Merge pull request #287 from hrydgard/gpu-feature-cleanup

Partial cleanup of GPU feature detection, native part
This commit is contained in:
Henrik Rydgård 2015-09-06 10:03:48 +02:00
commit f4f2a95067
7 changed files with 68 additions and 73 deletions

View file

@ -157,7 +157,7 @@ bool Texture::LoadPNG(const char *filename, bool genMips) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width_, height_, 0,
GL_RGBA, GL_UNSIGNED_BYTE, image_data);
if (genMips) {
if (gl_extensions.FBO_ARB) {
if (gl_extensions.ARB_framebuffer_object) {
glGenerateMipmap(GL_TEXTURE_2D);
} else {
#ifndef USING_GLES2
@ -188,7 +188,7 @@ bool Texture::LoadJPEG(const char *filename, bool genMips) {
SetTextureParameters(genMips ? ZIM_GEN_MIPS : ZIM_CLAMP);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width_, height_, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data);
if (genMips) {
if (gl_extensions.FBO_ARB) {
if (gl_extensions.ARB_framebuffer_object) {
glGenerateMipmap(GL_TEXTURE_2D);
} else {
#ifndef USING_GLES2
@ -213,7 +213,7 @@ bool Texture::LoadPNG(const uint8_t *data, size_t size, bool genMips) {
SetTextureParameters(genMips ? ZIM_GEN_MIPS : ZIM_CLAMP);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width_, height_, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data);
if (genMips) {
if (gl_extensions.FBO_ARB) {
if (gl_extensions.ARB_framebuffer_object) {
glGenerateMipmap(GL_TEXTURE_2D);
} else {
#ifndef USING_GLES2
@ -243,7 +243,7 @@ bool Texture::LoadXOR() {
SetTextureParameters(ZIM_GEN_MIPS);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width_, height_, 0,
GL_RGBA, GL_UNSIGNED_BYTE, buf);
if(gl_extensions.FBO_ARB){
if(gl_extensions.ARB_framebuffer_object){
glGenerateMipmap(GL_TEXTURE_2D);
}else{
#ifndef USING_GLES2
@ -342,7 +342,7 @@ bool Texture::LoadZIM(const char *filename) {
colors, data_type, image_data[l]);
}
if (num_levels == 1 && (flags & ZIM_GEN_MIPS)) {
if(gl_extensions.FBO_ARB) {
if(gl_extensions.ARB_framebuffer_object) {
glGenerateMipmap(GL_TEXTURE_2D);
}else{
#ifndef USING_GLES2

View file

@ -6,25 +6,6 @@
#include "gfx/gl_common.h"
#include "gfx_es2/gl_state.h"
#if defined(USING_GLES2) && !defined(BLACKBERRY)
#ifndef GL_READ_FRAMEBUFFER
// Careful - our ES3 header defines these. Means that we must make sure
// to only use them if ES3 support is detected to be available and otherwise
// use GL_FRAMEBUFFER only.
#define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
#define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
#endif
#ifndef GL_DEPTH_COMPONENT24
#define GL_DEPTH_COMPONENT24 GL_DEPTH_COMPONENT24_OES
#endif
#endif
#ifndef GL_DEPTH24_STENCIL8_OES
#define GL_DEPTH24_STENCIL8_OES 0x88F0
#endif
#ifdef IOS
extern void bindDefaultFBO();
#endif
@ -129,12 +110,32 @@ FBO *fbo_ext_create(int width, int height, int num_color_textures, bool z_stenci
}
#endif
int fbo_check_framebuffer_status(FBO *fbo) {
GLenum fbStatus;
#ifndef USING_GLES2
if (!gl_extensions.ARB_framebuffer_object && gl_extensions.EXT_framebuffer_object) {
fbStatus = glCheckFramebufferStatusEXT(GL_READ_FRAMEBUFFER);
} else if (gl_extensions.ARB_framebuffer_object) {
fbStatus = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER);
} else {
fbStatus = 0;
}
#else
fbStatus = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER);
#endif
return (int)fbStatus;
}
FBO *fbo_create(int width, int height, int num_color_textures, bool z_stencil, FBOColorDepth colorDepth) {
CheckGLExtensions();
#ifndef USING_GLES2
if(!gl_extensions.FBO_ARB)
if (!gl_extensions.ARB_framebuffer_object && gl_extensions.EXT_framebuffer_object) {
return fbo_ext_create(width, height, num_color_textures, z_stencil, colorDepth);
} else if (!gl_extensions.ARB_framebuffer_object) {
return nullptr;
}
// If GLES2, we have basic FBO support and can just proceed.
#endif
FBO *fbo = new FBO();
@ -269,7 +270,7 @@ FBO *fbo_create_from_native_fbo(GLuint native_fbo, FBO *fbo)
}
static GLenum fbo_get_fb_target(bool read, GLuint **cached) {
bool supportsBlit = gl_extensions.FBO_ARB;
bool supportsBlit = gl_extensions.ARB_framebuffer_object;
if (gl_extensions.IsGLES) {
supportsBlit = supportsBlit && (gl_extensions.GLES3 || gl_extensions.NV_framebuffer_blit);
}
@ -294,7 +295,7 @@ static void fbo_bind_fb_target(bool read, GLuint name) {
GLenum target = fbo_get_fb_target(read, &cached);
if (*cached != name) {
if (gl_extensions.FBO_ARB) {
if (gl_extensions.ARB_framebuffer_object) {
glBindFramebuffer(target, name);
} else {
#ifndef USING_GLES2
@ -312,13 +313,16 @@ void fbo_unbind() {
}
CheckGLExtensions();
if (gl_extensions.FBO_ARB) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
} else {
#ifndef USING_GLES2
if (gl_extensions.ARB_framebuffer_object) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
} else if (gl_extensions.EXT_framebuffer_object) {
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
#endif
}
#else
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif
#ifdef IOS
bindDefaultFBO();
#endif
@ -364,7 +368,7 @@ void fbo_destroy(FBO *fbo) {
return;
}
if (gl_extensions.FBO_ARB) {
if (gl_extensions.ARB_framebuffer_object) {
glBindFramebuffer(GL_FRAMEBUFFER, fbo->handle);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
@ -373,7 +377,7 @@ void fbo_destroy(FBO *fbo) {
glDeleteRenderbuffers(1, &fbo->z_stencil_buffer);
glDeleteRenderbuffers(1, &fbo->z_buffer);
glDeleteRenderbuffers(1, &fbo->stencil_buffer);
} else {
} else if (gl_extensions.EXT_framebuffer_object) {
#ifndef USING_GLES2
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo->handle);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);

View file

@ -29,6 +29,7 @@ FBO *fbo_create(int width, int height, int num_color_textures, bool z_stencil, F
// Create an opaque FBO from a native GL FBO, optionally reusing an existing FBO structure.
// Useful for overriding the backbuffer FBO that is generated outside of this wrapper.
FBO *fbo_create_from_native_fbo(GLuint native_fbo, FBO *fbo = NULL);
int fbo_check_framebuffer_status(FBO *fbo);
// These functions should be self explanatory.
void fbo_bind_as_render_target(FBO *fbo);

View file

@ -256,18 +256,13 @@ void CheckGLExtensions() {
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.EXT_blend_func_extended = strstr(extString, "GL_EXT_blend_func_extended") != 0;
gl_extensions.ARB_conservative_depth = strstr(extString, "GL_ARB_conservative_depth") != 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;
}
if (gl_extensions.IsGLES) {
gl_extensions.OES_texture_npot = strstr(extString, "OES_texture_npot") != 0;
@ -280,15 +275,8 @@ void CheckGLExtensions() {
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;
// Framebuffer fetch appears to be buggy at least on Tegra 3 devices. So we blacklist it.
// Tales of Destiny 2 has been reported to display green.
if (gl_extensions.ANY_shader_framebuffer_fetch && strstr(renderer, "NVIDIA Tegra 3") != 0) {
gl_extensions.ANY_shader_framebuffer_fetch = false;
}
#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
@ -298,10 +286,6 @@ void CheckGLExtensions() {
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");
}
@ -362,6 +346,7 @@ void CheckGLExtensions() {
}
#endif
// This is probably a waste of time, implementations lie.
if (gl_extensions.IsGLES || strstr(extString, "GL_ARB_ES2_compatibility")) {
const GLint precisions[6] = {
GL_LOW_FLOAT, GL_MEDIUM_FLOAT, GL_HIGH_FLOAT,
@ -377,21 +362,10 @@ void CheckGLExtensions() {
}
}
if (gl_extensions.IsGLES) {
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;
}
}
gl_extensions.ARB_framebuffer_object = strstr(extString, "GL_ARB_framebuffer_object") != 0;
gl_extensions.EXT_framebuffer_object = strstr(extString, "GL_EXT_framebuffer_object") != 0;
gl_extensions.ARB_pixel_buffer_object = strstr(extString, "GL_ARB_pixel_buffer_object") != 0;
gl_extensions.NV_pixel_buffer_object = strstr(extString, "GL_NV_pixel_buffer_object") != 0;
ProcessGPUFeatures();

View file

@ -57,8 +57,25 @@ extern PFNGLISVERTEXARRAYOESPROC glIsVertexArrayOES;
#define glDeleteVertexArrays glDeleteVertexArraysOES
#define glIsVertexArray glIsVertexArrayOES
#if !defined(BLACKBERRY)
#ifndef GL_READ_FRAMEBUFFER
#define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
#define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
#endif
#ifndef GL_DEPTH_COMPONENT24
#define GL_DEPTH_COMPONENT24 GL_DEPTH_COMPONENT24_OES
#endif
#endif
#ifndef GL_RGBA8
#define GL_RGBA8 GL_RGBA
#endif
#endif /* EGL_NV_system_time */
#ifndef GL_DEPTH24_STENCIL8_OES
#define GL_DEPTH24_STENCIL8_OES 0x88F0
#endif
// OpenGL state cache. Should convert all code to use this instead of directly calling glEnable etc,
// as GL state changes can be expensive on some hardware.

View file

@ -34,5 +34,6 @@ void ProcessGPUFeatures() {
WLOG("GL DRIVER BUG: PVR with bad precision");
gl_extensions.bugs |= BUG_PVR_SHADER_PRECISION_BAD;
}
gl_extensions.bugs |= BUG_PVR_GENMIPMAP_HEIGHT_GREATER;
}
}

View file

@ -21,6 +21,7 @@ enum {
BUG_FBO_UNUSABLE = 1,
BUG_PVR_SHADER_PRECISION_BAD = 2,
BUG_PVR_SHADER_PRECISION_TERRIBLE = 4,
BUG_PVR_GENMIPMAP_HEIGHT_GREATER = 8,
};
// Extensions to look at using:
@ -45,9 +46,10 @@ struct GLExtensions {
bool OES_vertex_array_object;
// ARB
bool FBO_ARB;
bool PBO_ARB;
bool ARB_framebuffer_object;
bool ARB_pixel_buffer_object;
bool ARB_blend_func_extended; // dual source blending
bool EXT_blend_func_extended; // dual source blending (GLES, new 2015)
bool ARB_shader_image_load_store;
bool ARB_conservative_depth;
@ -59,15 +61,14 @@ struct GLExtensions {
bool EXT_shader_framebuffer_fetch;
bool EXT_gpu_shader4;
bool EXT_blend_minmax;
bool FBO_EXT;
bool EXT_framebuffer_object;
bool PBO_EXT;
// NV
bool NV_shader_framebuffer_fetch;
bool NV_draw_texture;
bool NV_copy_image;
bool NV_framebuffer_blit;
bool PBO_NV; // GL_NV_pixel_buffer_object
bool NV_pixel_buffer_object; // GL_NV_pixel_buffer_object
// ARM
bool ARM_shader_framebuffer_fetch;
@ -76,9 +77,6 @@ struct GLExtensions {
bool EGL_NV_system_time;
bool EGL_NV_coverage_sample;
// Convenience (in case we need to know which, but can treat them mostly the same.)
bool ANY_shader_framebuffer_fetch;
// Bugs
int bugs;