Merge 'master' into shader-uids-awesome.

Conflicts:
	Source/Core/VideoCommon/Src/LightingShaderGen.cpp
	Source/Core/VideoCommon/Src/PixelShaderGen.cpp
	Source/Core/VideoCommon/Src/PixelShaderGen.h
	Source/Core/VideoCommon/Src/VertexShaderGen.cpp
This commit is contained in:
NeoBrainX
2013-06-17 12:05:47 +02:00
172 changed files with 4585 additions and 1736 deletions

View File

@ -24,9 +24,10 @@ if(USE_EGL)
EGL)
endif()
if(USE_GLES)
if(USE_GLES3)
set(LIBS ${LIBS}
GLESv2)
set(SRCS ${SRCS} Src/GLFunctions.cpp)
else()
set(LIBS ${LIBS}
GLEW

View File

@ -73,7 +73,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA8, m_targetWidth, m_targetHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE, m_efbDepth);
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE, 0);
@ -86,6 +86,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
GL_REPORT_FBO_ERROR();
}
#ifndef USE_GLES3
else
{
// EFB targets will be renderbuffers in MSAA mode (required by OpenGL).
@ -151,7 +152,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
glBindFramebuffer(GL_FRAMEBUFFER, m_efbFramebuffer);
}
#endif
// Create XFB framebuffer; targets will be created elsewhere.
glGenFramebuffers(1, &m_xfbFramebuffer);
@ -160,7 +161,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
glViewport(0, 0, m_targetWidth, m_targetHeight);
glScissor(0, 0, m_targetWidth, m_targetHeight);
glClearColor(0.f, 0.f, 0.f, 1.f);
glClearDepth(1.0);
glClearDepthf(1.0f);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
}

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@ -0,0 +1,93 @@
// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "GLFunctions.h"
#include "Log.h"
#ifdef USE_GLES3
PFNGLMAPBUFFERPROC glMapBuffer;
PFNGLMAPBUFFERRANGEPROC glMapBufferRange;
PFNGLUNMAPBUFFERPROC glUnmapBuffer;
PFNGLBINDBUFFERRANGEPROC glBindBufferRange;
PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
PFNGLCLIENTWAITSYNCPROC glClientWaitSync;
PFNGLDELETESYNCPROC glDeleteSync;
PFNGLFENCESYNCPROC glFenceSync;
PFNGLSAMPLERPARAMETERFPROC glSamplerParameterf;
PFNGLSAMPLERPARAMETERIPROC glSamplerParameteri;
PFNGLSAMPLERPARAMETERFVPROC glSamplerParameterfv;
PFNGLBINDSAMPLERPROC glBindSampler;
PFNGLDELETESAMPLERSPROC glDeleteSamplers;
PFNGLGENSAMPLERSPROC glGenSamplers;
PFNGLGETPROGRAMBINARYPROC glGetProgramBinary;
PFNGLPROGRAMBINARYPROC glProgramBinary;
PFNGLPROGRAMPARAMETERIPROC glProgramParameteri;
PFNGLGETUNIFORMBLOCKINDEXPROC glGetUniformBlockIndex;
PFNGLUNIFORMBLOCKBINDINGPROC glUniformBlockBinding;
PFNGLBEGINQUERYPROC glBeginQuery;
PFNGLENDQUERYPROC glEndQuery;
PFNGLGETQUERYOBJECTUIVPROC glGetQueryObjectuiv;
PFNGLDELETEQUERIESPROC glDeleteQueries;
PFNGLGENQUERIESPROC glGenQueries;
#endif
namespace GLFunc
{
void LoadFunction(const char *name, void **func)
{
#ifdef USE_GLES3
*func = (void*)eglGetProcAddress(name);
if (*func == NULL)
{
ERROR_LOG(VIDEO, "Couldn't load function %s", name);
exit(0);
}
#endif
}
void Init()
{
LoadFunction("glBeginQuery", (void**)&glBeginQuery);
LoadFunction("glEndQuery", (void**)&glEndQuery);
LoadFunction("glGetQueryObjectuiv", (void**)&glGetQueryObjectuiv);
LoadFunction("glDeleteQueries", (void**)&glDeleteQueries);
LoadFunction("glGenQueries", (void**)&glGenQueries);
{
LoadFunction("glMapBuffer", (void**)&glMapBuffer);
LoadFunction("glUnmapBuffer", (void**)&glUnmapBuffer);
LoadFunction("glMapBufferRange", (void**)&glMapBufferRange);
LoadFunction("glBindBufferRange", (void**)&glBindBufferRange);
LoadFunction("glBlitFramebuffer", (void**)&glBlitFramebuffer);
LoadFunction("glGenVertexArrays", (void**)&glGenVertexArrays);
LoadFunction("glDeleteVertexArrays", (void**)&glDeleteVertexArrays);
LoadFunction("glBindVertexArray", (void**)&glBindVertexArray);
LoadFunction("glClientWaitSync", (void**)&glClientWaitSync);
LoadFunction("glDeleteSync", (void**)&glDeleteSync);
LoadFunction("glFenceSync", (void**)&glFenceSync);
LoadFunction("glSamplerParameterf", (void**)&glSamplerParameterf);
LoadFunction("glSamplerParameteri", (void**)&glSamplerParameteri);
LoadFunction("glSamplerParameterfv", (void**)&glSamplerParameterfv);
LoadFunction("glBindSampler", (void**)&glBindSampler);
LoadFunction("glDeleteSamplers", (void**)&glDeleteSamplers);
LoadFunction("glGenSamplers", (void**)&glGenSamplers);
}
LoadFunction("glGetProgramBinary", (void**)&glGetProgramBinary);
LoadFunction("glProgramBinary", (void**)&glProgramBinary);
LoadFunction("glProgramParameteri", (void**)&glProgramParameteri);
LoadFunction("glGetUniformBlockIndex", (void**)&glGetUniformBlockIndex);
LoadFunction("glUniformBlockBinding", (void**)&glUniformBlockBinding);
}
}

View File

@ -0,0 +1,90 @@
// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#ifndef GLFUNCTIONS_H_
#define GLFUNCTIONS_H_
#include "GLInterface.h"
#ifdef USE_GLES3
typedef GLvoid* (*PFNGLMAPBUFFERPROC) (GLenum target, GLenum access);
typedef GLvoid* (*PFNGLMAPBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
typedef void (*PFNGLBINDBUFFERRANGEPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
typedef GLboolean (*PFNGLUNMAPBUFFERPROC) (GLenum target);
typedef void (*PFNGLBLITFRAMEBUFFERPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
// VAOS
typedef void (*PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint* arrays);
typedef void (*PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint* arrays);
typedef void (*PFNGLBINDVERTEXARRAYPROC) (GLuint array);
// Sync
typedef GLenum (*PFNGLCLIENTWAITSYNCPROC) (GLsync GLsync,GLbitfield flags,GLuint64 timeout);
typedef void (*PFNGLDELETESYNCPROC) (GLsync GLsync);
typedef GLsync (*PFNGLFENCESYNCPROC) (GLenum condition,GLbitfield flags);
//Sampler
typedef void (*PFNGLSAMPLERPARAMETERFPROC) (GLuint sampler, GLenum pname, GLfloat param);
typedef void (*PFNGLSAMPLERPARAMETERIPROC) (GLuint sampler, GLenum pname, GLint param);
typedef void (*PFNGLSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, const GLfloat* params);
typedef void (*PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
typedef void (*PFNGLDELETESAMPLERSPROC) (GLsizei count, const GLuint * samplers);
typedef void (*PFNGLGENSAMPLERSPROC) (GLsizei count, GLuint* samplers);
//Program binar
typedef void (*PFNGLGETPROGRAMBINARYPROC) (GLuint program, GLsizei bufSize, GLsizei* length, GLenum *binaryFormat, GLvoid*binary);
typedef void (*PFNGLPROGRAMBINARYPROC) (GLuint program, GLenum binaryFormat, const void* binary, GLsizei length);
typedef void (*PFNGLPROGRAMPARAMETERIPROC) (GLuint program, GLenum pname, GLint value);
typedef GLuint (*PFNGLGETUNIFORMBLOCKINDEXPROC) (GLuint program, const GLchar* uniformBlockName);
typedef void (*PFNGLUNIFORMBLOCKBINDINGPROC) (GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
//Query
typedef void (*PFNGLBEGINQUERYPROC) (GLenum target, GLuint id);
typedef void (*PFNGLENDQUERYPROC) (GLenum target);
typedef void (*PFNGLGETQUERYOBJECTUIVPROC) (GLuint id, GLenum pname, GLuint* params);
typedef void (*PFNGLDELETEQUERIESPROC) (GLsizei n, const GLuint* ids);
typedef void (*PFNGLGENQUERIESPROC) (GLsizei n, GLuint* ids);
// ptrs
extern PFNGLBEGINQUERYPROC glBeginQuery;
extern PFNGLENDQUERYPROC glEndQuery;
extern PFNGLGETQUERYOBJECTUIVPROC glGetQueryObjectuiv;
extern PFNGLDELETEQUERIESPROC glDeleteQueries;
extern PFNGLGENQUERIESPROC glGenQueries;
extern PFNGLMAPBUFFERPROC glMapBuffer;
extern PFNGLUNMAPBUFFERPROC glUnmapBuffer;
extern PFNGLMAPBUFFERRANGEPROC glMapBufferRange;
extern PFNGLBINDBUFFERRANGEPROC glBindBufferRange;
extern PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
extern PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
extern PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
extern PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
extern PFNGLCLIENTWAITSYNCPROC glClientWaitSync;
extern PFNGLDELETESYNCPROC glDeleteSync;
extern PFNGLFENCESYNCPROC glFenceSync;
extern PFNGLGETPROGRAMBINARYPROC glGetProgramBinary;
extern PFNGLPROGRAMBINARYPROC glProgramBinary;
extern PFNGLPROGRAMPARAMETERIPROC glProgramParameteri;
//Sampler
extern PFNGLSAMPLERPARAMETERFPROC glSamplerParameterf;
extern PFNGLSAMPLERPARAMETERIPROC glSamplerParameteri;
extern PFNGLSAMPLERPARAMETERFVPROC glSamplerParameterfv;
extern PFNGLBINDSAMPLERPROC glBindSampler;
extern PFNGLDELETESAMPLERSPROC glDeleteSamplers;
extern PFNGLGENSAMPLERSPROC glGenSamplers;
extern PFNGLGETUNIFORMBLOCKINDEXPROC glGetUniformBlockIndex;
extern PFNGLUNIFORMBLOCKBINDINGPROC glUniformBlockBinding;
#endif
namespace GLFunc
{
void Init();
}
#endif

View File

@ -24,7 +24,10 @@ namespace OGL
// Draw messages on top of the screen
unsigned int VideoBackend::PeekMessages()
{
return GLInterface->PeekMessages();
if (GLInterface)
return GLInterface->PeekMessages();
else
return 0;
}
// Show the current FPS

View File

@ -21,6 +21,9 @@
#define PREC "highp"
#define TEXTYPE "sampler2D"
#define TEXFUNC "texture2D"
#ifdef USE_GLES3
#include "GLFunctions.h"
#endif
#else
#define TEX2D GL_TEXTURE_RECTANGLE_ARB
#define PREC

View File

@ -3,6 +3,7 @@
// Refer to the license.txt file included.
#include "ProgramShaderCache.h"
#include "DriverDetails.h"
#include "MathUtil.h"
#include "StreamBuffer.h"
#include "Debugger.h"
@ -23,6 +24,7 @@ u32 ProgramShaderCache::s_ubo_buffer_size;
bool ProgramShaderCache::s_ubo_dirty;
static StreamBuffer *s_buffer;
static int num_failures = 0;
LinearDiskCache<SHADERUID, u8> g_program_disk_cache;
static GLuint CurrentProgram = 0;
@ -104,6 +106,7 @@ void SHADER::SetProgramVariables()
void SHADER::SetProgramBindings()
{
#ifndef USE_GLES3
if (g_ActiveConfig.backend_info.bSupportsDualSourceBlend)
{
// So we do support extended blending
@ -121,7 +124,7 @@ void SHADER::SetProgramBindings()
// ogl2 shaders don't need to bind output colors.
// gl_FragColor already point to color channel
}
#endif
// Need to set some attribute locations
glBindAttribLocation(glprogid, SHADER_POSITION_ATTRIB, "rawpos");
@ -171,6 +174,8 @@ void ProgramShaderCache::UploadConstants()
glBindBufferRange(GL_UNIFORM_BUFFER, 1, s_buffer->getBuffer(), offset, s_ps_data_size);
glBindBufferRange(GL_UNIFORM_BUFFER, 2, s_buffer->getBuffer(), offset + s_vs_data_offset, s_vs_data_size);
s_ubo_dirty = false;
ADDSTAT(stats.thisFrame.bytesUniformStreamed, s_ubo_buffer_size);
}
}
@ -288,11 +293,19 @@ bool ProgramShaderCache::CompileShader ( SHADER& shader, const char* vcode, cons
glGetProgramInfoLog(pid, length, &charsWritten, infoLog);
ERROR_LOG(VIDEO, "Program info log:\n%s", infoLog);
char szTemp[MAX_PATH];
sprintf(szTemp, "%sp_%d.txt", File::GetUserPath(D_DUMP_IDX).c_str(), pid);
sprintf(szTemp, "%sbad_p_%d.txt", File::GetUserPath(D_DUMP_IDX).c_str(), num_failures++);
std::ofstream file;
OpenFStream(file, szTemp, std::ios_base::out);
file << infoLog << s_glsl_header << vcode << s_glsl_header << pcode;
file.close();
PanicAlert("Failed to link shaders!\nThis usually happens when trying to use Dolphin with an outdated GPU or integrated GPU like the Intel GMA series.\n\nIf you're sure this is Dolphin's error anyway, post the contents of %s along with this error message at the forums.\n\nDebug info (%s, %s, %s):\n%s",
szTemp,
g_ogl_config.gl_vendor,
g_ogl_config.gl_renderer,
g_ogl_config.gl_version,
infoLog);
delete [] infoLog;
}
if (linkStatus != GL_TRUE)
@ -325,15 +338,34 @@ GLuint ProgramShaderCache::CompileSingleShader (GLuint type, const char* code )
if (compileStatus != GL_TRUE || (length > 1 && DEBUG_GLSL))
{
GLsizei charsWritten;
#ifdef USE_GLES3
// This is a bug in the Qualcomm OpenGL Driver
// The length returned is garbage length so we need to set a default max
// XXX: Check if qualcomm driver here
length = 1024; // Qualcomm driver maxes out at 512 bytes returned from glGetShaderInfoLog anyway
#endif
GLchar* infoLog = new GLchar[length];
glGetShaderInfoLog(result, length, &charsWritten, infoLog);
ERROR_LOG(VIDEO, "PS Shader info log:\n%s", infoLog);
char szTemp[MAX_PATH];
sprintf(szTemp, "%sps_%d.txt", File::GetUserPath(D_DUMP_IDX).c_str(), result);
sprintf(szTemp,
"%sbad_%s_%04i.txt",
File::GetUserPath(D_DUMP_IDX).c_str(),
type==GL_VERTEX_SHADER ? "vs" : "ps",
num_failures++);
std::ofstream file;
OpenFStream(file, szTemp, std::ios_base::out);
file << infoLog << s_glsl_header << code;
file.close();
PanicAlert("Failed to compile %s shader!\nThis usually happens when trying to use Dolphin with an outdated GPU or integrated GPU like the Intel GMA series.\n\nIf you're sure this is Dolphin's error anyway, post the contents of %s along with this error message at the forums.\n\nDebug info (%s, %s, %s):\n%s",
type==GL_VERTEX_SHADER ? "vertex" : "pixel",
szTemp,
g_ogl_config.gl_vendor,
g_ogl_config.gl_renderer,
g_ogl_config.gl_version,
infoLog);
delete[] infoLog;
}
if (compileStatus != GL_TRUE)
@ -478,6 +510,7 @@ void ProgramShaderCache::CreateHeader ( void )
GLSL_VERSION v = g_ogl_config.eSupportedGLSLVersion;
snprintf(s_glsl_header, sizeof(s_glsl_header),
"#version %s\n"
"%s\n" // default precision
"%s\n" // tex_rect
"%s\n" // ubo
@ -492,11 +525,6 @@ void ProgramShaderCache::CreateHeader ( void )
"#define float3 vec3\n"
"#define float4 vec4\n"
// hlsl to glsl function translation
"#define frac(x) fract(x)\n"
"#define saturate(x) clamp(x, 0.0f, 1.0f)\n"
"#define lerp(x, y, z) mix(x, y, z)\n"
// glsl 120 hack
"%s\n"
"%s\n"
@ -504,14 +532,15 @@ void ProgramShaderCache::CreateHeader ( void )
"%s\n"
"%s\n"
"#define COLOROUT(name) %s\n"
, v==GLSL_120 ? "120" : v==GLSL_130 ? "130" : "140"
, v<=GLSL_130 ? "#extension GL_ARB_texture_rectangle : enable" : "#define texture2DRect texture"
, g_ActiveConfig.backend_info.bSupportsGLSLUBO && v!=GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : ""
, v==GLSLES3 ? "300 es" : v==GLSL_120 ? "120" : v==GLSL_130 ? "130" : "140"
, v==GLSLES3 ? "precision highp float;" : ""
, v==GLSLES3 ? "" : v<=GLSL_130 ? "#extension GL_ARB_texture_rectangle : enable" : "#define texture2DRect texture"
, g_ActiveConfig.backend_info.bSupportsGLSLUBO && v<GLSL_140 ? "#extension GL_ARB_uniform_buffer_object : enable" : ""
, v==GLSL_120 ? "attribute" : "in"
, v==GLSL_120 ? "attribute" : "out"
, v==GLSL_120 ? "varying" : "centroid in"
, v==GLSL_120 ? "varying" : "centroid out"
, DriverDetails::HasBug(DriverDetails::BUG_BROKENCENTROID) ? "in" : v==GLSL_120 ? "varying" : "centroid in"
, DriverDetails::HasBug(DriverDetails::BUG_BROKENCENTROID) ? "out" : v==GLSL_120 ? "varying" : "centroid out"
, v==GLSL_120 ? "#define texture texture2D" : ""
, v==GLSL_120 ? "#define round(x) floor((x)+0.5f)" : ""
, v==GLSL_120 ? "#define out " : ""

View File

@ -22,6 +22,7 @@
#endif
#include "CommonPaths.h"
#include "DriverDetails.h"
#include "VideoConfig.h"
#include "Statistics.h"
#include "ImageWrite.h"
@ -201,6 +202,8 @@ 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);
@ -211,13 +214,17 @@ 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;
switch(source)
{
case GL_DEBUG_SOURCE_API_ARB: s_source = "API"; break;
@ -245,6 +252,54 @@ 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
}
void InitDriverInfo()
{
// Get Vendor
std::string svendor = std::string(g_ogl_config.gl_vendor);
std::string srenderer = std::string(g_ogl_config.gl_renderer);
DriverDetails::Vendor vendor = DriverDetails::VENDOR_UNKNOWN;
u32 devfamily = 0;
double version = 0.0;
// Get Vendor first
if (svendor == "NVIDIA Corporation" && srenderer != "NVIDIA Tegra")
vendor = DriverDetails::VENDOR_NVIDIA;
else if (svendor == "ATI Technologies Inc.")
vendor = DriverDetails::VENDOR_ATI;
else if (std::string::npos != svendor.find("Intel"))
vendor = DriverDetails::VENDOR_INTEL;
else if (svendor == "ARM")
vendor = DriverDetails::VENDOR_ARM;
else if (svendor == "Qualcomm")
vendor = DriverDetails::VENDOR_QUALCOMM;
else if (svendor == "Imagination Technologies")
vendor = DriverDetails::VENDOR_IMGTEC;
else if (svendor == "NVIDIA Corporation" && srenderer != "NVIDIA Tegra")
vendor = DriverDetails::VENDOR_TEGRA;
else if (svendor == "Vivante Corporation")
vendor = DriverDetails::VENDOR_VIVANTE;
// Get device family and driver version...if we care about it
switch(vendor)
{
case DriverDetails::VENDOR_QUALCOMM:
{
if (std::string::npos != srenderer.find("Adreno (TM) 3"))
devfamily = 300;
else
devfamily = 200;
double glVersion;
sscanf(g_ogl_config.gl_version, "OpenGL ES %lg V@%lg", &glVersion, &version);
}
break;
// We don't care about these
default:
break;
}
DriverDetails::Init(vendor, devfamily, version);
}
// Init functions
@ -259,6 +314,32 @@ 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);
InitDriverInfo();
// Init extension support.
#ifdef USE_GLES3
// Set default GLES3 options
GLFunc::Init();
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 +349,6 @@ Renderer::Renderer()
numvertexattribs);
bSuccess = false;
}
// Init extension support.
#ifdef __APPLE__
glewExperimental = 1;
#endif
@ -323,6 +402,8 @@ 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
@ -338,12 +419,7 @@ Renderer::Renderer()
g_ogl_config.bSupportCoverageMSAA = GLEW_NV_framebuffer_multisample_coverage;
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 +440,7 @@ 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 +502,6 @@ 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 +531,7 @@ 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 +542,9 @@ 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 +558,7 @@ Renderer::Renderer()
glPrimitiveRestartIndexNV(65535);
}
}
#endif
UpdateActiveConfig();
}
@ -884,8 +959,14 @@ 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 +1051,7 @@ 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 +1073,7 @@ 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);
@ -1246,6 +1327,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
}
// Frame dumps are handled a little differently in Windows
// Frame dumping disabled entirely on GLES3
#ifndef USE_GLES3
#if defined _WIN32 || defined HAVE_LIBAV
if (g_ActiveConfig.bDumpFrames)
{
@ -1342,7 +1425,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
bLastFrameDumped = false;
}
#endif
#endif
// Finish up the current frame, print some stats
SetWindowSize(fbWidth, fbHeight);
@ -1400,7 +1483,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
DrawDebugText();
GL_REPORT_ERRORD();
// Do our OSD callbacks
OSD::DoCallbacks(OSD::OSD_ONFRAME);
OSD::DrawMessages();
@ -1487,7 +1570,9 @@ 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 +1624,9 @@ 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 +1656,7 @@ void Renderer::SetLogicOpMode()
{
glDisable(GL_COLOR_LOGIC_OP);
}
#endif
}
void Renderer::SetDitherMode()
@ -1585,8 +1674,10 @@ 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)

View File

@ -12,7 +12,8 @@ void ClearEFBCache();
enum GLSL_VERSION {
GLSL_120,
GLSL_130,
GLSL_140 // and above
GLSL_140, // and above
GLSLES3
};
// ogl-only config, so not in VideoConfig.h

View File

@ -104,6 +104,9 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
{
s_offset[2] = s_indexBuffer->Upload((u8*)GetPointIndexBuffer(), point_index_size * sizeof(u16));
}
ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertex_data_size);
ADDSTAT(stats.thisFrame.bytesIndexStreamed, index_size);
}
void VertexManager::Draw(u32 stride)

View File

@ -13,6 +13,7 @@ class VideoBackend : public VideoBackendHardware
void Shutdown();
std::string GetName();
std::string GetDisplayName();
void Video_Prepare();
void Video_Cleanup();

View File

@ -89,8 +89,14 @@ Make AA apply instantly during gameplay if possible
namespace OGL
{
static void* m_windowhandle;
std::string VideoBackend::GetName()
{
return "OGL";
}
std::string VideoBackend::GetDisplayName()
{
return "OpenGL";
}
@ -144,15 +150,12 @@ void VideoBackend::ShowConfig(void *_hParent)
diag.ShowModal();
#endif
}
void Test(u32 Data)
{
printf("Data: %d\n", Data);
}
bool VideoBackend::Initialize(void *&window_handle)
{
InitializeShared();
InitBackendInfo();
m_windowhandle = window_handle;
frameCount = 0;
g_Config.Load((File::GetUserPath(D_CONFIG_IDX) + "gfx_opengl.ini").c_str());
@ -161,13 +164,7 @@ bool VideoBackend::Initialize(void *&window_handle)
g_Config.VerifyValidity();
UpdateActiveConfig();
InitInterface();
if (!GLInterface->Create(window_handle))
return false;
// Do our OSD callbacks
OSD::DoCallbacks(OSD::OSD_INIT);
s_BackendInitialized = true;
return true;
@ -177,6 +174,16 @@ bool VideoBackend::Initialize(void *&window_handle)
// Run from the graphics thread
void VideoBackend::Video_Prepare()
{
InitInterface();
if (!GLInterface->Create(m_windowhandle))
{
INFO_LOG(VIDEO, "%s", "GLInterface::Create failed\n");
return;
}
// Do our OSD callbacks
OSD::DoCallbacks(OSD::OSD_INIT);
GLInterface->MakeCurrent();
g_renderer = new Renderer;