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