gl_device.cpp 12 KB

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  1. // SPDX-FileCopyrightText: Copyright 2019 yuzu Emulator Project
  2. // SPDX-License-Identifier: GPL-2.0-or-later
  3. #include <algorithm>
  4. #include <array>
  5. #include <cstddef>
  6. #include <cstdlib>
  7. #include <optional>
  8. #include <span>
  9. #include <stdexcept>
  10. #include <vector>
  11. #include <glad/glad.h>
  12. #include "common/literals.h"
  13. #include "common/logging/log.h"
  14. #include "common/settings.h"
  15. #include "shader_recompiler/stage.h"
  16. #include "video_core/renderer_opengl/gl_device.h"
  17. #include "video_core/renderer_opengl/gl_resource_manager.h"
  18. using namespace Common::Literals;
  19. namespace OpenGL {
  20. namespace {
  21. constexpr std::array LIMIT_UBOS = {
  22. GL_MAX_VERTEX_UNIFORM_BLOCKS, GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS,
  23. GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS, GL_MAX_GEOMETRY_UNIFORM_BLOCKS,
  24. GL_MAX_FRAGMENT_UNIFORM_BLOCKS, GL_MAX_COMPUTE_UNIFORM_BLOCKS,
  25. };
  26. template <typename T>
  27. T GetInteger(GLenum pname) {
  28. GLint temporary;
  29. glGetIntegerv(pname, &temporary);
  30. return static_cast<T>(temporary);
  31. }
  32. bool TestProgram(const GLchar* glsl) {
  33. const GLuint shader{glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &glsl)};
  34. GLint link_status;
  35. glGetProgramiv(shader, GL_LINK_STATUS, &link_status);
  36. glDeleteProgram(shader);
  37. return link_status == GL_TRUE;
  38. }
  39. std::vector<std::string_view> GetExtensions() {
  40. GLint num_extensions;
  41. glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
  42. std::vector<std::string_view> extensions;
  43. extensions.reserve(num_extensions);
  44. for (GLint index = 0; index < num_extensions; ++index) {
  45. extensions.push_back(
  46. reinterpret_cast<const char*>(glGetStringi(GL_EXTENSIONS, static_cast<GLuint>(index))));
  47. }
  48. return extensions;
  49. }
  50. bool HasExtension(std::span<const std::string_view> extensions, std::string_view extension) {
  51. return std::ranges::find(extensions, extension) != extensions.end();
  52. }
  53. std::array<u32, Shader::MaxStageTypes> BuildMaxUniformBuffers() noexcept {
  54. std::array<u32, Shader::MaxStageTypes> max;
  55. std::ranges::transform(LIMIT_UBOS, max.begin(), &GetInteger<u32>);
  56. return max;
  57. }
  58. bool IsASTCSupported() {
  59. static constexpr std::array targets{
  60. GL_TEXTURE_2D,
  61. GL_TEXTURE_2D_ARRAY,
  62. };
  63. static constexpr std::array formats{
  64. GL_COMPRESSED_RGBA_ASTC_4x4_KHR, GL_COMPRESSED_RGBA_ASTC_5x4_KHR,
  65. GL_COMPRESSED_RGBA_ASTC_5x5_KHR, GL_COMPRESSED_RGBA_ASTC_6x5_KHR,
  66. GL_COMPRESSED_RGBA_ASTC_6x6_KHR, GL_COMPRESSED_RGBA_ASTC_8x5_KHR,
  67. GL_COMPRESSED_RGBA_ASTC_8x6_KHR, GL_COMPRESSED_RGBA_ASTC_8x8_KHR,
  68. GL_COMPRESSED_RGBA_ASTC_10x5_KHR, GL_COMPRESSED_RGBA_ASTC_10x6_KHR,
  69. GL_COMPRESSED_RGBA_ASTC_10x8_KHR, GL_COMPRESSED_RGBA_ASTC_10x10_KHR,
  70. GL_COMPRESSED_RGBA_ASTC_12x10_KHR, GL_COMPRESSED_RGBA_ASTC_12x12_KHR,
  71. GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR,
  72. GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR,
  73. GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR,
  74. GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR,
  75. GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR,
  76. GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR,
  77. GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR, GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR,
  78. };
  79. static constexpr std::array required_support{
  80. GL_VERTEX_TEXTURE, GL_TESS_CONTROL_TEXTURE, GL_TESS_EVALUATION_TEXTURE,
  81. GL_GEOMETRY_TEXTURE, GL_FRAGMENT_TEXTURE, GL_COMPUTE_TEXTURE,
  82. };
  83. for (const GLenum target : targets) {
  84. for (const GLenum format : formats) {
  85. for (const GLenum support : required_support) {
  86. GLint value;
  87. glGetInternalformativ(target, format, support, 1, &value);
  88. if (value != GL_FULL_SUPPORT) {
  89. return false;
  90. }
  91. }
  92. }
  93. }
  94. return true;
  95. }
  96. [[nodiscard]] bool IsDebugToolAttached(std::span<const std::string_view> extensions) {
  97. const bool nsight = std::getenv("NVTX_INJECTION64_PATH") || std::getenv("NSIGHT_LAUNCHED");
  98. return nsight || HasExtension(extensions, "GL_EXT_debug_tool");
  99. }
  100. } // Anonymous namespace
  101. Device::Device() {
  102. if (!GLAD_GL_VERSION_4_6) {
  103. LOG_ERROR(Render_OpenGL, "OpenGL 4.6 is not available");
  104. throw std::runtime_error{"Insufficient version"};
  105. }
  106. vendor_name = reinterpret_cast<const char*>(glGetString(GL_VENDOR));
  107. const std::string_view version = reinterpret_cast<const char*>(glGetString(GL_VERSION));
  108. const std::vector extensions = GetExtensions();
  109. const bool is_nvidia = vendor_name == "NVIDIA Corporation";
  110. const bool is_amd = vendor_name == "ATI Technologies Inc.";
  111. const bool is_intel = vendor_name == "Intel";
  112. #ifdef __unix__
  113. const bool is_linux = true;
  114. #else
  115. const bool is_linux = false;
  116. #endif
  117. bool disable_fast_buffer_sub_data = false;
  118. if (is_nvidia && version == "4.6.0 NVIDIA 443.24") {
  119. LOG_WARNING(
  120. Render_OpenGL,
  121. "Beta driver 443.24 is known to have issues. There might be performance issues.");
  122. disable_fast_buffer_sub_data = true;
  123. }
  124. max_uniform_buffers = BuildMaxUniformBuffers();
  125. uniform_buffer_alignment = GetInteger<size_t>(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT);
  126. shader_storage_alignment = GetInteger<size_t>(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT);
  127. max_vertex_attributes = GetInteger<u32>(GL_MAX_VERTEX_ATTRIBS);
  128. max_varyings = GetInteger<u32>(GL_MAX_VARYING_VECTORS);
  129. max_compute_shared_memory_size = GetInteger<u32>(GL_MAX_COMPUTE_SHARED_MEMORY_SIZE);
  130. max_glasm_storage_buffer_blocks = GetInteger<u32>(GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS);
  131. has_warp_intrinsics = GLAD_GL_NV_gpu_shader5 && GLAD_GL_NV_shader_thread_group &&
  132. GLAD_GL_NV_shader_thread_shuffle;
  133. has_shader_ballot = GLAD_GL_ARB_shader_ballot;
  134. has_vertex_viewport_layer = GLAD_GL_ARB_shader_viewport_layer_array;
  135. has_image_load_formatted = HasExtension(extensions, "GL_EXT_shader_image_load_formatted");
  136. has_texture_shadow_lod = HasExtension(extensions, "GL_EXT_texture_shadow_lod");
  137. has_astc = IsASTCSupported();
  138. has_variable_aoffi = TestVariableAoffi();
  139. has_component_indexing_bug = is_amd;
  140. has_precise_bug = TestPreciseBug();
  141. has_broken_texture_view_formats = is_amd || (!is_linux && is_intel);
  142. has_nv_viewport_array2 = GLAD_GL_NV_viewport_array2;
  143. has_derivative_control = GLAD_GL_ARB_derivative_control;
  144. has_vertex_buffer_unified_memory = GLAD_GL_NV_vertex_buffer_unified_memory;
  145. has_debugging_tool_attached = IsDebugToolAttached(extensions);
  146. has_depth_buffer_float = HasExtension(extensions, "GL_NV_depth_buffer_float");
  147. has_geometry_shader_passthrough = GLAD_GL_NV_geometry_shader_passthrough;
  148. has_nv_gpu_shader_5 = GLAD_GL_NV_gpu_shader5;
  149. has_shader_int64 = HasExtension(extensions, "GL_ARB_gpu_shader_int64");
  150. has_amd_shader_half_float = GLAD_GL_AMD_gpu_shader_half_float;
  151. has_sparse_texture_2 = GLAD_GL_ARB_sparse_texture2;
  152. warp_size_potentially_larger_than_guest = !is_nvidia && !is_intel;
  153. need_fastmath_off = is_nvidia;
  154. can_report_memory = GLAD_GL_NVX_gpu_memory_info;
  155. // At the moment of writing this, only Nvidia's driver optimizes BufferSubData on exclusive
  156. // uniform buffers as "push constants"
  157. has_fast_buffer_sub_data = is_nvidia && !disable_fast_buffer_sub_data;
  158. shader_backend = Settings::values.shader_backend.GetValue();
  159. use_assembly_shaders = shader_backend == Settings::ShaderBackend::GLASM &&
  160. GLAD_GL_NV_gpu_program5 && GLAD_GL_NV_compute_program5 &&
  161. GLAD_GL_NV_transform_feedback && GLAD_GL_NV_transform_feedback2;
  162. if (shader_backend == Settings::ShaderBackend::GLASM && !use_assembly_shaders) {
  163. LOG_ERROR(Render_OpenGL, "Assembly shaders enabled but not supported");
  164. shader_backend = Settings::ShaderBackend::GLSL;
  165. }
  166. if (shader_backend == Settings::ShaderBackend::GLSL && is_nvidia) {
  167. const std::string_view driver_version = version.substr(13);
  168. const int version_major =
  169. std::atoi(driver_version.substr(0, driver_version.find(".")).data());
  170. if (version_major >= 495) {
  171. has_cbuf_ftou_bug = true;
  172. has_bool_ref_bug = true;
  173. }
  174. }
  175. // Blocks AMD and Intel OpenGL drivers on Windows from using asynchronous shader compilation.
  176. use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue() &&
  177. !(is_amd || (is_intel && !is_linux));
  178. use_driver_cache = is_nvidia;
  179. LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi);
  180. LOG_INFO(Render_OpenGL, "Renderer_ComponentIndexingBug: {}", has_component_indexing_bug);
  181. LOG_INFO(Render_OpenGL, "Renderer_PreciseBug: {}", has_precise_bug);
  182. LOG_INFO(Render_OpenGL, "Renderer_BrokenTextureViewFormats: {}",
  183. has_broken_texture_view_formats);
  184. if (Settings::values.use_asynchronous_shaders.GetValue() && !use_asynchronous_shaders) {
  185. LOG_WARNING(Render_OpenGL, "Asynchronous shader compilation enabled but not supported");
  186. }
  187. }
  188. std::string Device::GetVendorName() const {
  189. if (vendor_name == "NVIDIA Corporation") {
  190. return "NVIDIA";
  191. }
  192. if (vendor_name == "ATI Technologies Inc.") {
  193. return "AMD";
  194. }
  195. if (vendor_name == "Intel") {
  196. // For Mesa, `Intel` is an overloaded vendor string that could mean crocus or iris.
  197. // Simply return `INTEL` for those as well as the Windows driver.
  198. return "INTEL";
  199. }
  200. if (vendor_name == "Intel Open Source Technology Center") {
  201. return "I965";
  202. }
  203. if (vendor_name == "Mesa Project") {
  204. return "I915";
  205. }
  206. if (vendor_name == "Mesa/X.org") {
  207. // This vendor string is overloaded between llvmpipe, softpipe, and virgl, so just return
  208. // MESA instead of one of those driver names.
  209. return "MESA";
  210. }
  211. if (vendor_name == "AMD") {
  212. return "RADEONSI";
  213. }
  214. if (vendor_name == "nouveau") {
  215. return "NOUVEAU";
  216. }
  217. if (vendor_name == "X.Org") {
  218. return "R600";
  219. }
  220. if (vendor_name == "Collabora Ltd") {
  221. return "ZINK";
  222. }
  223. if (vendor_name == "Intel Corporation") {
  224. return "OPENSWR";
  225. }
  226. if (vendor_name == "Microsoft Corporation") {
  227. return "D3D12";
  228. }
  229. if (vendor_name == "NVIDIA") {
  230. // Mesa's tegra driver reports `NVIDIA`. Only present in this list because the default
  231. // strategy would have returned `NVIDIA` here for this driver, the same result as the
  232. // proprietary driver.
  233. return "TEGRA";
  234. }
  235. return vendor_name;
  236. }
  237. bool Device::TestVariableAoffi() {
  238. return TestProgram(R"(#version 430 core
  239. // This is a unit test, please ignore me on apitrace bug reports.
  240. uniform sampler2D tex;
  241. uniform ivec2 variable_offset;
  242. out vec4 output_attribute;
  243. void main() {
  244. output_attribute = textureOffset(tex, vec2(0), variable_offset);
  245. })");
  246. }
  247. bool Device::TestPreciseBug() {
  248. return !TestProgram(R"(#version 430 core
  249. in vec3 coords;
  250. out float out_value;
  251. uniform sampler2DShadow tex;
  252. void main() {
  253. precise float tmp_value = vec4(texture(tex, coords)).x;
  254. out_value = tmp_value;
  255. })");
  256. }
  257. u64 Device::GetCurrentDedicatedVideoMemory() const {
  258. GLint cur_avail_mem_kb = 0;
  259. glGetIntegerv(GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, &cur_avail_mem_kb);
  260. return static_cast<u64>(cur_avail_mem_kb) * 1_KiB;
  261. }
  262. } // namespace OpenGL