citra/src/video_core/renderer_opengl/renderer_opengl.cpp

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// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
#include <cstddef>
#include <cstdlib>
#include "common/assert.h"
#include "common/emu_window.h"
#include "common/logging/log.h"
#include "common/profiler_reporting.h"
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#include "core/memory.h"
#include "core/settings.h"
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#include "core/hw/gpu.h"
#include "core/hw/hw.h"
#include "core/hw/lcd.h"
#include "video_core/video_core.h"
#include "video_core/debug_utils/debug_utils.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/renderer_opengl.h"
static const char vertex_shader[] = R"(
#version 150 core
in vec2 vert_position;
in vec2 vert_tex_coord;
out vec2 frag_tex_coord;
// This is a truncated 3x3 matrix for 2D transformations:
// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
// The third column performs translation.
// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
// implicitly be [0, 0, 1]
uniform mat3x2 modelview_matrix;
void main() {
// Multiply input position by the rotscale part of the matrix and then manually translate by
// the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
// to `vec3(vert_position.xy, 1.0)`
gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0);
frag_tex_coord = vert_tex_coord;
}
)";
static const char fragment_shader[] = R"(
#version 150 core
in vec2 frag_tex_coord;
out vec4 color;
uniform sampler2D color_texture;
void main() {
color = texture(color_texture, frag_tex_coord);
}
)";
/**
* Vertex structure that the drawn screen rectangles are composed of.
*/
struct ScreenRectVertex {
ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) {
position[0] = x;
position[1] = y;
tex_coord[0] = u;
tex_coord[1] = v;
}
GLfloat position[2];
GLfloat tex_coord[2];
};
/**
* Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left
* corner and (width, height) on the lower-bottom.
*
* The projection part of the matrix is trivial, hence these operations are represented
* by a 3x2 matrix.
*/
static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, const float height) {
std::array<GLfloat, 3 * 2> matrix;
matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f;
// Last matrix row is implicitly assumed to be [0, 0, 1].
return matrix;
}
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/// RendererOpenGL constructor
RendererOpenGL::RendererOpenGL() {
resolution_width = std::max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
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}
/// RendererOpenGL destructor
RendererOpenGL::~RendererOpenGL() {
}
/// Swap buffers (render frame)
void RendererOpenGL::SwapBuffers() {
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// Maintain the rasterizer's state as a priority
OpenGLState prev_state = OpenGLState::GetCurState();
state.Apply();
for(int i : {0, 1}) {
const auto& framebuffer = GPU::g_regs.framebuffer_config[i];
// Main LCD (0): 0x1ED02204, Sub LCD (1): 0x1ED02A04
u32 lcd_color_addr = (i == 0) ? LCD_REG_INDEX(color_fill_top) : LCD_REG_INDEX(color_fill_bottom);
lcd_color_addr = HW::VADDR_LCD + 4 * lcd_color_addr;
LCD::Regs::ColorFill color_fill = {0};
LCD::Read(color_fill.raw, lcd_color_addr);
if (color_fill.is_enabled) {
LoadColorToActiveGLTexture(color_fill.color_r, color_fill.color_g, color_fill.color_b, textures[i]);
// Resize the texture in case the framebuffer size has changed
textures[i].width = 1;
textures[i].height = 1;
} else {
if (textures[i].width != (GLsizei)framebuffer.width ||
textures[i].height != (GLsizei)framebuffer.height ||
textures[i].format != framebuffer.color_format) {
// Reallocate texture if the framebuffer size has changed.
// This is expected to not happen very often and hence should not be a
// performance problem.
ConfigureFramebufferTexture(textures[i], framebuffer);
}
LoadFBToActiveGLTexture(framebuffer, textures[i]);
// Resize the texture in case the framebuffer size has changed
textures[i].width = framebuffer.width;
textures[i].height = framebuffer.height;
}
}
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DrawScreens();
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auto& profiler = Common::Profiling::GetProfilingManager();
profiler.FinishFrame();
{
auto aggregator = Common::Profiling::GetTimingResultsAggregator();
aggregator->AddFrame(profiler.GetPreviousFrameResults());
}
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// Swap buffers
render_window->PollEvents();
render_window->SwapBuffers();
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prev_state.Apply();
profiler.BeginFrame();
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RefreshRasterizerSetting();
if (Pica::g_debug_context && Pica::g_debug_context->recorder) {
Pica::g_debug_context->recorder->FrameFinished();
}
}
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/**
* Loads framebuffer from emulated memory into the active OpenGL texture.
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*/
void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
const TextureInfo& texture) {
const PAddr framebuffer_addr = framebuffer.active_fb == 0 ?
framebuffer.address_left1 : framebuffer.address_left2;
LOG_TRACE(Render_OpenGL, "0x%08x bytes from 0x%08x(%dx%d), fmt %x",
framebuffer.stride * framebuffer.height,
framebuffer_addr, (int)framebuffer.width,
(int)framebuffer.height, (int)framebuffer.format);
const u8* framebuffer_data = Memory::GetPhysicalPointer(framebuffer_addr);
int bpp = GPU::Regs::BytesPerPixel(framebuffer.color_format);
size_t pixel_stride = framebuffer.stride / bpp;
// OpenGL only supports specifying a stride in units of pixels, not bytes, unfortunately
ASSERT(pixel_stride * bpp == framebuffer.stride);
// Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default
// only allows rows to have a memory alignement of 4.
ASSERT(pixel_stride % 4 == 0);
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state.texture_units[0].texture_2d = texture.handle;
state.Apply();
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glActiveTexture(GL_TEXTURE0);
glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)pixel_stride);
// Update existing texture
// TODO: Test what happens on hardware when you change the framebuffer dimensions so that they
// differ from the LCD resolution.
// TODO: Applications could theoretically crash Citra here by specifying too large
// framebuffer sizes. We should make sure that this cannot happen.
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer.width, framebuffer.height,
texture.gl_format, texture.gl_type, framebuffer_data);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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state.texture_units[0].texture_2d = 0;
state.Apply();
}
/**
* Fills active OpenGL texture with the given RGB color.
* Since the color is solid, the texture can be 1x1 but will stretch across whatever it's rendered on.
* This has the added benefit of being *really fast*.
*/
void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b,
const TextureInfo& texture) {
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state.texture_units[0].texture_2d = texture.handle;
state.Apply();
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glActiveTexture(GL_TEXTURE0);
u8 framebuffer_data[3] = { color_r, color_g, color_b };
// Update existing texture
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, framebuffer_data);
}
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/**
* Initializes the OpenGL state and creates persistent objects.
*/
void RendererOpenGL::InitOpenGLObjects() {
glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue, 0.0f);
// Link shaders and get variable locations
program_id = GLShader::LoadProgram(vertex_shader, fragment_shader);
uniform_modelview_matrix = glGetUniformLocation(program_id, "modelview_matrix");
uniform_color_texture = glGetUniformLocation(program_id, "color_texture");
attrib_position = glGetAttribLocation(program_id, "vert_position");
attrib_tex_coord = glGetAttribLocation(program_id, "vert_tex_coord");
// Generate VBO handle for drawing
glGenBuffers(1, &vertex_buffer_handle);
// Generate VAO
glGenVertexArrays(1, &vertex_array_handle);
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state.draw.vertex_array = vertex_array_handle;
state.draw.vertex_buffer = vertex_buffer_handle;
state.draw.uniform_buffer = 0;
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state.Apply();
// Attach vertex data to VAO
glBufferData(GL_ARRAY_BUFFER, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex), (GLvoid*)offsetof(ScreenRectVertex, position));
glVertexAttribPointer(attrib_tex_coord, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex), (GLvoid*)offsetof(ScreenRectVertex, tex_coord));
glEnableVertexAttribArray(attrib_position);
glEnableVertexAttribArray(attrib_tex_coord);
// Allocate textures for each screen
for (auto& texture : textures) {
glGenTextures(1, &texture.handle);
// Allocation of storage is deferred until the first frame, when we
// know the framebuffer size.
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state.texture_units[0].texture_2d = texture.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
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state.texture_units[0].texture_2d = 0;
state.Apply();
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}
void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
const GPU::Regs::FramebufferConfig& framebuffer) {
GPU::Regs::PixelFormat format = framebuffer.color_format;
GLint internal_format;
texture.format = format;
texture.width = framebuffer.width;
texture.height = framebuffer.height;
switch (format) {
case GPU::Regs::PixelFormat::RGBA8:
internal_format = GL_RGBA;
texture.gl_format = GL_RGBA;
texture.gl_type = GL_UNSIGNED_INT_8_8_8_8;
break;
case GPU::Regs::PixelFormat::RGB8:
// This pixel format uses BGR since GL_UNSIGNED_BYTE specifies byte-order, unlike every
// specific OpenGL type used in this function using native-endian (that is, little-endian
// mostly everywhere) for words or half-words.
// TODO: check how those behave on big-endian processors.
internal_format = GL_RGB;
texture.gl_format = GL_BGR;
texture.gl_type = GL_UNSIGNED_BYTE;
break;
case GPU::Regs::PixelFormat::RGB565:
internal_format = GL_RGB;
texture.gl_format = GL_RGB;
texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
break;
case GPU::Regs::PixelFormat::RGB5A1:
internal_format = GL_RGBA;
texture.gl_format = GL_RGBA;
texture.gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
break;
case GPU::Regs::PixelFormat::RGBA4:
internal_format = GL_RGBA;
texture.gl_format = GL_RGBA;
texture.gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
break;
default:
UNIMPLEMENTED();
}
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state.texture_units[0].texture_2d = texture.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
texture.gl_format, texture.gl_type, nullptr);
}
/**
* Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD rotation.
*/
void RendererOpenGL::DrawSingleScreenRotated(const TextureInfo& texture, float x, float y, float w, float h) {
std::array<ScreenRectVertex, 4> vertices = {{
ScreenRectVertex(x, y, 1.f, 0.f),
ScreenRectVertex(x+w, y, 1.f, 1.f),
ScreenRectVertex(x, y+h, 0.f, 0.f),
ScreenRectVertex(x+w, y+h, 0.f, 1.f),
}};
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state.texture_units[0].texture_2d = texture.handle;
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
/**
* Draws the emulated screens to the emulator window.
*/
void RendererOpenGL::DrawScreens() {
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auto layout = render_window->GetFramebufferLayout();
glViewport(0, 0, layout.width, layout.height);
glClear(GL_COLOR_BUFFER_BIT);
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state.draw.shader_program = program_id;
state.Apply();
// Set projection matrix
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std::array<GLfloat, 3 * 2> ortho_matrix = MakeOrthographicMatrix((float)layout.width,
(float)layout.height);
glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
// Bind texture in Texture Unit 0
glActiveTexture(GL_TEXTURE0);
glUniform1i(uniform_color_texture, 0);
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DrawSingleScreenRotated(textures[0], (float)layout.top_screen.left, (float)layout.top_screen.top,
(float)layout.top_screen.GetWidth(), (float)layout.top_screen.GetHeight());
DrawSingleScreenRotated(textures[1], (float)layout.bottom_screen.left,(float)layout.bottom_screen.top,
(float)layout.bottom_screen.GetWidth(), (float)layout.bottom_screen.GetHeight());
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m_current_frame++;
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}
/// Updates the framerate
void RendererOpenGL::UpdateFramerate() {
}
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/**
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* Set the emulator window to use for renderer
* @param window EmuWindow handle to emulator window to use for rendering
*/
void RendererOpenGL::SetWindow(EmuWindow* window) {
render_window = window;
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}
static const char* GetSource(GLenum source) {
#define RET(s) case GL_DEBUG_SOURCE_##s: return #s
switch (source) {
RET(API);
RET(WINDOW_SYSTEM);
RET(SHADER_COMPILER);
RET(THIRD_PARTY);
RET(APPLICATION);
RET(OTHER);
default:
UNREACHABLE();
}
#undef RET
}
static const char* GetType(GLenum type) {
#define RET(t) case GL_DEBUG_TYPE_##t: return #t
switch (type) {
RET(ERROR);
RET(DEPRECATED_BEHAVIOR);
RET(UNDEFINED_BEHAVIOR);
RET(PORTABILITY);
RET(PERFORMANCE);
RET(OTHER);
RET(MARKER);
default:
UNREACHABLE();
}
#undef RET
}
static void DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length,
const GLchar* message, const void* user_param) {
Log::Level level;
switch (severity) {
case GL_DEBUG_SEVERITY_HIGH:
level = Log::Level::Error;
break;
case GL_DEBUG_SEVERITY_MEDIUM:
level = Log::Level::Warning;
break;
case GL_DEBUG_SEVERITY_NOTIFICATION:
case GL_DEBUG_SEVERITY_LOW:
level = Log::Level::Debug;
break;
}
LOG_GENERIC(Log::Class::Render_OpenGL, level, "%s %s %d: %s",
GetSource(source), GetType(type), id, message);
}
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/// Initialize the renderer
bool RendererOpenGL::Init() {
render_window->MakeCurrent();
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// TODO: Make frontends initialize this, so they can use gladLoadGLLoader with their own loaders
if (!gladLoadGL()) {
LOG_CRITICAL(Render_OpenGL, "Failed to initialize GL functions! Exiting...");
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exit(-1);
}
if (GLAD_GL_KHR_debug) {
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback(DebugHandler, nullptr);
}
LOG_INFO(Render_OpenGL, "GL_VERSION: %s", glGetString(GL_VERSION));
LOG_INFO(Render_OpenGL, "GL_VENDOR: %s", glGetString(GL_VENDOR));
LOG_INFO(Render_OpenGL, "GL_RENDERER: %s", glGetString(GL_RENDERER));
if (!GLAD_GL_VERSION_3_3) {
return false;
}
InitOpenGLObjects();
RefreshRasterizerSetting();
return true;
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}
/// Shutdown the renderer
void RendererOpenGL::ShutDown() {
}