suyu/src/video_core/renderer_opengl/gl_device.cpp

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// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <array>
#include <cstddef>
#include <glad/glad.h>
#include "common/logging/log.h"
#include "common/scope_exit.h"
#include "video_core/renderer_opengl/gl_device.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
namespace OpenGL {
namespace {
template <typename T>
T GetInteger(GLenum pname) {
GLint temporary;
glGetIntegerv(pname, &temporary);
return static_cast<T>(temporary);
}
} // Anonymous namespace
Device::Device() {
uniform_buffer_alignment = GetInteger<std::size_t>(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT);
max_vertex_attributes = GetInteger<u32>(GL_MAX_VERTEX_ATTRIBS);
max_varyings = GetInteger<u32>(GL_MAX_VARYING_VECTORS);
has_variable_aoffi = TestVariableAoffi();
has_component_indexing_bug = TestComponentIndexingBug();
}
Device::Device(std::nullptr_t) {
uniform_buffer_alignment = 0;
max_vertex_attributes = 16;
max_varyings = 15;
has_variable_aoffi = true;
has_component_indexing_bug = false;
}
bool Device::TestVariableAoffi() {
const GLchar* AOFFI_TEST = 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);
}
)";
const GLuint shader{glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &AOFFI_TEST)};
GLint link_status{};
glGetProgramiv(shader, GL_LINK_STATUS, &link_status);
glDeleteProgram(shader);
const bool supported{link_status == GL_TRUE};
LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", supported);
return supported;
}
bool Device::TestComponentIndexingBug() {
constexpr char log_message[] = "Renderer_ComponentIndexingBug: {}";
const GLchar* COMPONENT_TEST = R"(#version 430 core
layout (std430, binding = 0) buffer OutputBuffer {
uint output_value;
};
layout (std140, binding = 0) uniform InputBuffer {
uvec4 input_value[4096];
};
layout (location = 0) uniform uint idx;
void main() {
output_value = input_value[idx >> 2][idx & 3];
})";
const GLuint shader{glCreateShaderProgramv(GL_VERTEX_SHADER, 1, &COMPONENT_TEST)};
SCOPE_EXIT({ glDeleteProgram(shader); });
glUseProgram(shader);
OGLVertexArray vao;
vao.Create();
glBindVertexArray(vao.handle);
constexpr std::array<GLuint, 8> values{0, 0, 0, 0, 0x1236327, 0x985482, 0x872753, 0x2378432};
OGLBuffer ubo;
ubo.Create();
glNamedBufferData(ubo.handle, sizeof(values), values.data(), GL_STATIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, ubo.handle);
OGLBuffer ssbo;
ssbo.Create();
glNamedBufferStorage(ssbo.handle, sizeof(GLuint), nullptr, GL_CLIENT_STORAGE_BIT);
for (GLuint index = 4; index < 8; ++index) {
glInvalidateBufferData(ssbo.handle);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, ssbo.handle);
glProgramUniform1ui(shader, 0, index);
glDrawArrays(GL_POINTS, 0, 1);
GLuint result;
glGetNamedBufferSubData(ssbo.handle, 0, sizeof(result), &result);
if (result != values.at(index)) {
LOG_INFO(Render_OpenGL, log_message, true);
return true;
}
}
LOG_INFO(Render_OpenGL, log_message, false);
return false;
}
} // namespace OpenGL