/* 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 . */ #include "common/PrecompiledHeader.h" #include "common/Console.h" #include "common/GL/Context.h" #include "glad.h" #include #include #ifdef __APPLE__ #include #else #include #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 } static void DisableBrokenExtensions(const char* gl_vendor, const char* gl_renderer) { if (std::strstr(gl_vendor, "ARM")) { // GL_{EXT,OES}_copy_image seem to be implemented on the CPU in the Mali drivers... Console.Warning("Mali driver detected, disabling GL_{EXT,OES}_copy_image"); GLAD_GL_EXT_copy_image = 0; GLAD_GL_OES_copy_image = 0; } } Context::Context(const WindowInfo& wi) : m_wi(wi) { } Context::~Context() = default; std::vector Context::EnumerateFullscreenModes() { return {}; } std::unique_ptr Context::Create(const WindowInfo& wi, const Version* versions_to_try, size_t num_versions_to_try) { if (ShouldPreferESContext()) { // move ES versions to the front Version* new_versions_to_try = static_cast(alloca(sizeof(Version) * num_versions_to_try)); size_t count = 0; for (size_t i = 0; i < num_versions_to_try; i++) { if (versions_to_try[i].profile == Profile::ES) new_versions_to_try[count++] = versions_to_try[i]; } for (size_t i = 0; i < num_versions_to_try; i++) { if (versions_to_try[i].profile != Profile::ES) new_versions_to_try[count++] = versions_to_try[i]; } versions_to_try = new_versions_to_try; } std::unique_ptr context; #if defined(_WIN32) && !defined(_M_ARM64) context = ContextWGL::Create(wi, versions_to_try, num_versions_to_try); #elif defined(__APPLE__) context = ContextAGL::Create(wi, versions_to_try, num_versions_to_try); #endif #if defined(X11_API) if (wi.type == WindowInfo::Type::X11) context = ContextEGLX11::Create(wi, versions_to_try, num_versions_to_try); #endif #if defined(WAYLAND_API) if (wi.type == WindowInfo::Type::Wayland) context = ContextEGLWayland::Create(wi, versions_to_try, num_versions_to_try); #endif if (!context) return nullptr; Console.WriteLn("Created a %s context", context->IsGLES() ? "OpenGL ES" : "OpenGL"); // 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(glGetString(GL_VENDOR)); const char* gl_renderer = reinterpret_cast(glGetString(GL_RENDERER)); const char* gl_version = reinterpret_cast(glGetString(GL_VERSION)); const char* gl_shading_language_version = reinterpret_cast(glGetString(GL_SHADING_LANGUAGE_VERSION)); Console.WriteLn(Color_Magenta, "GL_VENDOR: %s", gl_vendor); Console.WriteLn(Color_Magenta, "GL_RENDERER: %s", gl_renderer); Console.WriteLn(Color_Magenta, "GL_VERSION: %s", gl_version); Console.WriteLn(Color_Magenta, "GL_SHADING_LANGUAGE_VERSION: %s", gl_shading_language_version); DisableBrokenExtensions(gl_vendor, gl_renderer); return context; } const std::array& Context::GetAllVersionsList() { static constexpr std::array vlist = {{{Profile::Core, 4, 6}, {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}}}; return vlist; } } // namespace GL