pcsx2/plugins/GSdx/GLLoader.cpp

496 lines
24 KiB
C++

/* * 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"
PFNGLBLENDCOLORPROC gl_BlendColor = NULL;
PFNGLATTACHSHADERPROC glAttachShader = NULL;
PFNGLBINDBUFFERPROC glBindBuffer = NULL;
PFNGLBINDBUFFERBASEPROC glBindBufferBase = NULL;
PFNGLBINDBUFFERRANGEPROC glBindBufferRange = NULL;
PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer = NULL;
PFNGLBINDSAMPLERPROC glBindSampler = NULL;
PFNGLBINDVERTEXARRAYPROC glBindVertexArray = NULL;
PFNGLBLENDEQUATIONSEPARATEIARBPROC glBlendEquationSeparateiARB = NULL;
PFNGLBLENDFUNCSEPARATEIARBPROC glBlendFuncSeparateiARB = NULL;
PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer = NULL;
PFNGLBUFFERDATAPROC glBufferData = NULL;
PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus = NULL;
PFNGLCLEARBUFFERFVPROC glClearBufferfv = NULL;
PFNGLCLEARBUFFERIVPROC glClearBufferiv = NULL;
PFNGLCLEARBUFFERUIVPROC glClearBufferuiv = NULL;
PFNGLCOLORMASKIPROC glColorMaski = NULL;
PFNGLCREATESHADERPROGRAMVPROC glCreateShaderProgramv = NULL;
PFNGLDELETEBUFFERSPROC glDeleteBuffers = NULL;
PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers = NULL;
PFNGLDELETEPROGRAMPROC glDeleteProgram = NULL;
PFNGLDELETESAMPLERSPROC glDeleteSamplers = NULL;
PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays = NULL;
PFNGLDETACHSHADERPROC glDetachShader = NULL;
PFNGLDRAWBUFFERSPROC glDrawBuffers = NULL;
PFNGLDRAWELEMENTSBASEVERTEXPROC glDrawElementsBaseVertex = NULL;
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray = NULL;
PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer = NULL;
PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D = NULL;
PFNGLGENBUFFERSPROC glGenBuffers = NULL;
PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers = NULL;
PFNGLGENVERTEXARRAYSPROC glGenVertexArrays = NULL;
PFNGLGETBUFFERPARAMETERIVPROC glGetBufferParameteriv = NULL;
PFNGLGETDEBUGMESSAGELOGARBPROC glGetDebugMessageLogARB = NULL;
PFNGLDEBUGMESSAGECALLBACKPROC glDebugMessageCallback = NULL;
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog = NULL;
PFNGLGETPROGRAMIVPROC glGetProgramiv = NULL;
PFNGLGETSHADERIVPROC glGetShaderiv = NULL;
PFNGLGETSTRINGIPROC glGetStringi = NULL;
PFNGLISFRAMEBUFFERPROC glIsFramebuffer = NULL;
PFNGLMAPBUFFERPROC glMapBuffer = NULL;
PFNGLMAPBUFFERRANGEPROC glMapBufferRange = NULL;
PFNGLPROGRAMPARAMETERIPROC glProgramParameteri = NULL;
PFNGLSAMPLERPARAMETERFPROC glSamplerParameterf = NULL;
PFNGLSAMPLERPARAMETERIPROC glSamplerParameteri = NULL;
PFNGLSHADERSOURCEPROC glShaderSource = NULL;
PFNGLUNIFORM1IPROC glUniform1i = NULL;
PFNGLUNMAPBUFFERPROC glUnmapBuffer = NULL;
PFNGLUSEPROGRAMSTAGESPROC glUseProgramStages = NULL;
PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer = NULL;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = NULL;
PFNGLBUFFERSUBDATAPROC glBufferSubData = NULL;
PFNGLFENCESYNCPROC glFenceSync = NULL;
PFNGLDELETESYNCPROC glDeleteSync = NULL;
PFNGLCLIENTWAITSYNCPROC glClientWaitSync = NULL;
PFNGLFLUSHMAPPEDBUFFERRANGEPROC glFlushMappedBufferRange = NULL;
PFNGLBLENDEQUATIONSEPARATEPROC glBlendEquationSeparate = NULL;
PFNGLBLENDFUNCSEPARATEPROC glBlendFuncSeparate = NULL;
// Shader compilation (Broken driver)
PFNGLCOMPILESHADERPROC glCompileShader = NULL;
PFNGLCREATEPROGRAMPROC glCreateProgram = NULL;
PFNGLCREATESHADERPROC glCreateShader = NULL;
PFNGLDELETESHADERPROC glDeleteShader = NULL;
PFNGLLINKPROGRAMPROC glLinkProgram = NULL;
PFNGLUSEPROGRAMPROC glUseProgram = NULL;
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog = NULL;
PFNGLPROGRAMUNIFORM1IPROC glProgramUniform1i = NULL;
// Query object
PFNGLBEGINQUERYPROC glBeginQuery = NULL;
PFNGLENDQUERYPROC glEndQuery = NULL;
PFNGLGETQUERYIVPROC glGetQueryiv = NULL;
PFNGLGETQUERYOBJECTIVPROC glGetQueryObjectiv = NULL;
PFNGLGETQUERYOBJECTUIVPROC glGetQueryObjectuiv = NULL;
PFNGLQUERYCOUNTERPROC glQueryCounter = NULL;
PFNGLGETQUERYOBJECTI64VPROC glGetQueryObjecti64v = NULL;
PFNGLGETQUERYOBJECTUI64VPROC glGetQueryObjectui64v = NULL;
PFNGLGETINTEGER64VPROC glGetInteger64v = NULL;
PFNGLCREATEQUERIESPROC glCreateQueries = NULL;
PFNGLDELETEQUERIESPROC glDeleteQueries = NULL;
// GL4.0
// GL4.1
PFNGLBINDPROGRAMPIPELINEPROC glBindProgramPipeline = NULL;
PFNGLDELETEPROGRAMPIPELINESPROC glDeleteProgramPipelines = NULL;
PFNGLGETPROGRAMPIPELINEIVPROC glGetProgramPipelineiv = NULL;
PFNGLVALIDATEPROGRAMPIPELINEPROC glValidateProgramPipeline = NULL;
PFNGLGETPROGRAMPIPELINEINFOLOGPROC glGetProgramPipelineInfoLog = NULL;
PFNGLGETPROGRAMBINARYPROC glGetProgramBinary = NULL;
PFNGLVIEWPORTINDEXEDFPROC glViewportIndexedf = NULL;
PFNGLVIEWPORTINDEXEDFVPROC glViewportIndexedfv = NULL;
PFNGLSCISSORINDEXEDPROC glScissorIndexed = NULL;
PFNGLSCISSORINDEXEDVPROC glScissorIndexedv = NULL;
// GL4.3
PFNGLCOPYIMAGESUBDATAPROC glCopyImageSubData = NULL;
PFNGLINVALIDATETEXIMAGEPROC glInvalidateTexImage = NULL;
PFNGLPUSHDEBUGGROUPPROC glPushDebugGroup = NULL;
PFNGLPOPDEBUGGROUPPROC glPopDebugGroup = NULL;
PFNGLDEBUGMESSAGEINSERTPROC glDebugMessageInsert = NULL;
PFNGLDEBUGMESSAGECONTROLPROC glDebugMessageControl = NULL;
PFNGLOBJECTLABELPROC glObjectLabel = NULL;
PFNGLOBJECTPTRLABELPROC glObjectPtrLabel = NULL;
// GL4.2
PFNGLBINDIMAGETEXTUREPROC glBindImageTexture = NULL;
PFNGLMEMORYBARRIERPROC glMemoryBarrier = NULL;
// GL4.4
PFNGLCLEARTEXIMAGEPROC glClearTexImage = NULL;
PFNGLCLEARTEXSUBIMAGEPROC glClearTexSubImage = NULL;
PFNGLBUFFERSTORAGEPROC glBufferStorage = NULL;
// GL4.5
PFNGLCREATETEXTURESPROC glCreateTextures = NULL;
PFNGLTEXTURESTORAGE2DPROC glTextureStorage2D = NULL;
PFNGLTEXTURESUBIMAGE2DPROC glTextureSubImage2D = NULL;
PFNGLCOPYTEXTURESUBIMAGE2DPROC glCopyTextureSubImage2D = NULL;
PFNGLBINDTEXTUREUNITPROC glBindTextureUnit = NULL;
PFNGLGETTEXTUREIMAGEPROC glGetTextureImage = NULL;
PFNGLTEXTUREPARAMETERIPROC glTextureParameteri = NULL;
PFNGLGENERATETEXTUREMIPMAPPROC glGenerateTextureMipmap = NULL;
PFNGLCREATEFRAMEBUFFERSPROC glCreateFramebuffers = NULL;
PFNGLCLEARNAMEDFRAMEBUFFERFVPROC glClearNamedFramebufferfv = NULL;
PFNGLCLEARNAMEDFRAMEBUFFERIVPROC glClearNamedFramebufferiv = NULL;
PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC glClearNamedFramebufferuiv = NULL;
PFNGLNAMEDFRAMEBUFFERTEXTUREPROC glNamedFramebufferTexture = NULL;
PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC glNamedFramebufferDrawBuffers = NULL;
PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC glNamedFramebufferReadBuffer = NULL;
PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC glNamedFramebufferParameteri = NULL;
PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC glCheckNamedFramebufferStatus = NULL;
PFNGLCREATEBUFFERSPROC glCreateBuffers = NULL;
PFNGLNAMEDBUFFERSTORAGEPROC glNamedBufferStorage = NULL;
PFNGLNAMEDBUFFERDATAPROC glNamedBufferData = NULL;
PFNGLNAMEDBUFFERSUBDATAPROC glNamedBufferSubData = NULL;
PFNGLMAPNAMEDBUFFERPROC glMapNamedBuffer = NULL;
PFNGLMAPNAMEDBUFFERRANGEPROC glMapNamedBufferRange = NULL;
PFNGLUNMAPNAMEDBUFFERPROC glUnmapNamedBuffer = NULL;
PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC glFlushMappedNamedBufferRange = NULL;
PFNGLCREATESAMPLERSPROC glCreateSamplers = NULL;
PFNGLCREATEPROGRAMPIPELINESPROC glCreateProgramPipelines = NULL;
PFNGLCLIPCONTROLPROC glClipControl = NULL;
PFNGLTEXTUREBARRIERPROC glTextureBarrier = NULL;
PFNGLGETTEXTURESUBIMAGEPROC glGetTextureSubImage = NULL;
#ifdef _WIN32
PFNGLACTIVETEXTUREPROC gl_ActiveTexture = NULL;
PFNGLTEXSTORAGE2DPROC glTexStorage2D = NULL;
PFNGLGENPROGRAMPIPELINESPROC glGenProgramPipelines = NULL;
PFNGLGENSAMPLERSPROC glGenSamplers = NULL;
PFNGLGENERATEMIPMAPPROC glGenerateMipmap = NULL;
#endif
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) {
gl_ActiveTexture(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 {
bool s_first_load = true;
bool legacy_fglrx_buggy_driver = false;
bool fglrx_buggy_driver = false;
bool mesa_buggy_driver = false;
bool nvidia_buggy_driver = false;
bool intel_buggy_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_EXT_texture_filter_anisotropic = false;
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_viewport_array = false; // Intel IB. AMD/NVIDIA DX10
// Bonus to monitor the VRAM
bool found_GL_NVX_gpu_memory_info = false;
// Mandatory
bool found_GL_ARB_buffer_storage = false;
bool found_GL_ARB_clip_control = false;
bool found_GL_ARB_copy_image = false;
bool found_GL_ARB_direct_state_access = false;
bool found_GL_ARB_separate_shader_objects = false;
bool found_GL_ARB_shading_language_420pack = false;
bool found_GL_ARB_texture_barrier = false;
bool found_GL_ARB_texture_storage = false;
bool found_GL_KHR_debug = false;
static bool status_and_override(bool& found, const std::string& name, bool mandatory = false)
{
if (mandatory) {
if (!found) {
fprintf(stderr, "ERROR: %s is NOT SUPPORTED\n", name.c_str());
}
return found;
}
if (s_first_load) {
if (!found) {
fprintf(stdout, "INFO: %s is NOT SUPPORTED\n", name.c_str());
} else {
fprintf(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");
}
return true;
}
bool 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");
return false;
}
GLuint v = 1;
while (s[v] != '\0' && s[v-1] != ' ') v++;
const char* vendor = (const char*)glGetString(GL_VENDOR);
if (s_first_load)
fprintf(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"))
fglrx_buggy_driver = true;
if (fglrx_buggy_driver && (
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.
))
legacy_fglrx_buggy_driver = true;
if (strstr(vendor, "NVIDIA Corporation"))
nvidia_buggy_driver = true;
#ifdef _WIN32
if (strstr(vendor, "Intel"))
intel_buggy_driver = true;
#else
// On linux assumes the free driver if it isn't nvidia or amd pro driver
mesa_buggy_driver = !nvidia_buggy_driver && !fglrx_buggy_driver;
#endif
buggy_sso_dual_src = intel_buggy_driver || fglrx_buggy_driver || legacy_fglrx_buggy_driver;
if (theApp.GetConfigI("override_geometry_shader") != -1) {
found_geometry_shader = theApp.GetConfigB("override_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);
return false;
}
return true;
}
bool check_gl_supported_extension() {
int max_ext = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &max_ext);
if (glGetStringi && max_ext) {
for (GLint i = 0; i < max_ext; i++) {
string ext((const char*)glGetStringi(GL_EXTENSIONS, i));
// Bonus
if (ext.compare("GL_EXT_texture_filter_anisotropic") == 0) found_GL_EXT_texture_filter_anisotropic = true;
if (ext.compare("GL_NVX_gpu_memory_info") == 0) found_GL_NVX_gpu_memory_info = true;
// GL4.0
if (ext.compare("GL_ARB_gpu_shader5") == 0) found_GL_ARB_gpu_shader5 = true;
// GL4.1
if (ext.compare("GL_ARB_viewport_array") == 0) found_GL_ARB_viewport_array = true;
if (ext.compare("GL_ARB_separate_shader_objects") == 0) found_GL_ARB_separate_shader_objects = true;
// GL4.2
if (ext.compare("GL_ARB_shading_language_420pack") == 0) found_GL_ARB_shading_language_420pack = true;
if (ext.compare("GL_ARB_texture_storage") == 0) found_GL_ARB_texture_storage = true;
if (ext.compare("GL_ARB_shader_image_load_store") == 0) found_GL_ARB_shader_image_load_store = true;
// GL4.3
if (ext.compare("GL_ARB_copy_image") == 0) found_GL_ARB_copy_image = true;
if (ext.compare("GL_KHR_debug") == 0) found_GL_KHR_debug = true;
// GL4.4
if (ext.compare("GL_ARB_buffer_storage") == 0) found_GL_ARB_buffer_storage = true;
if (ext.compare("GL_ARB_clear_texture") == 0) found_GL_ARB_clear_texture = true;
// GL4.5
if (ext.compare("GL_ARB_direct_state_access") == 0) found_GL_ARB_direct_state_access = true;
if (ext.compare("GL_ARB_clip_control") == 0) found_GL_ARB_clip_control = true;
if (ext.compare("GL_ARB_texture_barrier") == 0) found_GL_ARB_texture_barrier = true;
if (ext.compare("GL_ARB_get_texture_sub_image") == 0) found_GL_ARB_get_texture_sub_image = true;
//fprintf(stderr, "DEBUG ext: %s\n", ext.c_str());
}
}
bool status = true;
bool required_for_hw = (theApp.GetCurrentRendererType() == GSRendererType::OGL_HW);
// Bonus
status &= status_and_override(found_GL_EXT_texture_filter_anisotropic, "GL_EXT_texture_filter_anisotropic");
// GL4.0
status &= status_and_override(found_GL_ARB_gpu_shader5, "GL_ARB_gpu_shader5");
// GL4.1
status &= status_and_override(found_GL_ARB_viewport_array, "GL_ARB_viewport_array");
status &= status_and_override(found_GL_ARB_separate_shader_objects, "GL_ARB_separate_shader_objects", true);
// GL4.2
status &= status_and_override(found_GL_ARB_shader_image_load_store, "GL_ARB_shader_image_load_store");
status &= status_and_override(found_GL_ARB_shading_language_420pack, "GL_ARB_shading_language_420pack", true);
status &= status_and_override(found_GL_ARB_texture_storage, "GL_ARB_texture_storage", true);
// GL4.3
status &= status_and_override(found_GL_ARB_copy_image, "GL_ARB_copy_image", required_for_hw);
status &= status_and_override(found_GL_KHR_debug, "GL_KHR_debug", true);
// GL4.4
status &= status_and_override(found_GL_ARB_buffer_storage,"GL_ARB_buffer_storage", true);
status &= status_and_override(found_GL_ARB_clear_texture,"GL_ARB_clear_texture");
// GL4.5
status &= status_and_override(found_GL_ARB_clip_control, "GL_ARB_clip_control", required_for_hw);
status &= status_and_override(found_GL_ARB_direct_state_access, "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.
status &= status_and_override(found_GL_ARB_texture_barrier, "GL_ARB_texture_barrier");
status &= status_and_override(found_GL_ARB_get_texture_sub_image, "GL_ARB_get_texture_sub_image");
if (s_first_load) {
if (fglrx_buggy_driver) {
fprintf(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 (intel_buggy_driver) {
fprintf(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 (!found_GL_ARB_viewport_array) {
glScissorIndexed = ReplaceGL::ScissorIndexed;
glViewportIndexedf = ReplaceGL::ViewportIndexedf;
if (s_first_load)
fprintf(stderr, "GL_ARB_viewport_array is not supported! Function pointer will be replaced\n");
}
if (!found_GL_ARB_texture_barrier) {
glTextureBarrier = ReplaceGL::TextureBarrier;
if (s_first_load)
fprintf(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 (!found_GL_ARB_direct_state_access) {
Emulate_DSA::Init();
}
#endif
if (s_first_load)
fprintf(stdout, "\n");
return status;
}
void check_gl_requirements()
{
if (!GLLoader::check_gl_version(3, 3))
throw GSDXRecoverableError();
if (!GLLoader::check_gl_supported_extension())
throw GSDXRecoverableError();
s_first_load = false;
}
}