/* * 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 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 { #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); 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(); } GLuint v = 1; while (s[v] != '\0' && s[v-1] != ' ') v++; const char* vendor = (const char*)glGetString(GL_VENDOR); 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"); } 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()); } // Disable sparse by default (Note AMD is completely broken). // AMD issue tracker https://community.amd.com/thread/237558 if (true) { GLExtension::Set("GL_ARB_sparse_texture", false); } // 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"); } 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"); } if (vendor_id_intel && !GLExtension::Has("GL_ARB_texture_barrier") && !GLExtension::Has("GL_ARB_direct_state_access")) { // 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; 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; 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")) { 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(); fprintf_once(stdout, "\n"); s_first_load = false; } }