forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			181 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			181 lines
		
	
	
		
			5.2 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/CommonPaths.h"
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#include "Common/FileSearch.h"
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#include "Common/GL/GLInterfaceBase.h"
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#include "Common/GL/GLUtil.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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// Draw messages on top of the screen
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unsigned int VideoBackend::PeekMessages()
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{
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  return GLInterface->PeekMessages();
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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 (GLInterface != nullptr && GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGLES3)
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    return "OpenGLES";
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  else
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    return "OpenGL";
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}
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static std::vector<std::string> GetShaders(const std::string& sub_dir = "")
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{
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  std::vector<std::string> paths =
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      DoFileSearch({".glsl"}, {File::GetUserPath(D_SHADERS_IDX) + sub_dir,
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                               File::GetSysDirectory() + SHADERS_DIR DIR_SEP + sub_dir});
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  std::vector<std::string> result;
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  for (std::string path : paths)
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  {
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    std::string name;
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    SplitPath(path, nullptr, &name, nullptr);
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    result.push_back(name);
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  }
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  return result;
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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.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.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.bSupportsMultithreading = false;
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  g_Config.backend_info.bSupportsInternalResolutionFrameDumps = 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.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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  // pp shaders
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  g_Config.backend_info.PPShaders = GetShaders("");
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  g_Config.backend_info.AnaglyphShaders = GetShaders(ANAGLYPH_DIR DIR_SEP);
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}
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bool VideoBackend::Initialize(void* window_handle)
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{
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  InitBackendInfo();
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  InitializeShared();
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  InitInterface();
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  GLInterface->SetMode(GLInterfaceMode::MODE_DETECT);
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  if (!GLInterface->Create(window_handle))
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    return false;
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  return true;
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}
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// This is called after Initialize() from the Core
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// Run from the graphics thread
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void VideoBackend::Video_Prepare()
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{
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  GLInterface->MakeCurrent();
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  g_renderer = std::make_unique<Renderer>();
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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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  Renderer::Init();
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  TextureConverter::Init();
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  BoundingBox::Init();
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}
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void VideoBackend::Shutdown()
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{
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  GLInterface->Shutdown();
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  GLInterface.reset();
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  ShutdownShared();
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}
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void VideoBackend::Video_Cleanup()
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{
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  // The following calls are NOT Thread Safe
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  // And need to be called from the video thread
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  CleanupShared();
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  Renderer::Shutdown();
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  BoundingBox::Shutdown();
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  TextureConverter::Shutdown();
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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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  GLInterface->ClearCurrent();
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}
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}
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