mirror of
https://github.com/RetroDECK/Duckstation.git
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1094 lines
32 KiB
C++
1094 lines
32 KiB
C++
// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#include "opengl_device.h"
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#include "opengl_pipeline.h"
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#include "opengl_stream_buffer.h"
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#include "opengl_texture.h"
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#include "core/host.h"
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#include "common/align.h"
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#include "common/assert.h"
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#include "common/log.h"
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#include "common/string_util.h"
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#include "fmt/format.h"
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#include <array>
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#include <tuple>
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Log_SetChannel(OpenGLDevice);
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OpenGLDevice::OpenGLDevice()
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{
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// Something which won't be matched..
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std::memset(&m_last_rasterization_state, 0xFF, sizeof(m_last_rasterization_state));
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std::memset(&m_last_depth_state, 0xFF, sizeof(m_last_depth_state));
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std::memset(&m_last_blend_state, 0xFF, sizeof(m_last_blend_state));
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m_last_blend_state.enable = false;
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m_last_blend_state.constant = 0;
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}
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OpenGLDevice::~OpenGLDevice()
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{
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Assert(!m_gl_context);
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Assert(!m_pipeline_disk_cache_file);
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}
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void OpenGLDevice::BindUpdateTextureUnit()
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{
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GetInstance().SetActiveTexture(UPDATE_TEXTURE_UNIT - GL_TEXTURE0);
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}
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RenderAPI OpenGLDevice::GetRenderAPI() const
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{
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return m_gl_context->IsGLES() ? RenderAPI::OpenGLES : RenderAPI::OpenGL;
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}
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std::unique_ptr<GPUTexture> OpenGLDevice::CreateTexture(u32 width, u32 height, u32 layers, u32 levels, u32 samples,
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GPUTexture::Type type, GPUTexture::Format format,
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const void* data, u32 data_stride, bool dynamic /* = false */)
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{
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std::unique_ptr<OpenGLTexture> tex(std::make_unique<OpenGLTexture>());
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if (!tex->Create(width, height, layers, levels, samples, type, format, data, data_stride))
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tex.reset();
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return tex;
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}
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bool OpenGLDevice::DownloadTexture(GPUTexture* texture, u32 x, u32 y, u32 width, u32 height, void* out_data,
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u32 out_data_stride)
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{
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OpenGLTexture* T = static_cast<OpenGLTexture*>(texture);
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GLint alignment;
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if (out_data_stride & 1)
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alignment = 1;
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else if (out_data_stride & 2)
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alignment = 2;
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else
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alignment = 4;
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glPixelStorei(GL_PACK_ALIGNMENT, alignment);
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glPixelStorei(GL_PACK_ROW_LENGTH, out_data_stride / T->GetPixelSize());
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const auto [gl_internal_format, gl_format, gl_type] = OpenGLTexture::GetPixelFormatMapping(T->GetFormat());
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const u32 layer = 0;
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const u32 level = 0;
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if (GLAD_GL_VERSION_4_5 || GLAD_GL_ARB_get_texture_sub_image)
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{
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glGetTextureSubImage(T->GetGLId(), level, x, y, layer, width, height, 1, gl_format, gl_type,
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height * out_data_stride, out_data);
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}
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else
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{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_read_fbo);
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if (T->GetLayers() > 1)
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glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, T->GetGLId(), level, layer);
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else
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, T->GetGLTarget(), T->GetGLId(), level);
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DebugAssert(glCheckFramebufferStatus(GL_READ_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
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glReadPixels(x, y, width, height, gl_format, gl_type, out_data);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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}
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return true;
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}
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bool OpenGLDevice::SupportsTextureFormat(GPUTexture::Format format) const
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{
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const auto [gl_internal_format, gl_format, gl_type] = OpenGLTexture::GetPixelFormatMapping(format);
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return (gl_internal_format != static_cast<GLenum>(0));
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}
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void OpenGLDevice::CopyTextureRegion(GPUTexture* dst, u32 dst_x, u32 dst_y, u32 dst_layer, u32 dst_level,
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GPUTexture* src, u32 src_x, u32 src_y, u32 src_layer, u32 src_level, u32 width,
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u32 height)
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{
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OpenGLTexture* D = static_cast<OpenGLTexture*>(dst);
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OpenGLTexture* S = static_cast<OpenGLTexture*>(src);
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CommitClear(D);
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CommitClear(S);
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const GLuint sid = S->GetGLId();
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const GLuint did = D->GetGLId();
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if (GLAD_GL_VERSION_4_3 || GLAD_GL_ARB_copy_image)
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{
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glCopyImageSubData(sid, GL_TEXTURE_2D, src_level, src_x, src_y, src_layer, did, GL_TEXTURE_2D, dst_level, dst_x,
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dst_y, dst_layer, width, height, 1);
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}
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else if (GLAD_GL_EXT_copy_image)
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{
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glCopyImageSubDataEXT(sid, GL_TEXTURE_2D, src_level, src_x, src_y, src_layer, did, GL_TEXTURE_2D, dst_level, dst_x,
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dst_y, dst_layer, width, height, 1);
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}
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else if (GLAD_GL_OES_copy_image)
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{
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glCopyImageSubDataOES(sid, GL_TEXTURE_2D, src_level, src_x, src_y, src_layer, did, GL_TEXTURE_2D, dst_level, dst_x,
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dst_y, dst_layer, width, height, 1);
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}
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else
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{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_read_fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_write_fbo);
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if (D->IsTextureArray())
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glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, did, dst_level, dst_layer);
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else
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, D->GetGLTarget(), did, dst_level);
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if (S->IsTextureArray())
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glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, sid, src_level, src_layer);
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else
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, S->GetGLTarget(), sid, src_level);
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glDisable(GL_SCISSOR_TEST);
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glBlitFramebuffer(src_x, src_y, src_x + width, src_y + height, dst_x, dst_y, dst_x + width, dst_y + height,
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glEnable(GL_SCISSOR_TEST);
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if (m_current_framebuffer)
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{
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_current_framebuffer ? m_current_framebuffer->GetGLId() : 0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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}
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else
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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}
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}
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void OpenGLDevice::ResolveTextureRegion(GPUTexture* dst, u32 dst_x, u32 dst_y, u32 dst_layer, u32 dst_level,
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GPUTexture* src, u32 src_x, u32 src_y, u32 width, u32 height)
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{
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OpenGLTexture* D = static_cast<OpenGLTexture*>(dst);
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OpenGLTexture* S = static_cast<OpenGLTexture*>(src);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_read_fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_write_fbo);
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if (D->IsTextureArray())
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glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, D->GetGLId(), dst_level, dst_layer);
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else
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, D->GetGLTarget(), D->GetGLId(), dst_level);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, S->GetGLTarget(), S->GetGLId(), 0);
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CommitClear(S);
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if (width == D->GetMipWidth(dst_level) && height == D->GetMipHeight(dst_level))
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{
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D->SetState(GPUTexture::State::Dirty);
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if (glInvalidateFramebuffer)
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{
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const GLenum attachment = GL_COLOR_ATTACHMENT0;
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glInvalidateFramebuffer(GL_DRAW_FRAMEBUFFER, 1, &attachment);
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}
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}
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else
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{
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CommitClear(D);
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}
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glDisable(GL_SCISSOR_TEST);
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glBlitFramebuffer(src_x, src_y, src_x + width, src_y + height, dst_x, dst_y, dst_x + width, dst_y + height,
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GL_COLOR_BUFFER_BIT, GL_LINEAR);
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glEnable(GL_SCISSOR_TEST);
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if (m_current_framebuffer)
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{
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_current_framebuffer ? m_current_framebuffer->GetGLId() : 0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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}
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else
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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}
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void OpenGLDevice::ClearRenderTarget(GPUTexture* t, u32 c)
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{
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GPUDevice::ClearRenderTarget(t, c);
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if (m_current_framebuffer && m_current_framebuffer->GetRT() == t)
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CommitClear(m_current_framebuffer);
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}
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void OpenGLDevice::ClearDepth(GPUTexture* t, float d)
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{
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GPUDevice::ClearDepth(t, d);
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if (m_current_framebuffer && m_current_framebuffer->GetDS() == t)
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CommitClear(m_current_framebuffer);
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}
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void OpenGLDevice::InvalidateRenderTarget(GPUTexture* t)
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{
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GPUDevice::InvalidateRenderTarget(t);
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if (m_current_framebuffer && (m_current_framebuffer->GetRT() == t || m_current_framebuffer->GetDS() == t))
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CommitClear(m_current_framebuffer);
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}
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void OpenGLDevice::PushDebugGroup(const char* name)
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{
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#ifdef _DEBUG
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if (!glPushDebugGroup)
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return;
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glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, static_cast<GLsizei>(std::strlen(name)), name);
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#endif
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}
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void OpenGLDevice::PopDebugGroup()
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{
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#ifdef _DEBUG
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if (!glPopDebugGroup)
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return;
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glPopDebugGroup();
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#endif
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}
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void OpenGLDevice::InsertDebugMessage(const char* msg)
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{
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#ifdef _DEBUG
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if (!glDebugMessageInsert)
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return;
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if (msg[0] != '\0')
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{
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glDebugMessageInsert(GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_OTHER, 0, GL_DEBUG_SEVERITY_NOTIFICATION,
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static_cast<GLsizei>(std::strlen(msg)), msg);
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}
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#endif
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}
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void OpenGLDevice::SetVSync(bool enabled)
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{
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if (m_vsync_enabled == enabled)
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return;
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m_vsync_enabled = enabled;
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SetSwapInterval();
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}
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static void APIENTRY GLDebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length,
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const GLchar* message, const void* userParam)
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{
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switch (severity)
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{
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case GL_DEBUG_SEVERITY_HIGH_KHR:
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Log_ErrorPrint(message);
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break;
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case GL_DEBUG_SEVERITY_MEDIUM_KHR:
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Log_WarningPrint(message);
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break;
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case GL_DEBUG_SEVERITY_LOW_KHR:
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Log_InfoPrint(message);
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break;
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case GL_DEBUG_SEVERITY_NOTIFICATION:
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// Log_DebugPrint(message);
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break;
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}
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}
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bool OpenGLDevice::HasSurface() const
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{
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return m_window_info.type != WindowInfo::Type::Surfaceless;
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}
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bool OpenGLDevice::CreateDevice(const std::string_view& adapter, bool threaded_presentation)
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{
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m_gl_context = GL::Context::Create(m_window_info);
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if (!m_gl_context)
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{
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Log_ErrorPrintf("Failed to create any GL context");
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m_gl_context.reset();
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return false;
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}
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// Is this needed?
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m_window_info = m_gl_context->GetWindowInfo();
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const bool opengl_is_available =
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((!m_gl_context->IsGLES() && (GLAD_GL_VERSION_3_0 || GLAD_GL_ARB_uniform_buffer_object)) ||
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(m_gl_context->IsGLES() && GLAD_GL_ES_VERSION_3_1));
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if (!opengl_is_available)
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{
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Host::ReportErrorAsync(TRANSLATE_SV("GPUDevice", "Error"),
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TRANSLATE_SV("GPUDevice", "OpenGL renderer unavailable, your driver or hardware is not "
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"recent enough. OpenGL 3.1 or OpenGL ES 3.1 is required."));
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m_gl_context.reset();
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return false;
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}
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SetSwapInterval();
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if (HasSurface())
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RenderBlankFrame();
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if (m_debug_device && GLAD_GL_KHR_debug)
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{
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if (m_gl_context->IsGLES())
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glDebugMessageCallbackKHR(GLDebugCallback, nullptr);
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else
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glDebugMessageCallback(GLDebugCallback, nullptr);
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glEnable(GL_DEBUG_OUTPUT);
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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}
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else
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{
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// Nail the function pointers so that we don't waste time calling them.
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glPushDebugGroup = nullptr;
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glPopDebugGroup = nullptr;
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glDebugMessageInsert = nullptr;
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glObjectLabel = nullptr;
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}
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bool buggy_pbo;
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if (!CheckFeatures(&buggy_pbo))
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return false;
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if (!CreateBuffers(buggy_pbo))
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return false;
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// Scissor test should always be enabled.
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glEnable(GL_SCISSOR_TEST);
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return true;
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}
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bool OpenGLDevice::CheckFeatures(bool* buggy_pbo)
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{
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const bool is_gles = m_gl_context->IsGLES();
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bool vendor_id_amd = false;
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// bool vendor_id_nvidia = false;
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bool vendor_id_intel = false;
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bool vendor_id_arm = false;
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bool vendor_id_qualcomm = false;
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bool vendor_id_powervr = false;
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const char* vendor = (const char*)glGetString(GL_VENDOR);
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const char* renderer = (const char*)glGetString(GL_RENDERER);
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if (std::strstr(vendor, "Advanced Micro Devices") || std::strstr(vendor, "ATI Technologies Inc.") ||
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std::strstr(vendor, "ATI"))
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{
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Log_InfoPrint("AMD GPU detected.");
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vendor_id_amd = true;
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}
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else if (std::strstr(vendor, "NVIDIA Corporation"))
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{
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Log_InfoPrint("NVIDIA GPU detected.");
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// vendor_id_nvidia = true;
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}
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else if (std::strstr(vendor, "Intel"))
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{
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Log_InfoPrint("Intel GPU detected.");
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vendor_id_intel = true;
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}
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else if (std::strstr(vendor, "ARM"))
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{
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Log_InfoPrint("ARM GPU detected.");
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vendor_id_arm = true;
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}
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else if (std::strstr(vendor, "Qualcomm"))
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{
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Log_InfoPrint("Qualcomm GPU detected.");
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vendor_id_qualcomm = true;
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}
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else if (std::strstr(vendor, "Imagination Technologies") || std::strstr(renderer, "PowerVR"))
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{
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Log_InfoPrint("PowerVR GPU detected.");
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vendor_id_powervr = true;
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}
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// Don't use PBOs when we don't have ARB_buffer_storage, orphaning buffers probably ends up worse than just
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// using the normal texture update routines and letting the driver take care of it. PBOs are also completely
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// broken on mobile drivers.
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const bool is_shitty_mobile_driver = (vendor_id_powervr || vendor_id_qualcomm || vendor_id_arm);
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const bool is_buggy_pbo =
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(!GLAD_GL_VERSION_4_4 && !GLAD_GL_ARB_buffer_storage && !GLAD_GL_EXT_buffer_storage) || is_shitty_mobile_driver;
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*buggy_pbo = is_buggy_pbo;
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if (is_buggy_pbo && !is_shitty_mobile_driver)
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Log_WarningPrint("Not using PBOs for texture uploads because buffer_storage is unavailable.");
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GLint max_texture_size = 1024;
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GLint max_samples = 1;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
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Log_DevFmt("GL_MAX_TEXTURE_SIZE: {}", max_texture_size);
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glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
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Log_DevFmt("GL_MAX_SAMPLES: {}", max_samples);
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m_max_texture_size = std::max(1024u, static_cast<u32>(max_texture_size));
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m_max_multisamples = std::max(1u, static_cast<u32>(max_samples));
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GLint max_dual_source_draw_buffers = 0;
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glGetIntegerv(GL_MAX_DUAL_SOURCE_DRAW_BUFFERS, &max_dual_source_draw_buffers);
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m_features.dual_source_blend =
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(max_dual_source_draw_buffers > 0) &&
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(GLAD_GL_VERSION_3_3 || GLAD_GL_ARB_blend_func_extended || GLAD_GL_EXT_blend_func_extended);
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#ifdef __APPLE__
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// Partial texture buffer uploads appear to be broken in macOS's OpenGL driver.
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m_features.supports_texture_buffers = false;
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#else
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m_features.supports_texture_buffers = (GLAD_GL_VERSION_3_1 || GLAD_GL_ES_VERSION_3_2);
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// And Samsung's ANGLE/GLES driver?
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if (std::strstr(reinterpret_cast<const char*>(glGetString(GL_RENDERER)), "ANGLE"))
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m_features.supports_texture_buffers = false;
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if (m_features.supports_texture_buffers)
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{
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GLint max_texel_buffer_size = 0;
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glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, reinterpret_cast<GLint*>(&max_texel_buffer_size));
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Log_DevFmt("GL_MAX_TEXTURE_BUFFER_SIZE: {}", max_texel_buffer_size);
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if (max_texel_buffer_size < static_cast<GLint>(MIN_TEXEL_BUFFER_ELEMENTS))
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{
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Log_WarningFmt("GL_MAX_TEXTURE_BUFFER_SIZE ({}) is below required minimum ({}), not using texture buffers.",
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max_texel_buffer_size, MIN_TEXEL_BUFFER_ELEMENTS);
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m_features.supports_texture_buffers = false;
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}
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}
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#endif
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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_DevFmt("GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS: {}", max_fragment_storage_blocks);
|
|
Log_DevFmt("GL_MAX_SHADER_STORAGE_BLOCK_SIZE: {}", 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;
|
|
}
|
|
}
|
|
|
|
// 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_DevFmt("{} 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, ¤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<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];
|
|
|
|
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_FRAMEBUFFER, 0);
|
|
|
|
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();
|
|
|
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
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();
|
|
}
|
|
|
|
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<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);
|
|
}
|