ppsspp/Common/GPU/OpenGL/GLFeatures.cpp
2020-11-05 08:27:13 +01:00

602 lines
23 KiB
C++

#include "ppsspp_config.h"
#include <cstring>
#include <set>
#include "Common/StringUtils.h"
#if PPSSPP_API(ANY_GL)
#include "Common/GPU/OpenGL/GLCommon.h"
#if defined(_WIN32)
#include "GL/wglew.h"
#endif
#endif
#include "Common/GPU/OpenGL/GLFeatures.h"
#include "Common/Log.h"
#if defined(USING_GLES2)
#if defined(__ANDROID__)
PFNEGLGETSYSTEMTIMEFREQUENCYNVPROC eglGetSystemTimeFrequencyNV;
PFNEGLGETSYSTEMTIMENVPROC eglGetSystemTimeNV;
PFNGLDRAWTEXTURENVPROC glDrawTextureNV;
PFNGLBLITFRAMEBUFFERNVPROC glBlitFramebufferNV;
PFNGLMAPBUFFERPROC glMapBuffer;
PFNGLDISCARDFRAMEBUFFEREXTPROC glDiscardFramebufferEXT;
PFNGLGENVERTEXARRAYSOESPROC glGenVertexArraysOES;
PFNGLBINDVERTEXARRAYOESPROC glBindVertexArrayOES;
PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArraysOES;
PFNGLISVERTEXARRAYOESPROC glIsVertexArrayOES;
#endif
#ifndef IOS
#include "EGL/egl.h"
#endif
#endif
GLExtensions gl_extensions;
std::string g_all_gl_extensions;
static std::set<std::string> g_set_gl_extensions;
std::string g_all_egl_extensions;
static std::set<std::string> g_set_egl_extensions;
static bool extensionsDone = false;
static bool useCoreContext = false;
static void ParseExtensionsString(const std::string& str, std::set<std::string> &output) {
output.clear();
size_t next = 0;
for (size_t pos = 0, len = str.length(); pos < len; ++pos) {
if (str[pos] == ' ') {
output.insert(str.substr(next, pos - next));
// Skip the delimiter itself.
next = pos + 1;
}
}
if (next == 0 && str.length() != 0) {
output.insert(str);
} else if (next < str.length()) {
output.insert(str.substr(next));
}
}
bool GLExtensions::VersionGEThan(int major, int minor, int sub) {
if (gl_extensions.ver[0] > major)
return true;
if (gl_extensions.ver[0] < major)
return false;
if (gl_extensions.ver[1] > minor)
return true;
if (gl_extensions.ver[1] < minor)
return false;
return gl_extensions.ver[2] >= sub;
}
int GLExtensions::GLSLVersion() {
// Used for shader translation and core contexts (Apple drives fail without an exact match.)
if (gl_extensions.VersionGEThan(3, 3)) {
return gl_extensions.ver[0] * 100 + gl_extensions.ver[1] * 10;
} else if (gl_extensions.VersionGEThan(3, 2)) {
return 150;
} else if (gl_extensions.VersionGEThan(3, 1)) {
return 140;
} else if (gl_extensions.VersionGEThan(3, 0)) {
return 130;
} else if (gl_extensions.VersionGEThan(2, 1)) {
return 120;
} else {
return 110;
}
}
void ProcessGPUFeatures() {
gl_extensions.bugs = 0;
DEBUG_LOG(G3D, "Checking for GL driver bugs... vendor=%i model='%s'", (int)gl_extensions.gpuVendor, gl_extensions.model);
if (gl_extensions.gpuVendor == GPU_VENDOR_IMGTEC) {
if (!strcmp(gl_extensions.model, "PowerVR SGX 545") ||
!strcmp(gl_extensions.model, "PowerVR SGX 544") ||
!strcmp(gl_extensions.model, "PowerVR SGX 544MP2") ||
!strcmp(gl_extensions.model, "PowerVR SGX 543") ||
!strcmp(gl_extensions.model, "PowerVR SGX 540") ||
!strcmp(gl_extensions.model, "PowerVR SGX 530") ||
!strcmp(gl_extensions.model, "PowerVR SGX 520") ) {
WARN_LOG(G3D, "GL DRIVER BUG: PVR with bad and terrible precision");
gl_extensions.bugs |= BUG_PVR_SHADER_PRECISION_TERRIBLE | BUG_PVR_SHADER_PRECISION_BAD;
} else {
// TODO: I'm not sure if the Rogue series is affected by this.
WARN_LOG(G3D, "GL DRIVER BUG: PVR with bad precision");
gl_extensions.bugs |= BUG_PVR_SHADER_PRECISION_BAD;
}
}
}
// http://stackoverflow.com/questions/16147700/opengl-es-using-tegra-specific-extensions-gl-ext-texture-array
void CheckGLExtensions() {
#if PPSSPP_API(ANY_GL)
// Make sure to only do this once. It's okay to call CheckGLExtensions from wherever.
if (extensionsDone)
return;
extensionsDone = true;
memset(&gl_extensions, 0, sizeof(gl_extensions));
gl_extensions.IsCoreContext = useCoreContext;
#ifdef USING_GLES2
gl_extensions.IsGLES = !useCoreContext;
#endif
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 = StripSpaces(std::string(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_IMGTEC;
} else if (vendor == "Qualcomm") {
gl_extensions.gpuVendor = GPU_VENDOR_QUALCOMM;
} else if (vendor == "Broadcom") {
gl_extensions.gpuVendor = GPU_VENDOR_BROADCOM;
// Just for reference: Galaxy Y has renderer == "VideoCore IV HW"
} else if (vendor == "Vivante Corporation") {
gl_extensions.gpuVendor = GPU_VENDOR_VIVANTE;
} else {
gl_extensions.gpuVendor = GPU_VENDOR_UNKNOWN;
}
} else {
gl_extensions.gpuVendor = GPU_VENDOR_UNKNOWN;
}
INFO_LOG(G3D, "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;
}
// Start by assuming we're at 2.0.
int parsed[2] = {2, 0};
{ // Grab the version and attempt to parse.
char buffer[128] = { 0 };
if (versionStr) {
strncpy(buffer, versionStr, sizeof(buffer) - 1);
}
int len = (int)strlen(buffer);
bool beforeDot = true;
int lastDigit = 0;
for (int i = 0; i < len; i++) {
if (buffer[i] >= '0' && buffer[i] <= '9') {
lastDigit = buffer[i] - '0';
if (!beforeDot) {
parsed[1] = lastDigit;
break;
}
}
if (beforeDot && buffer[i] == '.' && lastDigit) {
parsed[0] = lastDigit;
beforeDot = false;
}
}
if (beforeDot && lastDigit) {
parsed[0] = lastDigit;
}
}
#ifndef USING_GLES2
if (strstr(versionStr, "OpenGL ES") == versionStr) {
// For desktops running GLES.
gl_extensions.IsGLES = true;
}
#endif
if (!gl_extensions.IsGLES) { // For desktop GL
gl_extensions.ver[0] = parsed[0];
gl_extensions.ver[1] = parsed[1];
// 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;
#ifdef USING_GLES2
// Try to load up the other funcs if we're not using glew.
gl3stubInit();
#endif
}
} else {
// Start by assuming we're at 2.0.
gl_extensions.ver[0] = 2;
#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]);
// We check error here to detect if these properties were supported.
if (glGetError() != GL_NO_ERROR) {
// They weren't, reset to GLES 2.0.
gl_extensions.ver[0] = 2;
gl_extensions.ver[1] = 0;
} else if (parsed[0] && (gl_extensions.ver[0] != parsed[0] || gl_extensions.ver[1] != parsed[1])) {
// Something going wrong. Possible bug in GL ES drivers. See #9688
INFO_LOG(G3D, "GL ES version mismatch. Version string '%s' parsed as %d.%d but API return %d.%d. Fallback to GL ES 2.0.",
versionStr ? versionStr : "N/A", parsed[0], parsed[1], gl_extensions.ver[0], gl_extensions.ver[1]);
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.
#ifdef USING_GLES2
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") && (glslVersionStr && strstr(glslVersionStr, "3.0"));
bool gl_3_1_in_string = strstr(versionStr, "3.1") && (glslVersionStr && 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();
}
}
#else
// If we have GLEW/similar, assume GLES3 loaded.
gl_extensions.GLES3 = gl_extensions.ver[0] >= 3;
#endif
if (gl_extensions.GLES3) {
if (gl_extensions.ver[1] >= 1) {
INFO_LOG(G3D, "OpenGL ES 3.1 support detected!\n");
} else {
INFO_LOG(G3D, "OpenGL ES 3.0 support detected!\n");
}
}
}
const char *extString = nullptr;
if (gl_extensions.ver[0] >= 3) {
// Let's use the new way for OpenGL 3.x+, required in the core profile.
GLint numExtensions = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &numExtensions);
g_all_gl_extensions.clear();
g_set_gl_extensions.clear();
for (GLint i = 0; i < numExtensions; ++i) {
const char *ext = (const char *)glGetStringi(GL_EXTENSIONS, i);
g_set_gl_extensions.insert(ext);
g_all_gl_extensions += ext;
g_all_gl_extensions += " ";
}
} else {
extString = (const char *)glGetString(GL_EXTENSIONS);
g_all_gl_extensions = extString ? extString : "";
ParseExtensionsString(g_all_gl_extensions, g_set_gl_extensions);
}
#if defined(WIN32) && !defined(__LIBRETRO__)
const char *wglString = 0;
if (wglGetExtensionsStringEXT)
wglString = wglGetExtensionsStringEXT();
g_all_egl_extensions = wglString ? wglString : "";
ParseExtensionsString(g_all_egl_extensions, g_set_egl_extensions);
gl_extensions.EXT_swap_control_tear = g_set_egl_extensions.count("WGL_EXT_swap_control_tear") != 0;
#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
if (renderer) {
gl_extensions.OES_texture_npot = g_set_gl_extensions.count("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.ARB_blend_func_extended = g_set_gl_extensions.count("GL_ARB_blend_func_extended") != 0;
gl_extensions.EXT_blend_func_extended = g_set_gl_extensions.count("GL_EXT_blend_func_extended") != 0;
gl_extensions.ARB_conservative_depth = g_set_gl_extensions.count("GL_ARB_conservative_depth") != 0;
gl_extensions.ARB_shader_image_load_store = (g_set_gl_extensions.count("GL_ARB_shader_image_load_store") != 0) || (g_set_gl_extensions.count("GL_EXT_shader_image_load_store") != 0);
gl_extensions.ARB_shading_language_420pack = (g_set_gl_extensions.count("GL_ARB_shading_language_420pack") != 0);
gl_extensions.EXT_bgra = g_set_gl_extensions.count("GL_EXT_bgra") != 0;
gl_extensions.EXT_gpu_shader4 = g_set_gl_extensions.count("GL_EXT_gpu_shader4") != 0;
gl_extensions.NV_framebuffer_blit = g_set_gl_extensions.count("GL_NV_framebuffer_blit") != 0;
gl_extensions.NV_copy_image = g_set_gl_extensions.count("GL_NV_copy_image") != 0;
gl_extensions.OES_copy_image = g_set_gl_extensions.count("GL_OES_copy_image") != 0;
gl_extensions.EXT_copy_image = g_set_gl_extensions.count("GL_EXT_copy_image") != 0;
gl_extensions.ARB_copy_image = g_set_gl_extensions.count("GL_ARB_copy_image") != 0;
gl_extensions.ARB_buffer_storage = g_set_gl_extensions.count("GL_ARB_buffer_storage") != 0;
gl_extensions.ARB_vertex_array_object = g_set_gl_extensions.count("GL_ARB_vertex_array_object") != 0;
gl_extensions.ARB_texture_float = g_set_gl_extensions.count("GL_ARB_texture_float") != 0;
gl_extensions.EXT_texture_filter_anisotropic = g_set_gl_extensions.count("GL_EXT_texture_filter_anisotropic") != 0 || g_set_gl_extensions.count("GL_ARB_texture_filter_anisotropic") != 0;
gl_extensions.EXT_draw_instanced = g_set_gl_extensions.count("GL_EXT_draw_instanced") != 0;
gl_extensions.ARB_draw_instanced = g_set_gl_extensions.count("GL_ARB_draw_instanced") != 0;
gl_extensions.ARB_cull_distance = g_set_gl_extensions.count("GL_ARB_cull_distance") != 0;
gl_extensions.ARB_depth_clamp = g_set_gl_extensions.count("GL_ARB_depth_clamp") != 0;
gl_extensions.ARB_uniform_buffer_object = g_set_gl_extensions.count("GL_ARB_uniform_buffer_object") != 0;
gl_extensions.ARB_explicit_attrib_location = g_set_gl_extensions.count("GL_ARB_explicit_attrib_location") != 0;
if (gl_extensions.IsGLES) {
gl_extensions.OES_texture_npot = g_set_gl_extensions.count("GL_OES_texture_npot") != 0;
gl_extensions.OES_packed_depth_stencil = (g_set_gl_extensions.count("GL_OES_packed_depth_stencil") != 0) || gl_extensions.GLES3;
gl_extensions.OES_depth24 = g_set_gl_extensions.count("GL_OES_depth24") != 0;
gl_extensions.OES_depth_texture = g_set_gl_extensions.count("GL_OES_depth_texture") != 0;
gl_extensions.OES_mapbuffer = g_set_gl_extensions.count("GL_OES_mapbuffer") != 0;
gl_extensions.EXT_blend_minmax = g_set_gl_extensions.count("GL_EXT_blend_minmax") != 0;
gl_extensions.EXT_unpack_subimage = g_set_gl_extensions.count("GL_EXT_unpack_subimage") != 0;
gl_extensions.EXT_shader_framebuffer_fetch = g_set_gl_extensions.count("GL_EXT_shader_framebuffer_fetch") != 0;
gl_extensions.NV_shader_framebuffer_fetch = g_set_gl_extensions.count("GL_NV_shader_framebuffer_fetch") != 0;
gl_extensions.ARM_shader_framebuffer_fetch = g_set_gl_extensions.count("GL_ARM_shader_framebuffer_fetch") != 0;
gl_extensions.OES_texture_float = g_set_gl_extensions.count("GL_OES_texture_float") != 0;
gl_extensions.EXT_buffer_storage = g_set_gl_extensions.count("GL_EXT_buffer_storage") != 0;
gl_extensions.EXT_clip_cull_distance = g_set_gl_extensions.count("GL_EXT_clip_cull_distance") != 0;
#if defined(__ANDROID__)
// 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");
DEBUG_LOG(G3D, "Addresses returned for invalid extensions: %p %p", invalidAddress, invalidAddress2);
#endif
// These are all the same. Let's alias.
if (!gl_extensions.OES_copy_image) {
if (gl_extensions.NV_copy_image) {
glCopyImageSubDataOES = (decltype(glCopyImageSubDataOES))eglGetProcAddress("glCopyImageSubDataNV");
} else if (gl_extensions.EXT_copy_image) {
glCopyImageSubDataOES = (decltype(glCopyImageSubDataOES))eglGetProcAddress("glCopyImageSubDataEXT");
}
}
if (gl_extensions.NV_framebuffer_blit) {
glBlitFramebufferNV = (PFNGLBLITFRAMEBUFFERNVPROC)eglGetProcAddress("glBlitFramebufferNV");
}
gl_extensions.OES_vertex_array_object = g_set_gl_extensions.count("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 = g_set_gl_extensions.count("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;
}
// GLES 3 subsumes many ES2 extensions.
if (gl_extensions.GLES3) {
gl_extensions.EXT_blend_minmax = true;
gl_extensions.EXT_unpack_subimage = true;
}
#if defined(__ANDROID__)
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);
g_all_egl_extensions = eglString ? eglString : "";
ParseExtensionsString(g_all_egl_extensions, g_set_egl_extensions);
gl_extensions.EGL_NV_system_time = g_set_egl_extensions.count("EGL_NV_system_time") != 0;
gl_extensions.EGL_NV_coverage_sample = g_set_egl_extensions.count("EGL_NV_coverage_sample") != 0;
if (gl_extensions.EGL_NV_system_time) {
eglGetSystemTimeNV = (PFNEGLGETSYSTEMTIMENVPROC)eglGetProcAddress("eglGetSystemTimeNV");
eglGetSystemTimeFrequencyNV = (PFNEGLGETSYSTEMTIMEFREQUENCYNVPROC)eglGetProcAddress("eglGetSystemTimeFrequencyNV");
}
#elif defined(USING_GLES2) && defined(__linux__)
const char *eglString = eglQueryString(NULL, EGL_EXTENSIONS);
g_all_egl_extensions = eglString ? eglString : "";
if (eglString) {
eglString = eglQueryString(eglGetCurrentDisplay(), EGL_EXTENSIONS);
if (eglString) {
g_all_egl_extensions.append(" ");
g_all_egl_extensions.append(eglString);
}
}
ParseExtensionsString(g_all_egl_extensions, g_set_egl_extensions);
#endif
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &gl_extensions.maxVertexTextureUnits);
#ifdef GL_LOW_FLOAT
// This is probably a waste of time, implementations lie.
if (gl_extensions.IsGLES || g_set_gl_extensions.count("GL_ARB_ES2_compatibility") || gl_extensions.VersionGEThan(4, 1)) {
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]);
}
}
// Now, Adreno lies. So let's override it.
if (gl_extensions.gpuVendor == GPU_VENDOR_QUALCOMM) {
WARN_LOG(G3D, "Detected Adreno - lowering int precision");
gl_extensions.range[1][5][0] = 15;
gl_extensions.range[1][5][1] = 15;
}
}
#endif
gl_extensions.ARB_framebuffer_object = g_set_gl_extensions.count("GL_ARB_framebuffer_object") != 0;
gl_extensions.EXT_framebuffer_object = g_set_gl_extensions.count("GL_EXT_framebuffer_object") != 0;
gl_extensions.ARB_pixel_buffer_object = g_set_gl_extensions.count("GL_ARB_pixel_buffer_object") != 0;
gl_extensions.NV_pixel_buffer_object = g_set_gl_extensions.count("GL_NV_pixel_buffer_object") != 0;
if (!gl_extensions.IsGLES && gl_extensions.IsCoreContext) {
// These are required, and don't need to be specified by the driver (they aren't on Apple.)
gl_extensions.ARB_vertex_array_object = true;
gl_extensions.ARB_framebuffer_object = true;
}
// Add any extensions that are included in core. May be elided.
if (!gl_extensions.IsGLES) {
if (gl_extensions.VersionGEThan(3, 0)) {
gl_extensions.ARB_texture_float = true;
}
if (gl_extensions.VersionGEThan(3, 1)) {
gl_extensions.ARB_draw_instanced = true;
gl_extensions.ARB_uniform_buffer_object = true;
}
if (gl_extensions.VersionGEThan(3, 2)) {
gl_extensions.ARB_depth_clamp = true;
}
if (gl_extensions.VersionGEThan(3, 3)) {
gl_extensions.ARB_blend_func_extended = true;
gl_extensions.ARB_explicit_attrib_location = true;
}
if (gl_extensions.VersionGEThan(4, 0)) {
// ARB_gpu_shader5 = true;
}
if (gl_extensions.VersionGEThan(4, 1)) {
// ARB_get_program_binary = true;
// ARB_separate_shader_objects = true;
// ARB_shader_precision = true;
// ARB_viewport_array = true;
}
if (gl_extensions.VersionGEThan(4, 2)) {
// ARB_texture_storage = true;
}
if (gl_extensions.VersionGEThan(4, 3)) {
gl_extensions.ARB_copy_image = true;
// ARB_explicit_uniform_location = true;
// ARB_stencil_texturing = true;
// ARB_texture_view = true;
// ARB_vertex_attrib_binding = true;
}
if (gl_extensions.VersionGEThan(4, 4)) {
gl_extensions.ARB_buffer_storage = true;
}
if (gl_extensions.VersionGEThan(4, 5)) {
gl_extensions.ARB_cull_distance = true;
}
if (gl_extensions.VersionGEThan(4, 6)) {
// Actually ARB, but they're basically the same.
gl_extensions.EXT_texture_filter_anisotropic = true;
}
}
#ifdef __APPLE__
if (!gl_extensions.IsGLES && !gl_extensions.IsCoreContext) {
// Apple doesn't allow OpenGL 3.x+ in compatibility contexts.
// TODO: But are we still ever creating these on Apple? Would really
// like to kill this ForceGL2 flag.
gl_extensions.ForceGL2 = true;
}
#endif
ProcessGPUFeatures();
int error = glGetError();
if (error)
ERROR_LOG(G3D, "GL error in init: %i", error);
#endif
}
void SetGLCoreContext(bool flag) {
_assert_msg_(!extensionsDone, "SetGLCoreContext() after CheckGLExtensions()");
useCoreContext = flag;
// For convenience, it'll get reset later.
gl_extensions.IsCoreContext = useCoreContext;
}
void ResetGLExtensions() {
extensionsDone = false;
gl_extensions = {};
gl_extensions.IsCoreContext = useCoreContext;
g_all_gl_extensions.clear();
g_all_egl_extensions.clear();
}
static const char *glsl_fragment_prelude =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n";
std::string ApplyGLSLPrelude(const std::string &source, uint32_t stage) {
#if PPSSPP_API(ANY_GL)
std::string temp;
std::string version = "";
if (!gl_extensions.IsGLES && gl_extensions.IsCoreContext) {
// We need to add a corresponding #version. Apple drivers fail without an exact match.
version = StringFromFormat("#version %d\n", gl_extensions.GLSLVersion());
}
if (stage == GL_FRAGMENT_SHADER) {
temp = version + glsl_fragment_prelude + source;
} else if (stage == GL_VERTEX_SHADER) {
temp = version + source;
}
return temp;
#else
return source;
#endif
}