mirror of
https://github.com/citra-mirror/citra.git
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1281 lines
52 KiB
C++
1281 lines
52 KiB
C++
// Copyright 2022 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <queue>
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#include "common/logging/log.h"
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#include "common/microprofile.h"
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#include "core/core.h"
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#include "core/dumping/backend.h"
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#include "core/frontend/emu_window.h"
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#include "core/frontend/framebuffer_layout.h"
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#include "core/hw/hw.h"
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#include "core/hw/lcd.h"
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#include "core/memory.h"
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#include "core/settings.h"
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#include "core/tracer/recorder.h"
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#include "video_core/debug_utils/debug_utils.h"
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#include "video_core/rasterizer_interface.h"
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#include "video_core/renderer_opengl/gl_state.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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#include "video_core/renderer_opengl/gl_vars.h"
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#include "video_core/renderer_opengl/post_processing_opengl.h"
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#include "video_core/renderer_opengl/renderer_opengl.h"
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#include "video_core/video_core.h"
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namespace OpenGL {
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// If the size of this is too small, it ends up creating a soft cap on FPS as the renderer will have
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// to wait on available presentation frames. There doesn't seem to be much of a downside to a larger
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// number but 9 swap textures at 60FPS presentation allows for 800% speed so thats probably fine
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#ifdef ANDROID
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// Reduce the size of swap_chain, since the UI only allows upto 200% speed.
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constexpr std::size_t SWAP_CHAIN_SIZE = 6;
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#else
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constexpr std::size_t SWAP_CHAIN_SIZE = 9;
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#endif
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class OGLTextureMailboxException : public std::runtime_error {
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public:
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using std::runtime_error::runtime_error;
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};
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class OGLTextureMailbox : public Frontend::TextureMailbox {
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public:
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std::mutex swap_chain_lock;
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std::condition_variable free_cv;
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std::condition_variable present_cv;
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std::array<Frontend::Frame, SWAP_CHAIN_SIZE> swap_chain{};
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std::queue<Frontend::Frame*> free_queue{};
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std::deque<Frontend::Frame*> present_queue{};
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Frontend::Frame* previous_frame = nullptr;
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OGLTextureMailbox() {
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for (auto& frame : swap_chain) {
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free_queue.push(&frame);
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}
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}
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~OGLTextureMailbox() override {
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// lock the mutex and clear out the present and free_queues and notify any people who are
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// blocked to prevent deadlock on shutdown
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std::scoped_lock lock(swap_chain_lock);
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std::queue<Frontend::Frame*>().swap(free_queue);
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present_queue.clear();
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present_cv.notify_all();
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free_cv.notify_all();
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}
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void ReloadPresentFrame(Frontend::Frame* frame, u32 height, u32 width) override {
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frame->present.Release();
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frame->present.Create();
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GLint previous_draw_fbo{};
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &previous_draw_fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, frame->present.handle);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
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frame->color.handle);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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LOG_CRITICAL(Render_OpenGL, "Failed to recreate present FBO!");
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}
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, previous_draw_fbo);
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frame->color_reloaded = false;
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}
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void ReloadRenderFrame(Frontend::Frame* frame, u32 width, u32 height) override {
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OpenGLState prev_state = OpenGLState::GetCurState();
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OpenGLState state = OpenGLState::GetCurState();
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// Recreate the color texture attachment
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frame->color.Release();
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frame->color.Create();
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state.renderbuffer = frame->color.handle;
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state.Apply();
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, width, height);
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// Recreate the FBO for the render target
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frame->render.Release();
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frame->render.Create();
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state.draw.read_framebuffer = frame->render.handle;
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state.draw.draw_framebuffer = frame->render.handle;
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state.Apply();
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
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frame->color.handle);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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LOG_CRITICAL(Render_OpenGL, "Failed to recreate render FBO!");
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}
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prev_state.Apply();
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frame->width = width;
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frame->height = height;
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frame->color_reloaded = true;
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}
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Frontend::Frame* GetRenderFrame() override {
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std::unique_lock<std::mutex> lock(swap_chain_lock);
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// If theres no free frames, we will reuse the oldest render frame
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if (free_queue.empty()) {
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auto frame = present_queue.back();
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present_queue.pop_back();
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return frame;
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}
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Frontend::Frame* frame = free_queue.front();
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free_queue.pop();
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return frame;
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}
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void ReleaseRenderFrame(Frontend::Frame* frame) override {
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std::unique_lock<std::mutex> lock(swap_chain_lock);
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present_queue.push_front(frame);
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present_cv.notify_one();
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}
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// This is virtual as it is to be overriden in OGLVideoDumpingMailbox below.
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virtual void LoadPresentFrame() {
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// free the previous frame and add it back to the free queue
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if (previous_frame) {
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free_queue.push(previous_frame);
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free_cv.notify_one();
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}
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// the newest entries are pushed to the front of the queue
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Frontend::Frame* frame = present_queue.front();
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present_queue.pop_front();
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// remove all old entries from the present queue and move them back to the free_queue
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for (auto f : present_queue) {
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free_queue.push(f);
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}
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present_queue.clear();
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previous_frame = frame;
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}
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Frontend::Frame* TryGetPresentFrame(int timeout_ms) override {
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std::unique_lock<std::mutex> lock(swap_chain_lock);
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// wait for new entries in the present_queue
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present_cv.wait_for(lock, std::chrono::milliseconds(timeout_ms),
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[&] { return !present_queue.empty(); });
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if (present_queue.empty()) {
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// timed out waiting for a frame to draw so return the previous frame
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return previous_frame;
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}
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LoadPresentFrame();
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return previous_frame;
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}
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};
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/// This mailbox is different in that it will never discard rendered frames
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class OGLVideoDumpingMailbox : public OGLTextureMailbox {
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public:
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bool quit = false;
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Frontend::Frame* GetRenderFrame() override {
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std::unique_lock<std::mutex> lock(swap_chain_lock);
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// If theres no free frames, we will wait until one shows up
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if (free_queue.empty()) {
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free_cv.wait(lock, [&] { return (!free_queue.empty() || quit); });
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if (quit) {
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throw OGLTextureMailboxException("VideoDumpingMailbox quitting");
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}
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if (free_queue.empty()) {
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LOG_CRITICAL(Render_OpenGL, "Could not get free frame");
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return nullptr;
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}
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}
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Frontend::Frame* frame = free_queue.front();
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free_queue.pop();
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return frame;
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}
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void LoadPresentFrame() override {
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// free the previous frame and add it back to the free queue
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if (previous_frame) {
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free_queue.push(previous_frame);
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free_cv.notify_one();
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}
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Frontend::Frame* frame = present_queue.back();
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present_queue.pop_back();
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previous_frame = frame;
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// Do not remove entries from the present_queue, as video dumping would require
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// that we preserve all frames
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}
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Frontend::Frame* TryGetPresentFrame(int timeout_ms) override {
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std::unique_lock<std::mutex> lock(swap_chain_lock);
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// wait for new entries in the present_queue
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present_cv.wait_for(lock, std::chrono::milliseconds(timeout_ms),
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[&] { return !present_queue.empty(); });
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if (present_queue.empty()) {
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// timed out waiting for a frame
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return nullptr;
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}
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LoadPresentFrame();
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return previous_frame;
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}
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};
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static const char vertex_shader[] = R"(
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in vec2 vert_position;
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in vec2 vert_tex_coord;
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out vec2 frag_tex_coord;
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// This is a truncated 3x3 matrix for 2D transformations:
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// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
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// The third column performs translation.
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// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
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// implicitly be [0, 0, 1]
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uniform mat3x2 modelview_matrix;
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void main() {
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// Multiply input position by the rotscale part of the matrix and then manually translate by
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// the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
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// to `vec3(vert_position.xy, 1.0)`
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gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0);
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frag_tex_coord = vert_tex_coord;
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}
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)";
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static const char fragment_shader[] = R"(
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in vec2 frag_tex_coord;
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layout(location = 0) out vec4 color;
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uniform vec4 i_resolution;
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uniform vec4 o_resolution;
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uniform int layer;
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uniform sampler2D color_texture;
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void main() {
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color = texture(color_texture, frag_tex_coord);
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}
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)";
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static const char fragment_shader_anaglyph[] = R"(
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// Anaglyph Red-Cyan shader based on Dubois algorithm
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// Constants taken from the paper:
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// "Conversion of a Stereo Pair to Anaglyph with
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// the Least-Squares Projection Method"
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// Eric Dubois, March 2009
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const mat3 l = mat3( 0.437, 0.449, 0.164,
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-0.062,-0.062,-0.024,
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-0.048,-0.050,-0.017);
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const mat3 r = mat3(-0.011,-0.032,-0.007,
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0.377, 0.761, 0.009,
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-0.026,-0.093, 1.234);
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in vec2 frag_tex_coord;
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out vec4 color;
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uniform vec4 resolution;
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uniform int layer;
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uniform sampler2D color_texture;
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uniform sampler2D color_texture_r;
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void main() {
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vec4 color_tex_l = texture(color_texture, frag_tex_coord);
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vec4 color_tex_r = texture(color_texture_r, frag_tex_coord);
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color = vec4(color_tex_l.rgb*l+color_tex_r.rgb*r, color_tex_l.a);
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}
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)";
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static const char fragment_shader_interlaced[] = R"(
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in vec2 frag_tex_coord;
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out vec4 color;
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uniform vec4 o_resolution;
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uniform sampler2D color_texture;
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uniform sampler2D color_texture_r;
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uniform int reverse_interlaced;
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void main() {
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float screen_row = o_resolution.x * frag_tex_coord.x;
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if (int(screen_row) % 2 == reverse_interlaced)
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color = texture(color_texture, frag_tex_coord);
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else
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color = texture(color_texture_r, frag_tex_coord);
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}
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)";
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/**
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* Vertex structure that the drawn screen rectangles are composed of.
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*/
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struct ScreenRectVertex {
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ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) {
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position[0] = x;
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position[1] = y;
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tex_coord[0] = u;
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tex_coord[1] = v;
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}
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GLfloat position[2];
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GLfloat tex_coord[2];
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};
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/**
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* Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left
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* corner and (width, height) on the lower-bottom.
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*
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* The projection part of the matrix is trivial, hence these operations are represented
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* by a 3x2 matrix.
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*
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* @param flipped Whether the frame should be flipped upside down.
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*/
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static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, const float height,
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bool flipped) {
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std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
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// Last matrix row is implicitly assumed to be [0, 0, 1].
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if (flipped) {
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// clang-format off
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matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
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matrix[1] = 0.f; matrix[3] = 2.f / height; matrix[5] = -1.f;
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// clang-format on
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} else {
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// clang-format off
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matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
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matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f;
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// clang-format on
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}
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return matrix;
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}
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RendererOpenGL::RendererOpenGL(Frontend::EmuWindow& window)
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: RendererBase{window}, frame_dumper(Core::System::GetInstance().VideoDumper(), window) {
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window.mailbox = std::make_unique<OGLTextureMailbox>();
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frame_dumper.mailbox = std::make_unique<OGLVideoDumpingMailbox>();
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}
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RendererOpenGL::~RendererOpenGL() = default;
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MICROPROFILE_DEFINE(OpenGL_RenderFrame, "OpenGL", "Render Frame", MP_RGB(128, 128, 64));
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MICROPROFILE_DEFINE(OpenGL_WaitPresent, "OpenGL", "Wait For Present", MP_RGB(128, 128, 128));
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/// Swap buffers (render frame)
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void RendererOpenGL::SwapBuffers() {
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// Maintain the rasterizer's state as a priority
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OpenGLState prev_state = OpenGLState::GetCurState();
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state.Apply();
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PrepareRendertarget();
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RenderScreenshot();
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const auto& layout = render_window.GetFramebufferLayout();
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RenderToMailbox(layout, render_window.mailbox, false);
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if (frame_dumper.IsDumping()) {
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try {
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RenderToMailbox(frame_dumper.GetLayout(), frame_dumper.mailbox, true);
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} catch (const OGLTextureMailboxException& exception) {
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LOG_DEBUG(Render_OpenGL, "Frame dumper exception caught: {}", exception.what());
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}
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}
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m_current_frame++;
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Core::System::GetInstance().perf_stats->EndSystemFrame();
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render_window.PollEvents();
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Core::System::GetInstance().frame_limiter.DoFrameLimiting(
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Core::System::GetInstance().CoreTiming().GetGlobalTimeUs());
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Core::System::GetInstance().perf_stats->BeginSystemFrame();
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prev_state.Apply();
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RefreshRasterizerSetting();
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if (Pica::g_debug_context && Pica::g_debug_context->recorder) {
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Pica::g_debug_context->recorder->FrameFinished();
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}
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}
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void RendererOpenGL::RenderScreenshot() {
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if (VideoCore::g_renderer_screenshot_requested) {
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// Draw this frame to the screenshot framebuffer
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screenshot_framebuffer.Create();
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GLuint old_read_fb = state.draw.read_framebuffer;
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GLuint old_draw_fb = state.draw.draw_framebuffer;
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state.draw.read_framebuffer = state.draw.draw_framebuffer = screenshot_framebuffer.handle;
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state.Apply();
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Layout::FramebufferLayout layout{VideoCore::g_screenshot_framebuffer_layout};
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GLuint renderbuffer;
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glGenRenderbuffers(1, &renderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8, layout.width, layout.height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
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renderbuffer);
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DrawScreens(layout, false);
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glReadPixels(0, 0, layout.width, layout.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
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VideoCore::g_screenshot_bits);
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screenshot_framebuffer.Release();
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state.draw.read_framebuffer = old_read_fb;
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state.draw.draw_framebuffer = old_draw_fb;
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state.Apply();
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glDeleteRenderbuffers(1, &renderbuffer);
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VideoCore::g_screenshot_complete_callback();
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VideoCore::g_renderer_screenshot_requested = false;
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}
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}
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void RendererOpenGL::PrepareRendertarget() {
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for (int i : {0, 1, 2}) {
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int fb_id = i == 2 ? 1 : 0;
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const auto& framebuffer = GPU::g_regs.framebuffer_config[fb_id];
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// Main LCD (0): 0x1ED02204, Sub LCD (1): 0x1ED02A04
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u32 lcd_color_addr =
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(fb_id == 0) ? LCD_REG_INDEX(color_fill_top) : LCD_REG_INDEX(color_fill_bottom);
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lcd_color_addr = HW::VADDR_LCD + 4 * lcd_color_addr;
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LCD::Regs::ColorFill color_fill = {0};
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LCD::Read(color_fill.raw, lcd_color_addr);
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if (color_fill.is_enabled) {
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LoadColorToActiveGLTexture(color_fill.color_r, color_fill.color_g, color_fill.color_b,
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screen_infos[i].texture);
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// Resize the texture in case the framebuffer size has changed
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screen_infos[i].texture.width = 1;
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screen_infos[i].texture.height = 1;
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} else {
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if (screen_infos[i].texture.width != (GLsizei)framebuffer.width ||
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screen_infos[i].texture.height != (GLsizei)framebuffer.height ||
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screen_infos[i].texture.format != framebuffer.color_format) {
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// Reallocate texture if the framebuffer size has changed.
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// This is expected to not happen very often and hence should not be a
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// performance problem.
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ConfigureFramebufferTexture(screen_infos[i].texture, framebuffer);
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}
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LoadFBToScreenInfo(framebuffer, screen_infos[i], i == 1);
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// Resize the texture in case the framebuffer size has changed
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screen_infos[i].texture.width = framebuffer.width;
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screen_infos[i].texture.height = framebuffer.height;
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}
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}
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}
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void RendererOpenGL::RenderToMailbox(const Layout::FramebufferLayout& layout,
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std::unique_ptr<Frontend::TextureMailbox>& mailbox,
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bool flipped) {
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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<u32>(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<float>(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(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_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<ScreenRectVertex, 4> 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<float>(screen_info.texture.width * scale_factor),
|
|
static_cast<float>(screen_info.texture.height * scale_factor),
|
|
1.0f / static_cast<float>(screen_info.texture.width * scale_factor),
|
|
1.0f / static_cast<float>(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<ScreenRectVertex, 4> 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<float>(screen_info.texture.width * scale_factor),
|
|
static_cast<float>(screen_info.texture.height * scale_factor),
|
|
1.0f / static_cast<float>(screen_info.texture.width * scale_factor),
|
|
1.0f / static_cast<float>(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<ScreenRectVertex, 4> 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<float>(screen_info_l.texture.width * scale_factor),
|
|
static_cast<float>(screen_info_l.texture.height * scale_factor),
|
|
1.0f / static_cast<float>(screen_info_l.texture.width * scale_factor),
|
|
1.0f / static_cast<float>(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<ScreenRectVertex, 4> 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<float>(screen_info_l.texture.width * scale_factor),
|
|
static_cast<float>(screen_info_l.texture.height * scale_factor),
|
|
1.0f / static_cast<float>(screen_info_l.texture.width * scale_factor),
|
|
1.0f / static_cast<float>(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<GLfloat, 3 * 2> 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<OGLVideoDumpingMailbox*>(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<OGLVideoDumpingMailbox*>(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::ErrorBelowGL33;
|
|
}
|
|
|
|
// 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 char* gl_version{reinterpret_cast<char const*>(glGetString(GL_VERSION))};
|
|
const char* gpu_vendor{reinterpret_cast<char const*>(glGetString(GL_VENDOR))};
|
|
const char* gpu_model{reinterpret_cast<char const*>(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 (!strcmp(gpu_vendor, "GDI Generic")) {
|
|
return VideoCore::ResultStatus::ErrorGenericDrivers;
|
|
}
|
|
|
|
if (!(GLAD_GL_VERSION_3_3 || GLAD_GL_ES_VERSION_3_1)) {
|
|
return VideoCore::ResultStatus::ErrorBelowGL33;
|
|
}
|
|
|
|
InitOpenGLObjects();
|
|
|
|
RefreshRasterizerSetting();
|
|
|
|
return VideoCore::ResultStatus::Success;
|
|
}
|
|
|
|
/// Shutdown the renderer
|
|
void RendererOpenGL::ShutDown() {}
|
|
|
|
} // namespace OpenGL
|