// Copyright 2014 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include #include #include #include "common/assert.h" #include "common/bit_field.h" #include "common/logging/log.h" #include "core/core.h" #include "core/core_timing.h" #include "core/frontend/emu_window.h" #include "core/hw/gpu.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/renderer_opengl.h" #include "video_core/video_core.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 MakeOrthographicMatrix(const float width, const float height) { std::array matrix; // Laid out in column-major order // 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; // Last matrix row is implicitly assumed to be [0, 0, 1]. // clang-format on return matrix; } RendererOpenGL::RendererOpenGL() = default; RendererOpenGL::~RendererOpenGL() = default; /// Swap buffers (render frame) void RendererOpenGL::SwapBuffers() { // Maintain the rasterizer's state as a priority OpenGLState prev_state = OpenGLState::GetCurState(); state.Apply(); 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; } } DrawScreens(); Core::System::GetInstance().perf_stats.EndSystemFrame(); // Swap buffers render_window->PollEvents(); render_window->SwapBuffers(); Core::System::GetInstance().frame_limiter.DoFrameLimiting(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(); } } /** * 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, (int)framebuffer.width, (int)framebuffer.height, (int)framebuffer.format); 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); 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 = MathUtil::Rectangle(0.f, 0.f, 1.f, 1.f); Memory::RasterizerFlushRegion(framebuffer_addr, framebuffer.stride * framebuffer.height); const u8* framebuffer_data = 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); // Link shaders and get variable locations shader.Create(vertex_shader, fragment_shader); state.draw.shader_program = shader.handle; state.Apply(); uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix"); uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture"); attrib_position = glGetAttribLocation(shader.handle, "vert_position"); attrib_tex_coord = glGetAttribLocation(shader.handle, "vert_tex_coord"); // 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::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(); } 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) { auto& texcoords = screen_info.display_texcoords; 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), }}; state.texture_units[0].texture_2d = screen_info.display_texture; 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.Apply(); } /** * Draws the emulated screens to the emulator window. */ void RendererOpenGL::DrawScreens() { auto layout = render_window->GetFramebufferLayout(); 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); glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); // Bind texture in Texture Unit 0 glActiveTexture(GL_TEXTURE0); glUniform1i(uniform_color_texture, 0); if (layout.top_screen_enabled) { if (!Settings::values.toggle_3d) { DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left, (float)top_screen.top, (float)top_screen.GetWidth(), (float)top_screen.GetHeight()); } else { DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left / 2, (float)top_screen.top, (float)top_screen.GetWidth() / 2, (float)top_screen.GetHeight()); 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()); } } if (layout.bottom_screen_enabled) { if (!Settings::values.toggle_3d) { DrawSingleScreenRotated(screen_infos[2], (float)bottom_screen.left, (float)bottom_screen.top, (float)bottom_screen.GetWidth(), (float)bottom_screen.GetHeight()); } else { DrawSingleScreenRotated(screen_infos[2], (float)bottom_screen.left / 2, (float)bottom_screen.top, (float)bottom_screen.GetWidth() / 2, (float)bottom_screen.GetHeight()); 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()); } } m_current_frame++; } /// Updates the framerate void RendererOpenGL::UpdateFramerate() {} /** * 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; } 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 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::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, "{} {} {}: {}", GetSource(source), GetType(type), id, message); } /// Initialize the renderer bool RendererOpenGL::Init() { render_window->MakeCurrent(); if (GLAD_GL_KHR_debug) { glEnable(GL_DEBUG_OUTPUT); glDebugMessageCallback(DebugHandler, nullptr); } const char* gl_version{reinterpret_cast(glGetString(GL_VERSION))}; const char* gpu_vendor{reinterpret_cast(glGetString(GL_VENDOR))}; const char* 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); Core::Telemetry().AddField(Telemetry::FieldType::UserSystem, "GPU_Vendor", gpu_vendor); Core::Telemetry().AddField(Telemetry::FieldType::UserSystem, "GPU_Model", gpu_model); Core::Telemetry().AddField(Telemetry::FieldType::UserSystem, "GPU_OpenGL_Version", gl_version); if (!GLAD_GL_VERSION_3_3) { return false; } InitOpenGLObjects(); RefreshRasterizerSetting(); return true; } /// Shutdown the renderer void RendererOpenGL::ShutDown() {}