mirror of https://github.com/PCSX2/pcsx2.git
356 lines
13 KiB
C++
356 lines
13 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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#include "GS.h"
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#ifdef __unix__
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PFNGLBLENDFUNCSEPARATEPROC glBlendFuncSeparate = NULL;
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#endif
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#include "PFN_GLLOADER_CPP.h"
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namespace ReplaceGL {
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void APIENTRY ScissorIndexed(GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height)
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{
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glScissor(left, bottom, width, height);
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}
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void APIENTRY ViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h)
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{
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glViewport(GLint(x), GLint(y), GLsizei(w), GLsizei(h));
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}
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void APIENTRY TextureBarrier()
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{
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}
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}
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#ifdef _WIN32
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namespace Emulate_DSA {
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// Texture entry point
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void APIENTRY BindTextureUnit(GLuint unit, GLuint texture) {
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glActiveTexture(GL_TEXTURE0 + unit);
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glBindTexture(GL_TEXTURE_2D, texture);
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}
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void APIENTRY CreateTexture(GLenum target, GLsizei n, GLuint *textures) {
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glGenTextures(1, textures);
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}
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void APIENTRY TextureStorage(GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) {
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BindTextureUnit(7, texture);
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glTexStorage2D(GL_TEXTURE_2D, levels, internalformat, width, height);
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}
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void APIENTRY TextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) {
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BindTextureUnit(7, texture);
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glTexSubImage2D(GL_TEXTURE_2D, level, xoffset, yoffset, width, height, format, type, pixels);
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}
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void APIENTRY CopyTextureSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {
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BindTextureUnit(7, texture);
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glCopyTexSubImage2D(GL_TEXTURE_2D, level, xoffset, yoffset, x, y, width, height);
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}
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void APIENTRY GetTexureImage(GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels) {
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BindTextureUnit(7, texture);
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glGetTexImage(GL_TEXTURE_2D, level, format, type, pixels);
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}
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void APIENTRY TextureParameteri (GLuint texture, GLenum pname, GLint param) {
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BindTextureUnit(7, texture);
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glTexParameteri(GL_TEXTURE_2D, pname, param);
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}
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void APIENTRY GenerateTextureMipmap(GLuint texture) {
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BindTextureUnit(7, texture);
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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// Misc entry point
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// (only purpose is to have a consistent API otherwise it is useless)
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void APIENTRY CreateProgramPipelines(GLsizei n, GLuint *pipelines) {
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glGenProgramPipelines(n, pipelines);
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}
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void APIENTRY CreateSamplers(GLsizei n, GLuint *samplers) {
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glGenSamplers(n, samplers);
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}
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// Replace function pointer to emulate DSA behavior
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void Init() {
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fprintf(stderr, "DSA is not supported. Expect slower performance\n");
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glBindTextureUnit = BindTextureUnit;
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glCreateTextures = CreateTexture;
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glTextureStorage2D = TextureStorage;
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glTextureSubImage2D = TextureSubImage;
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glCopyTextureSubImage2D = CopyTextureSubImage;
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glGetTextureImage = GetTexureImage;
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glTextureParameteri = TextureParameteri;
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glCreateProgramPipelines = CreateProgramPipelines;
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glCreateSamplers = CreateSamplers;
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}
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}
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#endif
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namespace GLLoader {
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bool s_first_load = true;
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bool amd_legacy_buggy_driver = false;
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bool vendor_id_amd = false;
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bool vendor_id_nvidia = false;
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bool vendor_id_intel = false;
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bool mesa_driver = false;
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bool in_replayer = false;
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bool buggy_sso_dual_src = false;
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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_EXT_texture_filter_anisotropic = false;
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bool found_GL_ARB_clear_texture = false;
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bool found_GL_ARB_get_texture_sub_image = false; // Not yet used
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// DX11 GPU
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bool found_GL_ARB_gpu_shader5 = false; // Require IvyBridge
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bool found_GL_ARB_shader_image_load_store = false; // Intel IB. Nvidia/AMD miss Mesa implementation.
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bool found_GL_ARB_viewport_array = false; // Intel IB. AMD/NVIDIA DX10
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// Bonus to monitor the VRAM
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bool found_GL_NVX_gpu_memory_info = false;
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// Mandatory
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bool found_GL_ARB_buffer_storage = false;
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bool found_GL_ARB_clip_control = false;
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bool found_GL_ARB_copy_image = false;
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bool found_GL_ARB_direct_state_access = false;
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bool found_GL_ARB_separate_shader_objects = false;
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bool found_GL_ARB_shading_language_420pack = false;
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bool found_GL_ARB_texture_barrier = false;
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bool found_GL_ARB_texture_storage = false;
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bool found_GL_KHR_debug = 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 (mandatory) {
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if (!found) {
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fprintf(stderr, "ERROR: %s is NOT SUPPORTED\n", name.c_str());
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}
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return found;
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}
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if (s_first_load) {
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if (!found) {
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fprintf(stdout, "INFO: %s is NOT SUPPORTED\n", name.c_str());
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} else {
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fprintf(stdout, "INFO: %s is available\n", name.c_str());
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}
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}
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std::string opt("override_");
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opt += name;
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if (theApp.GetConfigI(opt.c_str()) != -1) {
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found = theApp.GetConfigB(opt.c_str());
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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(int major, int 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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GLuint v = 1;
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while (s[v] != '\0' && s[v-1] != ' ') v++;
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const char* vendor = (const char*)glGetString(GL_VENDOR);
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if (s_first_load)
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fprintf(stdout, "OpenGL information. GPU: %s. Vendor: %s. Driver: %s\n", glGetString(GL_RENDERER), vendor, &s[v]);
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// Name changed but driver is still bad!
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if (strstr(vendor, "Advanced Micro Devices") || strstr(vendor, "ATI Technologies Inc.") || strstr(vendor, "ATI"))
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vendor_id_amd = true;
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/*if (vendor_id_amd && (
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strstr((const char*)&s[v], " 10.") || // Blacklist all 2010 AMD drivers.
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strstr((const char*)&s[v], " 11.") || // Blacklist all 2011 AMD drivers.
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strstr((const char*)&s[v], " 12.") || // Blacklist all 2012 AMD drivers.
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strstr((const char*)&s[v], " 13.") || // Blacklist all 2013 AMD drivers.
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strstr((const char*)&s[v], " 14.") || // Blacklist all 2014 AMD drivers.
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strstr((const char*)&s[v], " 15.") || // Blacklist all 2015 AMD drivers.
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strstr((const char*)&s[v], " 16.") || // Blacklist all 2016 AMD drivers.
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strstr((const char*)&s[v], " 17.") // Blacklist all 2017 AMD drivers for now.
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))
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amd_legacy_buggy_driver = true;
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*/
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if (strstr(vendor, "NVIDIA Corporation"))
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vendor_id_nvidia = true;
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#ifdef _WIN32
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if (strstr(vendor, "Intel"))
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vendor_id_intel = true;
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#else
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// On linux assumes the free driver if it isn't nvidia or amd pro driver
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mesa_driver = !vendor_id_nvidia && !vendor_id_amd;
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#endif
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// As of 2019 SSO is still broken on intel (Kaby Lake confirmed).
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buggy_sso_dual_src = vendor_id_intel || vendor_id_amd /*|| amd_legacy_buggy_driver*/;
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if (theApp.GetConfigI("override_geometry_shader") != -1) {
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found_geometry_shader = theApp.GetConfigB("override_geometry_shader");
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fprintf(stderr, "Overriding geometry shaders detection\n");
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}
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GLint major_gl = 0;
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GLint minor_gl = 0;
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glGetIntegerv(GL_MAJOR_VERSION, &major_gl);
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glGetIntegerv(GL_MINOR_VERSION, &minor_gl);
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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. Only OpenGL %d.%d\n was found", major, minor, major_gl, minor_gl);
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return false;
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}
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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 (glGetStringi && max_ext) {
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for (GLint i = 0; i < max_ext; i++) {
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std::string ext{(const char*)glGetStringi(GL_EXTENSIONS, i)};
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// Bonus
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if (ext.compare("GL_EXT_texture_filter_anisotropic") == 0) found_GL_EXT_texture_filter_anisotropic = true;
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if (ext.compare("GL_NVX_gpu_memory_info") == 0) found_GL_NVX_gpu_memory_info = true;
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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_viewport_array") == 0) found_GL_ARB_viewport_array = true;
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if (ext.compare("GL_ARB_separate_shader_objects") == 0) found_GL_ARB_separate_shader_objects = true;
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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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if (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_KHR_debug") == 0) found_GL_KHR_debug = 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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// 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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if (ext.compare("GL_ARB_texture_barrier") == 0) found_GL_ARB_texture_barrier = true;
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if (ext.compare("GL_ARB_get_texture_sub_image") == 0) found_GL_ARB_get_texture_sub_image = true;
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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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bool required_for_hw = (theApp.GetCurrentRendererType() == GSRendererType::OGL_HW);
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// Bonus
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status &= status_and_override(found_GL_EXT_texture_filter_anisotropic, "GL_EXT_texture_filter_anisotropic");
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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_viewport_array, "GL_ARB_viewport_array");
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status &= status_and_override(found_GL_ARB_separate_shader_objects, "GL_ARB_separate_shader_objects", true);
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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_copy_image, "GL_ARB_copy_image", required_for_hw);
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status &= status_and_override(found_GL_KHR_debug, "GL_KHR_debug", true);
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// GL4.4
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status &= status_and_override(found_GL_ARB_buffer_storage,"GL_ARB_buffer_storage", true);
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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", required_for_hw);
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status &= status_and_override(found_GL_ARB_direct_state_access, "GL_ARB_direct_state_access");
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// Mandatory for the advance HW renderer effect. Unfortunately Mesa LLVMPIPE/SWR renderers doesn't support this extension.
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// Rendering might be corrupted but it could be good enough for test/virtual machine.
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status &= status_and_override(found_GL_ARB_texture_barrier, "GL_ARB_texture_barrier");
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status &= status_and_override(found_GL_ARB_get_texture_sub_image, "GL_ARB_get_texture_sub_image");
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if (s_first_load) {
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if (vendor_id_amd) {
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fprintf(stderr, "The OpenGL hardware renderer is slow on AMD GPUs due to an inefficient driver.\n"
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"Check out the link below for further information.\n"
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"https://github.com/PCSX2/pcsx2/wiki/OpenGL-and-AMD-GPUs---All-you-need-to-know\n");
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}
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if (vendor_id_intel && !found_GL_ARB_texture_barrier && !found_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.
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fprintf(stderr, "The OpenGL renderer is inefficient on Intel GPUs due to an inefficient driver.\n"
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"Check out the link below for further information.\n"
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"https://github.com/PCSX2/pcsx2/wiki/OpenGL-and-Intel-GPUs-All-you-need-to-know\n");
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}
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}
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if (!found_GL_ARB_viewport_array) {
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glScissorIndexed = ReplaceGL::ScissorIndexed;
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glViewportIndexedf = ReplaceGL::ViewportIndexedf;
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if (s_first_load)
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fprintf(stderr, "GL_ARB_viewport_array is not supported! Function pointer will be replaced\n");
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}
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if (!found_GL_ARB_texture_barrier) {
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glTextureBarrier = ReplaceGL::TextureBarrier;
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if (s_first_load)
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fprintf(stderr, "GL_ARB_texture_barrier is not supported! Blending emulation will not be supported\n");
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}
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#ifdef _WIN32
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// Thank you Intel for not providing support of basic features on your IGPUs.
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if (!found_GL_ARB_direct_state_access) {
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Emulate_DSA::Init();
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}
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#endif
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if (s_first_load)
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fprintf(stdout, "\n");
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return status;
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}
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void check_gl_requirements()
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{
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if (!GLLoader::check_gl_version(3, 3))
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throw GSDXRecoverableError();
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if (!GLLoader::check_gl_supported_extension())
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throw GSDXRecoverableError();
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s_first_load = false;
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}
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}
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