diff options
| author | Shawn Hoffman <godisgovernment@gmail.com> | 2020-09-15 05:00:24 -0700 |
|---|---|---|
| committer | Shawn Hoffman <godisgovernment@gmail.com> | 2021-01-27 14:29:48 -0800 |
| commit | ff4f67492bff68d8b34aebc9ea6c85ca34e02b71 (patch) | |
| tree | f5274db377aa0af509a3095ecfbae266b008d6ae /Source/Core/VideoBackends/OGL/OGLMain.cpp | |
| parent | 3193f3d5c4c699ac5396a587ac782ef014bad49e (diff) | |
normalize common filenames in VideoBackends/OGL
Diffstat (limited to 'Source/Core/VideoBackends/OGL/OGLMain.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/OGL/OGLMain.cpp | 220 |
1 files changed, 220 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/OGL/OGLMain.cpp b/Source/Core/VideoBackends/OGL/OGLMain.cpp new file mode 100644 index 0000000000..894af140be --- /dev/null +++ b/Source/Core/VideoBackends/OGL/OGLMain.cpp @@ -0,0 +1,220 @@ +// 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 |
