nv2a: Drop now-unused winding test

This commit is contained in:
Matt Borgerson
2026-02-12 05:21:44 -05:00
committed by izzy2lost
parent 2a0b800dcd
commit 46b93ede3b
9 changed files with 0 additions and 1007 deletions
-369
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@@ -1,369 +0,0 @@
/*
* Geforce NV2A PGRAPH OpenGL Renderer
*
* Copyright (c) 2012 espes
* Copyright (c) 2015 Jannik Vogel
* Copyright (c) 2018-2025 Matt Borgerson
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, see <http://www.gnu.org/licenses/>.
*/
#include "debug.h"
#include "renderer.h"
static GPUProperties pgraph_gl_gpu_properties;
static const char *vertex_shader_source =
"#version 400\n"
"out vec3 v_fragColor;\n"
"\n"
"vec2 positions[11] = vec2[](\n"
" vec2(-0.5, -0.75),\n"
" vec2(-0.25, -0.25),\n"
" vec2(-0.75, -0.25),\n"
" vec2(0.25, -0.25),\n"
" vec2(0.25, -0.75),\n"
" vec2(0.75, -0.25),\n"
" vec2(0.75, -0.75),\n"
" vec2(-0.75, 0.75),\n"
" vec2(-0.75, 0.25),\n"
" vec2(-0.25, 0.25),\n"
" vec2(-0.25, 0.75)\n"
");\n"
"\n"
"vec3 colors[11] = vec3[](\n"
" vec3(0.0, 0.0, 1.0),\n"
" vec3(0.0, 1.0, 0.0),\n"
" vec3(0.0, 1.0, 1.0),\n"
" vec3(0.0, 0.0, 1.0),\n"
" vec3(0.0, 1.0, 0.0),\n"
" vec3(0.0, 1.0, 1.0),\n"
" vec3(1.0, 0.0, 0.0),\n"
" vec3(0.0, 0.0, 1.0),\n"
" vec3(0.0, 1.0, 0.0),\n"
" vec3(0.0, 1.0, 1.0),\n"
" vec3(1.0, 0.0, 0.0)\n"
");\n"
"\n"
"void main() {\n"
" gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0);\n"
" v_fragColor = colors[gl_VertexID];\n"
"}\n";
static const char *geometry_shader_source =
"#version 400\n"
"layout(triangles) in;\n"
"layout(triangle_strip, max_vertices = 3) out;\n"
"out vec3 fragColor;\n"
"in vec3 v_fragColor[];\n"
"\n"
"void main() {\n"
" for (int i = 0; i < 3; i++) {\n"
// This should be just:
// gl_Position = gl_in[i].gl_Position;
// fragColor = v_fragColor[0];
// but we work around an Nvidia Cg compiler bug which seems to
// misdetect above as a passthrough shader and effectively
// replaces the last line with "fragColor = v_fragColor[i];".
// Doing redundant computation seems to fix it.
// TODO: what is the minimal way to avoid the bug?
" gl_Position = gl_in[i].gl_Position + vec4(1.0/16384.0, 1.0/16384.0, 0.0, 0.0);\n"
" precise vec3 color = v_fragColor[0]*(0.999 + gl_in[i].gl_Position.x/16384.0) + v_fragColor[1]*0.00005 + v_fragColor[2]*0.00005;\n"
" fragColor = color;\n"
" EmitVertex();\n"
" }\n"
" EndPrimitive();\n"
"}\n";
static const char *fragment_shader_source =
"#version 400\n"
"out vec4 outColor;\n"
"in vec3 fragColor;\n"
"\n"
"void main() {\n"
" outColor = vec4(fragColor, 1.0);\n"
"}\n";
static GLuint compile_shader(GLenum type, const char *source)
{
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, NULL);
glCompileShader(shader);
GLint success;
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
char log[512];
glGetShaderInfoLog(shader, sizeof(log), NULL, log);
log[sizeof(log) - 1] = '\0';
fprintf(stderr, "GL shader type %d compilation failed: %s\n", type,
log);
assert(false);
}
return shader;
}
static GLuint create_program(const char *vert_source, const char *geom_source,
const char *frag_source)
{
GLuint vert_shader = compile_shader(GL_VERTEX_SHADER, vert_source);
GLuint geom_shader = compile_shader(GL_GEOMETRY_SHADER, geom_source);
GLuint frag_shader = compile_shader(GL_FRAGMENT_SHADER, frag_source);
GLuint shader_prog = glCreateProgram();
glAttachShader(shader_prog, vert_shader);
glAttachShader(shader_prog, geom_shader);
glAttachShader(shader_prog, frag_shader);
glLinkProgram(shader_prog);
GLint success;
glGetProgramiv(shader_prog, GL_LINK_STATUS, &success);
if (!success) {
char log[512];
glGetProgramInfoLog(shader_prog, sizeof(log), NULL, log);
log[sizeof(log) - 1] = '\0';
fprintf(stderr, "GL shader linking failed: %s\n", log);
assert(false);
}
glDeleteShader(vert_shader);
glDeleteShader(geom_shader);
glDeleteShader(frag_shader);
return shader_prog;
}
static void check_gl_error(const char *context)
{
GLenum err;
int limit = 10;
while ((err = glGetError()) != GL_NO_ERROR) {
fprintf(stderr, "GPU properties OpenGL error 0x%X in %s\n", err,
context);
if (--limit <= 0) {
fprintf(
stderr,
"Too many OpenGL errors in %s — possible infinite error loop\n",
context);
break;
}
}
}
static uint8_t *render_geom_shader_triangles(int width, int height)
{
// Create the framebuffer and renderbuffer for it
GLuint fbo, rbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, width, height);
check_gl_error("glRenderbufferStorage");
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, rbo);
check_gl_error("glFramebufferRenderbuffer");
assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
GLuint shader_prog = create_program(
vertex_shader_source, geometry_shader_source, fragment_shader_source);
assert(shader_prog != 0);
glUseProgram(shader_prog);
check_gl_error("glUseProgram");
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
check_gl_error("glClear");
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
glViewport(0, 0, width, height);
check_gl_error("state setup");
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
check_gl_error("glBindVertexArray");
glDrawArrays(GL_TRIANGLES, 0, 3);
glDrawArrays(GL_TRIANGLE_STRIP, 3, 4);
glDrawArrays(GL_TRIANGLE_FAN, 7, 4);
check_gl_error("glDrawArrays");
glFinish(); // glFinish should be unnecessary
void *pixels = g_malloc(width * height * 4);
assert(pixels != NULL);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
check_gl_error("glReadPixels");
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
glUseProgram(0);
glDeleteProgram(shader_prog);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &fbo);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glDeleteRenderbuffers(1, &rbo);
return (uint8_t *)pixels;
}
static bool colors_match(int r1, int g1, int b1, int r2, int g2, int b2)
{
int dr = r1 - r2;
int dg = g1 - g2;
int db = b1 - b2;
return (dr * dr + dg * dg + db * db) <= 16;
}
static int get_color_index(uint8_t *pixel)
{
int r = pixel[0];
int g = pixel[1];
int b = pixel[2];
if (colors_match(r, g, b, 0, 0, 255)) {
return 0;
} else if (colors_match(r, g, b, 0, 255, 0)) {
return 1;
} else if (colors_match(r, g, b, 0, 255, 255)) {
return 2;
} else if (colors_match(r, g, b, 255, 0, 0)) {
return 3;
} else {
return -1;
}
}
static int calc_offset_from_ndc(float x, float y, int width, int height)
{
int x0 = (int)((x + 1.0f) * width * 0.5f);
int y0 = (int)((y + 1.0f) * height * 0.5f);
x0 = MAX(x0, 0);
y0 = MAX(y0, 0);
x0 = MIN(x0, width - 1);
y0 = MIN(y0, height - 1);
return y0 * width + x0;
}
static void determine_triangle_winding_order(uint8_t *pixels, int width,
int height, GPUProperties *props)
{
uint8_t *tri_pix =
pixels + calc_offset_from_ndc(-0.5f, -0.5f, width, height) * 4;
uint8_t *strip0_pix =
pixels + calc_offset_from_ndc(0.417f, -0.417f, width, height) * 4;
uint8_t *strip1_pix =
pixels + calc_offset_from_ndc(0.583f, -0.583f, width, height) * 4;
uint8_t *fan_pix =
pixels + calc_offset_from_ndc(-0.583f, 0.417f, width, height) * 4;
uint8_t *fan2_pix =
pixels + calc_offset_from_ndc(-0.417f, 0.583f, width, height) * 4;
int tri_rot = get_color_index(tri_pix);
if (tri_rot < 0 || tri_rot > 2) {
fprintf(stderr,
"Could not determine triangle rotation, got color: R=%d, G=%d, "
"B=%d\n",
tri_pix[0], tri_pix[1], tri_pix[2]);
tri_rot = 0;
}
props->geom_shader_winding.tri = tri_rot;
int strip0_rot = get_color_index(strip0_pix);
if (strip0_rot < 0 || strip0_rot > 2) {
fprintf(stderr,
"Could not determine triangle strip0 rotation, got color: "
"R=%d, G=%d, B=%d\n",
strip0_pix[0], strip0_pix[1], strip0_pix[2]);
strip0_rot = 0;
}
int strip1_rot = get_color_index(strip1_pix) - 1;
if (strip1_rot < 0 || strip1_rot > 2) {
fprintf(stderr,
"Could not determine triangle strip1 rotation, got color: "
"R=%d, G=%d, B=%d\n",
strip1_pix[0], strip1_pix[1], strip1_pix[2]);
strip1_rot = 0;
}
props->geom_shader_winding.tri_strip0 = strip0_rot;
props->geom_shader_winding.tri_strip1 = (3 - strip1_rot) % 3;
int fan_rot = get_color_index(fan_pix);
int fan2_rot = get_color_index(fan2_pix);
if (fan2_rot == 0) {
fan2_rot = 1;
}
fan2_rot--;
if (fan_rot != fan2_rot) {
fprintf(stderr,
"Unexpected inconsistency in triangle fan winding, got colors: "
"R=%d, G=%d, B=%d and R=%d, G=%d, B=%d\n",
fan_pix[0], fan_pix[1], fan_pix[2], fan2_pix[0], fan2_pix[1],
fan2_pix[2]);
fan_rot = 1;
}
if (fan_rot < 0 || fan_rot > 2) {
fprintf(stderr,
"Could not determine triangle fan rotation, got color: R=%d, "
"G=%d, B=%d\n",
fan_pix[0], fan_pix[1], fan_pix[2]);
fan_rot = 1;
}
props->geom_shader_winding.tri_fan = (fan_rot + 2) % 3;
}
void pgraph_gl_determine_gpu_properties(void)
{
#ifdef __ANDROID__
// Skip shader-based probing on Android GLES; some drivers crash here.
pgraph_gl_gpu_properties.geom_shader_winding.tri = 0;
pgraph_gl_gpu_properties.geom_shader_winding.tri_strip0 = 0;
pgraph_gl_gpu_properties.geom_shader_winding.tri_strip1 = 0;
pgraph_gl_gpu_properties.geom_shader_winding.tri_fan = 1;
fprintf(stderr, "GL geometry shader winding: %d, %d, %d, %d (Android default)\n",
pgraph_gl_gpu_properties.geom_shader_winding.tri,
pgraph_gl_gpu_properties.geom_shader_winding.tri_strip0,
pgraph_gl_gpu_properties.geom_shader_winding.tri_strip1,
pgraph_gl_gpu_properties.geom_shader_winding.tri_fan);
return;
#endif
const int width = 640;
const int height = 480;
uint8_t *pixels = render_geom_shader_triangles(width, height);
determine_triangle_winding_order(pixels, width, height,
&pgraph_gl_gpu_properties);
g_free(pixels);
fprintf(stderr, "GL geometry shader winding: %d, %d, %d, %d\n",
pgraph_gl_gpu_properties.geom_shader_winding.tri,
pgraph_gl_gpu_properties.geom_shader_winding.tri_strip0,
pgraph_gl_gpu_properties.geom_shader_winding.tri_strip1,
pgraph_gl_gpu_properties.geom_shader_winding.tri_fan);
}
GPUProperties *pgraph_gl_get_gpu_properties(void)
{
return &pgraph_gl_gpu_properties;
}
-1
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@@ -3,7 +3,6 @@ specific_ss.add([sdl, gloffscreen, files(
'debug.c',
'display.c',
'draw.c',
'gpuprops.c',
'renderer.c',
'reports.c',
'shaders.c',
-8
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@@ -76,13 +76,6 @@ static void early_context_init(void)
g_nv2a_context_render = glo_context_create();
g_nv2a_context_display = glo_context_create();
// Note: Due to use of shared contexts, this must happen after some other
// context is created so the temporary context will not become the thread
// context. After destroying the context, some a durable context should be
// selected.
GloContext *context = glo_context_create();
pgraph_gl_determine_gpu_properties();
glo_context_destroy(context);
glo_set_current(g_nv2a_context_display);
}
@@ -283,7 +276,6 @@ static PGRAPHRenderer pgraph_gl_renderer = {
.set_surface_scale_factor = pgraph_gl_set_surface_scale_factor,
.get_surface_scale_factor = pgraph_gl_get_surface_scale_factor,
.get_framebuffer_surface = pgraph_gl_get_framebuffer_surface,
.get_gpu_properties = pgraph_gl_get_gpu_properties,
}
};
-4
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@@ -300,8 +300,4 @@ void pgraph_gl_shader_write_cache_reload_list(PGRAPHState *pg);
void pgraph_gl_set_surface_scale_factor(NV2AState *d, unsigned int scale);
unsigned int pgraph_gl_get_surface_scale_factor(NV2AState *d);
int pgraph_gl_get_framebuffer_surface(NV2AState *d);
/** Note: The caller must set up a clean GL context before invoking. */
void pgraph_gl_determine_gpu_properties(void);
GPUProperties *pgraph_gl_get_gpu_properties(void);
#endif
-10
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@@ -96,15 +96,6 @@ typedef struct BetaState {
uint32_t beta;
} BetaState;
typedef struct GPUProperties {
struct {
short tri;
short tri_strip0;
short tri_strip1;
short tri_fan;
} geom_shader_winding;
} GPUProperties;
typedef struct PGRAPHRenderer {
CONFIG_DISPLAY_RENDERER type;
const char *name;
@@ -131,7 +122,6 @@ typedef struct PGRAPHRenderer {
void (*set_surface_scale_factor)(NV2AState *d, unsigned int scale);
unsigned int (*get_surface_scale_factor)(NV2AState *d);
int (*get_framebuffer_surface)(NV2AState *d);
GPUProperties *(*get_gpu_properties)(void);
} ops;
} PGRAPHRenderer;
File diff suppressed because it is too large Load Diff
-1
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@@ -9,7 +9,6 @@ specific_ss.add([sdl, volk, libglslang, vma, vulkan, spirv_reflect, gloffscreen,
'display.c',
'draw.c',
'glsl.c',
'gpuprops.c',
'image.c',
'instance.c',
'renderer.c',
-2
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@@ -96,7 +96,6 @@ static void pgraph_vk_init(NV2AState *d, Error **errp)
pgraph_vk_update_vertex_ram_buffer(&d->pgraph, 0, d->vram_ptr,
memory_region_size(d->vram));
pgraph_vk_determine_gpu_properties(d);
}
static void pgraph_vk_finalize(NV2AState *d)
@@ -269,7 +268,6 @@ static PGRAPHRenderer pgraph_vk_renderer = {
.set_surface_scale_factor = pgraph_vk_set_surface_scale_factor,
.get_surface_scale_factor = pgraph_vk_get_surface_scale_factor,
.get_framebuffer_surface = pgraph_vk_get_framebuffer_surface,
.get_gpu_properties = pgraph_vk_get_gpu_properties,
}
};
-4
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@@ -597,8 +597,4 @@ void pgraph_vk_end_nondraw_commands(PGRAPHState *pg, VkCommandBuffer cmd);
// blit.c
void pgraph_vk_image_blit(NV2AState *d);
// gpuprops.c
void pgraph_vk_determine_gpu_properties(NV2AState *d);
GPUProperties *pgraph_vk_get_gpu_properties(void);
#endif