[Android] Beginning of GLES3 support.

This commit is contained in:
Ryan Houdek 2013-05-05 23:33:49 -05:00
parent cb5b9c0327
commit 5ac58a34ea

View File

@ -201,6 +201,8 @@ int GetNumMSAACoverageSamples(int MSAAMode)
}
void ApplySSAASettings() {
// GLES3 doesn't support SSAA
#ifndef USE_GLES3
if(g_ActiveConfig.iMultisampleMode == MULTISAMPLE_SSAA_4X) {
if(g_ogl_config.bSupportSampleShading) {
glEnable(GL_SAMPLE_SHADING_ARB);
@ -211,10 +213,14 @@ void ApplySSAASettings() {
} else if(g_ogl_config.bSupportSampleShading) {
glDisable(GL_SAMPLE_SHADING_ARB);
}
#endif
}
void ErrorCallback( GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char* message, void* userParam)
{
// GLES3 doesn't natively support this
// XXX: Include GLES2 extensions header so we can use this
#ifndef USE_GLES3
const char *s_source;
const char *s_type;
@ -245,6 +251,7 @@ void ErrorCallback( GLenum source, GLenum type, GLuint id, GLenum severity, GLsi
case GL_DEBUG_SEVERITY_LOW_ARB: WARN_LOG(VIDEO, "id: %x, source: %s, type: %s - %s", id, s_source, s_type, message); break;
default: ERROR_LOG(VIDEO, "id: %x, source: %s, type: %s - %s", id, s_source, s_type, message); break;
}
#endif
}
// Init functions
@ -259,6 +266,29 @@ Renderer::Renderer()
InitFPSCounter();
bool bSuccess = true;
g_ogl_config.gl_vendor = (const char*)glGetString(GL_VENDOR);
g_ogl_config.gl_renderer = (const char*)glGetString(GL_RENDERER);
g_ogl_config.gl_version = (const char*)glGetString(GL_VERSION);
g_ogl_config.glsl_version = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION);
// Init extension support.
#ifdef USE_GLES3
// Set default GLES3 options
WARN_LOG(VIDEO, "Running the OpenGL ES 3 backend!");
g_Config.backend_info.bSupportsDualSourceBlend = false;
g_Config.backend_info.bSupportsGLSLUBO = true;
g_Config.backend_info.bSupportsPrimitiveRestart = false;
g_ogl_config.bSupportsGLSLCache = false; // XXX: Reenable once shaders compile correctly
g_ogl_config.bSupportsGLPinnedMemory = false;
g_ogl_config.bSupportsGLSync = true;
g_ogl_config.bSupportsGLBaseVertex = false;
g_ogl_config.bSupportCoverageMSAA = false; // XXX: GLES3 spec has MSAA
g_ogl_config.bSupportSampleShading = false;
g_ogl_config.bSupportOGL31 = false;
g_ogl_config.eSupportedGLSLVersion = GLSLES3;
#else
GLint numvertexattribs = 0;
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &numvertexattribs);
if (numvertexattribs < 16)
@ -268,8 +298,6 @@ Renderer::Renderer()
numvertexattribs);
bSuccess = false;
}
// Init extension support.
#ifdef __APPLE__
glewExperimental = 1;
#endif
@ -323,6 +351,8 @@ Renderer::Renderer()
"Please report this issue, then there will be a workaround");
bSuccess = false;
}
if (!GLEW_ARB_texture_non_power_of_two)
WARN_LOG(VIDEO, "ARB_texture_non_power_of_two not supported.");
if (!bSuccess)
return; // TODO: fail
@ -339,11 +369,6 @@ Renderer::Renderer()
g_ogl_config.bSupportSampleShading = GLEW_ARB_sample_shading;
g_ogl_config.bSupportOGL31 = GLEW_VERSION_3_1;
g_ogl_config.gl_vendor = (const char*)glGetString(GL_VENDOR);
g_ogl_config.gl_renderer = (const char*)glGetString(GL_RENDERER);
g_ogl_config.gl_version = (const char*)glGetString(GL_VERSION);
g_ogl_config.glsl_version = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION);
if(strstr(g_ogl_config.glsl_version, "1.00") || strstr(g_ogl_config.glsl_version, "1.10"))
{
ERROR_LOG(VIDEO, "GPU: OGL ERROR: Need at least GLSL 1.20\n"
@ -364,6 +389,7 @@ Renderer::Renderer()
{
g_ogl_config.eSupportedGLSLVersion = GLSL_140;
}
#endif
glGetIntegerv(GL_MAX_SAMPLES, &g_ogl_config.max_samples);
if(g_ogl_config.max_samples < 1)
@ -425,9 +451,6 @@ Renderer::Renderer()
if (GL_REPORT_ERROR() != GL_NO_ERROR)
bSuccess = false;
if (!GLEW_ARB_texture_non_power_of_two)
WARN_LOG(VIDEO, "ARB_texture_non_power_of_two not supported.");
// TODO: Move these somewhere else?
FramebufferManagerBase::SetLastXfbWidth(MAX_XFB_WIDTH);
FramebufferManagerBase::SetLastXfbHeight(MAX_XFB_HEIGHT);
@ -457,7 +480,7 @@ Renderer::Renderer()
glViewport(0, 0, GetTargetWidth(), GetTargetHeight()); // Reset The Current Viewport
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClearDepth(1.0f);
glClearDepthf(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
@ -468,8 +491,9 @@ Renderer::Renderer()
glScissor(0, 0, GetTargetWidth(), GetTargetHeight());
glBlendColor(0, 0, 0, 0.5f);
glClearDepth(1.0f);
glClearDepthf(1.0f);
#ifndef USE_GLES3
if(g_ActiveConfig.backend_info.bSupportsPrimitiveRestart)
{
if(g_ogl_config.bSupportOGL31)
@ -483,7 +507,7 @@ Renderer::Renderer()
glPrimitiveRestartIndexNV(65535);
}
}
#endif
UpdateActiveConfig();
}
@ -884,8 +908,14 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
u32* colorMap = new u32[targetPixelRcWidth * targetPixelRcHeight];
#ifdef USE_GLES3
// XXX: Swap colours
glReadPixels(targetPixelRc.left, targetPixelRc.bottom, targetPixelRcWidth, targetPixelRcHeight,
GL_RGBA, GL_UNSIGNED_INT, colorMap);
#else
glReadPixels(targetPixelRc.left, targetPixelRc.bottom, targetPixelRcWidth, targetPixelRcHeight,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, colorMap);
#endif
GL_REPORT_ERRORD();
UpdateEFBCache(type, cacheRectIdx, efbPixelRc, targetPixelRc, colorMap);
@ -970,7 +1000,7 @@ void Renderer::UpdateViewport(Matrix44& vpCorrection)
// Update the view port
glViewport(X, Y, Width, Height);
glDepthRange(GLNear, GLFar);
glDepthRangef(GLNear, GLFar);
}
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
@ -992,7 +1022,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
// depth
glDepthMask(zEnable ? GL_TRUE : GL_FALSE);
glClearDepth(float(z & 0xFFFFFF) / float(0xFFFFFF));
glClearDepthf(float(z & 0xFFFFFF) / float(0xFFFFFF));
// Update rect for clearing the picture
glEnable(GL_SCISSOR_TEST);
@ -1487,7 +1517,9 @@ void Renderer::RestoreAPIState()
SetBlendMode(true);
VertexShaderManager::SetViewportChanged();
#ifndef USE_GLES3
glPolygonMode(GL_FRONT_AND_BACK, g_ActiveConfig.bWireFrame ? GL_LINE : GL_FILL);
#endif
VertexManager *vm = (OGL::VertexManager*)g_vertex_manager;
glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
@ -1539,6 +1571,9 @@ void Renderer::SetDepthMode()
void Renderer::SetLogicOpMode()
{
// Logic ops aren't available in GLES3/GLES2
#ifndef USE_GLES3
const GLenum glLogicOpCodes[16] =
{
GL_CLEAR,
@ -1568,6 +1603,7 @@ void Renderer::SetLogicOpMode()
{
glDisable(GL_COLOR_LOGIC_OP);
}
#endif
}
void Renderer::SetDitherMode()
@ -1585,8 +1621,10 @@ void Renderer::SetLineWidth()
if (bpmem.lineptwidth.linesize > 0)
// scale by ratio of widths
glLineWidth((float)bpmem.lineptwidth.linesize * fratio / 6.0f);
#ifndef USE_GLES3
if (bpmem.lineptwidth.pointsize > 0)
glPointSize((float)bpmem.lineptwidth.pointsize * fratio / 6.0f);
#endif
}
void Renderer::SetSamplerState(int stage, int texindex)