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ed2f5ede0f
* Fix texture sampling with depth compare and LOD level or bias * Shader cache version bump * nit: Sorting
106 lines
5.0 KiB
C#
106 lines
5.0 KiB
C#
using OpenTK.Graphics.OpenGL;
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using System;
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namespace Ryujinx.Graphics.OpenGL
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{
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static class HwCapabilities
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{
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private static readonly Lazy<bool> _supportsAstcCompression = new Lazy<bool>(() => HasExtension("GL_KHR_texture_compression_astc_ldr"));
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private static readonly Lazy<bool> _supportsImageLoadFormatted = new Lazy<bool>(() => HasExtension("GL_EXT_shader_image_load_formatted"));
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private static readonly Lazy<bool> _supportsParallelShaderCompile = new Lazy<bool>(() => HasExtension("GL_ARB_parallel_shader_compile"));
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private static readonly Lazy<bool> _supportsPolygonOffsetClamp = new Lazy<bool>(() => HasExtension("GL_EXT_polygon_offset_clamp"));
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private static readonly Lazy<bool> _supportsQuads = new Lazy<bool>(SupportsQuadsCheck);
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private static readonly Lazy<bool> _supportsSeamlessCubemapPerTexture = new Lazy<bool>(() => HasExtension("GL_ARB_seamless_cubemap_per_texture"));
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private static readonly Lazy<bool> _supportsTextureShadowLod = new Lazy<bool>(() => HasExtension("GL_EXT_texture_shadow_lod"));
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private static readonly Lazy<bool> _supportsViewportSwizzle = new Lazy<bool>(() => HasExtension("GL_NV_viewport_swizzle"));
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private static readonly Lazy<int> _maximumComputeSharedMemorySize = new Lazy<int>(() => GetLimit(All.MaxComputeSharedMemorySize));
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private static readonly Lazy<int> _storageBufferOffsetAlignment = new Lazy<int>(() => GetLimit(All.ShaderStorageBufferOffsetAlignment));
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public enum GpuVendor
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{
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Unknown,
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Amd,
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IntelWindows,
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IntelUnix,
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Nvidia
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}
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private static readonly Lazy<GpuVendor> _gpuVendor = new Lazy<GpuVendor>(GetGpuVendor);
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public static GpuVendor Vendor => _gpuVendor.Value;
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private static Lazy<float> _maxSupportedAnisotropy = new Lazy<float>(GL.GetFloat((GetPName)All.MaxTextureMaxAnisotropy));
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public static bool SupportsAstcCompression => _supportsAstcCompression.Value;
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public static bool SupportsImageLoadFormatted => _supportsImageLoadFormatted.Value;
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public static bool SupportsParallelShaderCompile => _supportsParallelShaderCompile.Value;
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public static bool SupportsPolygonOffsetClamp => _supportsPolygonOffsetClamp.Value;
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public static bool SupportsQuads => _supportsQuads.Value;
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public static bool SupportsSeamlessCubemapPerTexture => _supportsSeamlessCubemapPerTexture.Value;
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public static bool SupportsTextureShadowLod => _supportsTextureShadowLod.Value;
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public static bool SupportsViewportSwizzle => _supportsViewportSwizzle.Value;
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public static bool SupportsMismatchingViewFormat => _gpuVendor.Value != GpuVendor.Amd && _gpuVendor.Value != GpuVendor.IntelWindows;
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public static bool SupportsNonConstantTextureOffset => _gpuVendor.Value == GpuVendor.Nvidia;
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public static bool RequiresSyncFlush => _gpuVendor.Value == GpuVendor.Amd || _gpuVendor.Value == GpuVendor.IntelWindows || _gpuVendor.Value == GpuVendor.IntelUnix;
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public static int MaximumComputeSharedMemorySize => _maximumComputeSharedMemorySize.Value;
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public static int StorageBufferOffsetAlignment => _storageBufferOffsetAlignment.Value;
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public static float MaximumSupportedAnisotropy => _maxSupportedAnisotropy.Value;
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private static bool HasExtension(string name)
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{
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int numExtensions = GL.GetInteger(GetPName.NumExtensions);
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for (int extension = 0; extension < numExtensions; extension++)
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{
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if (GL.GetString(StringNameIndexed.Extensions, extension) == name)
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{
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return true;
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}
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}
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return false;
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}
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private static int GetLimit(All name)
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{
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return GL.GetInteger((GetPName)name);
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}
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private static GpuVendor GetGpuVendor()
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{
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string vendor = GL.GetString(StringName.Vendor).ToLower();
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if (vendor == "nvidia corporation")
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{
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return GpuVendor.Nvidia;
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}
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else if (vendor == "intel")
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{
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string renderer = GL.GetString(StringName.Renderer).ToLower();
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return renderer.Contains("mesa") ? GpuVendor.IntelUnix : GpuVendor.IntelWindows;
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}
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else if (vendor == "ati technologies inc." || vendor == "advanced micro devices, inc.")
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{
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return GpuVendor.Amd;
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}
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else
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{
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return GpuVendor.Unknown;
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}
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}
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private static bool SupportsQuadsCheck()
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{
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GL.GetError(); // Clear any existing error.
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GL.Begin(PrimitiveType.Quads);
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GL.End();
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return GL.GetError() == ErrorCode.NoError;
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}
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}
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} |