mirror of
https://github.com/hrydgard/ppsspp.git
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b4496f1975
These are a bit strewn about and there are constants that aren't consistently used, which just adds confusion.
355 lines
11 KiB
C++
355 lines
11 KiB
C++
#include <vector>
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#include "SDLGLGraphicsContext.h"
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#include "Core/Config.h"
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#include "Core/ConfigValues.h"
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#include "Core/System.h"
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#include "base/NativeApp.h"
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#include "base/display.h"
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#include "gfx_es2/gpu_features.h"
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#include "thin3d/thin3d_create.h"
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#if defined(USING_EGL)
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#include "EGL/egl.h"
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#endif
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class GLRenderManager;
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#if defined(USING_EGL)
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// TODO: Move these into the class.
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static EGLDisplay g_eglDisplay = NULL;
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static EGLContext g_eglContext = NULL;
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static EGLSurface g_eglSurface = NULL;
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#ifdef USING_FBDEV
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static EGLNativeDisplayType g_Display = NULL;
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#else
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static Display* g_Display = NULL;
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#endif
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static NativeWindowType g_Window = (NativeWindowType)NULL;
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int8_t CheckEGLErrors(const std::string& file, uint16_t line) {
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EGLenum error;
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std::string errortext;
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error = eglGetError();
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switch (error)
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{
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case EGL_SUCCESS: case 0: return 0;
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case EGL_NOT_INITIALIZED: errortext = "EGL_NOT_INITIALIZED"; break;
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case EGL_BAD_ACCESS: errortext = "EGL_BAD_ACCESS"; break;
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case EGL_BAD_ALLOC: errortext = "EGL_BAD_ALLOC"; break;
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case EGL_BAD_ATTRIBUTE: errortext = "EGL_BAD_ATTRIBUTE"; break;
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case EGL_BAD_CONTEXT: errortext = "EGL_BAD_CONTEXT"; break;
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case EGL_BAD_CONFIG: errortext = "EGL_BAD_CONFIG"; break;
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case EGL_BAD_CURRENT_SURFACE: errortext = "EGL_BAD_CURRENT_SURFACE"; break;
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case EGL_BAD_DISPLAY: errortext = "EGL_BAD_DISPLAY"; break;
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case EGL_BAD_SURFACE: errortext = "EGL_BAD_SURFACE"; break;
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case EGL_BAD_MATCH: errortext = "EGL_BAD_MATCH"; break;
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case EGL_BAD_PARAMETER: errortext = "EGL_BAD_PARAMETER"; break;
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case EGL_BAD_NATIVE_PIXMAP: errortext = "EGL_BAD_NATIVE_PIXMAP"; break;
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case EGL_BAD_NATIVE_WINDOW: errortext = "EGL_BAD_NATIVE_WINDOW"; break;
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default: errortext = "unknown"; break;
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}
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printf( "ERROR: EGL Error detected in file %s at line %d: %s (0x%X)\n", file.c_str(), line, errortext.c_str(), error );
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return 1;
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}
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#define EGL_ERROR(str, check) { \
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if (check) CheckEGLErrors( __FILE__, __LINE__ ); \
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printf("EGL ERROR: " str "\n"); \
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return 1; \
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}
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int8_t EGL_Open() {
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#ifdef USING_FBDEV
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g_Display = ((EGLNativeDisplayType)0);
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#else
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if ((g_Display = XOpenDisplay(NULL)) == NULL)
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EGL_ERROR("Unable to get display!", false);
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#endif
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if ((g_eglDisplay = eglGetDisplay((NativeDisplayType)g_Display)) == EGL_NO_DISPLAY)
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EGL_ERROR("Unable to create EGL display.", true);
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if (eglInitialize(g_eglDisplay, NULL, NULL) != EGL_TRUE)
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EGL_ERROR("Unable to initialize EGL display.", true);
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return 0;
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}
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#ifndef EGL_OPENGL_ES3_BIT_KHR
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#define EGL_OPENGL_ES3_BIT_KHR (1 << 6)
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#endif
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EGLConfig EGL_FindConfig(int *contextVersion) {
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std::vector<EGLConfig> configs;
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EGLint numConfigs = 0;
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EGLBoolean result = eglGetConfigs(g_eglDisplay, nullptr, 0, &numConfigs);
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if (result != EGL_TRUE || numConfigs == 0) {
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return nullptr;
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}
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configs.resize(numConfigs);
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result = eglGetConfigs(g_eglDisplay, &configs[0], numConfigs, &numConfigs);
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if (result != EGL_TRUE || numConfigs == 0) {
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return nullptr;
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}
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// Mali (ARM) seems to have compositing issues with alpha backbuffers.
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// EGL_TRANSPARENT_TYPE doesn't help.
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const char *vendorName = eglQueryString(g_eglDisplay, EGL_VENDOR);
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const bool avoidAlphaGLES = vendorName && !strcmp(vendorName, "ARM");
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EGLConfig best = nullptr;
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int bestScore = 0;
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int bestContextVersion = 0;
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for (const EGLConfig &config : configs) {
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auto readConfig = [&](EGLint attr) -> EGLint {
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EGLint val = 0;
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eglGetConfigAttrib(g_eglDisplay, config, attr, &val);
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return val;
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};
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int colorScore = readConfig(EGL_RED_SIZE) + readConfig(EGL_BLUE_SIZE) + readConfig(EGL_GREEN_SIZE);
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int alphaScore = readConfig(EGL_ALPHA_SIZE);
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int depthScore = readConfig(EGL_DEPTH_SIZE);
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int levelScore = readConfig(EGL_LEVEL) == 0 ? 100 : 0;
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int samplesScore = readConfig(EGL_SAMPLES) == 0 ? 100 : 0;
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int sampleBufferScore = readConfig(EGL_SAMPLE_BUFFERS) == 0 ? 100 : 0;
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int stencilScore = readConfig(EGL_STENCIL_SIZE);
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int transparentScore = readConfig(EGL_TRANSPARENT_TYPE) == EGL_NONE ? 50 : 0;
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EGLint caveat = readConfig(EGL_CONFIG_CAVEAT);
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int caveatScore = caveat == EGL_NONE ? 100 : (caveat == EGL_NON_CONFORMANT_CONFIG ? 50 : 0);
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EGLint renderable = readConfig(EGL_RENDERABLE_TYPE);
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bool renderableGLES3 = (renderable & EGL_OPENGL_ES3_BIT_KHR) != 0;
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bool renderableGLES2 = (renderable & EGL_OPENGL_ES2_BIT) != 0;
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bool renderableGL = (renderable & EGL_OPENGL_BIT) != 0;
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#ifdef USING_GLES2
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int renderableScoreGLES = renderableGLES3 ? 100 : (renderableGLES2 ? 80 : 0);
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int renderableScoreGL = 0;
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#else
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int renderableScoreGLES = 0;
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int renderableScoreGL = renderableGL ? 100 : (renderableGLES3 ? 80 : 0);
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#endif
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if (avoidAlphaGLES && renderableScoreGLES > 0) {
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alphaScore = 8 - alphaScore;
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}
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int score = 0;
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// Here's a good place to play with the weights to pick a better config.
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score += (colorScore + alphaScore) * 10;
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score += depthScore * 5 + stencilScore;
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score += levelScore + samplesScore + sampleBufferScore + transparentScore;
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score += caveatScore + renderableScoreGLES + renderableScoreGL;
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if (score > bestScore) {
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bestScore = score;
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best = config;
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bestContextVersion = renderableGLES3 ? 3 : (renderableGLES2 ? 2 : 0);
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}
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}
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*contextVersion = bestContextVersion;
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return best;
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}
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int8_t EGL_Init() {
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int contextVersion = 0;
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EGLConfig eglConfig = EGL_FindConfig(&contextVersion);
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if (!eglConfig) {
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EGL_ERROR("Unable to find a usable EGL config.", true);
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}
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EGLint contextAttributes[] = {
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EGL_CONTEXT_CLIENT_VERSION, contextVersion,
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EGL_NONE,
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};
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if (contextVersion == 0) {
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contextAttributes[0] = EGL_NONE;
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}
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g_eglContext = eglCreateContext(g_eglDisplay, eglConfig, nullptr, contextAttributes);
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if (g_eglContext == EGL_NO_CONTEXT) {
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EGL_ERROR("Unable to create GLES context!", true);
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}
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#if !defined(USING_FBDEV) && !defined(__APPLE__)
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//Get the SDL window handle
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SDL_SysWMinfo sysInfo; //Will hold our Window information
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SDL_VERSION(&sysInfo.version); //Set SDL version
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g_Window = (NativeWindowType)sysInfo.info.x11.window;
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#else
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g_Window = (NativeWindowType)NULL;
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#endif
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g_eglSurface = eglCreateWindowSurface(g_eglDisplay, eglConfig, g_Window, nullptr);
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if (g_eglSurface == EGL_NO_SURFACE)
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EGL_ERROR("Unable to create EGL surface!", true);
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if (eglMakeCurrent(g_eglDisplay, g_eglSurface, g_eglSurface, g_eglContext) != EGL_TRUE)
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EGL_ERROR("Unable to make GLES context current.", true);
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return 0;
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}
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void EGL_Close() {
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if (g_eglDisplay != NULL) {
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eglMakeCurrent(g_eglDisplay, NULL, NULL, EGL_NO_CONTEXT);
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if (g_eglContext != NULL) {
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eglDestroyContext(g_eglDisplay, g_eglContext);
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}
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if (g_eglSurface != NULL) {
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eglDestroySurface(g_eglDisplay, g_eglSurface);
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}
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eglTerminate(g_eglDisplay);
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g_eglDisplay = NULL;
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}
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if (g_Display != NULL) {
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#if !defined(USING_FBDEV)
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XCloseDisplay(g_Display);
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#endif
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g_Display = NULL;
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}
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g_eglSurface = NULL;
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g_eglContext = NULL;
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}
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#endif // USING_EGL
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// Returns 0 on success.
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int SDLGLGraphicsContext::Init(SDL_Window *&window, int x, int y, int mode, std::string *error_message) {
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struct GLVersionPair {
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int major;
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int minor;
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};
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GLVersionPair attemptVersions[] = {
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#ifdef USING_GLES2
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{3, 2}, {3, 1}, {3, 0}, {2, 0},
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#else
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{4, 6}, {4, 5}, {4, 4}, {4, 3}, {4, 2}, {4, 1}, {4, 0},
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{3, 3}, {3, 2}, {3, 1}, {3, 0},
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#endif
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};
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// We start hidden because we have to try several windows.
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// On Mac, full screen animates so each attempt is slow.
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mode |= SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN;
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SDL_GLContext glContext = nullptr;
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for (size_t i = 0; i < ARRAY_SIZE(attemptVersions); ++i) {
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const auto &ver = attemptVersions[i];
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// Make sure to request a somewhat modern GL context at least - the
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// latest supported by MacOS X (really, really sad...)
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, ver.major);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, ver.minor);
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#ifdef USING_GLES2
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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SetGLCoreContext(false);
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#else
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SetGLCoreContext(true);
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#endif
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window = SDL_CreateWindow("PPSSPP", x,y, pixel_xres, pixel_yres, mode);
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if (!window) {
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// Definitely don't shutdown here: we'll keep trying more GL versions.
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fprintf(stderr, "SDL_CreateWindow failed for GL %d.%d: %s\n", ver.major, ver.minor, SDL_GetError());
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// Skip the DestroyWindow.
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continue;
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}
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glContext = SDL_GL_CreateContext(window);
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if (glContext != nullptr) {
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// Victory, got one.
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break;
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}
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// Let's keep trying. To be safe, destroy the window - docs say needed to change profile.
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// in practice, it doesn't seem to matter, but maybe it differs by platform.
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SDL_DestroyWindow(window);
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}
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if (glContext == nullptr) {
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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SetGLCoreContext(false);
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window = SDL_CreateWindow("PPSSPP", x,y, pixel_xres, pixel_yres, mode);
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if (window == nullptr) {
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NativeShutdown();
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fprintf(stderr, "SDL_CreateWindow failed: %s\n", SDL_GetError());
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SDL_Quit();
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return 2;
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}
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glContext = SDL_GL_CreateContext(window);
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if (glContext == nullptr) {
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NativeShutdown();
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fprintf(stderr, "SDL_GL_CreateContext failed: %s\n", SDL_GetError());
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SDL_Quit();
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return 2;
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}
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}
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// At this point, we have a window that we can show finally.
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SDL_ShowWindow(window);
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#ifdef USING_EGL
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EGL_Init();
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#endif
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#ifndef USING_GLES2
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// Some core profile drivers elide certain extensions from GL_EXTENSIONS/etc.
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// glewExperimental allows us to force GLEW to search for the pointers anyway.
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if (gl_extensions.IsCoreContext) {
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glewExperimental = true;
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}
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if (GLEW_OK != glewInit()) {
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printf("Failed to initialize glew!\n");
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return 1;
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}
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// Unfortunately, glew will generate an invalid enum error, ignore.
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if (gl_extensions.IsCoreContext)
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glGetError();
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if (GLEW_VERSION_2_0) {
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printf("OpenGL 2.0 or higher.\n");
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} else {
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printf("Sorry, this program requires OpenGL 2.0.\n");
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return 1;
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}
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#endif
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// Finally we can do the regular initialization.
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CheckGLExtensions();
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draw_ = Draw::T3DCreateGLContext();
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renderManager_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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SetGPUBackend(GPUBackend::OPENGL);
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bool success = draw_->CreatePresets();
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assert(success);
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renderManager_->SetSwapFunction([&]() {
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#ifdef USING_EGL
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eglSwapBuffers(g_eglDisplay, g_eglSurface);
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#else
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SDL_GL_SwapWindow(window_);
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#endif
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});
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window_ = window;
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return 0;
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}
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void SDLGLGraphicsContext::Shutdown() {
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}
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void SDLGLGraphicsContext::ShutdownFromRenderThread() {
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delete draw_;
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draw_ = nullptr;
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#ifdef USING_EGL
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EGL_Close();
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#else
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SDL_GL_DeleteContext(glContext);
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#endif
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}
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