forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			204 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			204 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2008 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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// OpenGL Backend Documentation
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/*
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1.1 Display settings
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Internal and fullscreen resolution: Since the only internal resolutions allowed
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are also fullscreen resolution allowed by the system there is only need for one
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resolution setting that applies to both the internal resolution and the
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fullscreen resolution.  - Apparently no, someone else doesn't agree
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Todo: Make the internal resolution option apply instantly, currently only the
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native and 2x option applies instantly. To do this we need to be able to change
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the reinitialize FramebufferManager:Init() while a game is running.
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1.2 Screenshots
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The screenshots should be taken from the internal representation of the picture
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regardless of what the current window size is. Since AA and wireframe is
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applied together with the picture resizing this rule is not currently applied
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to AA or wireframe pictures, they are instead taken from whatever the window
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size is.
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Todo: Render AA and wireframe to a separate picture used for the screenshot in
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addition to the one for display.
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1.3 AA
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Make AA apply instantly during gameplay if possible
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*/
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#include <memory>
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#include <string>
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#include <vector>
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#include "Common/Common.h"
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#include "Common/GL/GLContext.h"
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#include "Common/GL/GLUtil.h"
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#include "Common/MsgHandler.h"
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#include "Core/Config/GraphicsSettings.h"
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#include "VideoBackends/OGL/BoundingBox.h"
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#include "VideoBackends/OGL/PerfQuery.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoBackends/OGL/Render.h"
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#include "VideoBackends/OGL/SamplerCache.h"
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#include "VideoBackends/OGL/TextureCache.h"
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#include "VideoBackends/OGL/TextureConverter.h"
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#include "VideoBackends/OGL/VertexManager.h"
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#include "VideoBackends/OGL/VideoBackend.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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namespace OGL
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{
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std::string VideoBackend::GetName() const
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{
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  return "OGL";
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}
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std::string VideoBackend::GetDisplayName() const
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{
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  if (g_renderer && static_cast<Renderer*>(g_renderer.get())->IsGLES())
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    return _trans("OpenGL ES");
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  else
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    return _trans("OpenGL");
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}
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void VideoBackend::InitBackendInfo()
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{
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  g_Config.backend_info.api_type = APIType::OpenGL;
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  g_Config.backend_info.MaxTextureSize = 16384;
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  g_Config.backend_info.bSupportsExclusiveFullscreen = false;
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  g_Config.backend_info.bSupportsOversizedViewports = true;
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  g_Config.backend_info.bSupportsGeometryShaders = true;
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  g_Config.backend_info.bSupportsComputeShaders = false;
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  g_Config.backend_info.bSupports3DVision = false;
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  g_Config.backend_info.bSupportsPostProcessing = true;
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  g_Config.backend_info.bSupportsSSAA = true;
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  g_Config.backend_info.bSupportsReversedDepthRange = true;
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  g_Config.backend_info.bSupportsLogicOp = true;
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  g_Config.backend_info.bSupportsMultithreading = false;
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  g_Config.backend_info.bSupportsCopyToVram = true;
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  // TODO: There is a bug here, if texel buffers are not supported the graphics options
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  // will show the option when it is not supported. The only way around this would be
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  // creating a context when calling this function to determine what is available.
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  g_Config.backend_info.bSupportsGPUTextureDecoding = true;
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  // Overwritten in Render.cpp later
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  g_Config.backend_info.bSupportsDualSourceBlend = true;
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  g_Config.backend_info.bSupportsPrimitiveRestart = true;
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  g_Config.backend_info.bSupportsPaletteConversion = true;
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  g_Config.backend_info.bSupportsClipControl = true;
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  g_Config.backend_info.bSupportsDepthClamp = true;
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  g_Config.backend_info.bSupportsST3CTextures = false;
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  g_Config.backend_info.bSupportsBPTCTextures = false;
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  g_Config.backend_info.Adapters.clear();
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  // aamodes - 1 is to stay consistent with D3D (means no AA)
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  g_Config.backend_info.AAModes = {1, 2, 4, 8};
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}
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bool VideoBackend::InitializeGLExtensions(GLContext* context)
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{
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  // Init extension support.
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  if (!GLExtensions::Init(context))
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  {
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    // OpenGL 2.0 is required for all shader based drawings. There is no way to get this by
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    // extensions
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    PanicAlert("GPU: OGL ERROR: Does your video card support OpenGL 2.0?");
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    return false;
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  }
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  if (GLExtensions::Version() < 300)
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  {
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    // integer vertex attributes require a gl3 only function
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    PanicAlert("GPU: OGL ERROR: Need OpenGL version 3.\n"
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               "GPU: Does your video card support OpenGL 3?");
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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 VideoBackend::FillBackendInfo()
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{
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  // check for the max vertex attributes
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  GLint numvertexattribs = 0;
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  glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &numvertexattribs);
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  if (numvertexattribs < 16)
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  {
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    PanicAlert("GPU: OGL ERROR: Number of attributes %d not enough.\n"
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               "GPU: Does your video card support OpenGL 2.x?",
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               numvertexattribs);
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    return false;
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  }
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  // check the max texture width and height
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  GLint max_texture_size = 0;
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  glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
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  g_Config.backend_info.MaxTextureSize = static_cast<u32>(max_texture_size);
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  if (max_texture_size < 1024)
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  {
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    PanicAlert("GL_MAX_TEXTURE_SIZE too small at %i - must be at least 1024.", max_texture_size);
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    return false;
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  }
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  // TODO: Move the remaining fields from the Renderer constructor here.
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  return true;
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}
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bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
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{
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  InitializeShared();
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  std::unique_ptr<GLContext> main_gl_context =
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      GLContext::Create(wsi, g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer, true, false,
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                        Config::Get(Config::GFX_PREFER_GLES));
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  if (!main_gl_context)
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    return false;
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  if (!InitializeGLExtensions(main_gl_context.get()) || !FillBackendInfo())
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    return false;
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  g_renderer = std::make_unique<Renderer>(std::move(main_gl_context));
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  g_vertex_manager = std::make_unique<VertexManager>();
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  g_perf_query = GetPerfQuery();
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  ProgramShaderCache::Init();
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  g_texture_cache = std::make_unique<TextureCache>();
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  g_sampler_cache = std::make_unique<SamplerCache>();
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  g_shader_cache = std::make_unique<VideoCommon::ShaderCache>();
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  static_cast<Renderer*>(g_renderer.get())->Init();
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  TextureConverter::Init();
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  BoundingBox::Init(g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight());
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  return g_shader_cache->Initialize();
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}
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void VideoBackend::Shutdown()
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{
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  g_shader_cache->Shutdown();
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  g_renderer->Shutdown();
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  BoundingBox::Shutdown();
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  TextureConverter::Shutdown();
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  g_shader_cache.reset();
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  g_sampler_cache.reset();
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  g_texture_cache.reset();
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  ProgramShaderCache::Shutdown();
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  g_perf_query.reset();
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  g_vertex_manager.reset();
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  g_renderer.reset();
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  ShutdownShared();
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}
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}  // namespace OGL
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