Files
pcsx2/plugins/GSdx/GLLoader.cpp
T
gregory.hainaut 3d7b86660a gsdx ogl: Enable by default advance DATE effect on nvidia (GL4 GPU)
Note: DATE is used for shadows (persona 3) and others effect

You can disable it when you disable gl image extension (override_GL_ARB_shader_image_load_store = 0)
You can also enable it on AMD too (set it to 1 this time) but no guarantee.

If you feel the extension is too slow, you can try disable some gl barrier (aka "damn the torpedo full steam ahead!").
It can be done with the option UserHacks_DateGL4 = 1. Otherwise just disable the extension.

Note: don't enable UserHacks_AlphaStencil in the same time. GL_ARB_shader_image_load_store is an alternative implementation.
Enabling both in the same time will lead to undefined (well surely wrong) behavior.




git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5890 96395faa-99c1-11dd-bbfe-3dabce05a288
2014-02-08 11:05:26 +00:00

305 lines
15 KiB
C++

/*
* Copyright (C) 2011-2013 Gregory hainaut
* Copyright (C) 2007-2009 Gabest
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GLLoader.h"
#include "GSdx.h"
#ifndef ENABLE_GLES
PFNGLACTIVETEXTUREPROC gl_ActiveTexture = NULL;
PFNGLBLENDCOLORPROC gl_BlendColor = NULL;
PFNGLATTACHSHADERPROC gl_AttachShader = NULL;
PFNGLBINDBUFFERPROC gl_BindBuffer = NULL;
PFNGLBINDBUFFERBASEPROC gl_BindBufferBase = NULL;
PFNGLBINDFRAMEBUFFERPROC gl_BindFramebuffer = NULL;
PFNGLBINDSAMPLERPROC gl_BindSampler = NULL;
PFNGLBINDVERTEXARRAYPROC gl_BindVertexArray = NULL;
PFNGLBLENDEQUATIONSEPARATEIARBPROC gl_BlendEquationSeparateiARB = NULL;
PFNGLBLENDFUNCSEPARATEIARBPROC gl_BlendFuncSeparateiARB = NULL;
PFNGLBLITFRAMEBUFFERPROC gl_BlitFramebuffer = NULL;
PFNGLBUFFERDATAPROC gl_BufferData = NULL;
PFNGLCHECKFRAMEBUFFERSTATUSPROC gl_CheckFramebufferStatus = NULL;
PFNGLCLEARBUFFERFVPROC gl_ClearBufferfv = NULL;
PFNGLCLEARBUFFERIVPROC gl_ClearBufferiv = NULL;
PFNGLCLEARBUFFERUIVPROC gl_ClearBufferuiv = NULL;
PFNGLCOLORMASKIPROC gl_ColorMaski = NULL;
PFNGLCOMPILESHADERPROC gl_CompileShader = NULL;
PFNGLCREATEPROGRAMPROC gl_CreateProgram = NULL;
PFNGLCREATESHADERPROC gl_CreateShader = NULL;
PFNGLCREATESHADERPROGRAMVPROC gl_CreateShaderProgramv = NULL;
PFNGLDELETEBUFFERSPROC gl_DeleteBuffers = NULL;
PFNGLDELETEFRAMEBUFFERSPROC gl_DeleteFramebuffers = NULL;
PFNGLDELETEPROGRAMPROC gl_DeleteProgram = NULL;
PFNGLDELETESAMPLERSPROC gl_DeleteSamplers = NULL;
PFNGLDELETESHADERPROC gl_DeleteShader = NULL;
PFNGLDELETEVERTEXARRAYSPROC gl_DeleteVertexArrays = NULL;
PFNGLDETACHSHADERPROC gl_DetachShader = NULL;
PFNGLDRAWBUFFERSPROC gl_DrawBuffers = NULL;
PFNGLDRAWELEMENTSBASEVERTEXPROC gl_DrawElementsBaseVertex = NULL;
PFNGLENABLEVERTEXATTRIBARRAYPROC gl_EnableVertexAttribArray = NULL;
PFNGLFRAMEBUFFERRENDERBUFFERPROC gl_FramebufferRenderbuffer = NULL;
PFNGLFRAMEBUFFERTEXTURE2DPROC gl_FramebufferTexture2D = NULL;
PFNGLGENBUFFERSPROC gl_GenBuffers = NULL;
PFNGLGENFRAMEBUFFERSPROC gl_GenFramebuffers = NULL;
PFNGLGENSAMPLERSPROC gl_GenSamplers = NULL;
PFNGLGENVERTEXARRAYSPROC gl_GenVertexArrays = NULL;
PFNGLGETBUFFERPARAMETERIVPROC gl_GetBufferParameteriv = NULL;
PFNGLGETDEBUGMESSAGELOGARBPROC gl_GetDebugMessageLogARB = NULL;
PFNGLGETPROGRAMINFOLOGPROC gl_GetProgramInfoLog = NULL;
PFNGLGETPROGRAMIVPROC gl_GetProgramiv = NULL;
PFNGLGETSHADERIVPROC gl_GetShaderiv = NULL;
PFNGLGETSTRINGIPROC gl_GetStringi = NULL;
PFNGLISFRAMEBUFFERPROC gl_IsFramebuffer = NULL;
PFNGLLINKPROGRAMPROC gl_LinkProgram = NULL;
PFNGLMAPBUFFERPROC gl_MapBuffer = NULL;
PFNGLMAPBUFFERRANGEPROC gl_MapBufferRange = NULL;
PFNGLPROGRAMPARAMETERIPROC gl_ProgramParameteri = NULL;
PFNGLSAMPLERPARAMETERFPROC gl_SamplerParameterf = NULL;
PFNGLSAMPLERPARAMETERIPROC gl_SamplerParameteri = NULL;
PFNGLSHADERSOURCEPROC gl_ShaderSource = NULL;
PFNGLUNIFORM1IPROC gl_Uniform1i = NULL;
PFNGLUNMAPBUFFERPROC gl_UnmapBuffer = NULL;
PFNGLUSEPROGRAMSTAGESPROC gl_UseProgramStages = NULL;
PFNGLVERTEXATTRIBIPOINTERPROC gl_VertexAttribIPointer = NULL;
PFNGLVERTEXATTRIBPOINTERPROC gl_VertexAttribPointer = NULL;
PFNGLBUFFERSUBDATAPROC gl_BufferSubData = NULL;
PFNGLFENCESYNCPROC gl_FenceSync = NULL;
PFNGLDELETESYNCPROC gl_DeleteSync = NULL;
PFNGLCLIENTWAITSYNCPROC gl_ClientWaitSync = NULL;
PFNGLFLUSHMAPPEDBUFFERRANGEPROC gl_FlushMappedBufferRange = NULL;
// GL4.0
PFNGLUNIFORMSUBROUTINESUIVPROC gl_UniformSubroutinesuiv = NULL;
// GL4.1
PFNGLBINDPROGRAMPIPELINEPROC gl_BindProgramPipeline = NULL;
PFNGLGENPROGRAMPIPELINESPROC gl_GenProgramPipelines = NULL;
PFNGLDELETEPROGRAMPIPELINESPROC gl_DeleteProgramPipelines = NULL;
PFNGLGETPROGRAMPIPELINEIVPROC gl_GetProgramPipelineiv = NULL;
PFNGLVALIDATEPROGRAMPIPELINEPROC gl_ValidateProgramPipeline = NULL;
PFNGLGETPROGRAMPIPELINEINFOLOGPROC gl_GetProgramPipelineInfoLog = NULL;
// NO GL4.1
PFNGLUSEPROGRAMPROC gl_UseProgram = NULL;
PFNGLGETSHADERINFOLOGPROC gl_GetShaderInfoLog = NULL;
PFNGLPROGRAMUNIFORM1IPROC gl_ProgramUniform1i = NULL;
// NO GL4.2
PFNGLGETUNIFORMBLOCKINDEXPROC gl_GetUniformBlockIndex = NULL;
PFNGLUNIFORMBLOCKBINDINGPROC gl_UniformBlockBinding = NULL;
PFNGLGETUNIFORMLOCATIONPROC gl_GetUniformLocation = NULL;
// GL4.3
PFNGLCOPYIMAGESUBDATAPROC gl_CopyImageSubData = NULL;
// GL4.2
PFNGLBINDIMAGETEXTUREPROC gl_BindImageTexture = NULL;
PFNGLMEMORYBARRIERPROC gl_MemoryBarrier = NULL;
PFNGLTEXSTORAGE2DPROC gl_TexStorage2D = NULL;
// GL4.4
PFNGLCLEARTEXIMAGEPROC gl_ClearTexImage = NULL;
PFNGLBINDTEXTURESPROC gl_BindTextures = NULL;
PFNGLBUFFERSTORAGEPROC gl_BufferStorage = NULL;
// GL_ARB_bindless_texture (GL5?)
PFNGLGETTEXTURESAMPLERHANDLEARBPROC gl_GetTextureSamplerHandleARB = NULL;
PFNGLMAKETEXTUREHANDLERESIDENTARBPROC gl_MakeTextureHandleResidentARB = NULL;
PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC gl_MakeTextureHandleNonResidentARB = NULL;
PFNGLUNIFORMHANDLEUI64VARBPROC gl_UniformHandleui64vARB = NULL;
PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC gl_ProgramUniformHandleui64vARB = NULL;
PFNGLDEPTHRANGEDNVPROC gl_DepthRangedNV = NULL;
#endif
namespace GLLoader {
bool fglrx_buggy_driver = false;
bool nvidia_buggy_driver = false;
bool intel_buggy_driver = false;
bool in_replayer = false;
// Optional
bool found_GL_ARB_separate_shader_objects = false;
bool found_geometry_shader = true;
bool found_only_gl30 = false; // Drop it when mesa support GLSL330
bool found_GL_ARB_clear_texture = false; // Don't know if GL3 GPU can support it
bool found_GL_ARB_buffer_storage = false;
bool found_GL_ARB_explicit_uniform_location = false; // need by subroutine
// GL4 hardware
bool found_GL_ARB_copy_image = false; // Not sure actually maybe GL3 GPU can do it
bool found_GL_ARB_gpu_shader5 = false;
bool found_GL_ARB_shader_image_load_store = false;
bool found_GL_ARB_shader_subroutine = false;
bool found_GL_ARB_bindless_texture = false; // GL5 GPU?
// Surely recent hardware
bool found_GL_NV_depth_buffer_float = false;
// Mandatory for FULL GL (but optional for GLES)
bool found_GL_ARB_multi_bind = false; // Not yet. Wait Mesa & AMD drivers. Note might be deprecated by bindless_texture
bool found_GL_ARB_shading_language_420pack = false; // Not yet. Wait Mesa & AMD drivers
// Mandatory
bool found_GL_ARB_texture_storage = false;
static bool status_and_override(bool& found, const std::string& name, bool mandatory = false)
{
if (!found) {
fprintf(stderr, "INFO: %s is not supported\n", name.c_str());
if(mandatory) return false;
} else {
fprintf(stderr, "INFO: %s is supported\n", name.c_str());
}
std::string opt("override_");
opt += name;
if (theApp.GetConfig(opt.c_str(), -1) != -1) {
found = !!theApp.GetConfig(opt.c_str(), -1);
fprintf(stderr, "Override %s detection (%s)\n", name.c_str(), found ? "Enabled" : "Disabled");
}
return true;
}
bool check_gl_version(uint32 major, uint32 minor) {
const GLubyte* s = glGetString(GL_VERSION);
if (s == NULL) {
fprintf(stderr, "Error: GLLoader failed to get GL version\n");
return false;
}
const char* vendor = (const char*)glGetString(GL_VENDOR);
fprintf(stderr, "Supported Opengl version: %s on GPU: %s. Vendor: %s\n", s, glGetString(GL_RENDERER), vendor);
// Name change but driver is still bad!
if (strstr(vendor, "ATI") || strstr(vendor, "Advanced Micro Devices"))
fglrx_buggy_driver = true;
if (strstr(vendor, "NVIDIA Corporation"))
nvidia_buggy_driver = true;
if (strstr(vendor, "Intel"))
intel_buggy_driver = true;
GLuint dot = 0;
while (s[dot] != '\0' && s[dot] != '.') dot++;
if (dot == 0) return false;
GLuint major_gl = s[dot-1]-'0';
GLuint minor_gl = s[dot+1]-'0';
#ifndef ENABLE_GLES
if ( (major_gl < 3) || ( major_gl == 3 && minor_gl < 2 ) ) {
fprintf(stderr, "Geometry shaders are not supported. Required openGL 3.2\n");
found_geometry_shader = false;
}
if (nvidia_buggy_driver || intel_buggy_driver) {
fprintf(stderr, "Buggy driver detected. Geometry shaders will be disabled\n");
found_geometry_shader = false;
}
if (theApp.GetConfig("override_geometry_shader", -1) != -1) {
found_geometry_shader = !!theApp.GetConfig("override_geometry_shader", -1);
fprintf(stderr, "Override geometry shaders detection\n");
}
if ( (major_gl == 3) && minor_gl < 3) {
// Opensource driver spotted
found_only_gl30 = true;
}
#else
found_geometry_shader = false;
#endif
if ( (major_gl < major) || ( major_gl == major && minor_gl < minor ) ) {
fprintf(stderr, "OPENGL %d.%d is not supported\n", major, minor);
return false;
}
return true;
}
bool check_gl_supported_extension() {
int max_ext = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &max_ext);
if (gl_GetStringi && max_ext) {
for (GLint i = 0; i < max_ext; i++) {
string ext((const char*)gl_GetStringi(GL_EXTENSIONS, i));
if (ext.compare("GL_ARB_separate_shader_objects") == 0) {
if (!fglrx_buggy_driver) found_GL_ARB_separate_shader_objects = true;
else fprintf(stderr, "Buggy driver detected, GL_ARB_separate_shader_objects will be disabled\n");
}
if (ext.compare("GL_ARB_shading_language_420pack") == 0) found_GL_ARB_shading_language_420pack = true;
if (ext.compare("GL_ARB_texture_storage") == 0) found_GL_ARB_texture_storage = true;
if (ext.compare("GL_ARB_copy_image") == 0) found_GL_ARB_copy_image = true;
if (ext.compare("GL_ARB_gpu_shader5") == 0) found_GL_ARB_gpu_shader5 = true;
if (ext.compare("GL_NV_depth_buffer_float") == 0) found_GL_NV_depth_buffer_float = true;
if (ext.compare("GL_ARB_explicit_uniform_location") == 0) found_GL_ARB_explicit_uniform_location = true;
if (ext.compare("GL_ARB_multi_bind") == 0) found_GL_ARB_multi_bind = true;
// Only enable this extension on nvidia
if (nvidia_buggy_driver && ext.compare("GL_ARB_shader_image_load_store") == 0) found_GL_ARB_shader_image_load_store = true;
#if 0
// Erratum: on nvidia implementation, gain is very nice : 42.5 fps => 46.5 fps
//
// Strangely it doesn't provide the speed boost as expected.
// Note: only atst/colclip was replaced with subroutine for the moment. It replace 2000 program switch on
// colin mcrae 3 by 2100 uniform, but code is slower!
//
// Current hypothesis: the validation of useprogram is done in the "driver thread" whereas the extra function calls
// are done on the overloaded main threads.
// Apitrace profiling shows faster GPU draw times
if (ext.compare("GL_ARB_shader_subroutine") == 0) found_GL_ARB_shader_subroutine = true;
#endif
#ifdef GL44 // Need to debug the code first
// Need to check the clean (in particular of depth/stencil texture)
if (ext.compare("GL_ARB_clear_texture") == 0) found_GL_ARB_clear_texture = true;
// FIXME unattach context case + perf
if (ext.compare("GL_ARB_buffer_storage") == 0) found_GL_ARB_buffer_storage = true;
#endif
#ifdef GLBINDLESS // Need to debug the code first
if (ext.compare("GL_ARB_bindless_texture") == 0) found_GL_ARB_bindless_texture = true;
#endif
#ifdef ENABLE_GLES
fprintf(stderr, "DEBUG ext: %s\n", ext.c_str());
#endif
}
}
bool status = true;
#ifndef ENABLE_GLES
fprintf(stderr, "\n");
status &= status_and_override(found_GL_ARB_separate_shader_objects,"GL_ARB_separate_shader_objects");
status &= status_and_override(found_GL_ARB_gpu_shader5,"GL_ARB_gpu_shader5");
status &= status_and_override(found_GL_ARB_shader_image_load_store,"GL_ARB_shader_image_load_store");
status &= status_and_override(found_GL_ARB_clear_texture,"GL_ARB_clear_texture");
status &= status_and_override(found_GL_ARB_buffer_storage,"GL_ARB_buffer_storage");
status &= status_and_override(found_GL_ARB_shader_subroutine,"GL_ARB_shader_subroutine");
status &= status_and_override(found_GL_ARB_explicit_uniform_location,"GL_ARB_explicit_uniform_location");
status &= status_and_override(found_GL_ARB_texture_storage, "GL_ARB_texture_storage", true);
status &= status_and_override(found_GL_ARB_shading_language_420pack,"GL_ARB_shading_language_420pack");
status &= status_and_override(found_GL_ARB_multi_bind,"GL_ARB_multi_bind");
status &= status_and_override(found_GL_ARB_bindless_texture,"GL_ARB_bindless_texture");
status &= status_and_override(found_GL_NV_depth_buffer_float,"GL_NV_depth_buffer_float");
fprintf(stderr, "\n");
#endif
return status;
}
}