// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin // SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0) #include "opengl_device.h" #include "opengl_pipeline.h" #include "opengl_stream_buffer.h" #include "opengl_texture.h" #include "core/host.h" #include "common/align.h" #include "common/assert.h" #include "common/log.h" #include "common/string_util.h" #include "fmt/format.h" #include #include Log_SetChannel(OpenGLDevice); OpenGLDevice::OpenGLDevice() { // Something which won't be matched.. std::memset(&m_last_rasterization_state, 0xFF, sizeof(m_last_rasterization_state)); std::memset(&m_last_depth_state, 0xFF, sizeof(m_last_depth_state)); std::memset(&m_last_blend_state, 0xFF, sizeof(m_last_blend_state)); } OpenGLDevice::~OpenGLDevice() { Assert(!m_gl_context); Assert(!m_pipeline_disk_cache_file); } void OpenGLDevice::BindUpdateTextureUnit() { GetInstance().SetActiveTexture(UPDATE_TEXTURE_UNIT - GL_TEXTURE0); } RenderAPI OpenGLDevice::GetRenderAPI() const { return m_gl_context->IsGLES() ? RenderAPI::OpenGLES : RenderAPI::OpenGL; } std::unique_ptr OpenGLDevice::CreateTexture(u32 width, u32 height, u32 layers, u32 levels, u32 samples, GPUTexture::Type type, GPUTexture::Format format, const void* data, u32 data_stride, bool dynamic /* = false */) { std::unique_ptr tex(std::make_unique()); if (!tex->Create(width, height, layers, levels, samples, type, format, data, data_stride)) tex.reset(); return tex; } bool OpenGLDevice::DownloadTexture(GPUTexture* texture, u32 x, u32 y, u32 width, u32 height, void* out_data, u32 out_data_stride) { OpenGLTexture* T = static_cast(texture); GLint alignment; if (out_data_stride & 1) alignment = 1; else if (out_data_stride & 2) alignment = 2; else alignment = 4; glPixelStorei(GL_PACK_ALIGNMENT, alignment); glPixelStorei(GL_PACK_ROW_LENGTH, out_data_stride / T->GetPixelSize()); const auto [gl_internal_format, gl_format, gl_type] = OpenGLTexture::GetPixelFormatMapping(T->GetFormat()); const u32 layer = 0; const u32 level = 0; if (GLAD_GL_VERSION_4_5 || GLAD_GL_ARB_get_texture_sub_image) { glGetTextureSubImage(T->GetGLId(), level, x, y, layer, width, height, 1, gl_format, gl_type, height * out_data_stride, out_data); } else { if (T->GetLayers() > 1) glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, T->GetGLId(), level, layer); else glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, T->GetGLTarget(), T->GetGLId(), level); DebugAssert(glCheckFramebufferStatus(GL_READ_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); glReadPixels(x, y, width, height, gl_format, gl_type, out_data); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); } return true; } bool OpenGLDevice::SupportsTextureFormat(GPUTexture::Format format) const { const auto [gl_internal_format, gl_format, gl_type] = OpenGLTexture::GetPixelFormatMapping(format); return (gl_internal_format != static_cast(0)); } void OpenGLDevice::CopyTextureRegion(GPUTexture* dst, u32 dst_x, u32 dst_y, u32 dst_layer, u32 dst_level, GPUTexture* src, u32 src_x, u32 src_y, u32 src_layer, u32 src_level, u32 width, u32 height) { OpenGLTexture* D = static_cast(dst); OpenGLTexture* S = static_cast(src); CommitClear(D); CommitClear(S); const GLuint sid = S->GetGLId(); const GLuint did = D->GetGLId(); if (GLAD_GL_VERSION_4_3 || GLAD_GL_ARB_copy_image) { glCopyImageSubData(sid, GL_TEXTURE_2D, src_level, src_x, src_y, src_layer, did, GL_TEXTURE_2D, dst_level, dst_x, dst_y, dst_layer, width, height, 1); } else if (GLAD_GL_EXT_copy_image) { glCopyImageSubDataEXT(sid, GL_TEXTURE_2D, src_level, src_x, src_y, src_layer, did, GL_TEXTURE_2D, dst_level, dst_x, dst_y, dst_layer, width, height, 1); } else if (GLAD_GL_OES_copy_image) { glCopyImageSubDataOES(sid, GL_TEXTURE_2D, src_level, src_x, src_y, src_layer, did, GL_TEXTURE_2D, dst_level, dst_x, dst_y, dst_layer, width, height, 1); } else { glBindFramebuffer(GL_READ_FRAMEBUFFER, m_read_fbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_write_fbo); if (D->IsTextureArray()) glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, did, dst_level, dst_layer); else glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, D->GetGLTarget(), did, dst_level); if (S->IsTextureArray()) glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, sid, src_level, src_layer); else glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, S->GetGLTarget(), sid, src_level); glDisable(GL_SCISSOR_TEST); glBlitFramebuffer(src_x, src_y, src_x + width, src_y + width, dst_x, dst_y, dst_x + width, dst_y + height, GL_COLOR_BUFFER_BIT, GL_NEAREST); glEnable(GL_SCISSOR_TEST); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_current_framebuffer ? m_current_framebuffer->GetGLId() : 0); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); } } void OpenGLDevice::ResolveTextureRegion(GPUTexture* dst, u32 dst_x, u32 dst_y, u32 dst_layer, u32 dst_level, GPUTexture* src, u32 src_x, u32 src_y, u32 width, u32 height) { OpenGLTexture* D = static_cast(dst); OpenGLTexture* S = static_cast(src); glBindFramebuffer(GL_READ_FRAMEBUFFER, m_read_fbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_write_fbo); if (D->IsTextureArray()) glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, D->GetGLId(), dst_level, dst_layer); else glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, D->GetGLTarget(), D->GetGLId(), dst_level); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, S->GetGLTarget(), S->GetGLId(), 0); CommitClear(S); if (width == D->GetMipWidth(dst_level) && height == D->GetMipHeight(dst_level)) { D->SetState(GPUTexture::State::Dirty); if (glInvalidateFramebuffer) { const GLenum attachment = GL_COLOR_ATTACHMENT0; glInvalidateFramebuffer(GL_DRAW_FRAMEBUFFER, 1, &attachment); } } else { CommitClear(D); } glDisable(GL_SCISSOR_TEST); glBlitFramebuffer(src_x, src_y, src_x + width, src_y + height, dst_x, dst_y, dst_x + width, dst_y + height, GL_COLOR_BUFFER_BIT, GL_LINEAR); glEnable(GL_SCISSOR_TEST); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_current_framebuffer ? m_current_framebuffer->GetGLId() : 0); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); } void OpenGLDevice::ClearRenderTarget(GPUTexture* t, u32 c) { GPUDevice::ClearRenderTarget(t, c); if (m_current_framebuffer && m_current_framebuffer->GetRT() == t) CommitClear(m_current_framebuffer); } void OpenGLDevice::ClearDepth(GPUTexture* t, float d) { GPUDevice::ClearDepth(t, d); if (m_current_framebuffer && m_current_framebuffer->GetDS() == t) CommitClear(m_current_framebuffer); } void OpenGLDevice::InvalidateRenderTarget(GPUTexture* t) { GPUDevice::InvalidateRenderTarget(t); if (m_current_framebuffer && (m_current_framebuffer->GetRT() == t || m_current_framebuffer->GetDS() == t)) CommitClear(m_current_framebuffer); } void OpenGLDevice::PushDebugGroup(const char* name) { #ifdef _DEBUG if (!glPushDebugGroup) return; glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, static_cast(std::strlen(name)), name); #endif } void OpenGLDevice::PopDebugGroup() { #ifdef _DEBUG if (!glPopDebugGroup) return; glPopDebugGroup(); #endif } void OpenGLDevice::InsertDebugMessage(const char* msg) { #ifdef _DEBUG if (!glDebugMessageInsert) return; if (msg[0] != '\0') { glDebugMessageInsert(GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_OTHER, 0, GL_DEBUG_SEVERITY_NOTIFICATION, static_cast(std::strlen(msg)), msg); } #endif } void OpenGLDevice::SetVSync(bool enabled) { if (m_vsync_enabled == enabled) return; m_vsync_enabled = enabled; SetSwapInterval(); } static void APIENTRY GLDebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam) { switch (severity) { case GL_DEBUG_SEVERITY_HIGH_KHR: Log_ErrorPrint(message); break; case GL_DEBUG_SEVERITY_MEDIUM_KHR: Log_WarningPrint(message); break; case GL_DEBUG_SEVERITY_LOW_KHR: Log_InfoPrint(message); break; case GL_DEBUG_SEVERITY_NOTIFICATION: // Log_DebugPrint(message); break; } } bool OpenGLDevice::HasSurface() const { return m_window_info.type != WindowInfo::Type::Surfaceless; } bool OpenGLDevice::CreateDevice(const std::string_view& adapter, bool threaded_presentation) { m_gl_context = GL::Context::Create(m_window_info); if (!m_gl_context) { Log_ErrorPrintf("Failed to create any GL context"); m_gl_context.reset(); return false; } // Is this needed? m_window_info = m_gl_context->GetWindowInfo(); const bool opengl_is_available = ((!m_gl_context->IsGLES() && (GLAD_GL_VERSION_3_0 || GLAD_GL_ARB_uniform_buffer_object)) || (m_gl_context->IsGLES() && GLAD_GL_ES_VERSION_3_1)); if (!opengl_is_available) { Host::ReportErrorAsync(TRANSLATE_SV("GPUDevice", "Error"), TRANSLATE_SV("GPUDevice", "OpenGL renderer unavailable, your driver or hardware is not " "recent enough. OpenGL 3.1 or OpenGL ES 3.1 is required.")); m_gl_context.reset(); return false; } SetSwapInterval(); if (HasSurface()) RenderBlankFrame(); if (m_debug_device && GLAD_GL_KHR_debug) { if (m_gl_context->IsGLES()) glDebugMessageCallbackKHR(GLDebugCallback, nullptr); else glDebugMessageCallback(GLDebugCallback, nullptr); glEnable(GL_DEBUG_OUTPUT); glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); } else { // Nail the function pointers so that we don't waste time calling them. glPushDebugGroup = nullptr; glPopDebugGroup = nullptr; glDebugMessageInsert = nullptr; glObjectLabel = nullptr; } bool buggy_pbo; if (!CheckFeatures(&buggy_pbo)) return false; if (!CreateBuffers(buggy_pbo)) return false; return true; } bool OpenGLDevice::CheckFeatures(bool* buggy_pbo) { const bool is_gles = m_gl_context->IsGLES(); bool vendor_id_amd = false; // bool vendor_id_nvidia = false; bool vendor_id_intel = false; bool vendor_id_arm = false; bool vendor_id_qualcomm = false; bool vendor_id_powervr = false; const char* vendor = (const char*)glGetString(GL_VENDOR); const char* renderer = (const char*)glGetString(GL_RENDERER); if (std::strstr(vendor, "Advanced Micro Devices") || std::strstr(vendor, "ATI Technologies Inc.") || std::strstr(vendor, "ATI")) { Log_InfoPrint("AMD GPU detected."); vendor_id_amd = true; } else if (std::strstr(vendor, "NVIDIA Corporation")) { Log_InfoPrint("NVIDIA GPU detected."); // vendor_id_nvidia = true; } else if (std::strstr(vendor, "Intel")) { Log_InfoPrint("Intel GPU detected."); vendor_id_intel = true; } else if (std::strstr(vendor, "ARM")) { Log_InfoPrint("ARM GPU detected."); vendor_id_arm = true; } else if (std::strstr(vendor, "Qualcomm")) { Log_InfoPrint("Qualcomm GPU detected."); vendor_id_qualcomm = true; } else if (std::strstr(vendor, "Imagination Technologies") || std::strstr(renderer, "PowerVR")) { Log_InfoPrint("PowerVR GPU detected."); vendor_id_powervr = true; } // Don't use PBOs when we don't have ARB_buffer_storage, orphaning buffers probably ends up worse than just // using the normal texture update routines and letting the driver take care of it. PBOs are also completely // broken on mobile drivers. const bool is_shitty_mobile_driver = (vendor_id_powervr || vendor_id_qualcomm || vendor_id_arm); const bool is_buggy_pbo = (!GLAD_GL_VERSION_4_4 && !GLAD_GL_ARB_buffer_storage && !GLAD_GL_EXT_buffer_storage) || is_shitty_mobile_driver; *buggy_pbo = is_buggy_pbo; if (is_buggy_pbo && !is_shitty_mobile_driver) Log_WarningPrint("Not using PBOs for texture uploads because buffer_storage is unavailable."); GLint max_texture_size = 1024; GLint max_samples = 1; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size); glGetIntegerv(GL_MAX_SAMPLES, &max_samples); m_max_texture_size = std::max(1024u, static_cast(max_texture_size)); m_max_multisamples = std::max(1u, static_cast(max_samples)); GLint max_dual_source_draw_buffers = 0; glGetIntegerv(GL_MAX_DUAL_SOURCE_DRAW_BUFFERS, &max_dual_source_draw_buffers); m_features.dual_source_blend = (max_dual_source_draw_buffers > 0) && (GLAD_GL_VERSION_3_3 || GLAD_GL_ARB_blend_func_extended || GLAD_GL_EXT_blend_func_extended); #ifdef __APPLE__ // Partial texture buffer uploads appear to be broken in macOS's OpenGL driver. m_features.supports_texture_buffers = false; #else m_features.supports_texture_buffers = (GLAD_GL_VERSION_3_1 || GLAD_GL_ES_VERSION_3_2); // And Samsung's ANGLE/GLES driver? if (std::strstr(reinterpret_cast(glGetString(GL_RENDERER)), "ANGLE")) m_features.supports_texture_buffers = false; #endif if (!m_features.supports_texture_buffers) { // Try SSBOs. GLint max_fragment_storage_blocks = 0; GLint64 max_ssbo_size = 0; if (GLAD_GL_VERSION_4_3 || GLAD_GL_ES_VERSION_3_1 || GLAD_GL_ARB_shader_storage_buffer_object) { glGetIntegerv(GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS, &max_fragment_storage_blocks); glGetInteger64v(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &max_ssbo_size); } Log_InfoPrintf("Max fragment shader storage blocks: %d", max_fragment_storage_blocks); Log_InfoPrintf("Max shader storage buffer size: %" PRId64, max_ssbo_size); m_features.texture_buffers_emulated_with_ssbo = (max_fragment_storage_blocks > 0 && max_ssbo_size >= static_cast(1024 * 512 * sizeof(u16))); if (m_features.texture_buffers_emulated_with_ssbo) { Log_InfoPrintf("Using shader storage buffers for VRAM writes."); m_features.supports_texture_buffers = true; } else { Host::ReportErrorAsync( TRANSLATE_SV("GPUDevice", "Error"), TRANSLATE_SV("Error", "Both texture buffers and SSBOs are not supported, or are of inadequate size.")); return false; } } // Sample rate shading is broken on AMD and Intel. // If AMD and Intel can't get it right, I very much doubt broken mobile drivers can. m_features.per_sample_shading = (GLAD_GL_VERSION_4_0 || GLAD_GL_ES_VERSION_3_2 || GLAD_GL_ARB_sample_shading) && (!vendor_id_amd && !vendor_id_intel && !is_shitty_mobile_driver); // noperspective is not supported in GLSL ES. m_features.noperspective_interpolation = !is_gles; m_features.geometry_shaders = GLAD_GL_VERSION_3_2 || GLAD_GL_ES_VERSION_3_2; m_features.gpu_timing = !(m_gl_context->IsGLES() && (!GLAD_GL_EXT_disjoint_timer_query || !glGetQueryObjectivEXT || !glGetQueryObjectui64vEXT)); m_features.partial_msaa_resolve = true; m_features.shader_cache = false; m_features.pipeline_cache = m_gl_context->IsGLES() || GLAD_GL_ARB_get_program_binary; if (m_features.pipeline_cache) { // check that there's at least one format and the extension isn't being "faked" GLint num_formats = 0; glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &num_formats); Log_InfoPrintf("%u program binary formats supported by driver", num_formats); m_features.pipeline_cache = (num_formats > 0); } if (!m_features.pipeline_cache) { Log_WarningPrintf("Your GL driver does not support program binaries. Hopefully it has a built-in cache, otherwise " "startup will be slow due to compiling shaders."); } return true; } void OpenGLDevice::DestroyDevice() { if (!m_gl_context) return; ClosePipelineCache(); DestroyBuffers(); m_gl_context->DoneCurrent(); m_gl_context.reset(); } bool OpenGLDevice::UpdateWindow() { Assert(m_gl_context); DestroySurface(); if (!AcquireWindow(false)) return false; if (!m_gl_context->ChangeSurface(m_window_info)) { Log_ErrorPrintf("Failed to change surface"); return false; } m_window_info = m_gl_context->GetWindowInfo(); if (m_window_info.type != WindowInfo::Type::Surfaceless) { // reset vsync rate, since it (usually) gets lost SetSwapInterval(); RenderBlankFrame(); } return true; } void OpenGLDevice::ResizeWindow(s32 new_window_width, s32 new_window_height, float new_window_scale) { m_window_info.surface_scale = new_window_scale; if (m_window_info.surface_width == static_cast(new_window_width) && m_window_info.surface_height == static_cast(new_window_height)) { return; } m_gl_context->ResizeSurface(static_cast(new_window_width), static_cast(new_window_height)); m_window_info = m_gl_context->GetWindowInfo(); } std::string OpenGLDevice::GetDriverInfo() const { const char* gl_vendor = reinterpret_cast(glGetString(GL_VENDOR)); const char* gl_renderer = reinterpret_cast(glGetString(GL_RENDERER)); const char* gl_version = reinterpret_cast(glGetString(GL_VERSION)); const char* gl_shading_language_version = reinterpret_cast(glGetString(GL_SHADING_LANGUAGE_VERSION)); return fmt::format("OpenGL Context:\n{}\n{} {}\nGLSL: {}", gl_version, gl_vendor, gl_renderer, gl_shading_language_version); } void OpenGLDevice::SetSwapInterval() { if (m_window_info.type == WindowInfo::Type::Surfaceless) return; // Window framebuffer has to be bound to call SetSwapInterval. const s32 interval = m_vsync_enabled ? 1 : 0; GLint current_fbo = 0; glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, ¤t_fbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); if (!m_gl_context->SetSwapInterval(interval)) Log_WarningPrintf("Failed to set swap interval to %d", interval); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, current_fbo); } void OpenGLDevice::RenderBlankFrame() { glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glDisable(GL_SCISSOR_TEST); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); m_gl_context->SwapBuffers(); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_current_framebuffer ? m_current_framebuffer->GetGLId() : 0); glEnable(GL_SCISSOR_TEST); } GPUDevice::AdapterAndModeList OpenGLDevice::GetAdapterAndModeList() { AdapterAndModeList aml; if (m_gl_context) { for (const GL::Context::FullscreenModeInfo& fmi : m_gl_context->EnumerateFullscreenModes()) { aml.fullscreen_modes.push_back(GetFullscreenModeString(fmi.width, fmi.height, fmi.refresh_rate)); } } return aml; } void OpenGLDevice::DestroySurface() { if (!m_gl_context) return; m_window_info.SetSurfaceless(); if (!m_gl_context->ChangeSurface(m_window_info)) Log_ErrorPrintf("Failed to switch to surfaceless"); } bool OpenGLDevice::CreateBuffers(bool buggy_pbo) { if (!(m_vertex_buffer = OpenGLStreamBuffer::Create(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE)) || !(m_index_buffer = OpenGLStreamBuffer::Create(GL_ELEMENT_ARRAY_BUFFER, INDEX_BUFFER_SIZE)) || !(m_uniform_buffer = OpenGLStreamBuffer::Create(GL_UNIFORM_BUFFER, UNIFORM_BUFFER_SIZE))) { Log_ErrorPrintf("Failed to create one or more device buffers."); return false; } GL_OBJECT_NAME(m_vertex_buffer, "Device Vertex Buffer"); GL_OBJECT_NAME(m_index_buffer, "Device Index Buffer"); GL_OBJECT_NAME(m_uniform_buffer, "Device Uniform Buffer"); glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, reinterpret_cast(&m_uniform_buffer_alignment)); if (!buggy_pbo) { if (!(m_texture_stream_buffer = OpenGLStreamBuffer::Create(GL_PIXEL_UNPACK_BUFFER, TEXTURE_STREAM_BUFFER_SIZE))) { Log_ErrorPrintf("Failed to create texture stream buffer"); return false; } // Need to unbind otherwise normal uploads will fail. m_texture_stream_buffer->Unbind(); GL_OBJECT_NAME(m_texture_stream_buffer, "Device Texture Stream Buffer"); } GLuint fbos[2]; glGetError(); glGenFramebuffers(static_cast(std::size(fbos)), fbos); if (const GLenum err = glGetError(); err != GL_NO_ERROR) { Log_ErrorPrintf("Failed to create framebuffers: %u", err); return false; } m_read_fbo = fbos[0]; m_write_fbo = fbos[1]; // Read FBO gets left bound. glBindFramebuffer(GL_READ_FRAMEBUFFER, m_read_fbo); return true; } void OpenGLDevice::DestroyBuffers() { if (m_write_fbo != 0) glDeleteFramebuffers(1, &m_write_fbo); if (m_read_fbo != 0) glDeleteFramebuffers(1, &m_read_fbo); m_texture_stream_buffer.reset(); m_uniform_buffer.reset(); m_index_buffer.reset(); m_vertex_buffer.reset(); } bool OpenGLDevice::BeginPresent(bool skip_present) { if (skip_present || m_window_info.type == WindowInfo::Type::Surfaceless) { if (!skip_present) glFlush(); return false; } glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glDisable(GL_SCISSOR_TEST); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glEnable(GL_SCISSOR_TEST); const Common::Rectangle window_rc = Common::Rectangle::FromExtents(0, 0, m_window_info.surface_width, m_window_info.surface_height); m_current_framebuffer = nullptr; m_last_viewport = window_rc; m_last_scissor = window_rc; UpdateViewport(); UpdateScissor(); return true; } void OpenGLDevice::EndPresent() { DebugAssert(!m_current_framebuffer); if (m_gpu_timing_enabled) PopTimestampQuery(); m_gl_context->SwapBuffers(); if (m_gpu_timing_enabled) KickTimestampQuery(); } void OpenGLDevice::CreateTimestampQueries() { const bool gles = m_gl_context->IsGLES(); const auto GenQueries = gles ? glGenQueriesEXT : glGenQueries; GenQueries(static_cast(m_timestamp_queries.size()), m_timestamp_queries.data()); KickTimestampQuery(); } void OpenGLDevice::DestroyTimestampQueries() { if (m_timestamp_queries[0] == 0) return; const bool gles = m_gl_context->IsGLES(); const auto DeleteQueries = gles ? glDeleteQueriesEXT : glDeleteQueries; if (m_timestamp_query_started) { const auto EndQuery = gles ? glEndQueryEXT : glEndQuery; EndQuery(GL_TIME_ELAPSED); } DeleteQueries(static_cast(m_timestamp_queries.size()), m_timestamp_queries.data()); m_timestamp_queries.fill(0); m_read_timestamp_query = 0; m_write_timestamp_query = 0; m_waiting_timestamp_queries = 0; m_timestamp_query_started = false; } void OpenGLDevice::PopTimestampQuery() { const bool gles = m_gl_context->IsGLES(); if (gles) { GLint disjoint = 0; glGetIntegerv(GL_GPU_DISJOINT_EXT, &disjoint); if (disjoint) { Log_VerbosePrintf("GPU timing disjoint, resetting."); if (m_timestamp_query_started) glEndQueryEXT(GL_TIME_ELAPSED); m_read_timestamp_query = 0; m_write_timestamp_query = 0; m_waiting_timestamp_queries = 0; m_timestamp_query_started = false; } } while (m_waiting_timestamp_queries > 0) { const auto GetQueryObjectiv = gles ? glGetQueryObjectivEXT : glGetQueryObjectiv; const auto GetQueryObjectui64v = gles ? glGetQueryObjectui64vEXT : glGetQueryObjectui64v; GLint available = 0; GetQueryObjectiv(m_timestamp_queries[m_read_timestamp_query], GL_QUERY_RESULT_AVAILABLE, &available); if (!available) break; u64 result = 0; GetQueryObjectui64v(m_timestamp_queries[m_read_timestamp_query], GL_QUERY_RESULT, &result); m_accumulated_gpu_time += static_cast(static_cast(result) / 1000000.0); m_read_timestamp_query = (m_read_timestamp_query + 1) % NUM_TIMESTAMP_QUERIES; m_waiting_timestamp_queries--; } if (m_timestamp_query_started) { const auto EndQuery = gles ? glEndQueryEXT : glEndQuery; EndQuery(GL_TIME_ELAPSED); m_write_timestamp_query = (m_write_timestamp_query + 1) % NUM_TIMESTAMP_QUERIES; m_timestamp_query_started = false; m_waiting_timestamp_queries++; } } void OpenGLDevice::KickTimestampQuery() { if (m_timestamp_query_started || m_waiting_timestamp_queries == NUM_TIMESTAMP_QUERIES) return; const bool gles = m_gl_context->IsGLES(); const auto BeginQuery = gles ? glBeginQueryEXT : glBeginQuery; BeginQuery(GL_TIME_ELAPSED, m_timestamp_queries[m_write_timestamp_query]); m_timestamp_query_started = true; } bool OpenGLDevice::SetGPUTimingEnabled(bool enabled) { if (m_gpu_timing_enabled == enabled) return true; else if (!m_features.gpu_timing) return false; m_gpu_timing_enabled = enabled; if (m_gpu_timing_enabled) CreateTimestampQueries(); else DestroyTimestampQueries(); return true; } float OpenGLDevice::GetAndResetAccumulatedGPUTime() { const float value = m_accumulated_gpu_time; m_accumulated_gpu_time = 0.0f; return value; } void OpenGLDevice::SetActiveTexture(u32 slot) { if (m_last_texture_unit != slot) { m_last_texture_unit = slot; glActiveTexture(GL_TEXTURE0 + slot); } } void OpenGLDevice::UnbindTexture(GLuint id) { for (u32 slot = 0; slot < MAX_TEXTURE_SAMPLERS; slot++) { auto& ss = m_last_samplers[slot]; if (ss.first == id) { ss.first = 0; const GLenum unit = GL_TEXTURE0 + slot; if (m_last_texture_unit != unit) { m_last_texture_unit = unit; glActiveTexture(unit); } glBindTexture(GL_TEXTURE_2D, 0); } } } void OpenGLDevice::UnbindSSBO(GLuint id) { if (m_last_ssbo != id) return; m_last_ssbo = 0; glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, 0); } void OpenGLDevice::UnbindSampler(GLuint id) { for (u32 slot = 0; slot < MAX_TEXTURE_SAMPLERS; slot++) { auto& ss = m_last_samplers[slot]; if (ss.second == id) { ss.second = 0; glBindSampler(slot, 0); } } } void OpenGLDevice::UnbindFramebuffer(const OpenGLFramebuffer* fb) { if (m_current_framebuffer == fb) { m_current_framebuffer = nullptr; glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); } } void OpenGLDevice::UnbindPipeline(const OpenGLPipeline* pl) { if (m_current_pipeline == pl) { m_current_pipeline = nullptr; glUseProgram(0); } } void OpenGLDevice::Draw(u32 vertex_count, u32 base_vertex) { glDrawArrays(m_current_pipeline->GetTopology(), base_vertex, vertex_count); } void OpenGLDevice::DrawIndexed(u32 index_count, u32 base_index, u32 base_vertex) { const void* indices = reinterpret_cast(static_cast(base_index) * sizeof(u16)); glDrawElementsBaseVertex(m_current_pipeline->GetTopology(), index_count, GL_UNSIGNED_SHORT, indices, base_vertex); } void OpenGLDevice::MapVertexBuffer(u32 vertex_size, u32 vertex_count, void** map_ptr, u32* map_space, u32* map_base_vertex) { const auto res = m_vertex_buffer->Map(vertex_size, vertex_size * vertex_count); *map_ptr = res.pointer; *map_space = res.space_aligned; *map_base_vertex = res.index_aligned; } void OpenGLDevice::UnmapVertexBuffer(u32 vertex_size, u32 vertex_count) { m_vertex_buffer->Unmap(vertex_size * vertex_count); } void OpenGLDevice::MapIndexBuffer(u32 index_count, DrawIndex** map_ptr, u32* map_space, u32* map_base_index) { const auto res = m_index_buffer->Map(sizeof(DrawIndex), sizeof(DrawIndex) * index_count); *map_ptr = static_cast(res.pointer); *map_space = res.space_aligned; *map_base_index = res.index_aligned; } void OpenGLDevice::UnmapIndexBuffer(u32 used_index_count) { m_index_buffer->Unmap(sizeof(DrawIndex) * used_index_count); } void OpenGLDevice::PushUniformBuffer(const void* data, u32 data_size) { const auto res = m_uniform_buffer->Map(m_uniform_buffer_alignment, data_size); std::memcpy(res.pointer, data, data_size); m_uniform_buffer->Unmap(data_size); glBindBufferRange(GL_UNIFORM_BUFFER, 1, m_uniform_buffer->GetGLBufferId(), res.buffer_offset, data_size); } void* OpenGLDevice::MapUniformBuffer(u32 size) { const auto res = m_uniform_buffer->Map(m_uniform_buffer_alignment, size); return res.pointer; } void OpenGLDevice::UnmapUniformBuffer(u32 size) { const u32 pos = m_uniform_buffer->Unmap(size); glBindBufferRange(GL_UNIFORM_BUFFER, 1, m_uniform_buffer->GetGLBufferId(), pos, size); } void OpenGLDevice::SetFramebuffer(GPUFramebuffer* fb) { if (m_current_framebuffer == fb) return; OpenGLFramebuffer* FB = static_cast(fb); const bool prev_was_window = (m_current_framebuffer == nullptr); const bool new_is_window = (FB == nullptr); m_current_framebuffer = FB; glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FB ? FB->GetGLId() : 0); if (prev_was_window != new_is_window) { UpdateViewport(); UpdateScissor(); } if (FB) CommitClear(FB); } void OpenGLDevice::SetTextureSampler(u32 slot, GPUTexture* texture, GPUSampler* sampler) { DebugAssert(slot < MAX_TEXTURE_SAMPLERS); auto& sslot = m_last_samplers[slot]; const OpenGLTexture* T = static_cast(texture); const GLuint Tid = T ? T->GetGLId() : 0; if (sslot.first != Tid) { sslot.first = Tid; SetActiveTexture(slot); glBindTexture(T ? T->GetGLTarget() : GL_TEXTURE_2D, T ? T->GetGLId() : 0); } const GLuint Sid = sampler ? static_cast(sampler)->GetID() : 0; if (sslot.second != Sid) { sslot.second = Sid; glBindSampler(slot, Sid); } } void OpenGLDevice::SetTextureBuffer(u32 slot, GPUTextureBuffer* buffer) { const OpenGLTextureBuffer* B = static_cast(buffer); if (!m_features.texture_buffers_emulated_with_ssbo) { const GLuint Tid = B ? B->GetTextureId() : 0; if (m_last_samplers[slot].first != Tid) { m_last_samplers[slot].first = Tid; SetActiveTexture(slot); glBindTexture(GL_TEXTURE_BUFFER, Tid); } } else { DebugAssert(slot == 0); const GLuint bid = B ? B->GetBuffer()->GetGLBufferId() : 0; if (m_last_ssbo == bid) return; m_last_ssbo = bid; glBindBufferBase(GL_SHADER_STORAGE_BUFFER, slot, bid); } } void OpenGLDevice::SetViewport(s32 x, s32 y, s32 width, s32 height) { const Common::Rectangle rc = Common::Rectangle::FromExtents(x, y, width, height); if (m_last_viewport == rc) return; m_last_viewport = rc; UpdateViewport(); } void OpenGLDevice::SetScissor(s32 x, s32 y, s32 width, s32 height) { const Common::Rectangle rc = Common::Rectangle::FromExtents(x, y, width, height); if (m_last_scissor == rc) return; m_last_scissor = rc; UpdateScissor(); } std::tuple OpenGLDevice::GetFlippedViewportScissor(const Common::Rectangle& rc) const { // Only when rendering to window framebuffer. // We draw everything else upside-down. s32 x, y, width, height; if (!m_current_framebuffer) { const s32 sh = static_cast(m_window_info.surface_height); const s32 rh = rc.GetHeight(); x = rc.left; y = sh - rc.top - rh; width = rc.GetWidth(); height = rh; } else { x = rc.left; y = rc.top; width = rc.GetWidth(); height = rc.GetHeight(); } return std::tie(x, y, width, height); } void OpenGLDevice::UpdateViewport() { const auto& [x, y, width, height] = GetFlippedViewportScissor(m_last_viewport); glViewport(x, y, width, height); } void OpenGLDevice::UpdateScissor() { const auto& [x, y, width, height] = GetFlippedViewportScissor(m_last_scissor); glScissor(x, y, width, height); }