mirror of https://github.com/PCSX2/pcsx2.git
345 lines
18 KiB
C++
345 lines
18 KiB
C++
/* * Copyright (C) 2011-2014 Gregory hainaut
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* Copyright (C) 2007-2009 Gabest
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* 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
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#include "stdafx.h"
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#include "GLLoader.h"
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#include "GSdx.h"
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#ifndef ENABLE_GLES
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PFNGLACTIVETEXTUREPROC gl_ActiveTexture = NULL;
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PFNGLBLENDCOLORPROC gl_BlendColor = NULL;
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PFNGLATTACHSHADERPROC gl_AttachShader = NULL;
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PFNGLBINDBUFFERPROC gl_BindBuffer = NULL;
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PFNGLBINDBUFFERBASEPROC gl_BindBufferBase = NULL;
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PFNGLBINDFRAMEBUFFERPROC gl_BindFramebuffer = NULL;
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PFNGLBINDSAMPLERPROC gl_BindSampler = NULL;
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PFNGLBINDVERTEXARRAYPROC gl_BindVertexArray = NULL;
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PFNGLBLENDEQUATIONSEPARATEIARBPROC gl_BlendEquationSeparateiARB = NULL;
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PFNGLBLENDFUNCSEPARATEIARBPROC gl_BlendFuncSeparateiARB = NULL;
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PFNGLBLITFRAMEBUFFERPROC gl_BlitFramebuffer = NULL;
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PFNGLBUFFERDATAPROC gl_BufferData = NULL;
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PFNGLCHECKFRAMEBUFFERSTATUSPROC gl_CheckFramebufferStatus = NULL;
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PFNGLCLEARBUFFERFVPROC gl_ClearBufferfv = NULL;
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PFNGLCLEARBUFFERIVPROC gl_ClearBufferiv = NULL;
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PFNGLCLEARBUFFERUIVPROC gl_ClearBufferuiv = NULL;
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PFNGLCOLORMASKIPROC gl_ColorMaski = NULL;
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PFNGLCOMPILESHADERPROC gl_CompileShader = NULL;
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PFNGLCREATEPROGRAMPROC gl_CreateProgram = NULL;
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PFNGLCREATESHADERPROC gl_CreateShader = NULL;
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PFNGLCREATESHADERPROGRAMVPROC gl_CreateShaderProgramv = NULL;
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PFNGLDELETEBUFFERSPROC gl_DeleteBuffers = NULL;
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PFNGLDELETEFRAMEBUFFERSPROC gl_DeleteFramebuffers = NULL;
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PFNGLDELETEPROGRAMPROC gl_DeleteProgram = NULL;
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PFNGLDELETESAMPLERSPROC gl_DeleteSamplers = NULL;
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PFNGLDELETESHADERPROC gl_DeleteShader = NULL;
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PFNGLDELETEVERTEXARRAYSPROC gl_DeleteVertexArrays = NULL;
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PFNGLDETACHSHADERPROC gl_DetachShader = NULL;
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PFNGLDRAWBUFFERSPROC gl_DrawBuffers = NULL;
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PFNGLDRAWELEMENTSBASEVERTEXPROC gl_DrawElementsBaseVertex = NULL;
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PFNGLENABLEVERTEXATTRIBARRAYPROC gl_EnableVertexAttribArray = NULL;
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PFNGLFRAMEBUFFERRENDERBUFFERPROC gl_FramebufferRenderbuffer = NULL;
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PFNGLFRAMEBUFFERTEXTURE2DPROC gl_FramebufferTexture2D = NULL;
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PFNGLGENBUFFERSPROC gl_GenBuffers = NULL;
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PFNGLGENFRAMEBUFFERSPROC gl_GenFramebuffers = NULL;
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PFNGLGENSAMPLERSPROC gl_GenSamplers = NULL;
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PFNGLGENVERTEXARRAYSPROC gl_GenVertexArrays = NULL;
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PFNGLGETBUFFERPARAMETERIVPROC gl_GetBufferParameteriv = NULL;
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PFNGLGETDEBUGMESSAGELOGARBPROC gl_GetDebugMessageLogARB = NULL;
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PFNGLDEBUGMESSAGECALLBACKPROC gl_DebugMessageCallback = NULL;
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PFNGLGETPROGRAMINFOLOGPROC gl_GetProgramInfoLog = NULL;
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PFNGLGETPROGRAMIVPROC gl_GetProgramiv = NULL;
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PFNGLGETSHADERIVPROC gl_GetShaderiv = NULL;
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PFNGLGETSTRINGIPROC gl_GetStringi = NULL;
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PFNGLISFRAMEBUFFERPROC gl_IsFramebuffer = NULL;
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PFNGLLINKPROGRAMPROC gl_LinkProgram = NULL;
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PFNGLMAPBUFFERPROC gl_MapBuffer = NULL;
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PFNGLMAPBUFFERRANGEPROC gl_MapBufferRange = NULL;
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PFNGLPROGRAMPARAMETERIPROC gl_ProgramParameteri = NULL;
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PFNGLSAMPLERPARAMETERFPROC gl_SamplerParameterf = NULL;
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PFNGLSAMPLERPARAMETERIPROC gl_SamplerParameteri = NULL;
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PFNGLSHADERSOURCEPROC gl_ShaderSource = NULL;
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PFNGLUNIFORM1IPROC gl_Uniform1i = NULL;
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PFNGLUNMAPBUFFERPROC gl_UnmapBuffer = NULL;
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PFNGLUSEPROGRAMSTAGESPROC gl_UseProgramStages = NULL;
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PFNGLVERTEXATTRIBIPOINTERPROC gl_VertexAttribIPointer = NULL;
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PFNGLVERTEXATTRIBPOINTERPROC gl_VertexAttribPointer = NULL;
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PFNGLBUFFERSUBDATAPROC gl_BufferSubData = NULL;
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PFNGLFENCESYNCPROC gl_FenceSync = NULL;
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PFNGLDELETESYNCPROC gl_DeleteSync = NULL;
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PFNGLCLIENTWAITSYNCPROC gl_ClientWaitSync = NULL;
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PFNGLFLUSHMAPPEDBUFFERRANGEPROC gl_FlushMappedBufferRange = NULL;
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// GL4.0
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PFNGLUNIFORMSUBROUTINESUIVPROC gl_UniformSubroutinesuiv = NULL;
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// GL4.1
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PFNGLBINDPROGRAMPIPELINEPROC gl_BindProgramPipeline = NULL;
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PFNGLGENPROGRAMPIPELINESPROC gl_GenProgramPipelines = NULL;
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PFNGLDELETEPROGRAMPIPELINESPROC gl_DeleteProgramPipelines = NULL;
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PFNGLGETPROGRAMPIPELINEIVPROC gl_GetProgramPipelineiv = NULL;
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PFNGLVALIDATEPROGRAMPIPELINEPROC gl_ValidateProgramPipeline = NULL;
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PFNGLGETPROGRAMPIPELINEINFOLOGPROC gl_GetProgramPipelineInfoLog = NULL;
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// NO GL4.1
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PFNGLUSEPROGRAMPROC gl_UseProgram = NULL;
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PFNGLGETSHADERINFOLOGPROC gl_GetShaderInfoLog = NULL;
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PFNGLPROGRAMUNIFORM1IPROC gl_ProgramUniform1i = NULL;
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// GL4.3
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PFNGLCOPYIMAGESUBDATAPROC gl_CopyImageSubData = NULL;
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// GL4.2
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PFNGLBINDIMAGETEXTUREPROC gl_BindImageTexture = NULL;
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PFNGLMEMORYBARRIERPROC gl_MemoryBarrier = NULL;
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PFNGLTEXSTORAGE2DPROC gl_TexStorage2D = NULL;
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// GL4.4
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PFNGLCLEARTEXIMAGEPROC gl_ClearTexImage = NULL;
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PFNGLBUFFERSTORAGEPROC gl_BufferStorage = NULL;
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// GL_ARB_bindless_texture (GL5?)
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PFNGLGETTEXTURESAMPLERHANDLEARBPROC gl_GetTextureSamplerHandleARB = NULL;
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PFNGLMAKETEXTUREHANDLERESIDENTARBPROC gl_MakeTextureHandleResidentARB = NULL;
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PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC gl_MakeTextureHandleNonResidentARB = NULL;
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PFNGLUNIFORMHANDLEUI64VARBPROC gl_UniformHandleui64vARB = NULL;
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PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC gl_ProgramUniformHandleui64vARB = NULL;
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// GL4.5
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PFNGLCREATETEXTURESPROC gl_CreateTextures = NULL;
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PFNGLTEXTURESTORAGE2DPROC gl_TextureStorage2D = NULL;
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PFNGLTEXTURESUBIMAGE2DPROC gl_TextureSubImage2D = NULL;
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PFNGLCOPYTEXTURESUBIMAGE2DPROC gl_CopyTextureSubImage2D = NULL;
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PFNGLBINDTEXTUREUNITPROC gl_BindTextureUnit = NULL;
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PFNGLGETTEXTUREIMAGEPROC gl_GetTextureImage = NULL;
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PFNGLCREATEFRAMEBUFFERSPROC gl_CreateFramebuffers = NULL;
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PFNGLCLEARNAMEDFRAMEBUFFERFVPROC gl_ClearNamedFramebufferfv = NULL;
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PFNGLCLEARNAMEDFRAMEBUFFERIVPROC gl_ClearNamedFramebufferiv = NULL;
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PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC gl_ClearNamedFramebufferuiv = NULL;
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PFNGLNAMEDFRAMEBUFFERTEXTUREPROC gl_NamedFramebufferTexture = NULL;
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PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC gl_NamedFramebufferDrawBuffers = NULL;
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PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC gl_NamedFramebufferReadBuffer = NULL;
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PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC gl_CheckNamedFramebufferStatus = NULL;
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PFNGLCREATEBUFFERSPROC gl_CreateBuffers = NULL;
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PFNGLNAMEDBUFFERSTORAGEPROC gl_NamedBufferStorage = NULL;
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PFNGLNAMEDBUFFERDATAPROC gl_NamedBufferData = NULL;
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PFNGLNAMEDBUFFERSUBDATAPROC gl_NamedBufferSubData = NULL;
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PFNGLMAPNAMEDBUFFERPROC gl_MapNamedBuffer = NULL;
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PFNGLMAPNAMEDBUFFERRANGEPROC gl_MapNamedBufferRange = NULL;
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PFNGLUNMAPNAMEDBUFFERPROC gl_UnmapNamedBuffer = NULL;
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PFNGLCREATESAMPLERSPROC gl_CreateSamplers = NULL;
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PFNGLCREATEPROGRAMPIPELINESPROC gl_CreateProgramPipelines = NULL;
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PFNGLCLIPCONTROLPROC gl_ClipControl = NULL;
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#endif
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namespace GLLoader {
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bool fglrx_buggy_driver = false;
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bool mesa_amd_buggy_driver = false;
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bool nvidia_buggy_driver = false;
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bool intel_buggy_driver = false;
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bool in_replayer = false;
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// Optional
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bool found_GL_ARB_separate_shader_objects = false; // Issue with Mesa and Catalyst...
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bool found_geometry_shader = true; // we require GL3.3 so geometry must be supported by default
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bool found_GL_ARB_clear_texture = false; // Don't know if GL3 GPU can support it
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// Note: except Apple, all drivers support explicit uniform location
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bool found_GL_ARB_explicit_uniform_location = false; // need by subroutine and bindless texture
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// GL4 hardware
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bool found_GL_ARB_buffer_storage = false;
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bool found_GL_ARB_copy_image = false; // Not sure actually maybe GL3 GPU can do it
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bool found_GL_ARB_gpu_shader5 = false;
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bool found_GL_ARB_shader_image_load_store = false; // GLES3.1
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bool found_GL_ARB_shader_subroutine = false;
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bool found_GL_ARB_bindless_texture = false; // GL5 GPU?
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// GL4.5 for the future (dx10/dx11 compatibility)
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bool found_GL_ARB_clip_control = false;
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bool found_GL_ARB_direct_state_access = false;
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// Mandatory for opengl ES (allow to use GL code)
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bool found_GL_EXT_shader_io_blocks = false;
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// Mandatory
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bool found_GL_ARB_texture_storage = false;
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bool found_GL_ARB_shading_language_420pack = false;
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static bool status_and_override(bool& found, const std::string& name, bool mandatory = false)
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{
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if (!found) {
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if(mandatory) {
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fprintf(stderr, "ERROR: %s is NOT SUPPORTED\n", name.c_str());
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return false;
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} else {
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fprintf(stderr, "INFO: %s is NOT SUPPORTED\n", name.c_str());
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}
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} else {
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fprintf(stderr, "INFO: %s is available\n", name.c_str());
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}
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std::string opt("override_");
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opt += name;
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if (theApp.GetConfig(opt.c_str(), -1) != -1) {
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found = !!theApp.GetConfig(opt.c_str(), -1);
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fprintf(stderr, "Override %s detection (%s)\n", name.c_str(), found ? "Enabled" : "Disabled");
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}
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return true;
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}
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bool check_gl_version(uint32 major, uint32 minor) {
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const GLubyte* s = glGetString(GL_VERSION);
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if (s == NULL) {
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fprintf(stderr, "Error: GLLoader failed to get GL version\n");
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return false;
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}
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const char* vendor = (const char*)glGetString(GL_VENDOR);
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fprintf(stderr, "Supported Opengl version: %s on GPU: %s. Vendor: %s\n", s, glGetString(GL_RENDERER), vendor);
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#ifndef ENABLE_GLES
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fprintf(stderr, "Note: the maximal version supported by GSdx is 3.3 (even if you driver support more)!\n");
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#endif
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// Name change but driver is still bad!
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if (strstr(vendor, "ATI") || strstr(vendor, "Advanced Micro Devices"))
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fglrx_buggy_driver = true;
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if (strstr(vendor, "NVIDIA Corporation"))
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nvidia_buggy_driver = true;
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if (strstr(vendor, "Intel"))
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intel_buggy_driver = true;
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if (strstr(vendor, "X.Org")) // Note: it might actually catch nouveau too, but bug are likely to be the same anyway
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mesa_amd_buggy_driver = true;
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if (strstr(vendor, "VMware")) // Assume worst case because I don't know the real status
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mesa_amd_buggy_driver = intel_buggy_driver = true;
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GLuint dot = 0;
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while (s[dot] != '\0' && s[dot] != '.') dot++;
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if (dot == 0) return false;
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GLuint major_gl = s[dot-1]-'0';
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GLuint minor_gl = s[dot+1]-'0';
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#ifndef ENABLE_GLES
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if (mesa_amd_buggy_driver || intel_buggy_driver) {
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fprintf(stderr, "Buggy driver detected. Geometry shaders will be disabled\n");
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found_geometry_shader = false;
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}
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if (theApp.GetConfig("override_geometry_shader", -1) != -1) {
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found_geometry_shader = !!theApp.GetConfig("override_geometry_shader", -1);
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fprintf(stderr, "Override geometry shaders detection\n");
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}
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#else
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found_geometry_shader = false;
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#endif
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#ifndef ENABLE_GLES
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if ( (major_gl < major) || ( major_gl == major && minor_gl < minor ) ) {
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fprintf(stderr, "OPENGL %d.%d is not supported\n", major, minor);
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return false;
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}
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#endif
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return true;
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}
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bool check_gl_supported_extension() {
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int max_ext = 0;
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glGetIntegerv(GL_NUM_EXTENSIONS, &max_ext);
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if (gl_GetStringi && max_ext) {
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for (GLint i = 0; i < max_ext; i++) {
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string ext((const char*)gl_GetStringi(GL_EXTENSIONS, i));
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#ifndef ENABLE_GLES
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// GL4.0
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if (ext.compare("GL_ARB_gpu_shader5") == 0) found_GL_ARB_gpu_shader5 = true;
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// GL4.1
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if (ext.compare("GL_ARB_separate_shader_objects") == 0) {
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if (!fglrx_buggy_driver && !mesa_amd_buggy_driver && !intel_buggy_driver) found_GL_ARB_separate_shader_objects = true;
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else fprintf(stderr, "Buggy driver detected, GL_ARB_separate_shader_objects will be disabled\n");
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}
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#if 0
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// Erratum: on nvidia implementation, gain is very nice : 42.5 fps => 46.5 fps
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//
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// Strangely it doesn't provide the speed boost as expected.
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// Note: only atst/colclip was replaced with subroutine for the moment. It replace 2000 program switch on
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// colin mcrae 3 by 2100 uniform, but code is slower!
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//
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// Current hypothesis: the validation of useprogram is done in the "driver thread" whereas the extra function calls
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// are done on the overloaded main threads.
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// Apitrace profiling shows faster GPU draw times
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if (ext.compare("GL_ARB_shader_subroutine") == 0) found_GL_ARB_shader_subroutine = true;
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#endif
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// GL4.2
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if (ext.compare("GL_ARB_shading_language_420pack") == 0) found_GL_ARB_shading_language_420pack = true;
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if (ext.compare("GL_ARB_texture_storage") == 0) found_GL_ARB_texture_storage = true;
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// Only enable this extension on nvidia
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if (nvidia_buggy_driver && ext.compare("GL_ARB_shader_image_load_store") == 0) found_GL_ARB_shader_image_load_store = true;
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// GL4.3
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if (ext.compare("GL_ARB_copy_image") == 0) found_GL_ARB_copy_image = true;
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if (ext.compare("GL_ARB_explicit_uniform_location") == 0) found_GL_ARB_explicit_uniform_location = true;
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// GL4.4
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if (ext.compare("GL_ARB_buffer_storage") == 0) found_GL_ARB_buffer_storage = true;
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if (ext.compare("GL_ARB_clear_texture") == 0) found_GL_ARB_clear_texture = true;
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// FIXME: I have a crash when I hit pause (debug build)
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//if (ext.compare("GL_ARB_bindless_texture") == 0) found_GL_ARB_bindless_texture = true;
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// GL4.5
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if (ext.compare("GL_ARB_direct_state_access") == 0) found_GL_ARB_direct_state_access = true;
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if (ext.compare("GL_ARB_clip_control") == 0) found_GL_ARB_clip_control = true;
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#else // ENABLE_GLES
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if (ext.compare("GL_EXT_shader_io_blocks") == 0) found_GL_EXT_shader_io_blocks = true;
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#endif
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//fprintf(stderr, "DEBUG ext: %s\n", ext.c_str());
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}
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}
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bool status = true;
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fprintf(stderr, "\n");
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#ifndef ENABLE_GLES
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// GL4.0
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status &= status_and_override(found_GL_ARB_gpu_shader5,"GL_ARB_gpu_shader5");
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// GL4.1
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status &= status_and_override(found_GL_ARB_separate_shader_objects,"GL_ARB_separate_shader_objects");
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status &= status_and_override(found_GL_ARB_shader_subroutine,"GL_ARB_shader_subroutine");
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// GL4.2
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status &= status_and_override(found_GL_ARB_shader_image_load_store,"GL_ARB_shader_image_load_store");
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status &= status_and_override(found_GL_ARB_shading_language_420pack,"GL_ARB_shading_language_420pack", true);
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status &= status_and_override(found_GL_ARB_texture_storage, "GL_ARB_texture_storage", true);
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// GL4.3
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status &= status_and_override(found_GL_ARB_explicit_uniform_location,"GL_ARB_explicit_uniform_location");
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status &= status_and_override(found_GL_ARB_copy_image, "GL_ARB_copy_image");
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// GL4.4
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status &= status_and_override(found_GL_ARB_buffer_storage,"GL_ARB_buffer_storage");
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status &= status_and_override(found_GL_ARB_bindless_texture,"GL_ARB_bindless_texture");
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status &= status_and_override(found_GL_ARB_clear_texture,"GL_ARB_clear_texture");
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// GL4.5
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status &= status_and_override(found_GL_ARB_clip_control, "GL_ARB_clip_control");
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status &= status_and_override(found_GL_ARB_direct_state_access, "GL_ARB_direct_state_access");
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#else // ENABLE_GLES
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status &= status_and_override(found_GL_EXT_shader_io_blocks, "GL_EXT_shader_io_blocks", true);
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#endif
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fprintf(stderr, "\n");
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return status;
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}
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}
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