mirror of
https://github.com/libretro/ppsspp.git
synced 2024-11-24 00:29:57 +00:00
051a84e9bd
We need to keep the push and pull in step, so changing at runtime is messy.
477 lines
16 KiB
C++
477 lines
16 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <cassert>
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#include "Common/Log.h"
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#include "Common/CommonWindows.h"
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#include "gfx/gl_common.h"
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#include "gfx/gl_debug_log.h"
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#include "gfx_es2/gpu_features.h"
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#include "thin3d/thin3d_create.h"
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#include "thin3d/GLRenderManager.h"
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#include "GL/gl.h"
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#include "GL/wglew.h"
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#include "Core/Config.h"
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#include "Core/ConfigValues.h"
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#include "Core/Core.h"
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#include "util/text/utf8.h"
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#include "i18n/i18n.h"
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#include "UI/OnScreenDisplay.h"
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#include "ext/glslang/glslang/Public/ShaderLang.h"
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#include "Windows/W32Util/Misc.h"
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#include "Windows/GPU/WindowsGLContext.h"
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// Currently, just compile time for debugging. May be NVIDIA only.
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static const int simulateGLES = false;
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void WindowsGLContext::SwapBuffers() {
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// We no longer call RenderManager::Swap here, it's handled by the render thread, which
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// we're not on here.
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// Used during fullscreen switching to prevent rendering.
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if (pauseRequested) {
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SetEvent(pauseEvent);
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resumeRequested = true;
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DWORD result = WaitForSingleObject(resumeEvent, INFINITE);
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if (result == WAIT_TIMEOUT) {
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ERROR_LOG(G3D, "Wait for resume timed out. Resuming rendering");
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}
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pauseRequested = false;
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}
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}
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void WindowsGLContext::Pause() {
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if (!hRC) {
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return;
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}
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if (Core_IsStepping()) {
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return;
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}
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pauseRequested = true;
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DWORD result = WaitForSingleObject(pauseEvent, INFINITE);
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if (result == WAIT_TIMEOUT) {
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ERROR_LOG(G3D, "Wait for pause timed out");
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}
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// OK, we now know the rendering thread is paused.
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}
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void WindowsGLContext::Resume() {
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if (!hRC) {
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return;
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}
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if (Core_IsStepping() && !resumeRequested) {
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return;
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}
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if (!resumeRequested) {
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ERROR_LOG(G3D, "Not waiting to get resumed");
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} else {
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SetEvent(resumeEvent);
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}
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resumeRequested = false;
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}
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void FormatDebugOutputARB(char outStr[], size_t outStrSize, GLenum source, GLenum type,
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GLuint id, GLenum severity, const char *msg) {
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char sourceStr[32];
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const char *sourceFmt;
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switch(source) {
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case GL_DEBUG_SOURCE_API_ARB: sourceFmt = "API"; break;
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case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB: sourceFmt = "WINDOW_SYSTEM"; break;
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case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB: sourceFmt = "SHADER_COMPILER"; break;
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case GL_DEBUG_SOURCE_THIRD_PARTY_ARB: sourceFmt = "THIRD_PARTY"; break;
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case GL_DEBUG_SOURCE_APPLICATION_ARB: sourceFmt = "APPLICATION"; break;
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case GL_DEBUG_SOURCE_OTHER_ARB: sourceFmt = "OTHER"; break;
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default: sourceFmt = "UNDEFINED(0x%04X)"; break;
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}
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snprintf(sourceStr, sizeof(sourceStr), sourceFmt, source);
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char typeStr[32];
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const char *typeFmt;
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switch(type) {
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case GL_DEBUG_TYPE_ERROR_ARB: typeFmt = "ERROR"; break;
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case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: typeFmt = "DEPRECATED_BEHAVIOR"; break;
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case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: typeFmt = "UNDEFINED_BEHAVIOR"; break;
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case GL_DEBUG_TYPE_PORTABILITY_ARB: typeFmt = "PORTABILITY"; break;
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case GL_DEBUG_TYPE_PERFORMANCE_ARB: typeFmt = "PERFORMANCE"; break;
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case GL_DEBUG_TYPE_OTHER_ARB: typeFmt = "OTHER"; break;
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default: typeFmt = "UNDEFINED(0x%04X)"; break;
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}
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snprintf(typeStr, sizeof(typeStr), typeFmt, type);
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char severityStr[32];
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const char *severityFmt;
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switch (severity) {
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case GL_DEBUG_SEVERITY_HIGH_ARB: severityFmt = "HIGH"; break;
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case GL_DEBUG_SEVERITY_MEDIUM_ARB: severityFmt = "MEDIUM"; break;
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case GL_DEBUG_SEVERITY_LOW_ARB: severityFmt = "LOW"; break;
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default: severityFmt = "UNDEFINED(%d)"; break;
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}
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snprintf(severityStr, sizeof(severityStr), severityFmt, severity);
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snprintf(outStr, outStrSize, "OpenGL: %s [source=%s type=%s severity=%s id=%d]\n", msg, sourceStr, typeStr, severityStr, id);
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}
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void DebugCallbackARB(GLenum source, GLenum type, GLuint id, GLenum severity,
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GLsizei length, const GLchar *message, GLvoid *userParam) {
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// Ignore buffer mapping messages from NVIDIA
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if (source == GL_DEBUG_SOURCE_API_ARB && type == GL_DEBUG_TYPE_OTHER_ARB && id == 131185)
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return;
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(void)length;
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FILE *outFile = (FILE *)userParam;
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char finalMessage[1024];
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FormatDebugOutputARB(finalMessage, sizeof(finalMessage), source, type, id, severity, message);
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OutputDebugStringA(finalMessage);
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// Truncate the \n before passing to our log functions.
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size_t len = strlen(finalMessage);
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if (len) {
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finalMessage[len - 1] = '\0';
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}
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switch (type) {
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case GL_DEBUG_TYPE_ERROR_ARB:
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case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
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case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
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ERROR_LOG(G3D, "GL: %s", finalMessage);
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break;
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case GL_DEBUG_TYPE_PORTABILITY_ARB:
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case GL_DEBUG_TYPE_PERFORMANCE_ARB:
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NOTICE_LOG(G3D, "GL: %s", finalMessage);
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break;
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case GL_DEBUG_TYPE_OTHER_ARB:
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default:
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// These are just performance warnings.
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VERBOSE_LOG(G3D, "GL: %s", finalMessage);
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break;
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}
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}
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bool WindowsGLContext::Init(HINSTANCE hInst, HWND window, std::string *error_message) {
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glslang::InitializeProcess();
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hInst_ = hInst;
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hWnd_ = window;
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*error_message = "ok";
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return true;
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}
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bool WindowsGLContext::InitFromRenderThread(std::string *error_message) {
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*error_message = "ok";
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GLuint PixelFormat;
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// TODO: Change to use WGL_ARB_pixel_format instead
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static const PIXELFORMATDESCRIPTOR pfd = {
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sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
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1, // Version Number
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PFD_DRAW_TO_WINDOW | // Format Must Support Window
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PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
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PFD_DOUBLEBUFFER, // Must Support Double Buffering
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PFD_TYPE_RGBA, // Request An RGBA Format
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24, // Select Our Color Depth
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0, 0, 0, 0, 0, 0, // Color Bits Ignored
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8, // No Alpha Buffer
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0, // Shift Bit Ignored
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0, // No Accumulation Buffer
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0, 0, 0, 0, // Accumulation Bits Ignored
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16, // At least a 16Bit Z-Buffer (Depth Buffer)
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8, // 8-bit Stencil Buffer
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0, // No Auxiliary Buffer
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PFD_MAIN_PLANE, // Main Drawing Layer
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0, // Reserved
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0, 0, 0 // Layer Masks Ignored
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};
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hDC = GetDC(hWnd_);
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if (!hDC) {
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*error_message = "Failed to get a device context.";
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return false; // Return FALSE
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}
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if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd))) {
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*error_message = "Can't find a suitable PixelFormat.";
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return false;
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}
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if (!SetPixelFormat(hDC, PixelFormat, &pfd)) {
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*error_message = "Can't set the PixelFormat.";
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return false;
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}
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if (!(hRC = wglCreateContext(hDC))) {
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*error_message = "Can't create a GL rendering context.";
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return false;
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}
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if (!wglMakeCurrent(hDC, hRC)) {
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*error_message = "Can't activate the GL rendering context.";
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return false;
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}
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// Check for really old OpenGL drivers and refuse to run really early in some cases.
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// TODO: Also either tell the user to give up or point the user to the right websites. Here's some collected
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// information about a system that will not work:
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// GL_VERSION GL_VENDOR GL_RENDERER
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// "1.4.0 - Build 8.14.10.2364" "intel" intel Pineview Platform
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auto err = GetI18NCategory("Error");
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std::string glVersion = (const char *)glGetString(GL_VERSION);
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std::string glRenderer = (const char *)glGetString(GL_RENDERER);
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const std::string openGL_1 = "1.";
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if (glRenderer == "GDI Generic" || glVersion.substr(0, openGL_1.size()) == openGL_1) {
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//The error may come from 16-bit colour mode
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//Check Colour depth
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HDC dc = GetDC(NULL);
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u32 colour_depth = GetDeviceCaps(dc, BITSPIXEL);
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ReleaseDC(NULL, dc);
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if (colour_depth != 32) {
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MessageBox(0, L"Please switch your display to 32-bit colour mode", L"OpenGL Error", MB_OK);
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ExitProcess(1);
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}
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const char *defaultError = "Insufficient OpenGL driver support detected!\n\n"
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"Your GPU reports that it does not support OpenGL 2.0. Would you like to try using DirectX instead?\n\n"
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"DirectX is currently compatible with less games, but on your GPU it may be the only choice.\n\n"
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"Visit the forums at https://forums.ppsspp.org for more information.\n\n";
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std::wstring versionDetected = ConvertUTF8ToWString(glVersion + "\n\n");
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std::wstring error = ConvertUTF8ToWString(err->T("InsufficientOpenGLDriver", defaultError));
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std::wstring title = ConvertUTF8ToWString(err->T("OpenGLDriverError", "OpenGL driver error"));
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std::wstring combined = versionDetected + error;
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bool yes = IDYES == MessageBox(hWnd_, combined.c_str(), title.c_str(), MB_ICONERROR | MB_YESNO);
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if (yes) {
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// Change the config to D3D and restart.
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const char *d3d9Or11 = "Direct3D 9? (Or no for Direct3D 11)";
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std::wstring whichD3D9 = ConvertUTF8ToWString(err->T("D3D9or11", d3d9Or11));
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bool d3d9 = IDYES == MessageBox(hWnd_, whichD3D9.c_str(), title.c_str(), MB_YESNO);
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g_Config.iGPUBackend = d3d9 ? (int)GPUBackend::DIRECT3D9 : (int)GPUBackend::DIRECT3D11;
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g_Config.sFailedGPUBackends.clear();
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g_Config.Save("save_d3d11_fallback");
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W32Util::ExitAndRestart();
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}
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// Avoid further error messages. Let's just bail, it's safe, and we can't continue.
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ExitProcess(1);
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}
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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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glewExperimental = true;
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if (GLEW_OK != glewInit()) {
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*error_message = "Failed to initialize GLEW.";
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return false;
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}
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// Unfortunately, glew will generate an invalid enum error, ignore.
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glGetError();
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int contextFlags = g_Config.bGfxDebugOutput ? WGL_CONTEXT_DEBUG_BIT_ARB : 0;
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HGLRC m_hrc = nullptr;
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// Alright, now for the modernity. First try a 4.4, then 4.3, context, if that fails try 3.3.
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// I can't seem to find a way that lets you simply request the newest version available.
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if (wglewIsSupported("WGL_ARB_create_context") == 1) {
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if (simulateGLES) {
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const static int simulateVersions[][2] = { {3, 2}, {3, 1}, {3, 0}, {2, 0} };
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for (auto ver : simulateVersions) {
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const int attribsES[] = {
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WGL_CONTEXT_MAJOR_VERSION_ARB, ver[0],
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WGL_CONTEXT_MINOR_VERSION_ARB, ver[1],
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WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_ES2_PROFILE_BIT_EXT,
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0
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};
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m_hrc = wglCreateContextAttribsARB(hDC, 0, attribsES);
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if (m_hrc)
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break;
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}
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}
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for (int tryCore = 1; tryCore >= 0 && m_hrc == nullptr; --tryCore) {
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SetGLCoreContext(tryCore == 1);
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for (int minor = 6; minor >= 0 && m_hrc == nullptr; --minor) {
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const int attribs4x[] = {
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WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
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WGL_CONTEXT_MINOR_VERSION_ARB, minor,
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WGL_CONTEXT_FLAGS_ARB, contextFlags,
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WGL_CONTEXT_PROFILE_MASK_ARB, gl_extensions.IsCoreContext ? WGL_CONTEXT_CORE_PROFILE_BIT_ARB : WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
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0
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};
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m_hrc = wglCreateContextAttribsARB(hDC, 0, attribs4x);
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}
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const int attribs33[] = {
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WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
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WGL_CONTEXT_MINOR_VERSION_ARB, 3,
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WGL_CONTEXT_FLAGS_ARB, contextFlags,
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WGL_CONTEXT_PROFILE_MASK_ARB, gl_extensions.IsCoreContext ? WGL_CONTEXT_CORE_PROFILE_BIT_ARB : WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
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0
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};
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if (!m_hrc)
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m_hrc = wglCreateContextAttribsARB(hDC, 0, attribs33);
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}
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if (!m_hrc) {
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// Fall back
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m_hrc = hRC;
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} else {
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// Switch to the new ARB context.
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wglMakeCurrent(nullptr, nullptr);
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wglDeleteContext(hRC);
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wglMakeCurrent(hDC, m_hrc);
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}
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} else {
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// We can't make a GL 3.x context. Use an old style context (GL 2.1 and before)
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m_hrc = hRC;
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}
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if (GLEW_OK != glewInit()) {
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*error_message = "Failed to re-initialize GLEW.";
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return false;
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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 (!m_hrc) {
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*error_message = "No m_hrc";
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return false;
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}
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hRC = m_hrc;
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if (g_Config.bGfxDebugOutput) {
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if (wglewIsSupported("GL_KHR_debug") == 1) {
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glGetError();
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glDebugMessageCallback((GLDEBUGPROC)&DebugCallbackARB, nullptr);
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if (glGetError()) {
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ERROR_LOG(G3D, "Failed to register a debug log callback");
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}
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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if (glGetError()) {
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ERROR_LOG(G3D, "Failed to enable synchronous debug output");
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}
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} else if (glewIsSupported("GL_ARB_debug_output")) {
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glGetError();
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glDebugMessageCallbackARB((GLDEBUGPROCARB)&DebugCallbackARB, 0); // print debug output to stderr
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if (glGetError()) {
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ERROR_LOG(G3D, "Failed to register a debug log callback");
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}
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
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if (glGetError()) {
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ERROR_LOG(G3D, "Failed to enable synchronous debug output");
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}
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// For extra verbosity uncomment this (MEDIUM and HIGH are on by default):
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// glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, nullptr, GL_TRUE);
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}
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glEnable(GL_DEBUG_OUTPUT);
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}
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pauseRequested = false;
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resumeRequested = false;
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// These are auto-reset events.
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pauseEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
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resumeEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
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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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renderManager_->SetInflightFrames(g_Config.iInflightFrames);
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SetGPUBackend(GPUBackend::OPENGL);
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bool success = draw_->CreatePresets(); // if we get this far, there will always be a GLSL compiler capable of compiling these.
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_assert_msg_(G3D, success, "Failed to compile preset shaders");
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renderManager_->SetSwapFunction([&]() {::SwapBuffers(hDC); });
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if (wglSwapIntervalEXT) {
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// glew loads wglSwapIntervalEXT if available
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renderManager_->SetSwapIntervalFunction([&](int interval) {
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wglSwapIntervalEXT(interval);
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});
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}
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CHECK_GL_ERROR_IF_DEBUG();
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return true; // Success
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}
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void WindowsGLContext::SwapInterval(int interval) {
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// Delegate to the render manager to make sure it's done on the right thread.
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renderManager_->SwapInterval(interval);
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}
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void WindowsGLContext::Shutdown() {
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glslang::FinalizeProcess();
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}
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void WindowsGLContext::ShutdownFromRenderThread() {
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delete draw_;
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draw_ = nullptr;
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CloseHandle(pauseEvent);
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CloseHandle(resumeEvent);
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if (hRC) {
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// Are we able to release the DC and RC contexts?
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if (!wglMakeCurrent(NULL,NULL)) {
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MessageBox(NULL, L"Release of DC and RC failed.", L"SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
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}
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// Are we able to delete the RC?
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if (!wglDeleteContext(hRC)) {
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MessageBox(NULL, L"Release rendering context failed.", L"SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
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}
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hRC = NULL;
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}
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if (hDC && !ReleaseDC(hWnd_, hDC)) {
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DWORD err = GetLastError();
|
|
if (err != ERROR_DC_NOT_FOUND) {
|
|
MessageBox(NULL, L"Release device context failed.", L"SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
|
|
}
|
|
hDC = NULL;
|
|
}
|
|
hWnd_ = NULL;
|
|
}
|
|
|
|
void WindowsGLContext::Resize() {
|
|
}
|
|
|
|
void WindowsGLContext::ThreadStart() {
|
|
renderManager_->ThreadStart(draw_);
|
|
}
|
|
|
|
bool WindowsGLContext::ThreadFrame() {
|
|
return renderManager_->ThreadFrame();
|
|
}
|
|
|
|
void WindowsGLContext::ThreadEnd() {
|
|
renderManager_->ThreadEnd();
|
|
}
|
|
|
|
void WindowsGLContext::StopThread() {
|
|
renderManager_->WaitUntilQueueIdle();
|
|
renderManager_->StopThread();
|
|
}
|