using OpenTK.Graphics.OpenGL; using System; namespace Ryujinx.Graphics.OpenGL { static class HwCapabilities { private static readonly Lazy _supportsAstcCompression = new Lazy(() => HasExtension("GL_KHR_texture_compression_astc_ldr")); private static readonly Lazy _supportsDrawTexture = new Lazy(() => HasExtension("GL_NV_draw_texture")); private static readonly Lazy _supportsFragmentShaderInterlock = new Lazy(() => HasExtension("GL_ARB_fragment_shader_interlock")); private static readonly Lazy _supportsFragmentShaderOrdering = new Lazy(() => HasExtension("GL_INTEL_fragment_shader_ordering")); private static readonly Lazy _supportsImageLoadFormatted = new Lazy(() => HasExtension("GL_EXT_shader_image_load_formatted")); private static readonly Lazy _supportsIndirectParameters = new Lazy(() => HasExtension("GL_ARB_indirect_parameters")); private static readonly Lazy _supportsParallelShaderCompile = new Lazy(() => HasExtension("GL_ARB_parallel_shader_compile")); private static readonly Lazy _supportsPolygonOffsetClamp = new Lazy(() => HasExtension("GL_EXT_polygon_offset_clamp")); private static readonly Lazy _supportsQuads = new Lazy(SupportsQuadsCheck); private static readonly Lazy _supportsSeamlessCubemapPerTexture = new Lazy(() => HasExtension("GL_ARB_seamless_cubemap_per_texture")); private static readonly Lazy _supportsShaderBallot = new Lazy(() => HasExtension("GL_ARB_shader_ballot")); private static readonly Lazy _supportsTextureShadowLod = new Lazy(() => HasExtension("GL_EXT_texture_shadow_lod")); private static readonly Lazy _supportsViewportSwizzle = new Lazy(() => HasExtension("GL_NV_viewport_swizzle")); private static readonly Lazy _maximumComputeSharedMemorySize = new Lazy(() => GetLimit(All.MaxComputeSharedMemorySize)); private static readonly Lazy _storageBufferOffsetAlignment = new Lazy(() => GetLimit(All.ShaderStorageBufferOffsetAlignment)); public enum GpuVendor { Unknown, AmdWindows, AmdUnix, IntelWindows, IntelUnix, Nvidia } private static readonly Lazy _gpuVendor = new Lazy(GetGpuVendor); private static bool _isAMD => _gpuVendor.Value == GpuVendor.AmdWindows || _gpuVendor.Value == GpuVendor.AmdUnix; private static bool _isIntel => _gpuVendor.Value == GpuVendor.IntelWindows || _gpuVendor.Value == GpuVendor.IntelUnix; public static GpuVendor Vendor => _gpuVendor.Value; private static Lazy _maxSupportedAnisotropy = new Lazy(GL.GetFloat((GetPName)All.MaxTextureMaxAnisotropy)); public static bool UsePersistentBufferForFlush => _gpuVendor.Value == GpuVendor.AmdWindows || _gpuVendor.Value == GpuVendor.Nvidia; public static bool SupportsAstcCompression => _supportsAstcCompression.Value; public static bool SupportsDrawTexture => _supportsDrawTexture.Value; public static bool SupportsFragmentShaderInterlock => _supportsFragmentShaderInterlock.Value; public static bool SupportsFragmentShaderOrdering => _supportsFragmentShaderOrdering.Value; public static bool SupportsImageLoadFormatted => _supportsImageLoadFormatted.Value; public static bool SupportsIndirectParameters => _supportsIndirectParameters.Value; public static bool SupportsParallelShaderCompile => _supportsParallelShaderCompile.Value; public static bool SupportsPolygonOffsetClamp => _supportsPolygonOffsetClamp.Value; public static bool SupportsQuads => _supportsQuads.Value; public static bool SupportsSeamlessCubemapPerTexture => _supportsSeamlessCubemapPerTexture.Value; public static bool SupportsShaderBallot => _supportsShaderBallot.Value; public static bool SupportsTextureShadowLod => _supportsTextureShadowLod.Value; public static bool SupportsViewportSwizzle => _supportsViewportSwizzle.Value; public static bool SupportsMismatchingViewFormat => _gpuVendor.Value != GpuVendor.AmdWindows && _gpuVendor.Value != GpuVendor.IntelWindows; public static bool SupportsNonConstantTextureOffset => _gpuVendor.Value == GpuVendor.Nvidia; public static bool RequiresSyncFlush => _gpuVendor.Value == GpuVendor.AmdWindows || _isIntel; public static int MaximumComputeSharedMemorySize => _maximumComputeSharedMemorySize.Value; public static int StorageBufferOffsetAlignment => _storageBufferOffsetAlignment.Value; public static float MaximumSupportedAnisotropy => _maxSupportedAnisotropy.Value; private static bool HasExtension(string name) { int numExtensions = GL.GetInteger(GetPName.NumExtensions); for (int extension = 0; extension < numExtensions; extension++) { if (GL.GetString(StringNameIndexed.Extensions, extension) == name) { return true; } } return false; } private static int GetLimit(All name) { return GL.GetInteger((GetPName)name); } private static GpuVendor GetGpuVendor() { string vendor = GL.GetString(StringName.Vendor).ToLower(); if (vendor == "nvidia corporation") { return GpuVendor.Nvidia; } else if (vendor == "intel") { string renderer = GL.GetString(StringName.Renderer).ToLower(); return renderer.Contains("mesa") ? GpuVendor.IntelUnix : GpuVendor.IntelWindows; } else if (vendor == "ati technologies inc." || vendor == "advanced micro devices, inc.") { return GpuVendor.AmdWindows; } else if (vendor == "amd" || vendor == "x.org") { return GpuVendor.AmdUnix; } else { return GpuVendor.Unknown; } } private static bool SupportsQuadsCheck() { GL.GetError(); // Clear any existing error. GL.Begin(PrimitiveType.Quads); GL.End(); return GL.GetError() == ErrorCode.NoError; } } }