// Copyright 2022 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include "common/logging/log.h" #include "common/microprofile.h" #include "core/core.h" #include "core/dumping/backend.h" #include "core/frontend/emu_window.h" #include "core/frontend/framebuffer_layout.h" #include "core/hw/hw.h" #include "core/hw/lcd.h" #include "core/memory.h" #include "core/settings.h" #include "core/tracer/recorder.h" #include "video_core/debug_utils/debug_utils.h" #include "video_core/rasterizer_interface.h" #include "video_core/renderer_opengl/gl_shader_util.h" #include "video_core/renderer_opengl/gl_state.h" #include "video_core/renderer_opengl/gl_vars.h" #include "video_core/renderer_opengl/post_processing_opengl.h" #include "video_core/renderer_opengl/renderer_opengl.h" #include "video_core/video_core.h" namespace OpenGL { // If the size of this is too small, it ends up creating a soft cap on FPS as the renderer will have // to wait on available presentation frames. There doesn't seem to be much of a downside to a larger // number but 9 swap textures at 60FPS presentation allows for 800% speed so thats probably fine #ifdef ANDROID // Reduce the size of swap_chain, since the UI only allows upto 200% speed. constexpr std::size_t SWAP_CHAIN_SIZE = 6; #else constexpr std::size_t SWAP_CHAIN_SIZE = 9; #endif class OGLTextureMailboxException : public std::runtime_error { public: using std::runtime_error::runtime_error; }; class OGLTextureMailbox : public Frontend::TextureMailbox { public: std::mutex swap_chain_lock; std::condition_variable free_cv; std::condition_variable present_cv; std::array swap_chain{}; std::queue free_queue{}; std::deque present_queue{}; Frontend::Frame* previous_frame = nullptr; OGLTextureMailbox() { for (auto& frame : swap_chain) { free_queue.push(&frame); } } ~OGLTextureMailbox() override { // lock the mutex and clear out the present and free_queues and notify any people who are // blocked to prevent deadlock on shutdown std::scoped_lock lock(swap_chain_lock); std::queue().swap(free_queue); present_queue.clear(); present_cv.notify_all(); free_cv.notify_all(); } void ReloadPresentFrame(Frontend::Frame* frame, u32 height, u32 width) override { frame->present.Release(); frame->present.Create(); GLint previous_draw_fbo{}; glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &previous_draw_fbo); glBindFramebuffer(GL_FRAMEBUFFER, frame->present.handle); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, frame->color.handle); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { LOG_CRITICAL(Render_OpenGL, "Failed to recreate present FBO!"); } glBindFramebuffer(GL_DRAW_FRAMEBUFFER, previous_draw_fbo); frame->color_reloaded = false; } void ReloadRenderFrame(Frontend::Frame* frame, u32 width, u32 height) override { OpenGLState prev_state = OpenGLState::GetCurState(); OpenGLState state = OpenGLState::GetCurState(); // Recreate the color texture attachment frame->color.Release(); frame->color.Create(); state.renderbuffer = frame->color.handle; state.Apply(); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, width, height); // Recreate the FBO for the render target frame->render.Release(); frame->render.Create(); state.draw.read_framebuffer = frame->render.handle; state.draw.draw_framebuffer = frame->render.handle; state.Apply(); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, frame->color.handle); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { LOG_CRITICAL(Render_OpenGL, "Failed to recreate render FBO!"); } prev_state.Apply(); frame->width = width; frame->height = height; frame->color_reloaded = true; } Frontend::Frame* GetRenderFrame() override { std::unique_lock lock(swap_chain_lock); // If theres no free frames, we will reuse the oldest render frame if (free_queue.empty()) { auto frame = present_queue.back(); present_queue.pop_back(); return frame; } Frontend::Frame* frame = free_queue.front(); free_queue.pop(); return frame; } void ReleaseRenderFrame(Frontend::Frame* frame) override { std::unique_lock lock(swap_chain_lock); present_queue.push_front(frame); present_cv.notify_one(); } // This is virtual as it is to be overriden in OGLVideoDumpingMailbox below. virtual void LoadPresentFrame() { // free the previous frame and add it back to the free queue if (previous_frame) { free_queue.push(previous_frame); free_cv.notify_one(); } // the newest entries are pushed to the front of the queue Frontend::Frame* frame = present_queue.front(); present_queue.pop_front(); // remove all old entries from the present queue and move them back to the free_queue for (auto f : present_queue) { free_queue.push(f); } present_queue.clear(); previous_frame = frame; } Frontend::Frame* TryGetPresentFrame(int timeout_ms) override { std::unique_lock lock(swap_chain_lock); // wait for new entries in the present_queue present_cv.wait_for(lock, std::chrono::milliseconds(timeout_ms), [&] { return !present_queue.empty(); }); if (present_queue.empty()) { // timed out waiting for a frame to draw so return the previous frame return previous_frame; } LoadPresentFrame(); return previous_frame; } }; /// This mailbox is different in that it will never discard rendered frames class OGLVideoDumpingMailbox : public OGLTextureMailbox { public: bool quit = false; Frontend::Frame* GetRenderFrame() override { std::unique_lock lock(swap_chain_lock); // If theres no free frames, we will wait until one shows up if (free_queue.empty()) { free_cv.wait(lock, [&] { return (!free_queue.empty() || quit); }); if (quit) { throw OGLTextureMailboxException("VideoDumpingMailbox quitting"); } if (free_queue.empty()) { LOG_CRITICAL(Render_OpenGL, "Could not get free frame"); return nullptr; } } Frontend::Frame* frame = free_queue.front(); free_queue.pop(); return frame; } void LoadPresentFrame() override { // free the previous frame and add it back to the free queue if (previous_frame) { free_queue.push(previous_frame); free_cv.notify_one(); } Frontend::Frame* frame = present_queue.back(); present_queue.pop_back(); previous_frame = frame; // Do not remove entries from the present_queue, as video dumping would require // that we preserve all frames } Frontend::Frame* TryGetPresentFrame(int timeout_ms) override { std::unique_lock lock(swap_chain_lock); // wait for new entries in the present_queue present_cv.wait_for(lock, std::chrono::milliseconds(timeout_ms), [&] { return !present_queue.empty(); }); if (present_queue.empty()) { // timed out waiting for a frame return nullptr; } LoadPresentFrame(); return previous_frame; } }; static const char vertex_shader[] = R"( 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"( in vec2 frag_tex_coord; layout(location = 0) out vec4 color; uniform vec4 i_resolution; uniform vec4 o_resolution; uniform int layer; uniform sampler2D color_texture; void main() { color = texture(color_texture, frag_tex_coord); } )"; static const char fragment_shader_anaglyph[] = R"( // Anaglyph Red-Cyan shader based on Dubois algorithm // Constants taken from the paper: // "Conversion of a Stereo Pair to Anaglyph with // the Least-Squares Projection Method" // Eric Dubois, March 2009 const mat3 l = mat3( 0.437, 0.449, 0.164, -0.062,-0.062,-0.024, -0.048,-0.050,-0.017); const mat3 r = mat3(-0.011,-0.032,-0.007, 0.377, 0.761, 0.009, -0.026,-0.093, 1.234); in vec2 frag_tex_coord; out vec4 color; uniform vec4 resolution; uniform int layer; uniform sampler2D color_texture; uniform sampler2D color_texture_r; void main() { vec4 color_tex_l = texture(color_texture, frag_tex_coord); vec4 color_tex_r = texture(color_texture_r, frag_tex_coord); color = vec4(color_tex_l.rgb*l+color_tex_r.rgb*r, color_tex_l.a); } )"; static const char fragment_shader_interlaced[] = R"( in vec2 frag_tex_coord; out vec4 color; uniform vec4 o_resolution; uniform sampler2D color_texture; uniform sampler2D color_texture_r; uniform int reverse_interlaced; void main() { float screen_row = o_resolution.x * frag_tex_coord.x; if (int(screen_row) % 2 == reverse_interlaced) color = texture(color_texture, frag_tex_coord); else color = texture(color_texture_r, 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. * * @param flipped Whether the frame should be flipped upside down. */ static std::array MakeOrthographicMatrix(const float width, const float height, bool flipped) { std::array matrix; // Laid out in column-major order // Last matrix row is implicitly assumed to be [0, 0, 1]. if (flipped) { // clang-format off 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; // clang-format on } else { // clang-format off 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; // clang-format on } return matrix; } RendererOpenGL::RendererOpenGL(Frontend::EmuWindow& window) : RendererBase{window}, frame_dumper(Core::System::GetInstance().VideoDumper(), window) { window.mailbox = std::make_unique(); frame_dumper.mailbox = std::make_unique(); } RendererOpenGL::~RendererOpenGL() = default; MICROPROFILE_DEFINE(OpenGL_RenderFrame, "OpenGL", "Render Frame", MP_RGB(128, 128, 64)); MICROPROFILE_DEFINE(OpenGL_WaitPresent, "OpenGL", "Wait For Present", MP_RGB(128, 128, 128)); /// Swap buffers (render frame) void RendererOpenGL::SwapBuffers() { // Maintain the rasterizer's state as a priority OpenGLState prev_state = OpenGLState::GetCurState(); state.Apply(); PrepareRendertarget(); RenderScreenshot(); const auto& layout = render_window.GetFramebufferLayout(); RenderToMailbox(layout, render_window.mailbox, false); if (frame_dumper.IsDumping()) { try { RenderToMailbox(frame_dumper.GetLayout(), frame_dumper.mailbox, true); } catch (const OGLTextureMailboxException& exception) { LOG_DEBUG(Render_OpenGL, "Frame dumper exception caught: {}", exception.what()); } } m_current_frame++; Core::System::GetInstance().perf_stats->EndSystemFrame(); render_window.PollEvents(); Core::System::GetInstance().frame_limiter.DoFrameLimiting( Core::System::GetInstance().CoreTiming().GetGlobalTimeUs()); Core::System::GetInstance().perf_stats->BeginSystemFrame(); prev_state.Apply(); RefreshRasterizerSetting(); if (Pica::g_debug_context && Pica::g_debug_context->recorder) { Pica::g_debug_context->recorder->FrameFinished(); } } void RendererOpenGL::RenderScreenshot() { if (VideoCore::g_renderer_screenshot_requested) { // Draw this frame to the screenshot framebuffer screenshot_framebuffer.Create(); GLuint old_read_fb = state.draw.read_framebuffer; GLuint old_draw_fb = state.draw.draw_framebuffer; state.draw.read_framebuffer = state.draw.draw_framebuffer = screenshot_framebuffer.handle; state.Apply(); Layout::FramebufferLayout layout{VideoCore::g_screenshot_framebuffer_layout}; GLuint renderbuffer; glGenRenderbuffers(1, &renderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8, layout.width, layout.height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer); DrawScreens(layout, false); glReadPixels(0, 0, layout.width, layout.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, VideoCore::g_screenshot_bits); screenshot_framebuffer.Release(); state.draw.read_framebuffer = old_read_fb; state.draw.draw_framebuffer = old_draw_fb; state.Apply(); glDeleteRenderbuffers(1, &renderbuffer); VideoCore::g_screenshot_complete_callback(); VideoCore::g_renderer_screenshot_requested = false; } } void RendererOpenGL::PrepareRendertarget() { for (int i : {0, 1, 2}) { int fb_id = i == 2 ? 1 : 0; const auto& framebuffer = GPU::g_regs.framebuffer_config[fb_id]; // Main LCD (0): 0x1ED02204, Sub LCD (1): 0x1ED02A04 u32 lcd_color_addr = (fb_id == 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, screen_infos[i].texture); // Resize the texture in case the framebuffer size has changed screen_infos[i].texture.width = 1; screen_infos[i].texture.height = 1; } else { if (screen_infos[i].texture.width != (GLsizei)framebuffer.width || screen_infos[i].texture.height != (GLsizei)framebuffer.height || screen_infos[i].texture.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(screen_infos[i].texture, framebuffer); } LoadFBToScreenInfo(framebuffer, screen_infos[i], i == 1); // Resize the texture in case the framebuffer size has changed screen_infos[i].texture.width = framebuffer.width; screen_infos[i].texture.height = framebuffer.height; } } } void RendererOpenGL::RenderToMailbox(const Layout::FramebufferLayout& layout, std::unique_ptr& mailbox, bool flipped) { Frontend::Frame* frame; { MICROPROFILE_SCOPE(OpenGL_WaitPresent); frame = mailbox->GetRenderFrame(); // Clean up sync objects before drawing // INTEL driver workaround. We can't delete the previous render sync object until we are // sure that the presentation is done if (frame->present_fence) { glClientWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED); } // delete the draw fence if the frame wasn't presented if (frame->render_fence) { glDeleteSync(frame->render_fence); frame->render_fence = nullptr; } // wait for the presentation to be done if (frame->present_fence) { glWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED); glDeleteSync(frame->present_fence); frame->present_fence = nullptr; } } { MICROPROFILE_SCOPE(OpenGL_RenderFrame); // Recreate the frame if the size of the window has changed if (layout.width != frame->width || layout.height != frame->height) { LOG_DEBUG(Render_OpenGL, "Reloading render frame"); mailbox->ReloadRenderFrame(frame, layout.width, layout.height); } state.draw.draw_framebuffer = frame->render.handle; state.Apply(); DrawScreens(layout, flipped); // Create a fence for the frontend to wait on and swap this frame to OffTex frame->render_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); glFlush(); mailbox->ReleaseRenderFrame(frame); } } /** * Loads framebuffer from emulated memory into the active OpenGL texture. */ void RendererOpenGL::LoadFBToScreenInfo(const GPU::Regs::FramebufferConfig& framebuffer, ScreenInfo& screen_info, bool right_eye) { if (framebuffer.address_right1 == 0 || framebuffer.address_right2 == 0) right_eye = false; const PAddr framebuffer_addr = framebuffer.active_fb == 0 ? (!right_eye ? framebuffer.address_left1 : framebuffer.address_right1) : (!right_eye ? framebuffer.address_left2 : framebuffer.address_right2); LOG_TRACE(Render_OpenGL, "0x{:08x} bytes from 0x{:08x}({}x{}), fmt {:x}", framebuffer.stride * framebuffer.height, framebuffer_addr, framebuffer.width.Value(), framebuffer.height.Value(), framebuffer.format); int bpp = GPU::Regs::BytesPerPixel(framebuffer.color_format); std::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); if (!Rasterizer()->AccelerateDisplay(framebuffer, framebuffer_addr, static_cast(pixel_stride), screen_info)) { // Reset the screen info's display texture to its own permanent texture screen_info.display_texture = screen_info.texture.resource.handle; screen_info.display_texcoords = Common::Rectangle(0.f, 0.f, 1.f, 1.f); Memory::RasterizerFlushRegion(framebuffer_addr, framebuffer.stride * framebuffer.height); const u8* framebuffer_data = VideoCore::g_memory->GetPhysicalPointer(framebuffer_addr); state.texture_units[0].texture_2d = screen_info.texture.resource.handle; state.Apply(); 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, screen_info.texture.gl_format, screen_info.texture.gl_type, framebuffer_data); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); 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. */ void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, const TextureInfo& texture) { state.texture_units[0].texture_2d = texture.resource.handle; state.Apply(); 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); state.texture_units[0].texture_2d = 0; state.Apply(); } /** * 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); filter_sampler.Create(); ReloadSampler(); ReloadShader(); // Generate VBO handle for drawing vertex_buffer.Create(); // Generate VAO vertex_array.Create(); state.draw.vertex_array = vertex_array.handle; state.draw.vertex_buffer = vertex_buffer.handle; state.draw.uniform_buffer = 0; 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& screen_info : screen_infos) { screen_info.texture.resource.Create(); // Allocation of storage is deferred until the first frame, when we // know the framebuffer size. state.texture_units[0].texture_2d = screen_info.texture.resource.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); screen_info.display_texture = screen_info.texture.resource.handle; } state.texture_units[0].texture_2d = 0; state.Apply(); } void RendererOpenGL::ReloadSampler() { glSamplerParameteri(filter_sampler.handle, GL_TEXTURE_MIN_FILTER, Settings::values.filter_mode ? GL_LINEAR : GL_NEAREST); glSamplerParameteri(filter_sampler.handle, GL_TEXTURE_MAG_FILTER, Settings::values.filter_mode ? GL_LINEAR : GL_NEAREST); glSamplerParameteri(filter_sampler.handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glSamplerParameteri(filter_sampler.handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } void RendererOpenGL::ReloadShader() { // Link shaders and get variable locations std::string shader_data; if (GLES) { shader_data += fragment_shader_precision_OES; } if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph) { if (Settings::values.pp_shader_name == "dubois (builtin)") { shader_data += fragment_shader_anaglyph; } else { std::string shader_text = OpenGL::GetPostProcessingShaderCode(true, Settings::values.pp_shader_name); if (shader_text.empty()) { // Should probably provide some information that the shader couldn't load shader_data += fragment_shader_anaglyph; } else { shader_data += shader_text; } } } else if (Settings::values.render_3d == Settings::StereoRenderOption::Interlaced || Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced) { if (Settings::values.pp_shader_name == "horizontal (builtin)") { shader_data += fragment_shader_interlaced; } else { std::string shader_text = OpenGL::GetPostProcessingShaderCode(false, Settings::values.pp_shader_name); if (shader_text.empty()) { // Should probably provide some information that the shader couldn't load shader_data += fragment_shader_interlaced; } else { shader_data += shader_text; } } } else { if (Settings::values.pp_shader_name == "none (builtin)") { shader_data += fragment_shader; } else { std::string shader_text = OpenGL::GetPostProcessingShaderCode(false, Settings::values.pp_shader_name); if (shader_text.empty()) { // Should probably provide some information that the shader couldn't load shader_data += fragment_shader; } else { shader_data += shader_text; } } } shader.Create(vertex_shader, shader_data.c_str()); state.draw.shader_program = shader.handle; state.Apply(); uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix"); uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture"); if (Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph || Settings::values.render_3d == Settings::StereoRenderOption::Interlaced || Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced) { uniform_color_texture_r = glGetUniformLocation(shader.handle, "color_texture_r"); } if (Settings::values.render_3d == Settings::StereoRenderOption::Interlaced || Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced) { GLuint uniform_reverse_interlaced = glGetUniformLocation(shader.handle, "reverse_interlaced"); if (Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced) glUniform1i(uniform_reverse_interlaced, 1); else glUniform1i(uniform_reverse_interlaced, 0); } uniform_i_resolution = glGetUniformLocation(shader.handle, "i_resolution"); uniform_o_resolution = glGetUniformLocation(shader.handle, "o_resolution"); uniform_layer = glGetUniformLocation(shader.handle, "layer"); attrib_position = glGetAttribLocation(shader.handle, "vert_position"); attrib_tex_coord = glGetAttribLocation(shader.handle, "vert_tex_coord"); } 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 = GLES ? GL_UNSIGNED_BYTE : 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; // GLES Dosen't support BGR , Use RGB instead texture.gl_format = GLES ? GL_RGB : 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(); } state.texture_units[0].texture_2d = texture.resource.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); state.texture_units[0].texture_2d = 0; state.Apply(); } /** * Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD * rotation. */ void RendererOpenGL::DrawSingleScreenRotated(const ScreenInfo& screen_info, float x, float y, float w, float h) { const auto& texcoords = screen_info.display_texcoords; const std::array vertices = {{ ScreenRectVertex(x, y, texcoords.bottom, texcoords.left), ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.right), ScreenRectVertex(x, y + h, texcoords.top, texcoords.left), ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.right), }}; // As this is the "DrawSingleScreenRotated" function, the output resolution dimensions have been // swapped. If a non-rotated draw-screen function were to be added for book-mode games, those // should probably be set to the standard (w, h, 1.0 / w, 1.0 / h) ordering. const u16 scale_factor = VideoCore::GetResolutionScaleFactor(); glUniform4f(uniform_i_resolution, static_cast(screen_info.texture.width * scale_factor), static_cast(screen_info.texture.height * scale_factor), 1.0f / static_cast(screen_info.texture.width * scale_factor), 1.0f / static_cast(screen_info.texture.height * scale_factor)); glUniform4f(uniform_o_resolution, h, w, 1.0f / h, 1.0f / w); state.texture_units[0].texture_2d = screen_info.display_texture; state.texture_units[0].sampler = filter_sampler.handle; state.Apply(); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); state.texture_units[0].texture_2d = 0; state.texture_units[0].sampler = 0; state.Apply(); } void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w, float h) { const auto& texcoords = screen_info.display_texcoords; const std::array vertices = {{ ScreenRectVertex(x, y, texcoords.bottom, texcoords.right), ScreenRectVertex(x + w, y, texcoords.top, texcoords.right), ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.left), ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.left), }}; const u16 scale_factor = VideoCore::GetResolutionScaleFactor(); glUniform4f(uniform_i_resolution, static_cast(screen_info.texture.width * scale_factor), static_cast(screen_info.texture.height * scale_factor), 1.0f / static_cast(screen_info.texture.width * scale_factor), 1.0f / static_cast(screen_info.texture.height * scale_factor)); glUniform4f(uniform_o_resolution, w, h, 1.0f / w, 1.0f / h); state.texture_units[0].texture_2d = screen_info.display_texture; state.texture_units[0].sampler = filter_sampler.handle; state.Apply(); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); state.texture_units[0].texture_2d = 0; state.texture_units[0].sampler = 0; state.Apply(); } /** * Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD * rotation. */ void RendererOpenGL::DrawSingleScreenStereoRotated(const ScreenInfo& screen_info_l, const ScreenInfo& screen_info_r, float x, float y, float w, float h) { const auto& texcoords = screen_info_l.display_texcoords; const std::array vertices = {{ ScreenRectVertex(x, y, texcoords.bottom, texcoords.left), ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.right), ScreenRectVertex(x, y + h, texcoords.top, texcoords.left), ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.right), }}; const u16 scale_factor = VideoCore::GetResolutionScaleFactor(); glUniform4f(uniform_i_resolution, static_cast(screen_info_l.texture.width * scale_factor), static_cast(screen_info_l.texture.height * scale_factor), 1.0f / static_cast(screen_info_l.texture.width * scale_factor), 1.0f / static_cast(screen_info_l.texture.height * scale_factor)); glUniform4f(uniform_o_resolution, h, w, 1.0f / h, 1.0f / w); state.texture_units[0].texture_2d = screen_info_l.display_texture; state.texture_units[1].texture_2d = screen_info_r.display_texture; state.texture_units[0].sampler = filter_sampler.handle; state.texture_units[1].sampler = filter_sampler.handle; state.Apply(); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); state.texture_units[0].texture_2d = 0; state.texture_units[1].texture_2d = 0; state.texture_units[0].sampler = 0; state.texture_units[1].sampler = 0; state.Apply(); } void RendererOpenGL::DrawSingleScreenStereo(const ScreenInfo& screen_info_l, const ScreenInfo& screen_info_r, float x, float y, float w, float h) { const auto& texcoords = screen_info_l.display_texcoords; const std::array vertices = {{ ScreenRectVertex(x, y, texcoords.bottom, texcoords.right), ScreenRectVertex(x + w, y, texcoords.top, texcoords.right), ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.left), ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.left), }}; const u16 scale_factor = VideoCore::GetResolutionScaleFactor(); glUniform4f(uniform_i_resolution, static_cast(screen_info_l.texture.width * scale_factor), static_cast(screen_info_l.texture.height * scale_factor), 1.0f / static_cast(screen_info_l.texture.width * scale_factor), 1.0f / static_cast(screen_info_l.texture.height * scale_factor)); glUniform4f(uniform_o_resolution, w, h, 1.0f / w, 1.0f / h); state.texture_units[0].texture_2d = screen_info_l.display_texture; state.texture_units[1].texture_2d = screen_info_r.display_texture; state.texture_units[0].sampler = filter_sampler.handle; state.texture_units[1].sampler = filter_sampler.handle; state.Apply(); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); state.texture_units[0].texture_2d = 0; state.texture_units[1].texture_2d = 0; state.texture_units[0].sampler = 0; state.texture_units[1].sampler = 0; state.Apply(); } /** * Draws the emulated screens to the emulator window. */ void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool flipped) { if (VideoCore::g_renderer_bg_color_update_requested.exchange(false)) { // Update background color before drawing glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue, 0.0f); } if (VideoCore::g_renderer_sampler_update_requested.exchange(false)) { // Set the new filtering mode for the sampler ReloadSampler(); } if (VideoCore::g_renderer_shader_update_requested.exchange(false)) { // Update fragment shader before drawing shader.Release(); // Link shaders and get variable locations ReloadShader(); } const auto& top_screen = layout.top_screen; const auto& bottom_screen = layout.bottom_screen; glViewport(0, 0, layout.width, layout.height); glClear(GL_COLOR_BUFFER_BIT); // Set projection matrix std::array ortho_matrix = MakeOrthographicMatrix((float)layout.width, (float)layout.height, flipped); glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); // Bind texture in Texture Unit 0 glUniform1i(uniform_color_texture, 0); const bool stereo_single_screen = Settings::values.render_3d == Settings::StereoRenderOption::Anaglyph || Settings::values.render_3d == Settings::StereoRenderOption::Interlaced || Settings::values.render_3d == Settings::StereoRenderOption::ReverseInterlaced; // Bind a second texture for the right eye if in Anaglyph mode if (stereo_single_screen) { glUniform1i(uniform_color_texture_r, 1); } glUniform1i(uniform_layer, 0); if (layout.top_screen_enabled) { if (layout.is_rotated) { if (Settings::values.render_3d == Settings::StereoRenderOption::Off) { DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left, (float)top_screen.top, (float)top_screen.GetWidth(), (float)top_screen.GetHeight()); } else if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) { DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left / 2, (float)top_screen.top, (float)top_screen.GetWidth() / 2, (float)top_screen.GetHeight()); glUniform1i(uniform_layer, 1); DrawSingleScreenRotated(screen_infos[1], ((float)top_screen.left / 2) + ((float)layout.width / 2), (float)top_screen.top, (float)top_screen.GetWidth() / 2, (float)top_screen.GetHeight()); } else if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR) { DrawSingleScreenRotated(screen_infos[0], layout.top_screen.left, layout.top_screen.top, layout.top_screen.GetWidth(), layout.top_screen.GetHeight()); glUniform1i(uniform_layer, 1); DrawSingleScreenRotated(screen_infos[1], layout.cardboard.top_screen_right_eye + ((float)layout.width / 2), layout.top_screen.top, layout.top_screen.GetWidth(), layout.top_screen.GetHeight()); } else if (stereo_single_screen) { DrawSingleScreenStereoRotated( screen_infos[0], screen_infos[1], (float)top_screen.left, (float)top_screen.top, (float)top_screen.GetWidth(), (float)top_screen.GetHeight()); } } else { if (Settings::values.render_3d == Settings::StereoRenderOption::Off) { DrawSingleScreen(screen_infos[0], (float)top_screen.left, (float)top_screen.top, (float)top_screen.GetWidth(), (float)top_screen.GetHeight()); } else if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) { DrawSingleScreen(screen_infos[0], (float)top_screen.left / 2, (float)top_screen.top, (float)top_screen.GetWidth() / 2, (float)top_screen.GetHeight()); glUniform1i(uniform_layer, 1); DrawSingleScreen(screen_infos[1], ((float)top_screen.left / 2) + ((float)layout.width / 2), (float)top_screen.top, (float)top_screen.GetWidth() / 2, (float)top_screen.GetHeight()); } else if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR) { DrawSingleScreen(screen_infos[0], layout.top_screen.left, layout.top_screen.top, layout.top_screen.GetWidth(), layout.top_screen.GetHeight()); glUniform1i(uniform_layer, 1); DrawSingleScreen(screen_infos[1], layout.cardboard.top_screen_right_eye + ((float)layout.width / 2), layout.top_screen.top, layout.top_screen.GetWidth(), layout.top_screen.GetHeight()); } else if (stereo_single_screen) { DrawSingleScreenStereo(screen_infos[0], screen_infos[1], (float)top_screen.left, (float)top_screen.top, (float)top_screen.GetWidth(), (float)top_screen.GetHeight()); } } } glUniform1i(uniform_layer, 0); if (layout.bottom_screen_enabled) { if (layout.is_rotated) { if (Settings::values.render_3d == Settings::StereoRenderOption::Off) { DrawSingleScreenRotated(screen_infos[2], (float)bottom_screen.left, (float)bottom_screen.top, (float)bottom_screen.GetWidth(), (float)bottom_screen.GetHeight()); } else if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) { DrawSingleScreenRotated( screen_infos[2], (float)bottom_screen.left / 2, (float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2, (float)bottom_screen.GetHeight()); glUniform1i(uniform_layer, 1); DrawSingleScreenRotated( screen_infos[2], ((float)bottom_screen.left / 2) + ((float)layout.width / 2), (float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2, (float)bottom_screen.GetHeight()); } else if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR) { DrawSingleScreenRotated(screen_infos[2], layout.bottom_screen.left, layout.bottom_screen.top, layout.bottom_screen.GetWidth(), layout.bottom_screen.GetHeight()); glUniform1i(uniform_layer, 1); DrawSingleScreenRotated(screen_infos[2], layout.cardboard.bottom_screen_right_eye + ((float)layout.width / 2), layout.bottom_screen.top, layout.bottom_screen.GetWidth(), layout.bottom_screen.GetHeight()); } else if (stereo_single_screen) { DrawSingleScreenStereoRotated(screen_infos[2], screen_infos[2], (float)bottom_screen.left, (float)bottom_screen.top, (float)bottom_screen.GetWidth(), (float)bottom_screen.GetHeight()); } } else { if (Settings::values.render_3d == Settings::StereoRenderOption::Off) { DrawSingleScreen(screen_infos[2], (float)bottom_screen.left, (float)bottom_screen.top, (float)bottom_screen.GetWidth(), (float)bottom_screen.GetHeight()); } else if (Settings::values.render_3d == Settings::StereoRenderOption::SideBySide) { DrawSingleScreen(screen_infos[2], (float)bottom_screen.left / 2, (float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2, (float)bottom_screen.GetHeight()); glUniform1i(uniform_layer, 1); DrawSingleScreen(screen_infos[2], ((float)bottom_screen.left / 2) + ((float)layout.width / 2), (float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2, (float)bottom_screen.GetHeight()); } else if (Settings::values.render_3d == Settings::StereoRenderOption::CardboardVR) { DrawSingleScreen(screen_infos[2], layout.bottom_screen.left, layout.bottom_screen.top, layout.bottom_screen.GetWidth(), layout.bottom_screen.GetHeight()); glUniform1i(uniform_layer, 1); DrawSingleScreen(screen_infos[2], layout.cardboard.bottom_screen_right_eye + ((float)layout.width / 2), layout.bottom_screen.top, layout.bottom_screen.GetWidth(), layout.bottom_screen.GetHeight()); } else if (stereo_single_screen) { DrawSingleScreenStereo(screen_infos[2], screen_infos[2], (float)bottom_screen.left, (float)bottom_screen.top, (float)bottom_screen.GetWidth(), (float)bottom_screen.GetHeight()); } } } } void RendererOpenGL::TryPresent(int timeout_ms) { const auto& layout = render_window.GetFramebufferLayout(); auto frame = render_window.mailbox->TryGetPresentFrame(timeout_ms); if (!frame) { LOG_DEBUG(Render_OpenGL, "TryGetPresentFrame returned no frame to present"); return; } // Clearing before a full overwrite of a fbo can signal to drivers that they can avoid a // readback since we won't be doing any blending glClear(GL_COLOR_BUFFER_BIT); // Recreate the presentation FBO if the color attachment was changed if (frame->color_reloaded) { LOG_DEBUG(Render_OpenGL, "Reloading present frame"); render_window.mailbox->ReloadPresentFrame(frame, layout.width, layout.height); } glWaitSync(frame->render_fence, 0, GL_TIMEOUT_IGNORED); // INTEL workaround. // Normally we could just delete the draw fence here, but due to driver bugs, we can just delete // it on the emulation thread without too much penalty // glDeleteSync(frame.render_sync); // frame.render_sync = 0; glBindFramebuffer(GL_READ_FRAMEBUFFER, frame->present.handle); glBlitFramebuffer(0, 0, frame->width, frame->height, 0, 0, layout.width, layout.height, GL_COLOR_BUFFER_BIT, GL_LINEAR); // Delete the fence if we're re-presenting to avoid leaking fences if (frame->present_fence) { glDeleteSync(frame->present_fence); } /* insert fence for the main thread to block on */ frame->present_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); glFlush(); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); } /// Updates the framerate void RendererOpenGL::UpdateFramerate() {} void RendererOpenGL::PrepareVideoDumping() { auto* mailbox = static_cast(frame_dumper.mailbox.get()); { std::unique_lock lock(mailbox->swap_chain_lock); mailbox->quit = false; } frame_dumper.StartDumping(); } void RendererOpenGL::CleanupVideoDumping() { frame_dumper.StopDumping(); auto* mailbox = static_cast(frame_dumper.mailbox.get()); { std::unique_lock lock(mailbox->swap_chain_lock); mailbox->quit = true; } mailbox->free_cv.notify_one(); } 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 return ""; } 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 return ""; } static void APIENTRY 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::Critical; 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, "{} {} {}: {}", GetSource(source), GetType(type), id, message); } /// Initialize the renderer VideoCore::ResultStatus RendererOpenGL::Init() { #ifndef ANDROID if (!gladLoadGL()) { return VideoCore::ResultStatus::ErrorBelowGL43; } // Qualcomm has some spammy info messages that are marked as errors but not important // https://developer.qualcomm.com/comment/11845 if (GLAD_GL_KHR_debug) { glEnable(GL_DEBUG_OUTPUT); glDebugMessageCallback(DebugHandler, nullptr); } #endif const std::string_view gl_version{reinterpret_cast(glGetString(GL_VERSION))}; const std::string_view gpu_vendor{reinterpret_cast(glGetString(GL_VENDOR))}; const std::string_view gpu_model{reinterpret_cast(glGetString(GL_RENDERER))}; LOG_INFO(Render_OpenGL, "GL_VERSION: {}", gl_version); LOG_INFO(Render_OpenGL, "GL_VENDOR: {}", gpu_vendor); LOG_INFO(Render_OpenGL, "GL_RENDERER: {}", gpu_model); auto& telemetry_session = Core::System::GetInstance().TelemetrySession(); constexpr auto user_system = Common::Telemetry::FieldType::UserSystem; telemetry_session.AddField(user_system, "GPU_Vendor", std::string(gpu_vendor)); telemetry_session.AddField(user_system, "GPU_Model", std::string(gpu_model)); telemetry_session.AddField(user_system, "GPU_OpenGL_Version", std::string(gl_version)); if (gpu_vendor == "GDI Generic") { return VideoCore::ResultStatus::ErrorGenericDrivers; } if (!(GLAD_GL_VERSION_4_3 || GLAD_GL_ES_VERSION_3_1)) { return VideoCore::ResultStatus::ErrorBelowGL43; } InitOpenGLObjects(); RefreshRasterizerSetting(); return VideoCore::ResultStatus::Success; } /// Shutdown the renderer void RendererOpenGL::ShutDown() {} } // namespace OpenGL