citra/src/video_core/renderer_opengl/renderer_opengl.cpp

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// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
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#include "core/hw/gpu.h"
#include "video_core/video_core.h"
#include "video_core/renderer_opengl/renderer_opengl.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/gl_shaders.h"
#include "core/mem_map.h"
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#include <algorithm>
static const GLfloat kViewportAspectRatio =
(static_cast<float>(VideoCore::kScreenTopHeight) + VideoCore::kScreenBottomHeight) / VideoCore::kScreenTopWidth;
// Fullscreen quad dimensions
static const GLfloat kTopScreenWidthNormalized = 2;
static const GLfloat kTopScreenHeightNormalized = kTopScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth);
static const GLfloat kBottomScreenWidthNormalized = kTopScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenBottomWidth) / VideoCore::kScreenTopWidth);
static const GLfloat kBottomScreenHeightNormalized = kBottomScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth);
static const GLfloat g_vbuffer_top[] = {
// x, y z u v
-1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f,
1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f,
-1.0f, kTopScreenHeightNormalized, 0.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f, 0.0f, 1.0f
};
static const GLfloat g_vbuffer_bottom[] = {
// x y z u v
-(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f,
(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 1.0f, 1.0f,
(kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 1.0f, 0.0f,
(kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 1.0f, 0.0f,
-(kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 0.0f, 0.0f,
-(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f
};
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/// RendererOpenGL constructor
RendererOpenGL::RendererOpenGL() {
resolution_width = std::max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
// Initialize screen info
const auto& framebuffer_top = GPU::g_regs.framebuffer_config[0];
const auto& framebuffer_sub = GPU::g_regs.framebuffer_config[1];
screen_info.Top().width = VideoCore::kScreenTopWidth;
screen_info.Top().height = VideoCore::kScreenTopHeight;
screen_info.Top().stride = framebuffer_top.stride;
screen_info.Top().flipped_xfb_data = xfb_top_flipped;
screen_info.Bottom().width = VideoCore::kScreenBottomWidth;
screen_info.Bottom().height = VideoCore::kScreenBottomHeight;
screen_info.Bottom().stride = framebuffer_sub.stride;
screen_info.Bottom().flipped_xfb_data = xfb_bottom_flipped;
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}
/// RendererOpenGL destructor
RendererOpenGL::~RendererOpenGL() {
}
/// Swap buffers (render frame)
void RendererOpenGL::SwapBuffers() {
render_window->MakeCurrent();
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// EFB->XFB copy
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// TODO(bunnei): This is a hack and does not belong here. The copy should be triggered by some
// register write.
//
// TODO(princesspeachum): (related to above^) this should only be called when there's new data, not every frame.
// Currently this uploads data that shouldn't have changed.
Common::Rect framebuffer_size(0, 0, resolution_width, resolution_height);
RenderXFB(framebuffer_size, framebuffer_size);
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// XFB->Window copy
DrawScreens();
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// Swap buffers
render_window->PollEvents();
render_window->SwapBuffers();
}
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/**
* Helper function to flip framebuffer from left-to-right to top-to-bottom
* @param raw_data Pointer to input raw framebuffer in V/RAM
* @param screen_info ScreenInfo structure with screen size and output buffer pointer
* @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei
*/
void RendererOpenGL::FlipFramebuffer(const u8* raw_data, ScreenInfo& screen_info) {
for (int x = 0; x < screen_info.width; x++) {
int in_coord = x * screen_info.stride;
for (int y = screen_info.height-1; y >= 0; y--) {
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// TODO: Properly support other framebuffer formats
int out_coord = (x + y * screen_info.width) * 3;
screen_info.flipped_xfb_data[out_coord] = raw_data[in_coord + 2]; // Red
screen_info.flipped_xfb_data[out_coord + 1] = raw_data[in_coord + 1]; // Green
screen_info.flipped_xfb_data[out_coord + 2] = raw_data[in_coord]; // Blue
in_coord += 3;
}
}
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}
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/**
* Renders external framebuffer (XFB)
* @param src_rect Source rectangle in XFB to copy
* @param dst_rect Destination rectangle in output framebuffer to copy to
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*/
void RendererOpenGL::RenderXFB(const Common::Rect& src_rect, const Common::Rect& dst_rect) {
const auto& framebuffer_top = GPU::g_regs.framebuffer_config[0];
const auto& framebuffer_sub = GPU::g_regs.framebuffer_config[1];
const u32 active_fb_top = (framebuffer_top.active_fb == 1)
? Memory::PhysicalToVirtualAddress(framebuffer_top.address_left2)
: Memory::PhysicalToVirtualAddress(framebuffer_top.address_left1);
const u32 active_fb_sub = (framebuffer_sub.active_fb == 1)
? Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left2)
: Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left1);
DEBUG_LOG(GPU, "RenderXFB: 0x%08x bytes from 0x%08x(%dx%d), fmt %x",
framebuffer_top.stride * framebuffer_top.height,
active_fb_top, (int)framebuffer_top.width,
(int)framebuffer_top.height, (int)framebuffer_top.format);
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FlipFramebuffer(Memory::GetPointer(active_fb_top), screen_info.Top());
FlipFramebuffer(Memory::GetPointer(active_fb_sub), screen_info.Bottom());
for (int i = 0; i < 2; i++) {
ScreenInfo* current_screen = &screen_info[i];
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glBindTexture(GL_TEXTURE_2D, current_screen->texture_id);
// TODO: This should consider the GPU registers for framebuffer width, height and stride.
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, current_screen->width, current_screen->height,
GL_RGB, GL_UNSIGNED_BYTE, current_screen->flipped_xfb_data);
}
glBindTexture(GL_TEXTURE_2D, 0);
// TODO(princesspeachum):
// Only the subset src_rect of the GPU buffer
// should be copied into the texture of the relevant screen.
//
// The method's parameters also only include src_rect and dest_rec for one screen,
// so this may need to be changed (pair for each screen).
}
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/**
* Initializes the OpenGL state and creates persistent objects.
*/
void RendererOpenGL::InitOpenGLObjects() {
glGenVertexArrays(1, &vertex_array_id);
glBindVertexArray(vertex_array_id);
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
glDisable(GL_DEPTH_TEST);
program_id = ShaderUtil::LoadShaders(GLShaders::g_vertex_shader, GLShaders::g_fragment_shader);
sampler_id = glGetUniformLocation(program_id, "sampler");
attrib_position = glGetAttribLocation(program_id, "position");
attrib_texcoord = glGetAttribLocation(program_id, "texCoord");
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// Generate vertex buffers for both screens
glGenBuffers(1, &screen_info.Top().vertex_buffer_id);
glGenBuffers(1, &screen_info.Bottom().vertex_buffer_id);
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// Attach vertex data for top screen
glBindBuffer(GL_ARRAY_BUFFER, screen_info.Top().vertex_buffer_id);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vbuffer_top), g_vbuffer_top, GL_STATIC_DRAW);
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// Attach vertex data for bottom screen
glBindBuffer(GL_ARRAY_BUFFER, screen_info.Bottom().vertex_buffer_id);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vbuffer_bottom), g_vbuffer_bottom, GL_STATIC_DRAW);
// Create color buffers for both screens
glGenTextures(1, &screen_info.Top().texture_id);
glGenTextures(1, &screen_info.Bottom().texture_id);
for (int i = 0; i < 2; i++) {
ScreenInfo* current_screen = &screen_info[i];
// Allocate texture
glBindTexture(GL_TEXTURE_2D, current_screen->vertex_buffer_id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, current_screen->width, current_screen->height,
0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
glBindTexture(GL_TEXTURE_2D, 0);
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}
/**
* Draws the emulated screens to the emulator window.
*/
void RendererOpenGL::DrawScreens() {
glViewport(0, 0, resolution_width, resolution_height);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program_id);
// Bind texture in Texture Unit 0
glActiveTexture(GL_TEXTURE0);
glEnableVertexAttribArray(attrib_position);
glEnableVertexAttribArray(attrib_texcoord);
for (int i = 0; i < 2; i++) {
ScreenInfo* current_screen = &screen_info[i];
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glBindTexture(GL_TEXTURE_2D, current_screen->texture_id);
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// Set sampler on Texture Unit 0
glUniform1i(sampler_id, 0);
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glBindBuffer(GL_ARRAY_BUFFER, current_screen->vertex_buffer_id);
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// Vertex buffer layout
const GLsizei stride = 5 * sizeof(GLfloat);
const GLvoid* uv_offset = (const GLvoid*)(3 * sizeof(GLfloat));
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// Configure vertex buffer
glVertexAttribPointer(attrib_position, 3, GL_FLOAT, GL_FALSE, stride, NULL);
glVertexAttribPointer(attrib_texcoord, 2, GL_FLOAT, GL_FALSE, stride, uv_offset);
// Draw screen
glDrawArrays(GL_TRIANGLES, 0, 6);
}
glDisableVertexAttribArray(attrib_position);
glDisableVertexAttribArray(attrib_texcoord);
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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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}
/// Initialize the renderer
void RendererOpenGL::Init() {
render_window->MakeCurrent();
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int err = ogl_LoadFunctions();
if (ogl_LOAD_SUCCEEDED != err) {
ERROR_LOG(RENDER, "Failed to initialize GL functions! Exiting...");
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exit(-1);
}
NOTICE_LOG(RENDER, "GL_VERSION: %s\n", glGetString(GL_VERSION));
InitOpenGLObjects();
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}
/// Shutdown the renderer
void RendererOpenGL::ShutDown() {
}