xenia-canary/src/xenia/ui/gl/gl_context.cc

268 lines
7.9 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2014 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/ui/gl/gl_context.h"
#include <gflags/gflags.h>
#include <mutex>
#include <string>
#include "xenia/base/assert.h"
#include "xenia/base/logging.h"
#include "xenia/base/math.h"
#include "xenia/base/profiling.h"
#include "xenia/ui/gl/gl_immediate_drawer.h"
#include "xenia/ui/window.h"
DEFINE_bool(thread_safe_gl, false,
"Only allow one GL context to be active at a time.");
DEFINE_bool(disable_gl_context_reset, false,
"Do not aggressively reset the GL context (helps with capture "
"programs such as OBS or FRAPS).");
DEFINE_bool(random_clear_color, false, "Randomizes GL clear color.");
DEFINE_bool(gl_debug, false, "Enable OpenGL debug validation layer.");
DEFINE_bool(gl_debug_output, false, "Dump ARB_debug_output to stderr.");
DEFINE_bool(gl_debug_output_synchronous, true,
"ARB_debug_output will synchronize to be thread safe.");
namespace xe {
namespace ui {
namespace gl {
std::recursive_mutex GLContext::global_gl_mutex_;
void GLContext::FatalGLError(std::string error) {
xe::FatalError(
error +
"\nEnsure you have the latest drivers for your GPU and that it supports "
"OpenGL 4.5. See http://xenia.jp/faq/ for more information and a list"
"of supported GPUs.");
}
GLContext::GLContext(GraphicsProvider* provider, Window* target_window)
: GraphicsContext(provider, target_window) {}
GLContext::~GLContext() {}
void GLContext::AssertExtensionsPresent() {
if (!MakeCurrent()) {
FatalGLError("Unable to make GL context current.");
return;
}
// Check shader version at least 4.5 (matching GL 4.5).
auto glsl_version_raw =
reinterpret_cast<const char*>(glGetString(GL_SHADING_LANGUAGE_VERSION));
std::string glsl_version(glsl_version_raw);
if (glsl_version.find("4.50") != 0) {
FatalGLError("OpenGL GLSL version 4.50 is required.");
return;
}
if (!GLEW_ARB_bindless_texture || !glMakeTextureHandleResidentARB) {
FatalGLError("OpenGL extension ARB_bindless_texture is required.");
return;
}
if (!GLEW_ARB_fragment_coord_conventions) {
FatalGLError(
"OpenGL extension ARB_fragment_coord_conventions is required.");
return;
}
ClearCurrent();
}
void GLContext::DebugMessage(GLenum source, GLenum type, GLuint id,
GLenum severity, GLsizei length,
const GLchar* message) {
const char* source_name = nullptr;
switch (source) {
case GL_DEBUG_SOURCE_API_ARB:
source_name = "OpenGL";
break;
case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB:
source_name = "Windows";
break;
case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB:
source_name = "Shader Compiler";
break;
case GL_DEBUG_SOURCE_THIRD_PARTY_ARB:
source_name = "Third Party";
break;
case GL_DEBUG_SOURCE_APPLICATION_ARB:
source_name = "Application";
break;
case GL_DEBUG_SOURCE_OTHER_ARB:
source_name = "Other";
break;
default:
source_name = "(unknown source)";
break;
}
const char* type_name = nullptr;
switch (type) {
case GL_DEBUG_TYPE_ERROR:
type_name = "error";
break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
type_name = "deprecated behavior";
break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
type_name = "undefined behavior";
break;
case GL_DEBUG_TYPE_PORTABILITY:
type_name = "portability";
break;
case GL_DEBUG_TYPE_PERFORMANCE:
type_name = "performance";
break;
case GL_DEBUG_TYPE_OTHER:
type_name = "message";
break;
case GL_DEBUG_TYPE_MARKER:
type_name = "marker";
break;
case GL_DEBUG_TYPE_PUSH_GROUP:
type_name = "push group";
break;
case GL_DEBUG_TYPE_POP_GROUP:
type_name = "pop group";
break;
default:
type_name = "(unknown type)";
break;
}
const char* severity_name = nullptr;
switch (severity) {
case GL_DEBUG_SEVERITY_HIGH_ARB:
severity_name = "high";
break;
case GL_DEBUG_SEVERITY_MEDIUM_ARB:
severity_name = "medium";
break;
case GL_DEBUG_SEVERITY_LOW_ARB:
severity_name = "low";
break;
case GL_DEBUG_SEVERITY_NOTIFICATION:
severity_name = "notification";
break;
default:
severity_name = "(unknown severity)";
break;
}
XELOGE("GL4 %s: %s(%s) %d: %s", source_name, type_name, severity_name, id,
message);
}
void GLAPIENTRY GLContext::DebugMessageThunk(GLenum source, GLenum type,
GLuint id, GLenum severity,
GLsizei length,
const GLchar* message,
GLvoid* user_param) {
reinterpret_cast<GLContext*>(user_param)
->DebugMessage(source, type, id, severity, length, message);
}
void GLContext::SetupDebugging() {
if (!FLAGS_gl_debug || !FLAGS_gl_debug_output) {
return;
}
glEnable(GL_DEBUG_OUTPUT);
// Synchronous output hurts, but is required if we want to line up the logs.
if (FLAGS_gl_debug_output_synchronous) {
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
} else {
glDisable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
}
// Enable everything by default.
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, NULL,
GL_TRUE);
// Disable annoying messages.
GLuint disable_message_ids[] = {
0x00020004, // Usage warning: Generic vertex attribute array 0 uses a
// pointer with a small value (0x0000000000000000). Is this
// intended to be used as an offset into a buffer object?
};
glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_OTHER, GL_DONT_CARE,
GLsizei(xe::countof(disable_message_ids)),
disable_message_ids, GL_FALSE);
// Callback will be made from driver threads.
glDebugMessageCallback(reinterpret_cast<GLDEBUGPROC>(&DebugMessageThunk),
this);
}
ImmediateDrawer* GLContext::immediate_drawer() {
return immediate_drawer_.get();
}
bool GLContext::WasLost() {
if (!robust_access_supported_) {
// Can't determine if we lost the context.
return false;
}
if (context_lost_) {
return true;
}
auto status = glGetGraphicsResetStatusARB();
if (status != GL_NO_ERROR) {
// Graphics card reset.
XELOGE("============= TDR detected on context %p! Context %s =============",
handle(), status == GL_GUILTY_CONTEXT_RESET ? "guilty" : "innocent");
context_lost_ = true;
return true;
}
return false;
}
std::unique_ptr<RawImage> GLContext::Capture() {
GraphicsContextLock lock(this);
std::unique_ptr<RawImage> raw_image(new RawImage());
raw_image->width = target_window_->width();
raw_image->stride = raw_image->width * 4;
raw_image->height = target_window_->height();
raw_image->data.resize(raw_image->stride * raw_image->height);
glReadPixels(0, 0, target_window_->width(), target_window_->height(), GL_RGBA,
GL_UNSIGNED_BYTE, raw_image->data.data());
// Flip vertically in-place.
size_t yt = 0;
size_t yb = (raw_image->height - 1) * raw_image->stride;
while (yt < yb) {
for (size_t i = 0; i < raw_image->stride; ++i) {
std::swap(raw_image->data[yt + i], raw_image->data[yb + i]);
}
yt += raw_image->stride;
yb -= raw_image->stride;
}
return raw_image;
}
} // namespace gl
} // namespace ui
} // namespace xe