Files
LibretroAdmin 8455471e1f OGL: log and alert in printf terms, without fmt
The sampler and attribute names are formatted into buffers on the
stack, the GLSL header with StringFromFormat, and the missing extensions
into a buffer on the stack; a shader that fails is dumped by appending
its parts. Only the two AA mode assertions still use fmt, until the
assertions move over.
2026-11-11 19:37:59 +01:00

225 lines
7.0 KiB
C++

// Copyright 2008 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
// OpenGL Backend Documentation
/*
1.1 Display settings
Internal and fullscreen resolution: Since the only internal resolutions allowed
are also fullscreen resolution allowed by the system there is only need for one
resolution setting that applies to both the internal resolution and the
fullscreen resolution. - Apparently no, someone else doesn't agree
Todo: Make the internal resolution option apply instantly, currently only the
native and 2x option applies instantly. To do this we need to be able to change
the reinitialize FramebufferManager:Init() while a game is running.
1.2 Screenshots
The screenshots should be taken from the internal representation of the picture
regardless of what the current window size is. Since AA and wireframe is
applied together with the picture resizing this rule is not currently applied
to AA or wireframe pictures, they are instead taken from whatever the window
size is.
Todo: Render AA and wireframe to a separate picture used for the screenshot in
addition to the one for display.
1.3 AA
Make AA apply instantly during gameplay if possible
*/
#include "VideoBackends/OGL/VideoBackend.h"
#include <memory>
#include <string>
#include <vector>
#include "Common/Common.h"
#include "Common/GL/GLContext.h"
#include "Common/GL/GLUtil.h"
#include "Common/MsgHandler.h"
#include "Core/Config/GraphicsSettings.h"
#include "VideoBackends/OGL/OGLBoundingBox.h"
#include "VideoBackends/OGL/OGLConfig.h"
#include "VideoBackends/OGL/OGLGfx.h"
#include "VideoBackends/OGL/OGLPerfQuery.h"
#include "VideoBackends/OGL/OGLVertexManager.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/SamplerCache.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
namespace OGL
{
std::string VideoBackend::GetConfigName() const
{
return CONFIG_NAME;
}
std::string VideoBackend::GetDisplayName() const
{
if (g_ogl_config.bIsES)
return _trans("OpenGL ES");
else
return _trans("OpenGL");
}
void VideoBackend::InitBackendInfo()
{
std::unique_ptr<GLContext> temp_gl_context =
GLContext::Create(g_Config.stereo_mode == StereoMode::QuadBuffer, true,
Config::Get(Config::GFX_PREFER_GLES));
if (!temp_gl_context)
return;
FillBackendInfo(temp_gl_context.get());
}
bool VideoBackend::InitializeGLExtensions(GLContext* context)
{
// Init extension support.
if (!GLExtensions::Init(context))
{
// OpenGL 2.0 is required for all shader based drawings. There is no way to get this by
// extensions
PanicAlert("GPU: OGL ERROR: Does your video card support OpenGL 2.0?");
return false;
}
if (GLExtensions::Version() < 300)
{
// integer vertex attributes require a gl3 only function
PanicAlert("GPU: OGL ERROR: Need OpenGL version 3.\n"
"GPU: Does your video card support OpenGL 3?");
return false;
}
return true;
}
bool VideoBackend::FillBackendInfo(GLContext* context)
{
if (!InitializeGLExtensions(context))
return false;
g_backend_info.api_type = APIType::OpenGL;
g_backend_info.MaxTextureSize = 16384;
g_backend_info.bUsesLowerLeftOrigin = true;
g_backend_info.bSupportsExclusiveFullscreen = false;
g_backend_info.bSupportsGeometryShaders = true;
g_backend_info.bSupportsComputeShaders = false;
g_backend_info.bSupports3DVision = false;
g_backend_info.bSupportsSSAA = true;
g_backend_info.bSupportsReversedDepthRange = true;
g_backend_info.bSupportsLogicOp = true;
g_backend_info.bSupportsMultithreading = false;
g_backend_info.bSupportsCopyToVram = true;
g_backend_info.bSupportsLargePoints = true;
g_backend_info.bSupportsDepthReadback = true;
g_backend_info.bSupportsPartialDepthCopies = true;
g_backend_info.bSupportsShaderBinaries = false;
g_backend_info.bSupportsPipelineCacheData = false;
g_backend_info.bSupportsLodBiasInSampler = true;
g_backend_info.bSupportsPartialMultisampleResolve = true;
// Unnecessary since OGL doesn't use pipelines
g_backend_info.bSupportsDynamicVertexLoader = false;
// TODO: There is a bug here, if texel buffers or SSBOs/atomics are not supported the graphics
// options will show the option when it is not supported. The only way around this would be
// creating a context when calling this function to determine what is available.
g_backend_info.bSupportsGPUTextureDecoding = true;
g_backend_info.bSupportsBBox = true;
// Overwritten in OGLConfig.cpp later
g_backend_info.bSupportsDualSourceBlend = true;
g_backend_info.bSupportsPrimitiveRestart = true;
g_backend_info.bSupportsPaletteConversion = true;
g_backend_info.bSupportsClipControl = true;
g_backend_info.bSupportsDepthClamp = true;
g_backend_info.bSupportsST3CTextures = false;
g_backend_info.bSupportsBPTCTextures = false;
g_backend_info.bSupportsCoarseDerivatives = false;
g_backend_info.bSupportsTextureQueryLevels = false;
g_backend_info.bSupportsSettingObjectNames = false;
g_backend_info.bUsesExplictQuadBuffering = true;
g_backend_info.Adapters.clear();
// aamodes - 1 is to stay consistent with D3D (means no AA)
g_backend_info.AAModes = {1, 2, 4, 8};
// check for the max vertex attributes
GLint numvertexattribs = 0;
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &numvertexattribs);
if (numvertexattribs < 16)
{
PanicAlert("GPU: OGL ERROR: Number of attributes %d not enough.\n"
"GPU: Does your video card support OpenGL 2.x?",
numvertexattribs);
return false;
}
// check the max texture width and height
GLint max_texture_size = 0;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
g_backend_info.MaxTextureSize = static_cast<u32>(max_texture_size);
if (max_texture_size < 1024)
{
PanicAlert("GL_MAX_TEXTURE_SIZE is %d - must be at least 1024.", max_texture_size);
return false;
}
if (!PopulateConfig(context))
{
// Not all needed extensions are supported, so we have to stop here.
// Else some of the next calls might crash.
return false;
}
// TODO: Move the remaining fields from the Renderer constructor here.
return true;
}
bool VideoBackend::Initialize(float backbuffer_scale)
{
std::unique_ptr<GLContext> main_gl_context =
GLContext::Create(g_Config.stereo_mode == StereoMode::QuadBuffer, true,
Config::Get(Config::GFX_PREFER_GLES));
if (!main_gl_context)
return false;
if (!FillBackendInfo(main_gl_context.get()))
return false;
OGLGfx* const gfx = new OGLGfx(std::move(main_gl_context), backbuffer_scale);
ProgramShaderCache::Init();
g_sampler_cache = new SamplerCache();
VertexManagerBase* const vertex_manager = new VertexManager();
PerfQueryBase* const perf_query = new PerfQuery(gfx->IsGLES());
BoundingBox* const bounding_box = new OGLBoundingBox();
return InitializeShared(gfx, vertex_manager, perf_query, bounding_box);
}
void VideoBackend::Shutdown()
{
ShutdownShared();
ProgramShaderCache::Shutdown();
delete g_sampler_cache;
g_sampler_cache = nullptr;
}
} // namespace OGL