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- // Copyright 2019 yuzu Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #include <algorithm>
- #include <array>
- #include <cstddef>
- #include <cstring>
- #include <limits>
- #include <optional>
- #include <vector>
- #include <glad/glad.h>
- #include "common/logging/log.h"
- #include "common/scope_exit.h"
- #include "core/settings.h"
- #include "video_core/renderer_opengl/gl_device.h"
- #include "video_core/renderer_opengl/gl_resource_manager.h"
- namespace OpenGL {
- namespace {
- // One uniform block is reserved for emulation purposes
- constexpr u32 ReservedUniformBlocks = 1;
- constexpr u32 NumStages = 5;
- constexpr std::array LimitUBOs = {
- GL_MAX_VERTEX_UNIFORM_BLOCKS, GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS,
- GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS, GL_MAX_GEOMETRY_UNIFORM_BLOCKS,
- GL_MAX_FRAGMENT_UNIFORM_BLOCKS, GL_MAX_COMPUTE_UNIFORM_BLOCKS};
- constexpr std::array LimitSSBOs = {
- GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS,
- GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS, GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS,
- GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS, GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS};
- constexpr std::array LimitSamplers = {GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,
- GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS,
- GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS,
- GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS,
- GL_MAX_TEXTURE_IMAGE_UNITS,
- GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS};
- constexpr std::array LimitImages = {
- GL_MAX_VERTEX_IMAGE_UNIFORMS, GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS,
- GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS, GL_MAX_GEOMETRY_IMAGE_UNIFORMS,
- GL_MAX_FRAGMENT_IMAGE_UNIFORMS, GL_MAX_COMPUTE_IMAGE_UNIFORMS};
- template <typename T>
- T GetInteger(GLenum pname) {
- GLint temporary;
- glGetIntegerv(pname, &temporary);
- return static_cast<T>(temporary);
- }
- bool TestProgram(const GLchar* glsl) {
- const GLuint shader{glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &glsl)};
- GLint link_status;
- glGetProgramiv(shader, GL_LINK_STATUS, &link_status);
- glDeleteProgram(shader);
- return link_status == GL_TRUE;
- }
- std::vector<std::string_view> GetExtensions() {
- GLint num_extensions;
- glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
- std::vector<std::string_view> extensions;
- extensions.reserve(num_extensions);
- for (GLint index = 0; index < num_extensions; ++index) {
- extensions.push_back(
- reinterpret_cast<const char*>(glGetStringi(GL_EXTENSIONS, static_cast<GLuint>(index))));
- }
- return extensions;
- }
- bool HasExtension(const std::vector<std::string_view>& images, std::string_view extension) {
- return std::find(images.begin(), images.end(), extension) != images.end();
- }
- u32 Extract(u32& base, u32& num, u32 amount, std::optional<GLenum> limit = {}) {
- ASSERT(num >= amount);
- if (limit) {
- amount = std::min(amount, GetInteger<u32>(*limit));
- }
- num -= amount;
- return std::exchange(base, base + amount);
- }
- std::array<u32, Tegra::Engines::MaxShaderTypes> BuildMaxUniformBuffers() noexcept {
- std::array<u32, Tegra::Engines::MaxShaderTypes> max;
- std::transform(LimitUBOs.begin(), LimitUBOs.end(), max.begin(),
- [](GLenum pname) { return GetInteger<u32>(pname); });
- return max;
- }
- std::array<Device::BaseBindings, Tegra::Engines::MaxShaderTypes> BuildBaseBindings() noexcept {
- std::array<Device::BaseBindings, Tegra::Engines::MaxShaderTypes> bindings;
- static constexpr std::array<std::size_t, 5> stage_swizzle{0, 1, 2, 3, 4};
- const u32 total_ubos = GetInteger<u32>(GL_MAX_UNIFORM_BUFFER_BINDINGS);
- const u32 total_ssbos = GetInteger<u32>(GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS);
- const u32 total_samplers = GetInteger<u32>(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS);
- u32 num_ubos = total_ubos - ReservedUniformBlocks;
- u32 num_ssbos = total_ssbos;
- u32 num_samplers = total_samplers;
- u32 base_ubo = ReservedUniformBlocks;
- u32 base_ssbo = 0;
- u32 base_samplers = 0;
- for (std::size_t i = 0; i < NumStages; ++i) {
- const std::size_t stage = stage_swizzle[i];
- bindings[stage] = {
- Extract(base_ubo, num_ubos, total_ubos / NumStages, LimitUBOs[stage]),
- Extract(base_ssbo, num_ssbos, total_ssbos / NumStages, LimitSSBOs[stage]),
- Extract(base_samplers, num_samplers, total_samplers / NumStages, LimitSamplers[stage])};
- }
- u32 num_images = GetInteger<u32>(GL_MAX_IMAGE_UNITS);
- u32 base_images = 0;
- // GL_MAX_IMAGE_UNITS is guaranteed by the spec to have a minimum value of 8.
- // Due to the limitation of GL_MAX_IMAGE_UNITS, reserve at least 4 image bindings on the
- // fragment stage, and at least 1 for the rest of the stages.
- // So far games are observed to use 1 image binding on vertex and 4 on fragment stages.
- // Reserve at least 4 image bindings on the fragment stage.
- bindings[4].image =
- Extract(base_images, num_images, std::max(4U, num_images / NumStages), LimitImages[4]);
- // This is guaranteed to be at least 1.
- const u32 total_extracted_images = num_images / (NumStages - 1);
- // Reserve the other image bindings.
- for (std::size_t i = 0; i < NumStages; ++i) {
- const std::size_t stage = stage_swizzle[i];
- if (stage == 4) {
- continue;
- }
- bindings[stage].image =
- Extract(base_images, num_images, total_extracted_images, LimitImages[stage]);
- }
- // Compute doesn't care about any of this.
- bindings[5] = {0, 0, 0, 0};
- return bindings;
- }
- bool IsASTCSupported() {
- static constexpr std::array targets = {GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY};
- static constexpr std::array formats = {
- GL_COMPRESSED_RGBA_ASTC_4x4_KHR, GL_COMPRESSED_RGBA_ASTC_5x4_KHR,
- GL_COMPRESSED_RGBA_ASTC_5x5_KHR, GL_COMPRESSED_RGBA_ASTC_6x5_KHR,
- GL_COMPRESSED_RGBA_ASTC_6x6_KHR, GL_COMPRESSED_RGBA_ASTC_8x5_KHR,
- GL_COMPRESSED_RGBA_ASTC_8x6_KHR, GL_COMPRESSED_RGBA_ASTC_8x8_KHR,
- GL_COMPRESSED_RGBA_ASTC_10x5_KHR, GL_COMPRESSED_RGBA_ASTC_10x6_KHR,
- GL_COMPRESSED_RGBA_ASTC_10x8_KHR, GL_COMPRESSED_RGBA_ASTC_10x10_KHR,
- GL_COMPRESSED_RGBA_ASTC_12x10_KHR, GL_COMPRESSED_RGBA_ASTC_12x12_KHR,
- GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR,
- GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR,
- GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR,
- GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR,
- GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR,
- GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR,
- GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR,
- };
- static constexpr std::array required_support = {
- GL_VERTEX_TEXTURE, GL_TESS_CONTROL_TEXTURE, GL_TESS_EVALUATION_TEXTURE,
- GL_GEOMETRY_TEXTURE, GL_FRAGMENT_TEXTURE, GL_COMPUTE_TEXTURE,
- };
- for (const GLenum target : targets) {
- for (const GLenum format : formats) {
- for (const GLenum support : required_support) {
- GLint value;
- glGetInternalformativ(target, format, support, 1, &value);
- if (value != GL_FULL_SUPPORT) {
- return false;
- }
- }
- }
- }
- return true;
- }
- } // Anonymous namespace
- Device::Device()
- : max_uniform_buffers{BuildMaxUniformBuffers()}, base_bindings{BuildBaseBindings()} {
- const std::string_view vendor = reinterpret_cast<const char*>(glGetString(GL_VENDOR));
- const std::string_view renderer = reinterpret_cast<const char*>(glGetString(GL_RENDERER));
- const std::string_view version = reinterpret_cast<const char*>(glGetString(GL_VERSION));
- const std::vector extensions = GetExtensions();
- const bool is_nvidia = vendor == "NVIDIA Corporation";
- const bool is_amd = vendor == "ATI Technologies Inc.";
- bool disable_fast_buffer_sub_data = false;
- if (is_nvidia && version == "4.6.0 NVIDIA 443.24") {
- LOG_WARNING(
- Render_OpenGL,
- "Beta driver 443.24 is known to have issues. There might be performance issues.");
- disable_fast_buffer_sub_data = true;
- }
- uniform_buffer_alignment = GetInteger<std::size_t>(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT);
- shader_storage_alignment = GetInteger<std::size_t>(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT);
- max_vertex_attributes = GetInteger<u32>(GL_MAX_VERTEX_ATTRIBS);
- max_varyings = GetInteger<u32>(GL_MAX_VARYING_VECTORS);
- has_warp_intrinsics = GLAD_GL_NV_gpu_shader5 && GLAD_GL_NV_shader_thread_group &&
- GLAD_GL_NV_shader_thread_shuffle;
- has_shader_ballot = GLAD_GL_ARB_shader_ballot;
- has_vertex_viewport_layer = GLAD_GL_ARB_shader_viewport_layer_array;
- has_image_load_formatted = HasExtension(extensions, "GL_EXT_shader_image_load_formatted");
- has_texture_shadow_lod = HasExtension(extensions, "GL_EXT_texture_shadow_lod");
- has_astc = IsASTCSupported();
- has_variable_aoffi = TestVariableAoffi();
- has_component_indexing_bug = is_amd;
- has_precise_bug = TestPreciseBug();
- has_nv_viewport_array2 = GLAD_GL_NV_viewport_array2;
- has_vertex_buffer_unified_memory = GLAD_GL_NV_vertex_buffer_unified_memory;
- // At the moment of writing this, only Nvidia's driver optimizes BufferSubData on exclusive
- // uniform buffers as "push constants"
- has_fast_buffer_sub_data = is_nvidia && !disable_fast_buffer_sub_data;
- use_assembly_shaders = Settings::values.use_assembly_shaders.GetValue() &&
- GLAD_GL_NV_gpu_program5 && GLAD_GL_NV_compute_program5 &&
- GLAD_GL_NV_transform_feedback && GLAD_GL_NV_transform_feedback2;
- LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi);
- LOG_INFO(Render_OpenGL, "Renderer_ComponentIndexingBug: {}", has_component_indexing_bug);
- LOG_INFO(Render_OpenGL, "Renderer_PreciseBug: {}", has_precise_bug);
- if (Settings::values.use_assembly_shaders.GetValue() && !use_assembly_shaders) {
- LOG_ERROR(Render_OpenGL, "Assembly shaders enabled but not supported");
- }
- }
- Device::Device(std::nullptr_t) {
- max_uniform_buffers.fill(std::numeric_limits<u32>::max());
- uniform_buffer_alignment = 4;
- shader_storage_alignment = 4;
- max_vertex_attributes = 16;
- max_varyings = 15;
- has_warp_intrinsics = true;
- has_shader_ballot = true;
- has_vertex_viewport_layer = true;
- has_image_load_formatted = true;
- has_texture_shadow_lod = true;
- has_variable_aoffi = true;
- }
- bool Device::TestVariableAoffi() {
- return TestProgram(R"(#version 430 core
- // This is a unit test, please ignore me on apitrace bug reports.
- uniform sampler2D tex;
- uniform ivec2 variable_offset;
- out vec4 output_attribute;
- void main() {
- output_attribute = textureOffset(tex, vec2(0), variable_offset);
- })");
- }
- bool Device::TestPreciseBug() {
- return !TestProgram(R"(#version 430 core
- in vec3 coords;
- out float out_value;
- uniform sampler2DShadow tex;
- void main() {
- precise float tmp_value = vec4(texture(tex, coords)).x;
- out_value = tmp_value;
- })");
- }
- } // namespace OpenGL
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