gl_device.cpp 12 KB

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  1. // Copyright 2019 yuzu Emulator Project
  2. // Licensed under GPLv2 or any later version
  3. // Refer to the license.txt file included.
  4. #include <algorithm>
  5. #include <array>
  6. #include <cstddef>
  7. #include <cstring>
  8. #include <limits>
  9. #include <optional>
  10. #include <vector>
  11. #include <glad/glad.h>
  12. #include "common/logging/log.h"
  13. #include "common/scope_exit.h"
  14. #include "core/settings.h"
  15. #include "video_core/renderer_opengl/gl_device.h"
  16. #include "video_core/renderer_opengl/gl_resource_manager.h"
  17. namespace OpenGL {
  18. namespace {
  19. // One uniform block is reserved for emulation purposes
  20. constexpr u32 ReservedUniformBlocks = 1;
  21. constexpr u32 NumStages = 5;
  22. constexpr std::array LimitUBOs = {
  23. GL_MAX_VERTEX_UNIFORM_BLOCKS, GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS,
  24. GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS, GL_MAX_GEOMETRY_UNIFORM_BLOCKS,
  25. GL_MAX_FRAGMENT_UNIFORM_BLOCKS, GL_MAX_COMPUTE_UNIFORM_BLOCKS};
  26. constexpr std::array LimitSSBOs = {
  27. GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS,
  28. GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS, GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS,
  29. GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS, GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS};
  30. constexpr std::array LimitSamplers = {GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,
  31. GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS,
  32. GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS,
  33. GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS,
  34. GL_MAX_TEXTURE_IMAGE_UNITS,
  35. GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS};
  36. constexpr std::array LimitImages = {
  37. GL_MAX_VERTEX_IMAGE_UNIFORMS, GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS,
  38. GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS, GL_MAX_GEOMETRY_IMAGE_UNIFORMS,
  39. GL_MAX_FRAGMENT_IMAGE_UNIFORMS, GL_MAX_COMPUTE_IMAGE_UNIFORMS};
  40. template <typename T>
  41. T GetInteger(GLenum pname) {
  42. GLint temporary;
  43. glGetIntegerv(pname, &temporary);
  44. return static_cast<T>(temporary);
  45. }
  46. bool TestProgram(const GLchar* glsl) {
  47. const GLuint shader{glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &glsl)};
  48. GLint link_status;
  49. glGetProgramiv(shader, GL_LINK_STATUS, &link_status);
  50. glDeleteProgram(shader);
  51. return link_status == GL_TRUE;
  52. }
  53. std::vector<std::string_view> GetExtensions() {
  54. GLint num_extensions;
  55. glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
  56. std::vector<std::string_view> extensions;
  57. extensions.reserve(num_extensions);
  58. for (GLint index = 0; index < num_extensions; ++index) {
  59. extensions.push_back(
  60. reinterpret_cast<const char*>(glGetStringi(GL_EXTENSIONS, static_cast<GLuint>(index))));
  61. }
  62. return extensions;
  63. }
  64. bool HasExtension(const std::vector<std::string_view>& images, std::string_view extension) {
  65. return std::find(images.begin(), images.end(), extension) != images.end();
  66. }
  67. u32 Extract(u32& base, u32& num, u32 amount, std::optional<GLenum> limit = {}) {
  68. ASSERT(num >= amount);
  69. if (limit) {
  70. amount = std::min(amount, GetInteger<u32>(*limit));
  71. }
  72. num -= amount;
  73. return std::exchange(base, base + amount);
  74. }
  75. std::array<u32, Tegra::Engines::MaxShaderTypes> BuildMaxUniformBuffers() noexcept {
  76. std::array<u32, Tegra::Engines::MaxShaderTypes> max;
  77. std::transform(LimitUBOs.begin(), LimitUBOs.end(), max.begin(),
  78. [](GLenum pname) { return GetInteger<u32>(pname); });
  79. return max;
  80. }
  81. std::array<Device::BaseBindings, Tegra::Engines::MaxShaderTypes> BuildBaseBindings() noexcept {
  82. std::array<Device::BaseBindings, Tegra::Engines::MaxShaderTypes> bindings;
  83. static constexpr std::array<std::size_t, 5> stage_swizzle{0, 1, 2, 3, 4};
  84. const u32 total_ubos = GetInteger<u32>(GL_MAX_UNIFORM_BUFFER_BINDINGS);
  85. const u32 total_ssbos = GetInteger<u32>(GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS);
  86. const u32 total_samplers = GetInteger<u32>(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  87. u32 num_ubos = total_ubos - ReservedUniformBlocks;
  88. u32 num_ssbos = total_ssbos;
  89. u32 num_samplers = total_samplers;
  90. u32 base_ubo = ReservedUniformBlocks;
  91. u32 base_ssbo = 0;
  92. u32 base_samplers = 0;
  93. for (std::size_t i = 0; i < NumStages; ++i) {
  94. const std::size_t stage = stage_swizzle[i];
  95. bindings[stage] = {
  96. Extract(base_ubo, num_ubos, total_ubos / NumStages, LimitUBOs[stage]),
  97. Extract(base_ssbo, num_ssbos, total_ssbos / NumStages, LimitSSBOs[stage]),
  98. Extract(base_samplers, num_samplers, total_samplers / NumStages, LimitSamplers[stage])};
  99. }
  100. u32 num_images = GetInteger<u32>(GL_MAX_IMAGE_UNITS);
  101. u32 base_images = 0;
  102. // GL_MAX_IMAGE_UNITS is guaranteed by the spec to have a minimum value of 8.
  103. // Due to the limitation of GL_MAX_IMAGE_UNITS, reserve at least 4 image bindings on the
  104. // fragment stage, and at least 1 for the rest of the stages.
  105. // So far games are observed to use 1 image binding on vertex and 4 on fragment stages.
  106. // Reserve at least 4 image bindings on the fragment stage.
  107. bindings[4].image =
  108. Extract(base_images, num_images, std::max(4U, num_images / NumStages), LimitImages[4]);
  109. // This is guaranteed to be at least 1.
  110. const u32 total_extracted_images = num_images / (NumStages - 1);
  111. // Reserve the other image bindings.
  112. for (std::size_t i = 0; i < NumStages; ++i) {
  113. const std::size_t stage = stage_swizzle[i];
  114. if (stage == 4) {
  115. continue;
  116. }
  117. bindings[stage].image =
  118. Extract(base_images, num_images, total_extracted_images, LimitImages[stage]);
  119. }
  120. // Compute doesn't care about any of this.
  121. bindings[5] = {0, 0, 0, 0};
  122. return bindings;
  123. }
  124. bool IsASTCSupported() {
  125. static constexpr std::array targets = {GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY};
  126. static constexpr std::array formats = {
  127. GL_COMPRESSED_RGBA_ASTC_4x4_KHR, GL_COMPRESSED_RGBA_ASTC_5x4_KHR,
  128. GL_COMPRESSED_RGBA_ASTC_5x5_KHR, GL_COMPRESSED_RGBA_ASTC_6x5_KHR,
  129. GL_COMPRESSED_RGBA_ASTC_6x6_KHR, GL_COMPRESSED_RGBA_ASTC_8x5_KHR,
  130. GL_COMPRESSED_RGBA_ASTC_8x6_KHR, GL_COMPRESSED_RGBA_ASTC_8x8_KHR,
  131. GL_COMPRESSED_RGBA_ASTC_10x5_KHR, GL_COMPRESSED_RGBA_ASTC_10x6_KHR,
  132. GL_COMPRESSED_RGBA_ASTC_10x8_KHR, GL_COMPRESSED_RGBA_ASTC_10x10_KHR,
  133. GL_COMPRESSED_RGBA_ASTC_12x10_KHR, GL_COMPRESSED_RGBA_ASTC_12x12_KHR,
  134. GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR,
  135. GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR,
  136. GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR,
  137. GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR,
  138. GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR,
  139. GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR,
  140. GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR,
  141. };
  142. static constexpr std::array required_support = {
  143. GL_VERTEX_TEXTURE, GL_TESS_CONTROL_TEXTURE, GL_TESS_EVALUATION_TEXTURE,
  144. GL_GEOMETRY_TEXTURE, GL_FRAGMENT_TEXTURE, GL_COMPUTE_TEXTURE,
  145. };
  146. for (const GLenum target : targets) {
  147. for (const GLenum format : formats) {
  148. for (const GLenum support : required_support) {
  149. GLint value;
  150. glGetInternalformativ(GL_TEXTURE_2D, format, support, 1, &value);
  151. if (value != GL_FULL_SUPPORT) {
  152. return false;
  153. }
  154. }
  155. }
  156. }
  157. return true;
  158. }
  159. /// @brief Returns true when a GL_RENDERER is a Turing GPU
  160. /// @param renderer GL_RENDERER string
  161. bool IsTuring(std::string_view renderer) {
  162. static constexpr std::array<std::string_view, 12> TURING_GPUS = {
  163. "GTX 1650", "GTX 1660", "RTX 2060", "RTX 2070",
  164. "RTX 2080", "TITAN RTX", "Quadro RTX 3000", "Quadro RTX 4000",
  165. "Quadro RTX 5000", "Quadro RTX 6000", "Quadro RTX 8000", "Tesla T4",
  166. };
  167. return std::any_of(TURING_GPUS.begin(), TURING_GPUS.end(),
  168. [renderer](std::string_view candidate) {
  169. return renderer.find(candidate) != std::string_view::npos;
  170. });
  171. }
  172. } // Anonymous namespace
  173. Device::Device()
  174. : max_uniform_buffers{BuildMaxUniformBuffers()}, base_bindings{BuildBaseBindings()} {
  175. const std::string_view vendor = reinterpret_cast<const char*>(glGetString(GL_VENDOR));
  176. const std::string_view renderer = reinterpret_cast<const char*>(glGetString(GL_RENDERER));
  177. const std::string_view version = reinterpret_cast<const char*>(glGetString(GL_VERSION));
  178. const std::vector extensions = GetExtensions();
  179. const bool is_nvidia = vendor == "NVIDIA Corporation";
  180. const bool is_amd = vendor == "ATI Technologies Inc.";
  181. const bool is_turing = is_nvidia && IsTuring(renderer);
  182. bool disable_fast_buffer_sub_data = false;
  183. if (is_nvidia && version == "4.6.0 NVIDIA 443.24") {
  184. LOG_WARNING(
  185. Render_OpenGL,
  186. "Beta driver 443.24 is known to have issues. There might be performance issues.");
  187. disable_fast_buffer_sub_data = true;
  188. }
  189. uniform_buffer_alignment = GetInteger<std::size_t>(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT);
  190. shader_storage_alignment = GetInteger<std::size_t>(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT);
  191. max_vertex_attributes = GetInteger<u32>(GL_MAX_VERTEX_ATTRIBS);
  192. max_varyings = GetInteger<u32>(GL_MAX_VARYING_VECTORS);
  193. has_warp_intrinsics = GLAD_GL_NV_gpu_shader5 && GLAD_GL_NV_shader_thread_group &&
  194. GLAD_GL_NV_shader_thread_shuffle;
  195. has_shader_ballot = GLAD_GL_ARB_shader_ballot;
  196. has_vertex_viewport_layer = GLAD_GL_ARB_shader_viewport_layer_array;
  197. has_image_load_formatted = HasExtension(extensions, "GL_EXT_shader_image_load_formatted");
  198. has_texture_shadow_lod = HasExtension(extensions, "GL_EXT_texture_shadow_lod");
  199. has_astc = IsASTCSupported();
  200. has_variable_aoffi = TestVariableAoffi();
  201. has_component_indexing_bug = is_amd;
  202. has_precise_bug = TestPreciseBug();
  203. has_nv_viewport_array2 = GLAD_GL_NV_viewport_array2;
  204. // At the moment of writing this, only Nvidia's driver optimizes BufferSubData on exclusive
  205. // uniform buffers as "push constants"
  206. has_fast_buffer_sub_data = is_nvidia && !disable_fast_buffer_sub_data;
  207. // Nvidia's driver on Turing GPUs randomly crashes when the buffer is made resident, or on
  208. // DeleteBuffers. Disable unified memory on these devices.
  209. has_vertex_buffer_unified_memory = GLAD_GL_NV_vertex_buffer_unified_memory && !is_turing;
  210. use_assembly_shaders = Settings::values.use_assembly_shaders && GLAD_GL_NV_gpu_program5 &&
  211. GLAD_GL_NV_compute_program5 && GLAD_GL_NV_transform_feedback &&
  212. GLAD_GL_NV_transform_feedback2;
  213. LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi);
  214. LOG_INFO(Render_OpenGL, "Renderer_ComponentIndexingBug: {}", has_component_indexing_bug);
  215. LOG_INFO(Render_OpenGL, "Renderer_PreciseBug: {}", has_precise_bug);
  216. if (Settings::values.use_assembly_shaders && !use_assembly_shaders) {
  217. LOG_ERROR(Render_OpenGL, "Assembly shaders enabled but not supported");
  218. }
  219. }
  220. Device::Device(std::nullptr_t) {
  221. max_uniform_buffers.fill(std::numeric_limits<u32>::max());
  222. uniform_buffer_alignment = 4;
  223. shader_storage_alignment = 4;
  224. max_vertex_attributes = 16;
  225. max_varyings = 15;
  226. has_warp_intrinsics = true;
  227. has_shader_ballot = true;
  228. has_vertex_viewport_layer = true;
  229. has_image_load_formatted = true;
  230. has_texture_shadow_lod = true;
  231. has_variable_aoffi = true;
  232. }
  233. bool Device::TestVariableAoffi() {
  234. return TestProgram(R"(#version 430 core
  235. // This is a unit test, please ignore me on apitrace bug reports.
  236. uniform sampler2D tex;
  237. uniform ivec2 variable_offset;
  238. out vec4 output_attribute;
  239. void main() {
  240. output_attribute = textureOffset(tex, vec2(0), variable_offset);
  241. })");
  242. }
  243. bool Device::TestPreciseBug() {
  244. return !TestProgram(R"(#version 430 core
  245. in vec3 coords;
  246. out float out_value;
  247. uniform sampler2DShadow tex;
  248. void main() {
  249. precise float tmp_value = vec4(texture(tex, coords)).x;
  250. out_value = tmp_value;
  251. })");
  252. }
  253. } // namespace OpenGL