ppsspp/GPU/GLES/GPU_GLES.cpp
Henrik Rydgård df6abe83a3 Support depth clamping in OpenGL where available.
Should make support for depth texturing quite easy.

Unfortunately, this extension does not exist on OpenGL ES. There we'll
have to use ugly tricks with gl_FragDepth if we want this.
2021-07-09 21:09:44 +02:00

483 lines
15 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/.
#include "Common/Profiler/Profiler.h"
#include "Common/Data/Text/I18n.h"
#include "Common/Log.h"
#include "Common/Serialize/Serializer.h"
#include "Common/File/FileUtil.h"
#include "Common/GraphicsContext.h"
#include "Core/Config.h"
#include "Core/Debugger/Breakpoints.h"
#include "Core/MemMapHelpers.h"
#include "Core/Host.h"
#include "Core/Config.h"
#include "Core/Reporting.h"
#include "Core/System.h"
#include "Core/ELF/ParamSFO.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/GeDisasm.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/Debugger/Debugger.h"
#include "GPU/GLES/ShaderManagerGLES.h"
#include "GPU/GLES/GPU_GLES.h"
#include "GPU/GLES/FramebufferManagerGLES.h"
#include "GPU/GLES/DrawEngineGLES.h"
#include "GPU/GLES/TextureCacheGLES.h"
#include "Core/MIPS/MIPS.h"
#include "Core/HLE/sceKernelThread.h"
#include "Core/HLE/sceKernelInterrupt.h"
#include "Core/HLE/sceGe.h"
#ifdef _WIN32
#include "Windows/GPU/WindowsGLContext.h"
#endif
GPU_GLES::GPU_GLES(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
: GPUCommon(gfxCtx, draw), depalShaderCache_(draw), drawEngine_(draw), fragmentTestCache_(draw) {
UpdateVsyncInterval(true);
CheckGPUFeatures();
GLRenderManager *render = (GLRenderManager *)draw->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
shaderManagerGL_ = new ShaderManagerGLES(draw);
framebufferManagerGL_ = new FramebufferManagerGLES(draw, render);
framebufferManager_ = framebufferManagerGL_;
textureCacheGL_ = new TextureCacheGLES(draw);
textureCache_ = textureCacheGL_;
drawEngineCommon_ = &drawEngine_;
shaderManager_ = shaderManagerGL_;
drawEngineCommon_ = &drawEngine_;
drawEngine_.SetShaderManager(shaderManagerGL_);
drawEngine_.SetTextureCache(textureCacheGL_);
drawEngine_.SetFramebufferManager(framebufferManagerGL_);
drawEngine_.SetFragmentTestCache(&fragmentTestCache_);
drawEngine_.Init();
framebufferManagerGL_->SetTextureCache(textureCacheGL_);
framebufferManagerGL_->SetShaderManager(shaderManagerGL_);
framebufferManagerGL_->SetDrawEngine(&drawEngine_);
framebufferManagerGL_->Init();
depalShaderCache_.Init();
textureCacheGL_->SetFramebufferManager(framebufferManagerGL_);
textureCacheGL_->SetDepalShaderCache(&depalShaderCache_);
textureCacheGL_->SetShaderManager(shaderManagerGL_);
textureCacheGL_->SetDrawEngine(&drawEngine_);
fragmentTestCache_.SetTextureCache(textureCacheGL_);
// Sanity check gstate
if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
ERROR_LOG(G3D, "gstate has drifted out of sync!");
}
// No need to flush before the tex scale/offset commands if we are baking
// the tex scale/offset into the vertices anyway.
UpdateCmdInfo();
BuildReportingInfo();
// Update again after init to be sure of any silly driver problems.
UpdateVsyncInterval(true);
textureCacheGL_->NotifyConfigChanged();
// Load shader cache.
std::string discID = g_paramSFO.GetDiscID();
if (discID.size()) {
File::CreateFullPath(GetSysDirectory(DIRECTORY_APP_CACHE));
shaderCachePath_ = GetSysDirectory(DIRECTORY_APP_CACHE) / (discID + ".glshadercache");
// Actually precompiled by IsReady() since we're single-threaded.
shaderManagerGL_->Load(shaderCachePath_);
}
if (g_Config.bHardwareTessellation) {
// Disable hardware tessellation if device is unsupported.
if (!drawEngine_.SupportsHWTessellation()) {
ERROR_LOG(G3D, "Hardware Tessellation is unsupported, falling back to software tessellation");
auto gr = GetI18NCategory("Graphics");
host->NotifyUserMessage(gr->T("Turn off Hardware Tessellation - unsupported"), 2.5f, 0xFF3030FF);
}
}
}
GPU_GLES::~GPU_GLES() {
if (draw_) {
GLRenderManager *render = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
render->Wipe();
}
// If we're here during app shutdown (exiting the Windows app in-game, for example)
// everything should already be cleared since DeviceLost has been run.
if (shaderCachePath_.Valid() && draw_) {
shaderManagerGL_->Save(shaderCachePath_);
}
framebufferManagerGL_->DestroyAllFBOs();
shaderManagerGL_->ClearCache(true);
depalShaderCache_.Clear();
fragmentTestCache_.Clear();
delete shaderManagerGL_;
shaderManagerGL_ = nullptr;
delete framebufferManagerGL_;
delete textureCacheGL_;
}
// Take the raw GL extension and versioning data and turn into feature flags.
void GPU_GLES::CheckGPUFeatures() {
u32 features = 0;
features |= GPU_SUPPORTS_16BIT_FORMATS;
if (!draw_->GetBugs().Has(Draw::Bugs::BROKEN_NAN_IN_CONDITIONAL)) {
if (!PSP_CoreParameter().compat.flags().DisableRangeCulling) {
features |= GPU_SUPPORTS_VS_RANGE_CULLING;
}
}
if (gl_extensions.ARB_blend_func_extended || gl_extensions.EXT_blend_func_extended) {
if (!g_Config.bVendorBugChecksEnabled || !draw_->GetBugs().Has(Draw::Bugs::DUAL_SOURCE_BLENDING_BROKEN)) {
features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
}
}
if (gl_extensions.IsGLES) {
if (gl_extensions.GLES3) {
features |= GPU_SUPPORTS_GLSL_ES_300;
// Mali reports 30 but works fine...
if (gl_extensions.range[1][5][1] >= 30) {
features |= GPU_SUPPORTS_32BIT_INT_FSHADER;
}
}
} else {
if (gl_extensions.VersionGEThan(3, 3, 0)) {
features |= GPU_SUPPORTS_GLSL_330;
features |= GPU_SUPPORTS_32BIT_INT_FSHADER;
}
}
if (gl_extensions.EXT_shader_framebuffer_fetch || gl_extensions.ARM_shader_framebuffer_fetch) {
// This has caused problems in the past. Let's only enable on GLES3.
if (features & GPU_SUPPORTS_GLSL_ES_300) {
features |= GPU_SUPPORTS_ANY_FRAMEBUFFER_FETCH;
}
}
if (gl_extensions.ARB_framebuffer_object || gl_extensions.NV_framebuffer_blit || gl_extensions.GLES3) {
features |= GPU_SUPPORTS_FRAMEBUFFER_BLIT | GPU_SUPPORTS_FRAMEBUFFER_BLIT_TO_DEPTH;
}
if ((gl_extensions.gpuVendor == GPU_VENDOR_NVIDIA) || (gl_extensions.gpuVendor == GPU_VENDOR_AMD))
features |= GPU_PREFER_REVERSE_COLOR_ORDER;
if (gl_extensions.OES_texture_npot)
features |= GPU_SUPPORTS_TEXTURE_NPOT;
if (gl_extensions.EXT_blend_minmax)
features |= GPU_SUPPORTS_BLEND_MINMAX;
if (gl_extensions.OES_copy_image || gl_extensions.NV_copy_image || gl_extensions.EXT_copy_image || gl_extensions.ARB_copy_image)
features |= GPU_SUPPORTS_COPY_IMAGE;
if (!gl_extensions.IsGLES)
features |= GPU_SUPPORTS_LOGIC_OP;
if (gl_extensions.GLES3 || !gl_extensions.IsGLES)
features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL;
if (gl_extensions.EXT_texture_filter_anisotropic)
features |= GPU_SUPPORTS_ANISOTROPY;
bool canUseInstanceID = gl_extensions.EXT_draw_instanced || gl_extensions.ARB_draw_instanced;
bool canDefInstanceID = gl_extensions.IsGLES || gl_extensions.EXT_gpu_shader4 || gl_extensions.VersionGEThan(3, 1);
bool instanceRendering = gl_extensions.GLES3 || (canUseInstanceID && canDefInstanceID);
if (instanceRendering)
features |= GPU_SUPPORTS_INSTANCE_RENDERING;
int maxVertexTextureImageUnits = gl_extensions.maxVertexTextureUnits;
if (maxVertexTextureImageUnits >= 3) // At least 3 for hardware tessellation
features |= GPU_SUPPORTS_VERTEX_TEXTURE_FETCH;
if (gl_extensions.ARB_texture_float || gl_extensions.OES_texture_float)
features |= GPU_SUPPORTS_TEXTURE_FLOAT;
if (draw_->GetDeviceCaps().depthClampSupported)
features |= GPU_SUPPORTS_DEPTH_CLAMP;
// If we already have a 16-bit depth buffer, we don't need to round.
bool prefer24 = draw_->GetDeviceCaps().preferredDepthBufferFormat == Draw::DataFormat::D24_S8;
if (prefer24) {
if (!g_Config.bHighQualityDepth && (features & GPU_SUPPORTS_ACCURATE_DEPTH) != 0) {
features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
} else if (PSP_CoreParameter().compat.flags().PixelDepthRounding) {
if (!gl_extensions.IsGLES || gl_extensions.GLES3) {
// Use fragment rounding on desktop and GLES3, most accurate.
features |= GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT;
} else if (prefer24 && (features & GPU_SUPPORTS_ACCURATE_DEPTH) != 0) {
// Here we can simulate a 16 bit depth buffer by scaling.
// Note that the depth buffer is fixed point, not floating, so dividing by 256 is pretty good.
features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
} else {
// At least do vertex rounding if nothing else.
features |= GPU_ROUND_DEPTH_TO_16BIT;
}
} else if (PSP_CoreParameter().compat.flags().VertexDepthRounding) {
features |= GPU_ROUND_DEPTH_TO_16BIT;
}
}
// The Phantasy Star hack :(
if (PSP_CoreParameter().compat.flags().DepthRangeHack && (features & GPU_SUPPORTS_ACCURATE_DEPTH) == 0) {
features |= GPU_USE_DEPTH_RANGE_HACK;
}
if (PSP_CoreParameter().compat.flags().ClearToRAM) {
features |= GPU_USE_CLEAR_RAM_HACK;
}
gstate_c.featureFlags = features;
}
bool GPU_GLES::IsReady() {
return shaderManagerGL_->ContinuePrecompile();
}
void GPU_GLES::CancelReady() {
shaderManagerGL_->CancelPrecompile();
}
void GPU_GLES::BuildReportingInfo() {
GLRenderManager *render = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
std::string glVendor = render->GetGLString(GL_VENDOR);
std::string glRenderer = render->GetGLString(GL_RENDERER);
std::string glVersion = render->GetGLString(GL_VERSION);
std::string glSlVersion = render->GetGLString(GL_SHADING_LANGUAGE_VERSION);
std::string glExtensions;
if (gl_extensions.VersionGEThan(3, 0)) {
glExtensions = g_all_gl_extensions;
} else {
glExtensions = render->GetGLString(GL_EXTENSIONS);
}
char temp[16384];
snprintf(temp, sizeof(temp), "%s (%s %s), %s (extensions: %s)", glVersion.c_str(), glVendor.c_str(), glRenderer.c_str(), glSlVersion.c_str(), glExtensions.c_str());
reportingPrimaryInfo_ = glVendor;
reportingFullInfo_ = temp;
Reporting::UpdateConfig();
}
void GPU_GLES::DeviceLost() {
INFO_LOG(G3D, "GPU_GLES: DeviceLost");
// Simply drop all caches and textures.
// FBOs appear to survive? Or no?
// TransformDraw has registered as a GfxResourceHolder.
CancelReady();
shaderManagerGL_->DeviceLost();
textureCacheGL_->DeviceLost();
fragmentTestCache_.DeviceLost();
depalShaderCache_.DeviceLost();
drawEngine_.DeviceLost();
GPUCommon::DeviceLost();
}
void GPU_GLES::DeviceRestore() {
GPUCommon::DeviceRestore();
UpdateCmdInfo();
UpdateVsyncInterval(true);
shaderManagerGL_->DeviceRestore(draw_);
textureCacheGL_->DeviceRestore(draw_);
drawEngine_.DeviceRestore(draw_);
fragmentTestCache_.DeviceRestore(draw_);
depalShaderCache_.DeviceRestore(draw_);
}
void GPU_GLES::Reinitialize() {
GPUCommon::Reinitialize();
depalShaderCache_.Clear();
}
void GPU_GLES::InitClear() {
}
void GPU_GLES::BeginHostFrame() {
GPUCommon::BeginHostFrame();
UpdateCmdInfo();
if (resized_) {
CheckGPUFeatures();
framebufferManager_->Resized();
drawEngine_.Resized();
shaderManagerGL_->DirtyShader();
textureCacheGL_->NotifyConfigChanged();
resized_ = false;
}
drawEngine_.BeginFrame();
}
void GPU_GLES::EndHostFrame() {
drawEngine_.EndFrame();
}
void GPU_GLES::ReapplyGfxState() {
GPUCommon::ReapplyGfxState();
}
void GPU_GLES::BeginFrame() {
textureCacheGL_->StartFrame();
depalShaderCache_.Decimate();
fragmentTestCache_.Decimate();
GPUCommon::BeginFrame();
// Save the cache from time to time. TODO: How often? We save on exit, so shouldn't need to do this all that often.
if (shaderCachePath_.Valid() && (gpuStats.numFlips & 4095) == 0) {
shaderManagerGL_->Save(shaderCachePath_);
}
shaderManagerGL_->DirtyShader();
// Not sure if this is really needed.
gstate_c.Dirty(DIRTY_ALL_UNIFORMS);
framebufferManagerGL_->BeginFrame();
}
void GPU_GLES::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
GPUDebug::NotifyDisplay(framebuf, stride, format);
framebufferManagerGL_->SetDisplayFramebuffer(framebuf, stride, format);
}
void GPU_GLES::CopyDisplayToOutput(bool reallyDirty) {
// Flush anything left over.
framebufferManagerGL_->RebindFramebuffer("RebindFramebuffer - CopyDisplayToOutput");
drawEngine_.Flush();
shaderManagerGL_->DirtyLastShader();
framebufferManagerGL_->CopyDisplayToOutput(reallyDirty);
framebufferManagerGL_->EndFrame();
}
void GPU_GLES::FinishDeferred() {
// This finishes reading any vertex data that is pending.
drawEngine_.FinishDeferred();
}
inline void GPU_GLES::CheckFlushOp(int cmd, u32 diff) {
const u8 cmdFlags = cmdInfo_[cmd].flags;
if (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE)) {
if (dumpThisFrame_) {
NOTICE_LOG(G3D, "================ FLUSH ================");
}
drawEngine_.Flush();
}
}
void GPU_GLES::PreExecuteOp(u32 op, u32 diff) {
CheckFlushOp(op >> 24, diff);
}
void GPU_GLES::ExecuteOp(u32 op, u32 diff) {
const u8 cmd = op >> 24;
const CommandInfo info = cmdInfo_[cmd];
const u8 cmdFlags = info.flags;
if ((cmdFlags & FLAG_EXECUTE) || (diff && (cmdFlags & FLAG_EXECUTEONCHANGE))) {
(this->*info.func)(op, diff);
} else if (diff) {
uint64_t dirty = info.flags >> 8;
if (dirty)
gstate_c.Dirty(dirty);
}
}
void GPU_GLES::GetStats(char *buffer, size_t bufsize) {
size_t offset = FormatGPUStatsCommon(buffer, bufsize);
buffer += offset;
bufsize -= offset;
if ((int)bufsize < 0)
return;
snprintf(buffer, bufsize,
"Vertex, Fragment, Programs loaded: %d, %d, %d\n",
shaderManagerGL_->GetNumVertexShaders(),
shaderManagerGL_->GetNumFragmentShaders(),
shaderManagerGL_->GetNumPrograms()
);
}
void GPU_GLES::ClearCacheNextFrame() {
textureCacheGL_->ClearNextFrame();
}
void GPU_GLES::ClearShaderCache() {
shaderManagerGL_->ClearCache(true);
}
void GPU_GLES::CleanupBeforeUI() {
// Clear any enabled vertex arrays.
shaderManagerGL_->DirtyLastShader();
}
void GPU_GLES::DoState(PointerWrap &p) {
GPUCommon::DoState(p);
// TODO: Some of these things may not be necessary.
// None of these are necessary when saving.
// In Freeze-Frame mode, we don't want to do any of this.
if (p.mode == p.MODE_READ && !PSP_CoreParameter().frozen) {
textureCache_->Clear(true);
depalShaderCache_.Clear();
drawEngine_.ClearTrackedVertexArrays();
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
framebufferManager_->DestroyAllFBOs();
}
}
std::vector<std::string> GPU_GLES::DebugGetShaderIDs(DebugShaderType type) {
switch (type) {
case SHADER_TYPE_VERTEXLOADER:
return drawEngine_.DebugGetVertexLoaderIDs();
case SHADER_TYPE_DEPAL:
return depalShaderCache_.DebugGetShaderIDs(type);
default:
return shaderManagerGL_->DebugGetShaderIDs(type);
}
}
std::string GPU_GLES::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
switch (type) {
case SHADER_TYPE_VERTEXLOADER:
return drawEngine_.DebugGetVertexLoaderString(id, stringType);
case SHADER_TYPE_DEPAL:
return depalShaderCache_.DebugGetShaderString(id, type, stringType);
default:
return shaderManagerGL_->DebugGetShaderString(id, type, stringType);
}
}