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authorShawn Hoffman <godisgovernment@gmail.com>2020-09-15 05:00:24 -0700
committerShawn Hoffman <godisgovernment@gmail.com>2021-01-27 14:29:48 -0800
commitff4f67492bff68d8b34aebc9ea6c85ca34e02b71 (patch)
treef5274db377aa0af509a3095ecfbae266b008d6ae /Source/Core/VideoBackends/OGL/OGLMain.cpp
parent3193f3d5c4c699ac5396a587ac782ef014bad49e (diff)
normalize common filenames in VideoBackends/OGL
Diffstat (limited to 'Source/Core/VideoBackends/OGL/OGLMain.cpp')
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1 files changed, 220 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/OGL/OGLMain.cpp b/Source/Core/VideoBackends/OGL/OGLMain.cpp
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+// Copyright 2008 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+// 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 <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/OGLPerfQuery.h"
+#include "VideoBackends/OGL/OGLRender.h"
+#include "VideoBackends/OGL/OGLVertexManager.h"
+#include "VideoBackends/OGL/ProgramShaderCache.h"
+#include "VideoBackends/OGL/SamplerCache.h"
+#include "VideoBackends/OGL/VideoBackend.h"
+
+#include "VideoCommon/FramebufferManager.h"
+#include "VideoCommon/TextureCacheBase.h"
+#include "VideoCommon/VideoCommon.h"
+#include "VideoCommon/VideoConfig.h"
+
+namespace OGL
+{
+std::string VideoBackend::GetName() const
+{
+ return NAME;
+}
+
+std::string VideoBackend::GetDisplayName() const
+{
+ if (g_ogl_config.bIsES)
+ return _trans("OpenGL ES");
+ else
+ return _trans("OpenGL");
+}
+
+void VideoBackend::InitBackendInfo()
+{
+ g_Config.backend_info.api_type = APIType::OpenGL;
+ g_Config.backend_info.MaxTextureSize = 16384;
+ g_Config.backend_info.bUsesLowerLeftOrigin = true;
+ g_Config.backend_info.bSupportsExclusiveFullscreen = false;
+ g_Config.backend_info.bSupportsOversizedViewports = true;
+ g_Config.backend_info.bSupportsGeometryShaders = true;
+ g_Config.backend_info.bSupportsComputeShaders = false;
+ g_Config.backend_info.bSupports3DVision = false;
+ g_Config.backend_info.bSupportsPostProcessing = true;
+ g_Config.backend_info.bSupportsSSAA = true;
+ g_Config.backend_info.bSupportsReversedDepthRange = true;
+ g_Config.backend_info.bSupportsLogicOp = true;
+ g_Config.backend_info.bSupportsMultithreading = false;
+ g_Config.backend_info.bSupportsCopyToVram = true;
+ g_Config.backend_info.bSupportsLargePoints = true;
+ g_Config.backend_info.bSupportsDepthReadback = true;
+ g_Config.backend_info.bSupportsPartialDepthCopies = true;
+ g_Config.backend_info.bSupportsShaderBinaries = false;
+ g_Config.backend_info.bSupportsPipelineCacheData = 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_Config.backend_info.bSupportsGPUTextureDecoding = true;
+ g_Config.backend_info.bSupportsBBox = true;
+
+ // Overwritten in Render.cpp later
+ g_Config.backend_info.bSupportsDualSourceBlend = true;
+ g_Config.backend_info.bSupportsPrimitiveRestart = true;
+ g_Config.backend_info.bSupportsPaletteConversion = true;
+ g_Config.backend_info.bSupportsClipControl = true;
+ g_Config.backend_info.bSupportsDepthClamp = true;
+ g_Config.backend_info.bSupportsST3CTextures = false;
+ g_Config.backend_info.bSupportsBPTCTextures = false;
+
+ g_Config.backend_info.Adapters.clear();
+
+ // aamodes - 1 is to stay consistent with D3D (means no AA)
+ g_Config.backend_info.AAModes = {1, 2, 4, 8};
+}
+
+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
+ PanicAlertFmtT("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
+ PanicAlertFmtT("GPU: OGL ERROR: Need OpenGL version 3.\n"
+ "GPU: Does your video card support OpenGL 3?");
+ return false;
+ }
+
+ return true;
+}
+
+bool VideoBackend::FillBackendInfo()
+{
+ InitBackendInfo();
+
+ // check for the max vertex attributes
+ GLint numvertexattribs = 0;
+ glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &numvertexattribs);
+ if (numvertexattribs < 16)
+ {
+ PanicAlertFmtT("GPU: OGL ERROR: Number of attributes {0} 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_Config.backend_info.MaxTextureSize = static_cast<u32>(max_texture_size);
+ if (max_texture_size < 1024)
+ {
+ PanicAlertFmtT("GL_MAX_TEXTURE_SIZE is {0} - must be at least 1024.", max_texture_size);
+ return false;
+ }
+
+ // TODO: Move the remaining fields from the Renderer constructor here.
+ return true;
+}
+
+bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
+{
+ std::unique_ptr<GLContext> main_gl_context =
+ GLContext::Create(wsi, g_Config.stereo_mode == StereoMode::QuadBuffer, true, false,
+ Config::Get(Config::GFX_PREFER_GLES));
+ if (!main_gl_context)
+ return false;
+
+ if (!InitializeGLExtensions(main_gl_context.get()) || !FillBackendInfo())
+ return false;
+
+ InitializeShared();
+ g_renderer = std::make_unique<Renderer>(std::move(main_gl_context), wsi.render_surface_scale);
+ ProgramShaderCache::Init();
+ g_vertex_manager = std::make_unique<VertexManager>();
+ g_shader_cache = std::make_unique<VideoCommon::ShaderCache>();
+ g_framebuffer_manager = std::make_unique<FramebufferManager>();
+ g_perf_query = GetPerfQuery();
+ g_texture_cache = std::make_unique<TextureCacheBase>();
+ g_sampler_cache = std::make_unique<SamplerCache>();
+ BoundingBox::Init();
+
+ if (!g_vertex_manager->Initialize() || !g_shader_cache->Initialize() ||
+ !g_renderer->Initialize() || !g_framebuffer_manager->Initialize() ||
+ !g_texture_cache->Initialize())
+ {
+ PanicAlertFmtT("Failed to initialize renderer classes");
+ Shutdown();
+ return false;
+ }
+
+ g_shader_cache->InitializeShaderCache();
+ return true;
+}
+
+void VideoBackend::Shutdown()
+{
+ g_shader_cache->Shutdown();
+ g_renderer->Shutdown();
+ BoundingBox::Shutdown();
+ g_sampler_cache.reset();
+ g_texture_cache.reset();
+ g_perf_query.reset();
+ g_vertex_manager.reset();
+ g_framebuffer_manager.reset();
+ g_shader_cache.reset();
+ ProgramShaderCache::Shutdown();
+ g_renderer.reset();
+ ShutdownShared();
+}
+} // namespace OGL