ppsspp/Windows/GPU/WindowsGLContext.cpp
Unknown W. Brackets 4514af9d6e Windows: Improve core context init.
This clears the error from glewInit(), and ensures we check GL extensions
only after selecting the desired GL profile.

Also, consistently use the core profile flag to select the context.
2017-03-18 13:47:15 -07:00

408 lines
13 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// 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, version 2.0 or later versions.
// 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 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
// TODO: What a mess this is :(
#include "Common/Log.h"
#include "Common/CommonWindows.h"
#include "gfx/gl_common.h"
#include "gfx/gl_debug_log.h"
#include "gfx_es2/gpu_features.h"
#include "GL/gl.h"
#include "GL/wglew.h"
#include "Core/Config.h"
#include "Core/Core.h"
#include "util/text/utf8.h"
#include "i18n/i18n.h"
#include "UI/OnScreenDisplay.h"
#include "Windows/W32Util/Misc.h"
#include "Windows/GPU/WindowsGLContext.h"
void WindowsGLContext::SwapBuffers() {
::SwapBuffers(hDC);
// Used during fullscreen switching to prevent rendering.
if (pauseRequested) {
SetEvent(pauseEvent);
resumeRequested = true;
DWORD result = WaitForSingleObject(resumeEvent, INFINITE);
if (result == WAIT_TIMEOUT) {
ERROR_LOG(G3D, "Wait for resume timed out. Resuming rendering");
}
pauseRequested = false;
}
// According to some sources, doing this *after* swapbuffers can reduce frame latency
// at a large performance cost. So let's not.
// glFinish();
}
void WindowsGLContext::Pause() {
if (!hRC) {
return;
}
if (Core_IsStepping()) {
return;
}
pauseRequested = true;
DWORD result = WaitForSingleObject(pauseEvent, INFINITE);
if (result == WAIT_TIMEOUT) {
ERROR_LOG(G3D, "Wait for pause timed out");
}
// OK, we now know the rendering thread is paused.
}
void WindowsGLContext::Resume() {
if (!hRC) {
return;
}
if (Core_IsStepping() && !resumeRequested) {
return;
}
if (!resumeRequested) {
ERROR_LOG(G3D, "Not waiting to get resumed");
} else {
SetEvent(resumeEvent);
}
resumeRequested = false;
}
void FormatDebugOutputARB(char outStr[], size_t outStrSize, GLenum source, GLenum type,
GLuint id, GLenum severity, const char *msg) {
char sourceStr[32];
const char *sourceFmt = "UNDEFINED(0x%04X)";
switch(source) {
case GL_DEBUG_SOURCE_API_ARB: sourceFmt = "API"; break;
case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB: sourceFmt = "WINDOW_SYSTEM"; break;
case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB: sourceFmt = "SHADER_COMPILER"; break;
case GL_DEBUG_SOURCE_THIRD_PARTY_ARB: sourceFmt = "THIRD_PARTY"; break;
case GL_DEBUG_SOURCE_APPLICATION_ARB: sourceFmt = "APPLICATION"; break;
case GL_DEBUG_SOURCE_OTHER_ARB: sourceFmt = "OTHER"; break;
}
_snprintf(sourceStr, 32, sourceFmt, source);
char typeStr[32];
const char *typeFmt = "UNDEFINED(0x%04X)";
switch(type) {
case GL_DEBUG_TYPE_ERROR_ARB: typeFmt = "ERROR"; break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: typeFmt = "DEPRECATED_BEHAVIOR"; break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: typeFmt = "UNDEFINED_BEHAVIOR"; break;
case GL_DEBUG_TYPE_PORTABILITY_ARB: typeFmt = "PORTABILITY"; break;
case GL_DEBUG_TYPE_PERFORMANCE_ARB: typeFmt = "PERFORMANCE"; break;
case GL_DEBUG_TYPE_OTHER_ARB: typeFmt = "OTHER"; break;
}
_snprintf(typeStr, 32, typeFmt, type);
char severityStr[32];
const char *severityFmt = "UNDEFINED";
switch(severity)
{
case GL_DEBUG_SEVERITY_HIGH_ARB: severityFmt = "HIGH"; break;
case GL_DEBUG_SEVERITY_MEDIUM_ARB: severityFmt = "MEDIUM"; break;
case GL_DEBUG_SEVERITY_LOW_ARB: severityFmt = "LOW"; break;
}
_snprintf(severityStr, 32, severityFmt, severity);
_snprintf(outStr, outStrSize, "OpenGL: %s [source=%s type=%s severity=%s id=%d]", msg, sourceStr, typeStr, severityStr, id);
}
void DebugCallbackARB(GLenum source, GLenum type, GLuint id, GLenum severity,
GLsizei length, const GLchar *message, GLvoid *userParam) {
(void)length;
FILE *outFile = (FILE*)userParam;
char finalMessage[256];
FormatDebugOutputARB(finalMessage, 256, source, type, id, severity, message);
OutputDebugStringA(finalMessage);
switch (type) {
case GL_DEBUG_TYPE_ERROR_ARB:
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
ERROR_LOG(G3D, "GL: %s", finalMessage);
break;
case GL_DEBUG_TYPE_PORTABILITY_ARB:
case GL_DEBUG_TYPE_PERFORMANCE_ARB:
NOTICE_LOG(G3D, "GL: %s", finalMessage);
break;
case GL_DEBUG_TYPE_OTHER_ARB:
default:
INFO_LOG(G3D, "GL: %s", finalMessage);
break;
}
}
bool WindowsGLContext::Init(HINSTANCE hInst, HWND window, std::string *error_message) {
*error_message = "ok";
hWnd = window;
GLuint PixelFormat;
// TODO: Change to use WGL_ARB_pixel_format instead
static const PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
24, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
8, // No Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
16, // At least a 16Bit Z-Buffer (Depth Buffer)
8, // 8-bit Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};
hDC = GetDC(hWnd);
if (!hDC) {
*error_message = "Failed to get a device context.";
return false; // Return FALSE
}
if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd))) {
*error_message = "Can't find a suitable PixelFormat.";
return false;
}
if (!SetPixelFormat(hDC, PixelFormat, &pfd)) {
*error_message = "Can't set the PixelFormat.";
return false;
}
if (!(hRC = wglCreateContext(hDC))) {
*error_message = "Can't create a GL rendering context.";
return false;
}
if (!wglMakeCurrent(hDC, hRC)) {
*error_message = "Can't activate the GL rendering context.";
return false;
}
// Check for really old OpenGL drivers and refuse to run really early in some cases.
// TODO: Also either tell the user to give up or point the user to the right websites. Here's some collected
// information about a system that will not work:
// GL_VERSION GL_VENDOR GL_RENDERER
// "1.4.0 - Build 8.14.10.2364" "intel" intel Pineview Platform
I18NCategory *err = GetI18NCategory("Error");
std::string glVersion = (const char *)glGetString(GL_VERSION);
std::string glRenderer = (const char *)glGetString(GL_RENDERER);
const std::string openGL_1 = "1.";
if (glRenderer == "GDI Generic" || glVersion.substr(0, openGL_1.size()) == openGL_1) {
//The error may come from 16-bit colour mode
//Check Colour depth
HDC dc = GetDC(NULL);
u32 colour_depth = GetDeviceCaps(dc, BITSPIXEL);
ReleaseDC(NULL, dc);
if (colour_depth != 32){
MessageBox(0, L"Please switch your display to 32-bit colour mode", L"OpenGL Error", MB_OK);
ExitProcess(1);
}
const char *defaultError = "Insufficient OpenGL driver support detected!\n\n"
"Your GPU reports that it does not support OpenGL 2.0. Would you like to try using DirectX 9 instead?\n\n"
"DirectX is currently compatible with less games, but on your GPU it may be the only choice.\n\n"
"Visit the forums at http://forums.ppsspp.org for more information.\n\n";
std::wstring versionDetected = ConvertUTF8ToWString(glVersion + "\n\n");
std::wstring error = ConvertUTF8ToWString(err->T("InsufficientOpenGLDriver", defaultError));
std::wstring title = ConvertUTF8ToWString(err->T("OpenGLDriverError", "OpenGL driver error"));
std::wstring combined = versionDetected + error;
bool yes = IDYES == MessageBox(hWnd, combined.c_str(), title.c_str(), MB_ICONERROR | MB_YESNO);
if (yes) {
// Change the config to D3D and restart.
g_Config.iGPUBackend = GPU_BACKEND_DIRECT3D9;
g_Config.Save();
W32Util::ExitAndRestart();
}
// Avoid further error messages. Let's just bail, it's safe, and we can't continue.
ExitProcess(1);
}
// Some core profile drivers elide certain extensions from GL_EXTENSIONS/etc.
// glewExperimental allows us to force GLEW to search for the pointers anyway.
if (gl_extensions.IsCoreContext)
glewExperimental = true;
if (GLEW_OK != glewInit()) {
*error_message = "Failed to initialize GLEW.";
return false;
}
// Unfortunately, glew will generate an invalid enum error, ignore.
if (gl_extensions.IsCoreContext)
glGetError();
int contextFlags = g_Config.bGfxDebugOutput ? WGL_CONTEXT_DEBUG_BIT_ARB : 0;
// Alright, now for the modernity. First try a 4.4, then 4.3, context, if that fails try 3.3.
// I can't seem to find a way that lets you simply request the newest version available.
const int attribs44[] = {
WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
WGL_CONTEXT_MINOR_VERSION_ARB, 4,
WGL_CONTEXT_FLAGS_ARB, contextFlags,
WGL_CONTEXT_PROFILE_MASK_ARB, gl_extensions.IsCoreContext ? WGL_CONTEXT_CORE_PROFILE_BIT_ARB : WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
0
};
const int attribs43[] = {
WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_FLAGS_ARB, contextFlags,
WGL_CONTEXT_PROFILE_MASK_ARB, gl_extensions.IsCoreContext ? WGL_CONTEXT_CORE_PROFILE_BIT_ARB : WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
0
};
const int attribs33[] = {
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_FLAGS_ARB, contextFlags,
WGL_CONTEXT_PROFILE_MASK_ARB, gl_extensions.IsCoreContext ? WGL_CONTEXT_CORE_PROFILE_BIT_ARB : WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
0
};
HGLRC m_hrc;
if (wglewIsSupported("WGL_ARB_create_context") == 1) {
m_hrc = wglCreateContextAttribsARB(hDC, 0, attribs44);
if (!m_hrc)
m_hrc = wglCreateContextAttribsARB(hDC, 0, attribs43);
if (!m_hrc)
m_hrc = wglCreateContextAttribsARB(hDC, 0, attribs33);
if (!m_hrc) {
// Fall back
m_hrc = hRC;
} else {
// Switch to the new ARB context.
wglMakeCurrent(NULL, NULL);
wglDeleteContext(hRC);
wglMakeCurrent(hDC, m_hrc);
}
} else {
// We can't make a GL 3.x context. Use an old style context (GL 2.1 and before)
m_hrc = hRC;
}
if (GLEW_OK != glewInit()) {
*error_message = "Failed to re-initialize GLEW.";
return false;
}
// Unfortunately, glew will generate an invalid enum error, ignore.
if (gl_extensions.IsCoreContext)
glGetError();
if (!m_hrc) {
*error_message = "No m_hrc";
return false;
}
hRC = m_hrc;
SwapInterval(0);
if (g_Config.bGfxDebugOutput) {
if (wglewIsSupported("GL_KHR_debug") == 1) {
glGetError();
glDebugMessageCallback((GLDEBUGPROC)&DebugCallbackARB, nullptr);
if (glGetError()) {
ERROR_LOG(G3D, "Failed to register a debug log callback");
}
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
if (glGetError()) {
ERROR_LOG(G3D, "Failed to enable synchronous debug output");
}
} else if (glewIsSupported("GL_ARB_debug_output")) {
glGetError();
glDebugMessageCallbackARB((GLDEBUGPROCARB)&DebugCallbackARB, 0); // print debug output to stderr
if (glGetError()) {
ERROR_LOG(G3D, "Failed to register a debug log callback");
}
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
if (glGetError()) {
ERROR_LOG(G3D, "Failed to enable synchronous debug output");
}
// For extra verbosity uncomment this (MEDIUM and HIGH are on by default):
// glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW_ARB, 0, nullptr, GL_TRUE);
}
glEnable(GL_DEBUG_OUTPUT);
}
pauseRequested = false;
resumeRequested = false;
// These are auto-reset events.
pauseEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
resumeEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
CheckGLExtensions();
draw_ = Draw::T3DCreateGLContext();
CHECK_GL_ERROR_IF_DEBUG();
return true; // Success
}
void WindowsGLContext::SwapInterval(int interval) {
// glew loads wglSwapIntervalEXT if available
if (wglSwapIntervalEXT)
wglSwapIntervalEXT(interval);
}
void WindowsGLContext::Shutdown() {
delete draw_;
draw_ = nullptr;
CloseHandle(pauseEvent);
CloseHandle(resumeEvent);
if (hRC) {
// Are we able to release the DC and RC contexts?
if (!wglMakeCurrent(NULL,NULL)) {
MessageBox(NULL,L"Release of DC and RC failed.", L"SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
// Are we able to delete the RC?
if (!wglDeleteContext(hRC)) {
MessageBox(NULL,L"Release rendering context failed.", L"SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
hRC = NULL;
}
if (hDC && !ReleaseDC(hWnd,hDC)) {
DWORD err = GetLastError();
if (err != ERROR_DC_NOT_FOUND) {
MessageBox(NULL,L"Release device context failed.", L"SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
hDC = NULL;
}
hWnd = NULL;
}
void WindowsGLContext::Resize() {
}