#include #include "base/logging.h" #include "base/NativeApp.h" #include "gl_state.h" #ifdef _WIN32 #include "GL/wglew.h" #endif #if defined(USING_GLES2) #if defined(ANDROID) || defined(BLACKBERRY) PFNEGLGETSYSTEMTIMEFREQUENCYNVPROC eglGetSystemTimeFrequencyNV; PFNEGLGETSYSTEMTIMENVPROC eglGetSystemTimeNV; PFNGLDRAWTEXTURENVPROC glDrawTextureNV; PFNGLCOPYIMAGESUBDATANVPROC glCopyImageSubDataNV; PFNGLBLITFRAMEBUFFERNVPROC glBlitFramebufferNV; PFNGLMAPBUFFERPROC glMapBuffer; PFNGLDISCARDFRAMEBUFFEREXTPROC glDiscardFramebufferEXT; PFNGLGENVERTEXARRAYSOESPROC glGenVertexArraysOES; PFNGLBINDVERTEXARRAYOESPROC glBindVertexArrayOES; PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArraysOES; PFNGLISVERTEXARRAYOESPROC glIsVertexArrayOES; #endif #endif OpenGLState glstate; GLExtensions gl_extensions; std::string g_all_gl_extensions; std::string g_all_egl_extensions; int OpenGLState::state_count = 0; void OpenGLState::Initialize() { if (initialized) return; initialized = true; Restore(); } void OpenGLState::Restore() { int count = 0; blend.restore(); count++; blendEquationSeparate.restore(); count++; blendFuncSeparate.restore(); count++; blendColor.restore(); count++; scissorTest.restore(); count++; scissorRect.restore(); count++; cullFace.restore(); count++; cullFaceMode.restore(); count++; frontFace.restore(); count++; depthTest.restore(); count++; depthRange.restore(); count++; depthFunc.restore(); count++; depthWrite.restore(); count++; colorMask.restore(); count++; viewport.restore(); count++; stencilTest.restore(); count++; stencilOp.restore(); count++; stencilFunc.restore(); count++; stencilMask.restore(); count++; dither.restore(); count++; #if !defined(USING_GLES2) colorLogicOp.restore(); count++; logicOp.restore(); count++; #endif arrayBuffer.restore(); count++; elementArrayBuffer.restore(); count++; if (count != state_count) { FLOG("OpenGLState::Restore is missing some states"); } } // http://stackoverflow.com/questions/16147700/opengl-es-using-tegra-specific-extensions-gl-ext-texture-array void CheckGLExtensions() { // Make sure to only do this once. It's okay to call CheckGLExtensions from wherever. static bool done = false; if (done) return; done = true; memset(&gl_extensions, 0, sizeof(gl_extensions)); const char *renderer = (const char *)glGetString(GL_RENDERER); const char *versionStr = (const char *)glGetString(GL_VERSION); const char *glslVersionStr = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION); // Check vendor string to try and guess GPU const char *cvendor = (char *)glGetString(GL_VENDOR); // TODO: move this stuff to gpu_features.cpp if (cvendor) { const std::string vendor(cvendor); if (vendor == "NVIDIA Corporation" || vendor == "Nouveau" || vendor == "nouveau") { gl_extensions.gpuVendor = GPU_VENDOR_NVIDIA; } else if (vendor == "Advanced Micro Devices, Inc." || vendor == "ATI Technologies Inc.") { gl_extensions.gpuVendor = GPU_VENDOR_AMD; } else if (vendor == "Intel" || vendor == "Intel Inc." || vendor == "Intel Corporation" || vendor == "Tungsten Graphics, Inc") { // We'll assume this last one means Intel gl_extensions.gpuVendor = GPU_VENDOR_INTEL; } else if (vendor == "ARM") { gl_extensions.gpuVendor = GPU_VENDOR_ARM; } else if (vendor == "Imagination Technologies") { gl_extensions.gpuVendor = GPU_VENDOR_POWERVR; } else if (vendor == "Qualcomm") { gl_extensions.gpuVendor = GPU_VENDOR_ADRENO; } else if (vendor == "Broadcom") { gl_extensions.gpuVendor = GPU_VENDOR_BROADCOM; // Just for reference: Galaxy Y has renderer == "VideoCore IV HW" } else { gl_extensions.gpuVendor = GPU_VENDOR_UNKNOWN; } } else { gl_extensions.gpuVendor = GPU_VENDOR_UNKNOWN; } ILOG("GPU Vendor : %s ; renderer: %s version str: %s ; GLSL version str: %s", cvendor, renderer ? renderer : "N/A", versionStr ? versionStr : "N/A", glslVersionStr ? glslVersionStr : "N/A"); if (renderer) { strncpy(gl_extensions.model, renderer, sizeof(gl_extensions.model)); gl_extensions.model[sizeof(gl_extensions.model) - 1] = 0; } #ifndef USING_GLES2 char buffer[64] = { 0 }; if (versionStr) { strncpy(buffer, versionStr, 63); } const char *lastNumStart = buffer; int numVer = 0; int len = (int)strlen(buffer); for (int i = 0; i < len && numVer < 3; i++) { if (buffer[i] == '.') { buffer[i] = 0; gl_extensions.ver[numVer++] = strtol(lastNumStart, NULL, 10); i++; lastNumStart = buffer + i; } } if (numVer < 3) gl_extensions.ver[numVer++] = strtol(lastNumStart, NULL, 10); #else gl_extensions.ver[0] = 2; #endif #if defined(USING_GLES2) #ifdef GL_MAJOR_VERSION // Before grabbing the values, reset the error. glGetError(); glGetIntegerv(GL_MAJOR_VERSION, &gl_extensions.ver[0]); glGetIntegerv(GL_MINOR_VERSION, &gl_extensions.ver[1]); if (glGetError() != GL_NO_ERROR) { gl_extensions.ver[0] = 2; gl_extensions.ver[1] = 0; } #endif // If the above didn't give us a version, or gave us a crazy version, fallback. if (gl_extensions.ver[0] < 3 || gl_extensions.ver[0] > 5) { // Try to load GLES 3.0 only if "3.0" found in version // This simple heuristic avoids issues on older devices where you can only call eglGetProcAddress a limited // number of times. Make sure to check for 3.0 in the shader version too to avoid false positives, see #5584. bool gl_3_0_in_string = strstr(versionStr, "3.0") && strstr(glslVersionStr, "3.0"); bool gl_3_1_in_string = strstr(versionStr, "3.1") && strstr(glslVersionStr, "3.1"); // intentionally left out .1 if ((gl_3_0_in_string || gl_3_1_in_string) && gl3stubInit()) { gl_extensions.ver[0] = 3; if (gl_3_1_in_string) { gl_extensions.ver[1] = 1; } gl_extensions.GLES3 = true; // Though, let's ban Mali from the GLES 3 path for now, see #4078 if (strstr(renderer, "Mali") != 0) { gl_extensions.GLES3 = false; } } else { // Just to be safe. gl_extensions.ver[0] = 2; gl_extensions.ver[1] = 0; } } else { // Otherwise, let's trust GL_MAJOR_VERSION. Note that Mali is intentionally not banned here. if (gl_extensions.ver[0] >= 3) { gl_extensions.GLES3 = gl3stubInit(); } } if (gl_extensions.GLES3) { if (gl_extensions.ver[1] >= 1) { ILOG("OpenGL ES 3.1 support detected!\n"); } else { ILOG("OpenGL ES 3.0 support detected!\n"); } } #else // If the GL version >= 4.3, we know it's a true superset of OpenGL ES 3.0 and can thus enable // all the same modern paths. // Most of it could be enabled on lower GPUs as well, but let's start this way. if (gl_extensions.VersionGEThan(4, 3, 0)) { gl_extensions.GLES3 = true; } #endif const char *extString = (const char *)glGetString(GL_EXTENSIONS); if (extString) { g_all_gl_extensions = extString; } else { g_all_gl_extensions = ""; extString = ""; } #ifdef WIN32 const char *wglString = 0; if (wglGetExtensionsStringEXT) wglString = wglGetExtensionsStringEXT(); if (wglString) { gl_extensions.EXT_swap_control_tear = strstr(wglString, "WGL_EXT_swap_control_tear") != 0; g_all_egl_extensions = wglString; } else { g_all_egl_extensions = ""; } #elif !defined(USING_GLES2) // const char *glXString = glXQueryExtensionString(); // gl_extensions.EXT_swap_control_tear = strstr(glXString, "GLX_EXT_swap_control_tear") != 0; #endif // Check the desktop extension instead of the OES one. They are very similar. // Also explicitly check those ATI devices that claims to support npot gl_extensions.OES_texture_npot = strstr(extString, "GL_ARB_texture_non_power_of_two") != 0 && !(((strncmp(renderer, "ATI RADEON X", 12) == 0) || (strncmp(renderer, "ATI MOBILITY RADEON X", 21) == 0))); gl_extensions.NV_draw_texture = strstr(extString, "GL_NV_draw_texture") != 0; gl_extensions.ARB_blend_func_extended = strstr(extString, "GL_ARB_blend_func_extended") != 0; gl_extensions.ARB_shader_image_load_store = (strstr(extString, "GL_ARB_shader_image_load_store") != 0) || (strstr(extString, "GL_EXT_shader_image_load_store") != 0); gl_extensions.EXT_bgra = strstr(extString, "GL_EXT_bgra") != 0; gl_extensions.EXT_gpu_shader4 = strstr(extString, "GL_EXT_gpu_shader4") != 0; gl_extensions.NV_framebuffer_blit = strstr(extString, "GL_NV_framebuffer_blit") != 0; if (gl_extensions.gpuVendor == GPU_VENDOR_INTEL || !gl_extensions.VersionGEThan(3, 0, 0)) { // Force this extension to off on sub 3.0 OpenGL versions as it does not seem reliable // Also on Intel, see https://github.com/hrydgard/ppsspp/issues/4867 gl_extensions.ARB_blend_func_extended = false; } #ifdef USING_GLES2 gl_extensions.OES_texture_npot = strstr(extString, "OES_texture_npot") != 0; gl_extensions.OES_packed_depth_stencil = (strstr(extString, "GL_OES_packed_depth_stencil") != 0) || gl_extensions.GLES3; gl_extensions.OES_depth24 = strstr(extString, "GL_OES_depth24") != 0; gl_extensions.OES_depth_texture = strstr(extString, "GL_OES_depth_texture") != 0; gl_extensions.OES_mapbuffer = strstr(extString, "GL_OES_mapbuffer") != 0; gl_extensions.EXT_blend_minmax = strstr(extString, "GL_EXT_blend_minmax") != 0; gl_extensions.EXT_unpack_subimage = strstr(extString, "GL_EXT_unpack_subimage") != 0; gl_extensions.EXT_shader_framebuffer_fetch = strstr(extString, "GL_EXT_shader_framebuffer_fetch") != 0; gl_extensions.NV_shader_framebuffer_fetch = strstr(extString, "GL_NV_shader_framebuffer_fetch") != 0; gl_extensions.ARM_shader_framebuffer_fetch = strstr(extString, "GL_ARM_shader_framebuffer_fetch") != 0; gl_extensions.ANY_shader_framebuffer_fetch = gl_extensions.EXT_shader_framebuffer_fetch || gl_extensions.NV_shader_framebuffer_fetch || gl_extensions.ARM_shader_framebuffer_fetch; gl_extensions.NV_copy_image = strstr(extString, "GL_NV_copy_image") != 0; #if defined(ANDROID) || defined(BLACKBERRY) // On Android, incredibly, this is not consistently non-zero! It does seem to have the same value though. // https://twitter.com/ID_AA_Carmack/status/387383037794603008 #ifdef _DEBUG void *invalidAddress = (void *)eglGetProcAddress("InvalidGlCall1"); void *invalidAddress2 = (void *)eglGetProcAddress("AnotherInvalidGlCall2"); DLOG("Addresses returned for invalid extensions: %p %p", invalidAddress, invalidAddress2); #endif if (gl_extensions.NV_draw_texture) { glDrawTextureNV = (PFNGLDRAWTEXTURENVPROC)eglGetProcAddress("glDrawTextureNV"); } if (gl_extensions.NV_copy_image) { glCopyImageSubDataNV = (PFNGLCOPYIMAGESUBDATANVPROC)eglGetProcAddress("glCopyImageSubDataNV"); } if (gl_extensions.NV_framebuffer_blit) { glBlitFramebufferNV = (PFNGLBLITFRAMEBUFFERNVPROC)eglGetProcAddress("glBlitFramebufferNV"); } gl_extensions.OES_vertex_array_object = strstr(extString, "GL_OES_vertex_array_object") != 0; if (gl_extensions.OES_vertex_array_object) { glGenVertexArraysOES = (PFNGLGENVERTEXARRAYSOESPROC)eglGetProcAddress ( "glGenVertexArraysOES" ); glBindVertexArrayOES = (PFNGLBINDVERTEXARRAYOESPROC)eglGetProcAddress ( "glBindVertexArrayOES" ); glDeleteVertexArraysOES = (PFNGLDELETEVERTEXARRAYSOESPROC)eglGetProcAddress ( "glDeleteVertexArraysOES" ); glIsVertexArrayOES = (PFNGLISVERTEXARRAYOESPROC)eglGetProcAddress ( "glIsVertexArrayOES" ); } // Hm, this should be available on iOS too. gl_extensions.EXT_discard_framebuffer = strstr(extString, "GL_EXT_discard_framebuffer") != 0; if (gl_extensions.EXT_discard_framebuffer) { glDiscardFramebufferEXT = (PFNGLDISCARDFRAMEBUFFEREXTPROC)eglGetProcAddress("glDiscardFramebufferEXT"); } #else gl_extensions.OES_vertex_array_object = false; gl_extensions.EXT_discard_framebuffer = false; #endif #else // Desktops support minmax and subimage unpack (GL_UNPACK_ROW_LENGTH etc) gl_extensions.EXT_blend_minmax = true; gl_extensions.EXT_unpack_subimage = true; #endif // GLES 3 subsumes many ES2 extensions. if (gl_extensions.GLES3) { gl_extensions.EXT_unpack_subimage = true; } #if defined(ANDROID) || defined(BLACKBERRY) if (gl_extensions.OES_mapbuffer) { glMapBuffer = (PFNGLMAPBUFFERPROC)eglGetProcAddress( "glMapBufferOES" ); } // Look for EGL extensions EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY); const char *eglString = eglQueryString(display, EGL_EXTENSIONS); if (eglString) { g_all_egl_extensions = eglString; gl_extensions.EGL_NV_system_time = strstr(eglString, "EGL_NV_system_time") != 0; gl_extensions.EGL_NV_coverage_sample = strstr(eglString, "EGL_NV_coverage_sample") != 0; if (gl_extensions.EGL_NV_system_time) { eglGetSystemTimeNV = (PFNEGLGETSYSTEMTIMENVPROC) eglGetProcAddress("eglGetSystemTimeNV"); eglGetSystemTimeFrequencyNV = (PFNEGLGETSYSTEMTIMEFREQUENCYNVPROC) eglGetProcAddress("eglGetSystemTimeFrequencyNV"); } } else { g_all_egl_extensions = ""; } #endif #ifdef USING_GLES2 if (true) { #else if (strstr(extString, "GL_ARB_ES2_compatibility")) { #endif const GLint precisions[6] = { GL_LOW_FLOAT, GL_MEDIUM_FLOAT, GL_HIGH_FLOAT, GL_LOW_INT, GL_MEDIUM_INT, GL_HIGH_INT }; GLint shaderTypes[2] = { GL_VERTEX_SHADER, GL_FRAGMENT_SHADER }; for (int st = 0; st < 2; st++) { for (int p = 0; p < 6; p++) { glGetShaderPrecisionFormat(shaderTypes[st], precisions[p], gl_extensions.range[st][p], &gl_extensions.precision[st][p]); } } } #ifdef USING_GLES2 gl_extensions.FBO_ARB = true; gl_extensions.FBO_EXT = false; #else gl_extensions.FBO_ARB = false; gl_extensions.FBO_EXT = false; gl_extensions.PBO_ARB = true; gl_extensions.PBO_NV = true; if (strlen(extString) != 0) { gl_extensions.FBO_ARB = strstr(extString, "GL_ARB_framebuffer_object") != 0; gl_extensions.FBO_EXT = strstr(extString, "GL_EXT_framebuffer_object") != 0; gl_extensions.PBO_ARB = strstr(extString, "GL_ARB_pixel_buffer_object") != 0; gl_extensions.PBO_NV = strstr(extString, "GL_NV_pixel_buffer_object") != 0; } #endif ProcessGPUFeatures(); int error = glGetError(); if (error) ELOG("GL error in init: %i", error); } void OpenGLState::SetVSyncInterval(int interval) { #ifdef _WIN32 if (wglSwapIntervalEXT) wglSwapIntervalEXT(interval); #endif }