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Yellow squiggly lines begone! Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes. If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed. The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports. Not everything is removed, but the cleanup should be substantial enough. Because this done on Linux, code that isn't used on it is mostly untouched. (Hopefully no open PR is depending on these imports...)
226 lines
7.2 KiB
C++
226 lines
7.2 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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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 "VideoBackends/OGL/VideoBackend.h"
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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/OGLBoundingBox.h"
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#include "VideoBackends/OGL/OGLConfig.h"
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#include "VideoBackends/OGL/OGLGfx.h"
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#include "VideoBackends/OGL/OGLPerfQuery.h"
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#include "VideoBackends/OGL/OGLVertexManager.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoBackends/OGL/SamplerCache.h"
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#include "VideoCommon/TextureCacheBase.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::GetConfigName() const
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{
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return CONFIG_NAME;
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}
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std::string VideoBackend::GetDisplayName() const
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{
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if (g_ogl_config.bIsES)
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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(const WindowSystemInfo& wsi)
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{
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std::unique_ptr<GLContext> temp_gl_context =
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GLContext::Create(wsi, g_Config.stereo_mode == StereoMode::QuadBuffer, true, false,
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Config::Get(Config::GFX_PREFER_GLES));
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if (!temp_gl_context)
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return;
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FillBackendInfo(temp_gl_context.get());
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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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PanicAlertFmtT("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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PanicAlertFmtT("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(GLContext* context)
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{
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if (!InitializeGLExtensions(context))
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return false;
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g_backend_info.api_type = APIType::OpenGL;
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g_backend_info.MaxTextureSize = 16384;
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g_backend_info.bUsesLowerLeftOrigin = true;
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g_backend_info.bSupportsExclusiveFullscreen = false;
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g_backend_info.bSupportsGeometryShaders = true;
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g_backend_info.bSupportsComputeShaders = false;
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g_backend_info.bSupports3DVision = false;
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g_backend_info.bSupportsPostProcessing = true;
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g_backend_info.bSupportsSSAA = true;
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g_backend_info.bSupportsReversedDepthRange = true;
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g_backend_info.bSupportsLogicOp = true;
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g_backend_info.bSupportsMultithreading = false;
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g_backend_info.bSupportsCopyToVram = true;
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g_backend_info.bSupportsLargePoints = true;
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g_backend_info.bSupportsDepthReadback = true;
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g_backend_info.bSupportsPartialDepthCopies = true;
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g_backend_info.bSupportsShaderBinaries = false;
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g_backend_info.bSupportsPipelineCacheData = false;
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g_backend_info.bSupportsLodBiasInSampler = true;
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g_backend_info.bSupportsPartialMultisampleResolve = true;
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// Unnecessary since OGL doesn't use pipelines
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g_backend_info.bSupportsDynamicVertexLoader = false;
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// TODO: There is a bug here, if texel buffers or SSBOs/atomics are not supported the graphics
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// options 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_backend_info.bSupportsGPUTextureDecoding = true;
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g_backend_info.bSupportsBBox = true;
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// Overwritten in OGLConfig.cpp later
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g_backend_info.bSupportsDualSourceBlend = true;
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g_backend_info.bSupportsPrimitiveRestart = true;
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g_backend_info.bSupportsPaletteConversion = true;
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g_backend_info.bSupportsClipControl = true;
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g_backend_info.bSupportsDepthClamp = true;
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g_backend_info.bSupportsST3CTextures = false;
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g_backend_info.bSupportsBPTCTextures = false;
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g_backend_info.bSupportsCoarseDerivatives = false;
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g_backend_info.bSupportsTextureQueryLevels = false;
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g_backend_info.bSupportsSettingObjectNames = false;
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g_backend_info.bUsesExplictQuadBuffering = true;
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g_backend_info.Adapters.clear();
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// aamodes - 1 is to stay consistent with D3D (means no AA)
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g_backend_info.AAModes = {1, 2, 4, 8};
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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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PanicAlertFmtT("GPU: OGL ERROR: Number of attributes {0} 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_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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PanicAlertFmtT("GL_MAX_TEXTURE_SIZE is {0} - must be at least 1024.", max_texture_size);
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return false;
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}
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if (!PopulateConfig(context))
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{
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// Not all needed extensions are supported, so we have to stop here.
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// Else some of the next calls might crash.
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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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std::unique_ptr<GLContext> main_gl_context =
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GLContext::Create(wsi, g_Config.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 (!FillBackendInfo(main_gl_context.get()))
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return false;
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auto gfx = std::make_unique<OGLGfx>(std::move(main_gl_context), wsi.render_surface_scale);
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ProgramShaderCache::Init();
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g_sampler_cache = std::make_unique<SamplerCache>();
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auto vertex_manager = std::make_unique<VertexManager>();
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auto perf_query = GetPerfQuery(gfx->IsGLES());
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auto bounding_box = std::make_unique<OGLBoundingBox>();
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return InitializeShared(std::move(gfx), std::move(vertex_manager), std::move(perf_query),
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std::move(bounding_box));
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}
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void VideoBackend::Shutdown()
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{
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ShutdownShared();
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ProgramShaderCache::Shutdown();
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g_sampler_cache.reset();
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}
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} // namespace OGL
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