endif
PFNGLTEXTUREPAGECOMMITMENTEXTPROC glTexturePageCommitmentEXT = NULL;
#include "PFN_GLLOADER_CPP.h"
namespace GLExtension {
static std::unordered_set<std::string> s_extensions;
bool Has(const std::string& ext)
{
return !!s_extensions.count(ext);
}
void Set(const std::string& ext, bool v)
{
if (v)
s_extensions.insert(ext);
else
s_extensions.erase(ext);
}
}
namespace ReplaceGL {
void APIENTRY ScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height)
{
glScissor(left, bottom, width, height);
}
void APIENTRY ViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h)
{
glViewport(GLint(x), GLint(y), GLsizei(w), GLsizei(h));
}
void APIENTRY TextureBarrier()
{
}
}
#ifdef _WIN32
namespace Emulate_DSA {
// Texture entry point
void APIENTRY BindTextureUnit(GLuint unit, GLuint texture) {
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_2D, texture);
}
void APIENTRY CreateTexture(GLenum target, GLsizei n, GLuint *textures) {
glGenTextures(1, textures);
}
void APIENTRY TextureStorage(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) {
BindTextureUnit(7, texture);
glTexStorage2D(GL_TEXTURE_2D, levels, internalformat, width, height);
}
void APIENTRY TextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) {
BindTextureUnit(7, texture);
glTexSubImage2D(GL_TEXTURE_2D, level, xoffset, yoffset, width, height, format, type, pixels);
}
void APIENTRY CopyTextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {
BindTextureUnit(7, texture);
glCopyTexSubImage2D(GL_TEXTURE_2D, level, xoffset, yoffset, x, y, width, height);
}
void APIENTRY GetTexureImage(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels) {
BindTextureUnit(7, texture);
glGetTexImage(GL_TEXTURE_2D, level, format, type, pixels);
}
void APIENTRY TextureParameteri (GLuint texture, GLenum pname, GLint param) {
BindTextureUnit(7, texture);
glTexParameteri(GL_TEXTURE_2D, pname, param);
}
void APIENTRY GenerateTextureMipmap(GLuint texture) {
BindTextureUnit(7, texture);
glGenerateMipmap(GL_TEXTURE_2D);
}
// Misc entry point
// (only purpose is to have a consistent API otherwise it is useless)
void APIENTRY CreateProgramPipelines(GLsizei n, GLuint *pipelines) {
glGenProgramPipelines(n, pipelines);
}
void APIENTRY CreateSamplers(GLsizei n, GLuint *samplers) {
glGenSamplers(n, samplers);
}
// Replace function pointer to emulate DSA behavior
void Init() {
fprintf(stderr, "DSA is not supported. Expect slower performance\n");
glBindTextureUnit = BindTextureUnit;
glCreateTextures = CreateTexture;
glTextureStorage2D = TextureStorage;
glTextureSubImage2D = TextureSubImage;
glCopyTextureSubImage2D = CopyTextureSubImage;
glGetTextureImage = GetTexureImage;
glTextureParameteri = TextureParameteri;
glCreateProgramPipelines = CreateProgramPipelines;
glCreateSamplers = CreateSamplers;
}
}
#endif
namespace GLLoader {
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#define fprintf_once(out, ...) do if (s_first_load) fprintf(out, __VA_ARGS__); while(0);
bool s_first_load = true;
bool amd_legacy_buggy_driver = false;
bool vendor_id_amd = false;
bool vendor_id_nvidia = false;
bool vendor_id_intel = false;
bool mesa_driver = false;
bool in_replayer = false;
bool buggy_sso_dual_src = false;
bool found_geometry_shader = true; // we require GL3.3 so geometry must be supported by default
bool found_GL_ARB_clear_texture = false;
bool found_GL_ARB_get_texture_sub_image = false; // Not yet used
// DX11 GPU
bool found_GL_ARB_gpu_shader5 = false; // Require IvyBridge
bool found_GL_ARB_shader_image_load_store = false; // Intel IB. Nvidia/AMD miss Mesa implementation.
bool found_GL_ARB_shader_storage_buffer_object = false;
bool found_GL_ARB_compute_shader = false;
bool found_GL_ARB_texture_view = false; // maybe older gpu can support it ?
// Mandatory in the future
bool found_GL_ARB_multi_bind = false;
bool found_GL_ARB_vertex_attrib_binding = false;
// In case sparse2 isn't supported
bool found_compatible_GL_ARB_sparse_texture2 = false;
bool found_compatible_sparse_depth = false;
static void mandatory(const std::string& ext)
{
if (!GLExtension::Has(ext)) {
fprintf(stderr, "ERROR: %s is NOT SUPPORTED\n", ext.c_str());
throw GSDXRecoverableError();
}
return;
}
static bool optional(const std::string& name)
{
bool found = GLExtension::Has(name);
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if (!found) {
fprintf_once(stdout, "INFO: %s is NOT SUPPORTED\n", name.c_str());
} else {
fprintf_once(stdout, "INFO: %s is available\n", name.c_str());
}
std::string opt("override_");
opt += name;
if (theApp.GetConfigI(opt.c_str()) != -1) {
found = theApp.GetConfigB(opt.c_str());
fprintf(stderr, "Override %s detection (%s)\n", name.c_str(), found ? "Enabled" : "Disabled");
GLExtension::Set(name, found);
}
return found;
}
void check_gl_version(int major, int minor)
{
const GLubyte* s = glGetString(GL_VERSION);
if (s == NULL) {
fprintf(stderr, "Error: GLLoader failed to get GL version\n");
throw GSDXRecoverableError();
}
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GLuint v = 1;
while (s[v] != '\0' && s[v-1] != ' ') v++;
const char* vendor = (const char*)glGetString(GL_VENDOR);
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fprintf_once(stdout, "OpenGL information. GPU: %s. Vendor: %s. Driver: %s\n", glGetString(GL_RENDERER), vendor, &s[v]);
// Name changed but driver is still bad!
if (strstr(vendor, "Advanced Micro Devices") || strstr(vendor, "ATI Technologies Inc.") || strstr(vendor, "ATI"))
vendor_id_amd = true;
/*if (vendor_id_amd && (
strstr((const char*)&s[v], " 10.") || // Blacklist all 2010 AMD drivers.
strstr((const char*)&s[v], " 11.") || // Blacklist all 2011 AMD drivers.
strstr((const char*)&s[v], " 12.") || // Blacklist all 2012 AMD drivers.
strstr((const char*)&s[v], " 13.") || // Blacklist all 2013 AMD drivers.
strstr((const char*)&s[v], " 14.") || // Blacklist all 2014 AMD drivers.
strstr((const char*)&s[v], " 15.") || // Blacklist all 2015 AMD drivers.
strstr((const char*)&s[v], " 16.") || // Blacklist all 2016 AMD drivers.
strstr((const char*)&s[v], " 17.") // Blacklist all 2017 AMD drivers for now.
))
amd_legacy_buggy_driver = true;
*/
if (strstr(vendor, "NVIDIA Corporation"))
vendor_id_nvidia = true;
#ifdef _WIN32
if (strstr(vendor, "Intel"))
vendor_id_intel = true;
#else
// On linux assumes the free driver if it isn't nvidia or amd pro driver
mesa_driver = !vendor_id_nvidia && !vendor_id_amd;
#endif
// As of 2019 SSO is still broken on intel (Kaby Lake confirmed).
buggy_sso_dual_src = vendor_id_intel || vendor_id_amd /*|| amd_legacy_buggy_driver*/;
if (theApp.GetConfigI("override_geometry_shader") != -1) {
found_geometry_shader = theApp.GetConfigB("override_geometry_shader");
GLExtension::Set("GL_ARB_geometry_shader4", found_geometry_shader);
fprintf(stderr, "Overriding geometry shaders detection\n");
}
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GLint major_gl = 0;
GLint minor_gl = 0;
glGetIntegerv(GL_MAJOR_VERSION, &major_gl);
glGetIntegerv(GL_MINOR_VERSION, &minor_gl);
if ( (major_gl < major) || ( major_gl == major && minor_gl < minor ) ) {
fprintf(stderr, "OpenGL %d.%d is not supported. Only OpenGL %d.%d\n was found", major, minor, major_gl, minor_gl);
throw GSDXRecoverableError();
}
}
void check_gl_supported_extension()
{
int max_ext = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &max_ext);
for (GLint i = 0; i < max_ext; i++) {
std::string ext{(const char*)glGetStringi(GL_EXTENSIONS, i)};
GLExtension::Set(ext);
//fprintf(stderr, "DEBUG ext: %s\n", ext.c_str());
}
// Mandatory for both renderer
{
// GL4.1
mandatory("GL_ARB_separate_shader_objects");
// GL4.2
mandatory("GL_ARB_shading_language_420pack");
mandatory("GL_ARB_texture_storage");
// GL4.3
mandatory("GL_KHR_debug");
// GL4.4
mandatory("GL_ARB_buffer_storage");
}
// Only for HW renderer
if (theApp.GetCurrentRendererType() == GSRendererType::OGL_HW) {
mandatory("GL_ARB_copy_image");
mandatory("GL_ARB_clip_control");
}
// Extra
{
// Bonus
optional("GL_ARB_sparse_texture");
optional("GL_ARB_sparse_texture2");
// GL4.0
found_GL_ARB_gpu_shader5 = optional("GL_ARB_gpu_shader5");
// GL4.2
found_GL_ARB_shader_image_load_store = optional("GL_ARB_shader_image_load_store");
// GL4.3
found_GL_ARB_compute_shader = optional("GL_ARB_compute_shader");
found_GL_ARB_shader_storage_buffer_object = optional("GL_ARB_shader_storage_buffer_object");
found_GL_ARB_texture_view = optional("GL_ARB_texture_view");
found_GL_ARB_vertex_attrib_binding = optional("GL_ARB_vertex_attrib_binding");
// GL4.4
found_GL_ARB_clear_texture = optional("GL_ARB_clear_texture");
found_GL_ARB_multi_bind = optional("GL_ARB_multi_bind");
// GL4.5
optional("GL_ARB_direct_state_access");
// Mandatory for the advance HW renderer effect. Unfortunately Mesa LLVMPIPE/SWR renderers doesn't support this extension.
// Rendering might be corrupted but it could be good enough for test/virtual machine.
optional("GL_ARB_texture_barrier");
found_GL_ARB_get_texture_sub_image = optional("GL_ARB_get_texture_sub_image");
}
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if (vendor_id_amd) {
fprintf_once(stderr, "The OpenGL hardware renderer is slow on AMD GPUs due to an inefficient driver.\n"
"Check out the link below for further information.\n"
"https://github.com/PCSX2/pcsx2/wiki/OpenGL-and-AMD-GPUs---All-you-need-to-know\n");
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}
if (vendor_id_intel && !GLExtension::Has("GL_ARB_texture_barrier") && !GLExtension::Has("GL_ARB_direct_state_access")) {
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// Assume that driver support is good when texture barrier and DSA is supported, disable the log then.
fprintf_once(stderr, "The OpenGL renderer is inefficient on Intel GPUs due to an inefficient driver.\n"
"Check out the link below for further information.\n"
"https://github.com/PCSX2/pcsx2/wiki/OpenGL-and-Intel-GPUs-All-you-need-to-know\n");
}
if (!GLExtension::Has("GL_ARB_viewport_array")) {
glScissorIndexed = ReplaceGL::ScissorIndexed;
glViewportIndexedf = ReplaceGL::ViewportIndexedf;
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fprintf_once(stderr, "GL_ARB_viewport_array is not supported! Function pointer will be replaced\n");
}
if (!GLExtension::Has("GL_ARB_texture_barrier")) {
glTextureBarrier = ReplaceGL::TextureBarrier;
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fprintf_once(stderr, "GL_ARB_texture_barrier is not supported! Blending emulation will not be supported\n");
}
#ifdef _WIN32
// Thank you Intel for not providing support of basic features on your IGPUs.
if (!GLExtension::Has("GL_ARB_direct_state_access")) {
Emulate_DSA::Init();
}
#endif
}
bool is_sparse2_compatible(const char* name, GLenum internal_fmt, int x_max, int y_max)
{
GLint index_count = 0;
glGetInternalformativ(GL_TEXTURE_2D, internal_fmt, GL_NUM_VIRTUAL_PAGE_SIZES_ARB, 1, &index_count);
if (!index_count) {
fprintf_once(stdout, "%s isn't sparse compatible. No index found\n", name);
return false;
}
GLint x, y;
glGetInternalformativ(GL_TEXTURE_2D, internal_fmt, GL_VIRTUAL_PAGE_SIZE_X_ARB, 1, &x);
glGetInternalformativ(GL_TEXTURE_2D, internal_fmt, GL_VIRTUAL_PAGE_SIZE_Y_ARB, 1, &y);
if (x > x_max && y > y_max) {
fprintf_once(stdout, "%s isn't sparse compatible. Page size (%d,%d) is too big (%d, %d)\n",
name, x, y, x_max, y_max);
return false;
}
return true;
}
static void check_sparse_compatibility()
{
if (!GLExtension::Has("GL_ARB_sparse_texture") ||
!GLExtension::Has("GL_EXT_direct_state_access") ||
theApp.GetConfigI("override_GL_ARB_sparse_texture") != 1) {
found_compatible_GL_ARB_sparse_texture2 = false;
found_compatible_sparse_depth = false;
return;
}
found_compatible_GL_ARB_sparse_texture2 = true;
if (!GLExtension::Has("GL_ARB_sparse_texture2")) {
// Only check format from GSTextureOGL
found_compatible_GL_ARB_sparse_texture2 &= is_sparse2_compatible("GL_R8", GL_R8, 256, 256);
found_compatible_GL_ARB_sparse_texture2 &= is_sparse2_compatible("GL_R16UI", GL_R16UI, 256, 128);
found_compatible_GL_ARB_sparse_texture2 &= is_sparse2_compatible("GL_R32UI", GL_R32UI, 128, 128);
found_compatible_GL_ARB_sparse_texture2 &= is_sparse2_compatible("GL_R32I", GL_R32I, 128, 128);
found_compatible_GL_ARB_sparse_texture2 &= is_sparse2_compatible("GL_RGBA8", GL_RGBA8, 128, 128);
found_compatible_GL_ARB_sparse_texture2 &= is_sparse2_compatible("GL_RGBA16", GL_RGBA16, 128, 64);
found_compatible_GL_ARB_sparse_texture2 &= is_sparse2_compatible("GL_RGBA16I", GL_RGBA16I, 128, 64);
found_compatible_GL_ARB_sparse_texture2 &= is_sparse2_compatible("GL_RGBA16UI", GL_RGBA16UI, 128, 64);
found_compatible_GL_ARB_sparse_texture2 &= is_sparse2_compatible("GL_RGBA16F", GL_RGBA16F, 128, 64);
found_compatible_GL_ARB_sparse_texture2 &= is_sparse2_compatible("GL_RGBA32F", GL_RGBA32F, 64, 64);
}
// Can fit in 128x64 but 128x128 is enough
// Disable sparse depth for AMD. Bad driver strikes again.
// driver reports a compatible sparse format for depth texture but it isn't attachable to a frame buffer.
found_compatible_sparse_depth = !vendor_id_amd && is_sparse2_compatible("GL_DEPTH32F_STENCIL8", GL_DEPTH32F_STENCIL8, 128, 128);
fprintf_once(stdout, "INFO sparse color texture is %s\n", found_compatible_GL_ARB_sparse_texture2 ? "available" : "NOT SUPPORTED");
fprintf_once(stdout, "INFO sparse depth texture is %s\n", found_compatible_sparse_depth ? "available" : "NOT SUPPORTED");
}
void check_gl_requirements()
{
check_gl_version(3, 3);
check_gl_supported_extension();
// Bonus for sparse texture
check_sparse_compatibility();
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fprintf_once(stdout, "\n");
s_first_load = false;
}
}