mirror of
https://github.com/citra-mirror/citra.git
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511 lines
18 KiB
C++
511 lines
18 KiB
C++
// Copyright 2014 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 <algorithm>
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#include <cstddef>
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#include <cstdlib>
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#include <memory>
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#include <glad/glad.h>
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#include "common/assert.h"
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#include "common/bit_field.h"
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#include "common/logging/log.h"
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#include "common/profiler_reporting.h"
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#include "common/synchronized_wrapper.h"
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#include "core/frontend/emu_window.h"
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#include "core/hw/gpu.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/renderer_opengl.h"
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#include "video_core/video_core.h"
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static const char vertex_shader[] = R"(
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#version 150 core
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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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#version 150 core
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in vec2 frag_tex_coord;
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out vec4 color;
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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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/**
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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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static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, const float height) {
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std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
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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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// Last matrix row is implicitly assumed to be [0, 0, 1].
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// clang-format on
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return matrix;
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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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}
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/// RendererOpenGL destructor
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RendererOpenGL::~RendererOpenGL() {}
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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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for (int i : {0, 1}) {
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const auto& framebuffer = GPU::g_regs.framebuffer_config[i];
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// Main LCD (0): 0x1ED02204, Sub LCD (1): 0x1ED02A04
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u32 lcd_color_addr =
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(i == 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]);
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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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DrawScreens();
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auto& profiler = Common::Profiling::GetProfilingManager();
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profiler.FinishFrame();
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{
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auto aggregator = Common::Profiling::GetTimingResultsAggregator();
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aggregator->AddFrame(profiler.GetPreviousFrameResults());
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}
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// Swap buffers
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render_window->PollEvents();
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render_window->SwapBuffers();
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prev_state.Apply();
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profiler.BeginFrame();
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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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/**
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* Loads framebuffer from emulated memory into the active OpenGL texture.
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*/
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void RendererOpenGL::LoadFBToScreenInfo(const GPU::Regs::FramebufferConfig& framebuffer,
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ScreenInfo& screen_info) {
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const PAddr framebuffer_addr =
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framebuffer.active_fb == 0 ? framebuffer.address_left1 : framebuffer.address_left2;
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LOG_TRACE(Render_OpenGL, "0x%08x bytes from 0x%08x(%dx%d), fmt %x",
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framebuffer.stride * framebuffer.height, framebuffer_addr, (int)framebuffer.width,
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(int)framebuffer.height, (int)framebuffer.format);
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int bpp = GPU::Regs::BytesPerPixel(framebuffer.color_format);
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size_t pixel_stride = framebuffer.stride / bpp;
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// OpenGL only supports specifying a stride in units of pixels, not bytes, unfortunately
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ASSERT(pixel_stride * bpp == framebuffer.stride);
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// Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default
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// only allows rows to have a memory alignement of 4.
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ASSERT(pixel_stride % 4 == 0);
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if (!Rasterizer()->AccelerateDisplay(framebuffer, framebuffer_addr,
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static_cast<u32>(pixel_stride), screen_info)) {
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// Reset the screen info's display texture to its own permanent texture
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screen_info.display_texture = screen_info.texture.resource.handle;
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screen_info.display_texcoords = MathUtil::Rectangle<float>(0.f, 0.f, 1.f, 1.f);
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Memory::RasterizerFlushRegion(framebuffer_addr, framebuffer.stride * framebuffer.height);
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const u8* framebuffer_data = Memory::GetPhysicalPointer(framebuffer_addr);
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state.texture_units[0].texture_2d = screen_info.texture.resource.handle;
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state.Apply();
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glActiveTexture(GL_TEXTURE0);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)pixel_stride);
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// Update existing texture
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// TODO: Test what happens on hardware when you change the framebuffer dimensions so that
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// they differ from the LCD resolution.
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// TODO: Applications could theoretically crash Citra here by specifying too large
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// framebuffer sizes. We should make sure that this cannot happen.
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer.width, framebuffer.height,
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screen_info.texture.gl_format, screen_info.texture.gl_type,
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framebuffer_data);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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}
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}
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/**
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* Fills active OpenGL texture with the given RGB color. Since the color is solid, the texture can
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* be 1x1 but will stretch across whatever it's rendered on.
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*/
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void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b,
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const TextureInfo& texture) {
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state.texture_units[0].texture_2d = texture.resource.handle;
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state.Apply();
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glActiveTexture(GL_TEXTURE0);
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u8 framebuffer_data[3] = {color_r, color_g, color_b};
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// Update existing texture
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, framebuffer_data);
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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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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glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue,
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0.0f);
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// Link shaders and get variable locations
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shader.Create(vertex_shader, fragment_shader);
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state.draw.shader_program = shader.handle;
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state.Apply();
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uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
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uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture");
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attrib_position = glGetAttribLocation(shader.handle, "vert_position");
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attrib_tex_coord = glGetAttribLocation(shader.handle, "vert_tex_coord");
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// Generate VBO handle for drawing
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vertex_buffer.Create();
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// Generate VAO
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vertex_array.Create();
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state.draw.vertex_array = vertex_array.handle;
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state.draw.vertex_buffer = vertex_buffer.handle;
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state.draw.uniform_buffer = 0;
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state.Apply();
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// Attach vertex data to VAO
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glBufferData(GL_ARRAY_BUFFER, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
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glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex),
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(GLvoid*)offsetof(ScreenRectVertex, position));
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glVertexAttribPointer(attrib_tex_coord, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex),
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(GLvoid*)offsetof(ScreenRectVertex, tex_coord));
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glEnableVertexAttribArray(attrib_position);
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glEnableVertexAttribArray(attrib_tex_coord);
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// Allocate textures for each screen
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for (auto& screen_info : screen_infos) {
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screen_info.texture.resource.Create();
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// Allocation of storage is deferred until the first frame, when we
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// know the framebuffer size.
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state.texture_units[0].texture_2d = screen_info.texture.resource.handle;
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state.Apply();
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glActiveTexture(GL_TEXTURE0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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screen_info.display_texture = screen_info.texture.resource.handle;
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}
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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}
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void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
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const GPU::Regs::FramebufferConfig& framebuffer) {
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GPU::Regs::PixelFormat format = framebuffer.color_format;
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GLint internal_format;
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texture.format = format;
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texture.width = framebuffer.width;
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texture.height = framebuffer.height;
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switch (format) {
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case GPU::Regs::PixelFormat::RGBA8:
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internal_format = GL_RGBA;
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texture.gl_format = GL_RGBA;
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texture.gl_type = GL_UNSIGNED_INT_8_8_8_8;
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break;
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case GPU::Regs::PixelFormat::RGB8:
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// This pixel format uses BGR since GL_UNSIGNED_BYTE specifies byte-order, unlike every
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// specific OpenGL type used in this function using native-endian (that is, little-endian
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// mostly everywhere) for words or half-words.
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// TODO: check how those behave on big-endian processors.
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internal_format = GL_RGB;
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texture.gl_format = GL_BGR;
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texture.gl_type = GL_UNSIGNED_BYTE;
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break;
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case GPU::Regs::PixelFormat::RGB565:
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internal_format = GL_RGB;
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texture.gl_format = GL_RGB;
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texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
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break;
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case GPU::Regs::PixelFormat::RGB5A1:
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internal_format = GL_RGBA;
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texture.gl_format = GL_RGBA;
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texture.gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
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break;
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case GPU::Regs::PixelFormat::RGBA4:
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internal_format = GL_RGBA;
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texture.gl_format = GL_RGBA;
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texture.gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
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break;
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default:
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UNIMPLEMENTED();
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}
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state.texture_units[0].texture_2d = texture.resource.handle;
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state.Apply();
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glActiveTexture(GL_TEXTURE0);
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glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
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texture.gl_format, texture.gl_type, nullptr);
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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}
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/**
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* Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD
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* rotation.
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*/
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void RendererOpenGL::DrawSingleScreenRotated(const ScreenInfo& screen_info, float x, float y,
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float w, float h) {
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auto& texcoords = screen_info.display_texcoords;
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std::array<ScreenRectVertex, 4> vertices = {{
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ScreenRectVertex(x, y, texcoords.bottom, texcoords.left),
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ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.right),
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ScreenRectVertex(x, y + h, texcoords.top, texcoords.left),
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ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.right),
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}};
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state.texture_units[0].texture_2d = screen_info.display_texture;
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state.Apply();
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data());
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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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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auto layout = render_window->GetFramebufferLayout();
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const auto& top_screen = layout.top_screen;
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const auto& bottom_screen = layout.bottom_screen;
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glViewport(0, 0, layout.width, layout.height);
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glClear(GL_COLOR_BUFFER_BIT);
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// Set projection matrix
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std::array<GLfloat, 3 * 2> ortho_matrix =
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MakeOrthographicMatrix((float)layout.width, (float)layout.height);
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glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
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// Bind texture in Texture Unit 0
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glActiveTexture(GL_TEXTURE0);
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glUniform1i(uniform_color_texture, 0);
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if (layout.top_screen_enabled) {
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DrawSingleScreenRotated(screen_infos[0], (float)top_screen.left, (float)top_screen.top,
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(float)top_screen.GetWidth(), (float)top_screen.GetHeight());
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}
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if (layout.bottom_screen_enabled) {
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DrawSingleScreenRotated(screen_infos[1], (float)bottom_screen.left,
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(float)bottom_screen.top, (float)bottom_screen.GetWidth(),
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(float)bottom_screen.GetHeight());
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}
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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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* 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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static const char* GetSource(GLenum source) {
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#define RET(s) \
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case GL_DEBUG_SOURCE_##s: \
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return #s
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switch (source) {
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RET(API);
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RET(WINDOW_SYSTEM);
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RET(SHADER_COMPILER);
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RET(THIRD_PARTY);
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RET(APPLICATION);
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RET(OTHER);
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default:
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UNREACHABLE();
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}
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#undef RET
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}
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static const char* GetType(GLenum type) {
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#define RET(t) \
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case GL_DEBUG_TYPE_##t: \
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return #t
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switch (type) {
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RET(ERROR);
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RET(DEPRECATED_BEHAVIOR);
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RET(UNDEFINED_BEHAVIOR);
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RET(PORTABILITY);
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RET(PERFORMANCE);
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RET(OTHER);
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RET(MARKER);
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default:
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UNREACHABLE();
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}
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#undef RET
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}
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static void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severity,
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GLsizei length, const GLchar* message, const void* user_param) {
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Log::Level level;
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switch (severity) {
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case GL_DEBUG_SEVERITY_HIGH:
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level = Log::Level::Error;
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break;
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case GL_DEBUG_SEVERITY_MEDIUM:
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level = Log::Level::Warning;
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break;
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case GL_DEBUG_SEVERITY_NOTIFICATION:
|
|
case GL_DEBUG_SEVERITY_LOW:
|
|
level = Log::Level::Debug;
|
|
break;
|
|
}
|
|
LOG_GENERIC(Log::Class::Render_OpenGL, level, "%s %s %d: %s", 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);
|
|
}
|
|
|
|
LOG_INFO(Render_OpenGL, "GL_VERSION: %s", glGetString(GL_VERSION));
|
|
LOG_INFO(Render_OpenGL, "GL_VENDOR: %s", glGetString(GL_VENDOR));
|
|
LOG_INFO(Render_OpenGL, "GL_RENDERER: %s", glGetString(GL_RENDERER));
|
|
if (!GLAD_GL_VERSION_3_3) {
|
|
return false;
|
|
}
|
|
|
|
InitOpenGLObjects();
|
|
|
|
RefreshRasterizerSetting();
|
|
|
|
return true;
|
|
}
|
|
|
|
/// Shutdown the renderer
|
|
void RendererOpenGL::ShutDown() {}
|