// Copyright 2022 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include "common/logging/log.h" #include "common/microprofile.h" #include "common/settings.h" #include "core/core.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 "video_core/renderer_opengl/gl_state.h" #include "video_core/renderer_opengl/gl_texture_mailbox.h" #include "video_core/renderer_opengl/post_processing_opengl.h" #include "video_core/renderer_opengl/renderer_opengl.h" #include "video_core/shader/generator/glsl_shader_gen.h" #include "video_core/video_core.h" #include "video_core/host_shaders/opengl_present_anaglyph_frag.h" #include "video_core/host_shaders/opengl_present_frag.h" #include "video_core/host_shaders/opengl_present_interlaced_frag.h" #include "video_core/host_shaders/opengl_present_vert.h" namespace OpenGL { 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)); /** * Vertex structure that the drawn screen rectangles are composed of. */ struct ScreenRectVertex { ScreenRectVertex() = default; ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) { position[0] = x; position[1] = y; tex_coord[0] = u; tex_coord[1] = v; } std::array position{}; std::array tex_coord{}; }; /** * 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(Core::System& system, Frontend::EmuWindow& window, Frontend::EmuWindow* secondary_window) : VideoCore::RendererBase{system, window, secondary_window}, driver{system.TelemetrySession()}, rasterizer{system.Memory(), system.CustomTexManager(), *this, driver}, frame_dumper{system, window} { const bool has_debug_tool = driver.HasDebugTool(); window.mailbox = std::make_unique(has_debug_tool); if (secondary_window) { secondary_window->mailbox = std::make_unique(has_debug_tool); } frame_dumper.mailbox = std::make_unique(); InitOpenGLObjects(); } RendererOpenGL::~RendererOpenGL() = default; void RendererOpenGL::SwapBuffers() { // Maintain the rasterizer's state as a priority OpenGLState prev_state = OpenGLState::GetCurState(); state.Apply(); PrepareRendertarget(); RenderScreenshot(); const auto& main_layout = render_window.GetFramebufferLayout(); RenderToMailbox(main_layout, render_window.mailbox, false); #ifndef ANDROID if (Settings::values.layout_option.GetValue() == Settings::LayoutOption::SeparateWindows) { ASSERT(secondary_window); const auto& secondary_layout = secondary_window->GetFramebufferLayout(); RenderToMailbox(secondary_layout, secondary_window->mailbox, false); secondary_window->PollEvents(); } #endif 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()); } } EndFrame(); prev_state.Apply(); rasterizer.TickFrame(); } void RendererOpenGL::RenderScreenshot() { if (settings.screenshot_requested.exchange(false)) { // 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(); const Layout::FramebufferLayout layout{settings.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, settings.screenshot_bits); screenshot_framebuffer.Release(); state.draw.read_framebuffer = old_read_fb; state.draw.draw_framebuffer = old_draw_fb; state.Apply(); glDeleteRenderbuffers(1, &renderbuffer); settings.screenshot_complete_callback(); } } 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.GetValue(), Settings::values.bg_green.GetValue(), Settings::values.bg_blue.GetValue(), 0.0f); for (size_t i = 0; i < samplers.size(); i++) { samplers[i].Create(); glSamplerParameteri(samplers[i].handle, GL_TEXTURE_MIN_FILTER, i == 0 ? GL_NEAREST : GL_LINEAR); glSamplerParameteri(samplers[i].handle, GL_TEXTURE_MAG_FILTER, i == 0 ? GL_NEAREST : GL_LINEAR); glSamplerParameteri(samplers[i].handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glSamplerParameteri(samplers[i].handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } 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::ReloadShader() { // Link shaders and get variable locations std::string shader_data = fragment_shader_precision_OES; if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Anaglyph) { if (Settings::values.anaglyph_shader_name.GetValue() == "dubois (builtin)") { shader_data += HostShaders::OPENGL_PRESENT_ANAGLYPH_FRAG; } else { std::string shader_text = OpenGL::GetPostProcessingShaderCode( true, Settings::values.anaglyph_shader_name.GetValue()); if (shader_text.empty()) { // Should probably provide some information that the shader couldn't load shader_data += HostShaders::OPENGL_PRESENT_ANAGLYPH_FRAG; } else { shader_data += shader_text; } } } else if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced || Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::ReverseInterlaced) { shader_data += HostShaders::OPENGL_PRESENT_INTERLACED_FRAG; } else { if (Settings::values.pp_shader_name.GetValue() == "none (builtin)") { shader_data += HostShaders::OPENGL_PRESENT_FRAG; } else { std::string shader_text = OpenGL::GetPostProcessingShaderCode( false, Settings::values.pp_shader_name.GetValue()); if (shader_text.empty()) { // Should probably provide some information that the shader couldn't load shader_data += HostShaders::OPENGL_PRESENT_FRAG; } else { shader_data += shader_text; } } } shader.Create(HostShaders::OPENGL_PRESENT_VERT, shader_data); 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.GetValue() == Settings::StereoRenderOption::Anaglyph || Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced || Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::ReverseInterlaced) { uniform_color_texture_r = glGetUniformLocation(shader.handle, "color_texture_r"); } if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced || Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::ReverseInterlaced) { GLuint uniform_reverse_interlaced = glGetUniformLocation(shader.handle, "reverse_interlaced"); if (Settings::values.render_3d.GetValue() == 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 = driver.IsOpenGLES() ? 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 = driver.IsOpenGLES() ? 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::DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w, float h, Layout::DisplayOrientation orientation) { const auto& texcoords = screen_info.display_texcoords; std::array vertices; switch (orientation) { case Layout::DisplayOrientation::Landscape: 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), }}; break; case Layout::DisplayOrientation::Portrait: 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), }}; std::swap(h, w); break; case Layout::DisplayOrientation::LandscapeFlipped: vertices = {{ ScreenRectVertex(x, y, texcoords.top, texcoords.right), ScreenRectVertex(x + w, y, texcoords.top, texcoords.left), ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.right), ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.left), }}; break; case Layout::DisplayOrientation::PortraitFlipped: vertices = {{ ScreenRectVertex(x, y, texcoords.top, texcoords.left), ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.left), ScreenRectVertex(x, y + h, texcoords.top, texcoords.right), ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.right), }}; std::swap(h, w); break; default: LOG_ERROR(Render_OpenGL, "Unknown DisplayOrientation: {}", orientation); break; } const u32 scale_factor = GetResolutionScaleFactor(); const GLuint sampler = samplers[Settings::values.filter_mode.GetValue()].handle; 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 = sampler; 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::DrawSingleScreenStereo(const ScreenInfo& screen_info_l, const ScreenInfo& screen_info_r, float x, float y, float w, float h, Layout::DisplayOrientation orientation) { const auto& texcoords = screen_info_l.display_texcoords; std::array vertices; switch (orientation) { case Layout::DisplayOrientation::Landscape: 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), }}; break; case Layout::DisplayOrientation::Portrait: 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), }}; std::swap(h, w); break; case Layout::DisplayOrientation::LandscapeFlipped: vertices = {{ ScreenRectVertex(x, y, texcoords.top, texcoords.right), ScreenRectVertex(x + w, y, texcoords.top, texcoords.left), ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.right), ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.left), }}; break; case Layout::DisplayOrientation::PortraitFlipped: vertices = {{ ScreenRectVertex(x, y, texcoords.top, texcoords.left), ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.left), ScreenRectVertex(x, y + h, texcoords.top, texcoords.right), ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.right), }}; std::swap(h, w); break; default: LOG_ERROR(Render_OpenGL, "Unknown DisplayOrientation: {}", orientation); break; } const u32 scale_factor = GetResolutionScaleFactor(); const GLuint sampler = samplers[Settings::values.filter_mode.GetValue()].handle; 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 = sampler; state.texture_units[1].sampler = sampler; 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 (settings.bg_color_update_requested.exchange(false)) { // Update background color before drawing glClearColor(Settings::values.bg_red.GetValue(), Settings::values.bg_green.GetValue(), Settings::values.bg_blue.GetValue(), 0.0f); } if (settings.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.GetValue() == Settings::StereoRenderOption::Anaglyph || Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced || Settings::values.render_3d.GetValue() == 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 (!Settings::values.swap_screen.GetValue()) { DrawTopScreen(layout, top_screen); glUniform1i(uniform_layer, 0); ApplySecondLayerOpacity(); DrawBottomScreen(layout, bottom_screen); } else { DrawBottomScreen(layout, bottom_screen); glUniform1i(uniform_layer, 0); ApplySecondLayerOpacity(); DrawTopScreen(layout, top_screen); } if (layout.additional_screen_enabled) { const auto& additional_screen = layout.additional_screen; if (!Settings::values.swap_screen.GetValue()) { DrawTopScreen(layout, additional_screen); } else { DrawBottomScreen(layout, additional_screen); } } ResetSecondLayerOpacity(); } void RendererOpenGL::ApplySecondLayerOpacity() { if (Settings::values.custom_layout && Settings::values.custom_second_layer_opacity.GetValue() < 100) { state.blend.src_rgb_func = GL_CONSTANT_ALPHA; state.blend.src_a_func = GL_CONSTANT_ALPHA; state.blend.dst_a_func = GL_ONE_MINUS_CONSTANT_ALPHA; state.blend.dst_rgb_func = GL_ONE_MINUS_CONSTANT_ALPHA; state.blend.color.alpha = Settings::values.custom_second_layer_opacity.GetValue() / 100.0f; } } void RendererOpenGL::ResetSecondLayerOpacity() { if (Settings::values.custom_layout && Settings::values.custom_second_layer_opacity.GetValue() < 100) { state.blend.src_rgb_func = GL_ONE; state.blend.dst_rgb_func = GL_ZERO; state.blend.src_a_func = GL_ONE; state.blend.dst_a_func = GL_ZERO; state.blend.color.alpha = 0.0f; } } void RendererOpenGL::DrawTopScreen(const Layout::FramebufferLayout& layout, const Common::Rectangle& top_screen) { if (!layout.top_screen_enabled) { return; } const float top_screen_left = static_cast(top_screen.left); const float top_screen_top = static_cast(top_screen.top); const float top_screen_width = static_cast(top_screen.GetWidth()); const float top_screen_height = static_cast(top_screen.GetHeight()); const auto orientation = layout.is_rotated ? Layout::DisplayOrientation::Landscape : Layout::DisplayOrientation::Portrait; switch (Settings::values.render_3d.GetValue()) { case Settings::StereoRenderOption::Off: { const int eye = static_cast(Settings::values.mono_render_option.GetValue()); DrawSingleScreen(screen_infos[eye], top_screen_left, top_screen_top, top_screen_width, top_screen_height, orientation); break; } case Settings::StereoRenderOption::SideBySide: { DrawSingleScreen(screen_infos[0], top_screen_left / 2, top_screen_top, top_screen_width / 2, top_screen_height, orientation); glUniform1i(uniform_layer, 1); DrawSingleScreen(screen_infos[1], static_cast((top_screen_left / 2) + (layout.width / 2)), top_screen_top, top_screen_width / 2, top_screen_height, orientation); break; } case Settings::StereoRenderOption::CardboardVR: { DrawSingleScreen(screen_infos[0], top_screen_left, top_screen_top, top_screen_width, top_screen_height, orientation); glUniform1i(uniform_layer, 1); DrawSingleScreen( screen_infos[1], static_cast(layout.cardboard.top_screen_right_eye + (layout.width / 2)), top_screen_top, top_screen_width, top_screen_height, orientation); break; } case Settings::StereoRenderOption::Anaglyph: case Settings::StereoRenderOption::Interlaced: case Settings::StereoRenderOption::ReverseInterlaced: { DrawSingleScreenStereo(screen_infos[0], screen_infos[1], top_screen_left, top_screen_top, top_screen_width, top_screen_height, orientation); break; } } } void RendererOpenGL::DrawBottomScreen(const Layout::FramebufferLayout& layout, const Common::Rectangle& bottom_screen) { if (!layout.bottom_screen_enabled) { return; } const float bottom_screen_left = static_cast(bottom_screen.left); const float bottom_screen_top = static_cast(bottom_screen.top); const float bottom_screen_width = static_cast(bottom_screen.GetWidth()); const float bottom_screen_height = static_cast(bottom_screen.GetHeight()); const auto orientation = layout.is_rotated ? Layout::DisplayOrientation::Landscape : Layout::DisplayOrientation::Portrait; switch (Settings::values.render_3d.GetValue()) { case Settings::StereoRenderOption::Off: { DrawSingleScreen(screen_infos[2], bottom_screen_left, bottom_screen_top, bottom_screen_width, bottom_screen_height, orientation); break; } case Settings::StereoRenderOption::SideBySide: { DrawSingleScreen(screen_infos[2], bottom_screen_left / 2, bottom_screen_top, bottom_screen_width / 2, bottom_screen_height, orientation); glUniform1i(uniform_layer, 1); DrawSingleScreen( screen_infos[2], static_cast((bottom_screen_left / 2) + (layout.width / 2)), bottom_screen_top, bottom_screen_width / 2, bottom_screen_height, orientation); break; } case Settings::StereoRenderOption::CardboardVR: { DrawSingleScreen(screen_infos[2], bottom_screen_left, bottom_screen_top, bottom_screen_width, bottom_screen_height, orientation); glUniform1i(uniform_layer, 1); DrawSingleScreen( screen_infos[2], static_cast(layout.cardboard.bottom_screen_right_eye + (layout.width / 2)), bottom_screen_top, bottom_screen_width, bottom_screen_height, orientation); break; } case Settings::StereoRenderOption::Anaglyph: case Settings::StereoRenderOption::Interlaced: case Settings::StereoRenderOption::ReverseInterlaced: { DrawSingleScreenStereo(screen_infos[2], screen_infos[2], bottom_screen_left, bottom_screen_top, bottom_screen_width, bottom_screen_height, orientation); break; } } } void RendererOpenGL::TryPresent(int timeout_ms, bool is_secondary) { const auto& window = is_secondary ? *secondary_window : render_window; const auto& layout = window.GetFramebufferLayout(); auto frame = 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"); 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); } void RendererOpenGL::PrepareVideoDumping() { auto* mailbox = static_cast(frame_dumper.mailbox.get()); { std::scoped_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::scoped_lock lock{mailbox->swap_chain_lock}; mailbox->quit = true; } mailbox->free_cv.notify_one(); } void RendererOpenGL::Sync() { rasterizer.SyncEntireState(); } } // namespace OpenGL