Duckstation/src/util/opengl_device.cpp
Stenzek e3d9ba4c99 Rewrite host GPU abstraction
- Don't have to repeat the same thing for 4 renderers.
 - Add native Metal renderer.
2023-08-20 21:55:38 +10:00

1063 lines
32 KiB
C++

// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
// 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 "postprocessing_chain.h" // TODO: Remove me
#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 <array>
#include <tuple>
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<GPUTexture> 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<OpenGLTexture> tex(std::make_unique<OpenGLTexture>());
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<OpenGLTexture*>(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<GLenum>(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<OpenGLTexture*>(dst);
OpenGLTexture* S = static_cast<OpenGLTexture*>(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<OpenGLTexture*>(dst);
OpenGLTexture* S = static_cast<OpenGLTexture*>(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* fmt, ...)
{
#ifdef _DEBUG
if (!glPushDebugGroup)
return;
std::va_list ap;
va_start(ap, fmt);
const std::string buf(StringUtil::StdStringFromFormatV(fmt, ap));
va_end(ap);
if (!buf.empty())
glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, static_cast<GLsizei>(buf.size()), buf.c_str());
#endif
}
void OpenGLDevice::PopDebugGroup()
{
#ifdef _DEBUG
if (!glPopDebugGroup)
return;
glPopDebugGroup();
#endif
}
void OpenGLDevice::InsertDebugMessage(const char* fmt, ...)
{
#ifdef _DEBUG
if (!glDebugMessageInsert)
return;
std::va_list ap;
va_start(ap, fmt);
const std::string buf(StringUtil::StdStringFromFormatV(fmt, ap));
va_end(ap);
if (!buf.empty())
{
glDebugMessageInsert(GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_OTHER, 0, GL_DEBUG_SEVERITY_NOTIFICATION,
static_cast<GLsizei>(buf.size()), buf.c_str());
}
#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 = true;// 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<u32>(max_texture_size));
m_max_multisamples = std::max(1u, static_cast<u32>(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<const char*>(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<GLint64>(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;
}
}
m_features.per_sample_shading = GLAD_GL_VERSION_4_0 || GLAD_GL_ES_VERSION_3_2 || GLAD_GL_ARB_sample_shading;
// noperspective is not supported in GLSL ES.
m_features.noperspective_interpolation = !is_gles;
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<u32>(new_window_width) &&
m_window_info.surface_height == static_cast<u32>(new_window_height))
{
return;
}
m_gl_context->ResizeSurface(static_cast<u32>(new_window_width), static_cast<u32>(new_window_height));
m_window_info = m_gl_context->GetWindowInfo();
}
std::string OpenGLDevice::GetDriverInfo() const
{
const char* gl_vendor = reinterpret_cast<const char*>(glGetString(GL_VENDOR));
const char* gl_renderer = reinterpret_cast<const char*>(glGetString(GL_RENDERER));
const char* gl_version = reinterpret_cast<const char*>(glGetString(GL_VERSION));
const char* gl_shading_language_version = reinterpret_cast<const char*>(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, &current_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<GLint*>(&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<GLsizei>(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<s32> window_rc =
Common::Rectangle<s32>::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<u32>(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<u32>(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<float>(static_cast<double>(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<const void*>(static_cast<uintptr_t>(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<DrawIndex*>(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<OpenGLFramebuffer*>(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();
}
}
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<const OpenGLTexture*>(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<const OpenGLSampler*>(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<const OpenGLTextureBuffer*>(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<s32> rc = Common::Rectangle<s32>::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<s32> rc = Common::Rectangle<s32>::FromExtents(x, y, width, height);
if (m_last_scissor == rc)
return;
m_last_scissor = rc;
UpdateScissor();
}
std::tuple<s32, s32, s32, s32> OpenGLDevice::GetFlippedViewportScissor(const Common::Rectangle<s32>& 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<s32>(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);
}