Ryan Houdek 6bdcde9dd6 [Android] Tegra 4 'support.' This brings up the OpenGL backend to support Tegra 4 to the point where it will run games but it doesn't have any video output for some reason. This is a large change that doesn't actually change much functionally. Walking through the changes.
It changes the string in the Android backend select to just OpenGL ES.
Adds a check in the Android code to check for Tegra 4 and to enable the option to select the OpenGL ES backend.
Adds a DriverDetails bug under BUG_ISTEGRA as a blanket case of Tegra 4 support.
The changes that effects most lines in this change. Removing all float suffixes in the pixel/vertex/util shaders since OpenGL ES 2 doesn't support float suffixes.
Disables the shaders for reinterpreting the EFB format since Tegra 4 doesn't support integers.
Changes GLFunctions.cpp to grab the correct Tegra extension functions.
Readds the GLSL 1.2 'hacks' as GLSLES2 'hacks' since they are required for GLSL ES 2
Adds a GLSLES2 to the GLSL_VERSION enum.
Disable the SamplerCache on Tegra since Tegra doesn't support samplers...
Enable glBufferSubData on Tegra since it is the only mobile GPU to correctly work with it.
Disable glDrawRangeElements on Tegra since it doesn't support it, This uses glDrawElements instead.
2013-10-06 03:12:29 -05:00

356 lines
12 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "Globals.h"
#include <fstream>
#include <vector>
#include "Fifo.h"
#include "DriverDetails.h"
#include "VideoConfig.h"
#include "Statistics.h"
#include "MemoryUtil.h"
#include "Render.h"
#include "ImageWrite.h"
#include "BPMemory.h"
#include "TextureCache.h"
#include "PixelShaderManager.h"
#include "VertexShaderManager.h"
#include "ProgramShaderCache.h"
#include "VertexShaderGen.h"
#include "VertexLoader.h"
#include "VertexManager.h"
#include "IndexGenerator.h"
#include "OpcodeDecoding.h"
#include "FileUtil.h"
#include "Debugger.h"
#include "StreamBuffer.h"
#include "PerfQueryBase.h"
#include "Render.h"
#include "main.h"
// internal state for loading vertices
extern NativeVertexFormat *g_nativeVertexFmt;
namespace OGL
{
//This are the initially requested size for the buffers expressed in bytes
const u32 MAX_IBUFFER_SIZE = 2*1024*1024;
const u32 MAX_VBUFFER_SIZE = 16*1024*1024;
static StreamBuffer *s_vertexBuffer;
static StreamBuffer *s_indexBuffer;
static u32 s_baseVertex;
static u32 s_offset[3];
VertexManager::VertexManager()
{
CreateDeviceObjects();
}
VertexManager::~VertexManager()
{
DestroyDeviceObjects();
}
void VertexManager::CreateDeviceObjects()
{
s_vertexBuffer = new StreamBuffer(GL_ARRAY_BUFFER, MAX_VBUFFER_SIZE);
m_vertex_buffers = s_vertexBuffer->getBuffer();
s_indexBuffer = new StreamBuffer(GL_ELEMENT_ARRAY_BUFFER, MAX_IBUFFER_SIZE);
m_index_buffers = s_indexBuffer->getBuffer();
m_CurrentVertexFmt = NULL;
m_last_vao = 0;
}
void VertexManager::DestroyDeviceObjects()
{
GL_REPORT_ERRORD();
glBindBuffer(GL_ARRAY_BUFFER, 0 );
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0 );
GL_REPORT_ERROR();
delete s_vertexBuffer;
delete s_indexBuffer;
GL_REPORT_ERROR();
}
void VertexManager::PrepareDrawBuffers(u32 stride)
{
u32 vertex_data_size = IndexGenerator::GetNumVerts() * stride;
u32 triangle_index_size = IndexGenerator::GetTriangleindexLen();
u32 line_index_size = IndexGenerator::GetLineindexLen();
u32 point_index_size = IndexGenerator::GetPointindexLen();
u32 index_size = (triangle_index_size+line_index_size+point_index_size) * sizeof(u16);
s_vertexBuffer->Alloc(vertex_data_size, stride);
u32 offset = s_vertexBuffer->Upload(GetVertexBuffer(), vertex_data_size);
s_baseVertex = offset / stride;
s_indexBuffer->Alloc(index_size);
if(triangle_index_size)
{
s_offset[0] = s_indexBuffer->Upload((u8*)GetTriangleIndexBuffer(), triangle_index_size * sizeof(u16));
}
if(line_index_size)
{
s_offset[1] = s_indexBuffer->Upload((u8*)GetLineIndexBuffer(), line_index_size * sizeof(u16));
}
if(point_index_size)
{
s_offset[2] = s_indexBuffer->Upload((u8*)GetPointIndexBuffer(), point_index_size * sizeof(u16));
}
ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertex_data_size);
ADDSTAT(stats.thisFrame.bytesIndexStreamed, index_size);
}
void VertexManager::Draw(u32 stride)
{
u32 triangle_index_size = IndexGenerator::GetTriangleindexLen();
u32 line_index_size = IndexGenerator::GetLineindexLen();
u32 point_index_size = IndexGenerator::GetPointindexLen();
u32 max_index = IndexGenerator::GetNumVerts();
GLenum triangle_mode = g_ActiveConfig.backend_info.bSupportsPrimitiveRestart?GL_TRIANGLE_STRIP:GL_TRIANGLES;
if(g_ogl_config.bSupportsGLBaseVertex) {
if (triangle_index_size > 0)
{
glDrawRangeElementsBaseVertex(triangle_mode, 0, max_index, triangle_index_size, GL_UNSIGNED_SHORT, (u8*)NULL+s_offset[0], s_baseVertex);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (line_index_size > 0)
{
glDrawRangeElementsBaseVertex(GL_LINES, 0, max_index, line_index_size, GL_UNSIGNED_SHORT, (u8*)NULL+s_offset[1], s_baseVertex);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (point_index_size > 0)
{
glDrawRangeElementsBaseVertex(GL_POINTS, 0, max_index, point_index_size, GL_UNSIGNED_SHORT, (u8*)NULL+s_offset[2], s_baseVertex);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
}
else if (DriverDetails::HasBug(DriverDetails::BUG_ISTEGRA))
{
if (triangle_index_size > 0)
{
glDrawElements(triangle_mode, triangle_index_size, GL_UNSIGNED_SHORT, (u8*)NULL+s_offset[0]);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (line_index_size > 0)
{
glDrawElements(GL_LINES, line_index_size, GL_UNSIGNED_SHORT, (u8*)NULL+s_offset[1]);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (point_index_size > 0)
{
glDrawElements(GL_POINTS, point_index_size, GL_UNSIGNED_SHORT, (u8*)NULL+s_offset[2]);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
} else {
if (triangle_index_size > 0)
{
glDrawRangeElements(triangle_mode, 0, max_index, triangle_index_size, GL_UNSIGNED_SHORT, (u8*)NULL+s_offset[0]);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (line_index_size > 0)
{
glDrawRangeElements(GL_LINES, 0, max_index, line_index_size, GL_UNSIGNED_SHORT, (u8*)NULL+s_offset[1]);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
if (point_index_size > 0)
{
glDrawRangeElements(GL_POINTS, 0, max_index, point_index_size, GL_UNSIGNED_SHORT, (u8*)NULL+s_offset[2]);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
}
}
void VertexManager::vFlush()
{
#if defined(_DEBUG) || defined(DEBUGFAST)
PRIM_LOG("frame%d:\n texgen=%d, numchan=%d, dualtex=%d, ztex=%d, cole=%d, alpe=%d, ze=%d", g_ActiveConfig.iSaveTargetId, xfregs.numTexGen.numTexGens,
xfregs.numChan.numColorChans, xfregs.dualTexTrans.enabled, bpmem.ztex2.op,
bpmem.blendmode.colorupdate, bpmem.blendmode.alphaupdate, bpmem.zmode.updateenable);
for (unsigned int i = 0; i < xfregs.numChan.numColorChans; ++i)
{
LitChannel* ch = &xfregs.color[i];
PRIM_LOG("colchan%d: matsrc=%d, light=0x%x, ambsrc=%d, diffunc=%d, attfunc=%d", i, ch->matsource, ch->GetFullLightMask(), ch->ambsource, ch->diffusefunc, ch->attnfunc);
ch = &xfregs.alpha[i];
PRIM_LOG("alpchan%d: matsrc=%d, light=0x%x, ambsrc=%d, diffunc=%d, attfunc=%d", i, ch->matsource, ch->GetFullLightMask(), ch->ambsource, ch->diffusefunc, ch->attnfunc);
}
for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
{
TexMtxInfo tinfo = xfregs.texMtxInfo[i];
if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP) tinfo.hex &= 0x7ff;
if (tinfo.texgentype != XF_TEXGEN_REGULAR) tinfo.projection = 0;
PRIM_LOG("txgen%d: proj=%d, input=%d, gentype=%d, srcrow=%d, embsrc=%d, emblght=%d, postmtx=%d, postnorm=%d",
i, tinfo.projection, tinfo.inputform, tinfo.texgentype, tinfo.sourcerow, tinfo.embosssourceshift, tinfo.embosslightshift,
xfregs.postMtxInfo[i].index, xfregs.postMtxInfo[i].normalize);
}
PRIM_LOG("pixel: tev=%d, ind=%d, texgen=%d, dstalpha=%d, alphatest=0x%x", bpmem.genMode.numtevstages+1, bpmem.genMode.numindstages,
bpmem.genMode.numtexgens, (u32)bpmem.dstalpha.enable, (bpmem.alpha_test.hex>>16)&0xff);
#endif
(void)GL_REPORT_ERROR();
GLVertexFormat *nativeVertexFmt = (GLVertexFormat*)g_nativeVertexFmt;
u32 stride = nativeVertexFmt->GetVertexStride();
if(m_last_vao != nativeVertexFmt->VAO) {
glBindVertexArray(nativeVertexFmt->VAO);
m_last_vao = nativeVertexFmt->VAO;
}
PrepareDrawBuffers(stride);
GL_REPORT_ERRORD();
u32 usedtextures = 0;
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i)
if (bpmem.tevorders[i / 2].getEnable(i & 1))
usedtextures |= 1 << bpmem.tevorders[i/2].getTexMap(i & 1);
if (bpmem.genMode.numindstages > 0)
for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i)
if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages)
usedtextures |= 1 << bpmem.tevindref.getTexMap(bpmem.tevind[i].bt);
for (u32 i = 0; i < 8; i++)
{
if (usedtextures & (1 << i))
{
TextureCache::SetNextStage(i);
g_renderer->SetSamplerState(i % 4, i / 4);
FourTexUnits &tex = bpmem.tex[i >> 2];
TextureCache::TCacheEntryBase* tentry = TextureCache::Load(i,
(tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
tex.texImage0[i&3].width + 1, tex.texImage0[i&3].height + 1,
tex.texImage0[i&3].format, tex.texTlut[i&3].tmem_offset<<9,
tex.texTlut[i&3].tlut_format,
(tex.texMode0[i&3].min_filter & 3),
(tex.texMode1[i&3].max_lod + 0xf) / 0x10,
tex.texImage1[i&3].image_type);
if (tentry)
{
// 0s are probably for no manual wrapping needed.
PixelShaderManager::SetTexDims(i, tentry->native_width, tentry->native_height, 0, 0);
}
else
ERROR_LOG(VIDEO, "Error loading texture");
}
}
bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate
&& bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
// Makes sure we can actually do Dual source blending
bool dualSourcePossible = g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
// finally bind
if (dualSourcePossible)
{
if (useDstAlpha)
{
// If host supports GL_ARB_blend_func_extended, we can do dst alpha in
// the same pass as regular rendering.
ProgramShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, g_nativeVertexFmt->m_components);
}
else
{
ProgramShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
}
}
else
{
ProgramShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components);
}
// set global constants
VertexShaderManager::SetConstants();
PixelShaderManager::SetConstants(g_nativeVertexFmt->m_components);
ProgramShaderCache::UploadConstants();
// setup the pointers
if (g_nativeVertexFmt)
g_nativeVertexFmt->SetupVertexPointers();
GL_REPORT_ERRORD();
g_perf_query->EnableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
Draw(stride);
g_perf_query->DisableQuery(bpmem.zcontrol.early_ztest ? PQG_ZCOMP_ZCOMPLOC : PQG_ZCOMP);
//ERROR_LOG(VIDEO, "PerfQuery result: %d", g_perf_query->GetQueryResult(bpmem.zcontrol.early_ztest ? PQ_ZCOMP_OUTPUT_ZCOMPLOC : PQ_ZCOMP_OUTPUT));
// run through vertex groups again to set alpha
if (useDstAlpha && !dualSourcePossible)
{
ProgramShaderCache::SetShader(DSTALPHA_ALPHA_PASS,g_nativeVertexFmt->m_components);
if (!g_ActiveConfig.backend_info.bSupportsGLSLUBO)
{
// Need to set these again, if we don't support UBO
VertexShaderManager::SetConstants();
PixelShaderManager::SetConstants(g_nativeVertexFmt->m_components);
}
// only update alpha
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
glDisable(GL_BLEND);
Draw(stride);
// restore color mask
g_renderer->SetColorMask();
if (bpmem.blendmode.blendenable || bpmem.blendmode.subtract)
glEnable(GL_BLEND);
}
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
#if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS)
{
// save the shaders
ProgramShaderCache::PCacheEntry prog = ProgramShaderCache::GetShaderProgram();
char strfile[255];
sprintf(strfile, "%sps%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
std::ofstream fps;
OpenFStream(fps, strfile, std::ios_base::out);
fps << prog.shader.strpprog.c_str();
sprintf(strfile, "%svs%.3d.txt", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
std::ofstream fvs;
OpenFStream(fvs, strfile, std::ios_base::out);
fvs << prog.shader.strvprog.c_str();
}
if (g_ActiveConfig.iLog & CONF_SAVETARGETS)
{
char str[128];
sprintf(str, "%starg%.3d.tga", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), g_ActiveConfig.iSaveTargetId);
TargetRectangle tr;
tr.left = 0;
tr.right = Renderer::GetTargetWidth();
tr.top = 0;
tr.bottom = Renderer::GetTargetHeight();
g_renderer->SaveScreenshot(str, tr);
}
#endif
g_Config.iSaveTargetId++;
ClearEFBCache();
GL_REPORT_ERRORD();
}
} // namespace