diff --git a/src/core/hle/service/gsp_gpu.cpp b/src/core/hle/service/gsp_gpu.cpp index c11c5faba..6bf212ec7 100644 --- a/src/core/hle/service/gsp_gpu.cpp +++ b/src/core/hle/service/gsp_gpu.cpp @@ -15,6 +15,7 @@ #include "core/hw/lcd.h" #include "video_core/gpu_debugger.h" +#include "video_core/video_core.h" // Main graphics debugger object - TODO: Here is probably not the best place for this GraphicsDebugger g_debugger; @@ -264,6 +265,8 @@ static void FlushDataCache(Service::Interface* self) { u32 size = cmd_buff[2]; u32 process = cmd_buff[4]; + VideoCore::g_renderer->hw_rasterizer->NotifyFlush(Memory::VirtualToPhysicalAddress(address), size); + // TODO(purpasmart96): Verify return header on HW cmd_buff[1] = RESULT_SUCCESS.raw; // No error @@ -352,10 +355,16 @@ static void ExecuteCommand(const Command& command, u32 thread_id) { // GX request DMA - typically used for copying memory from GSP heap to VRAM case CommandId::REQUEST_DMA: + VideoCore::g_renderer->hw_rasterizer->NotifyPreCopy(Memory::VirtualToPhysicalAddress(command.dma_request.source_address), + command.dma_request.size); + memcpy(Memory::GetPointer(command.dma_request.dest_address), Memory::GetPointer(command.dma_request.source_address), command.dma_request.size); SignalInterrupt(InterruptId::DMA); + + VideoCore::g_renderer->hw_rasterizer->NotifyFlush(Memory::VirtualToPhysicalAddress(command.dma_request.dest_address), command.dma_request.size); + break; // ctrulib homebrew sends all relevant command list data with this command, diff --git a/src/core/hw/gpu.cpp b/src/core/hw/gpu.cpp index 8ef1f70df..a4513f90b 100644 --- a/src/core/hw/gpu.cpp +++ b/src/core/hw/gpu.cpp @@ -106,6 +106,8 @@ inline void Write(u32 addr, const T data) { } else { GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PSC1); } + + VideoCore::g_renderer->hw_rasterizer->NotifyFlush(config.GetStartAddress(), config.GetEndAddress() - config.GetStartAddress()); } break; } @@ -122,13 +124,18 @@ inline void Write(u32 addr, const T data) { UNIMPLEMENTED(); break; } - + unsigned horizontal_scale = (config.scaling != config.NoScale) ? 2 : 1; unsigned vertical_scale = (config.scaling == config.ScaleXY) ? 2 : 1; u32 output_width = config.output_width / horizontal_scale; u32 output_height = config.output_height / vertical_scale; + u32 input_size = config.input_height.Value() * config.input_width.Value() * GPU::Regs::BytesPerPixel(config.input_format.Value()); + u32 output_size = output_height * output_width * GPU::Regs::BytesPerPixel(config.output_format.Value()); + + VideoCore::g_renderer->hw_rasterizer->NotifyPreCopy(config.GetPhysicalInputAddress(), input_size); + if (config.raw_copy) { // Raw copies do not perform color conversion nor tiled->linear / linear->tiled conversions // TODO(Subv): Verify if raw copies perform scaling @@ -142,6 +149,9 @@ inline void Write(u32 addr, const T data) { config.output_format.Value(), config.flags); GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PPF); + + VideoCore::g_renderer->hw_rasterizer->NotifyFlush(config.GetPhysicalOutputAddress(), output_size); + break; } @@ -247,6 +257,8 @@ inline void Write(u32 addr, const T data) { config.output_format.Value(), config.flags); GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PPF); + + VideoCore::g_renderer->hw_rasterizer->NotifyFlush(config.GetPhysicalOutputAddress(), output_size); } break; } diff --git a/src/video_core/CMakeLists.txt b/src/video_core/CMakeLists.txt index 4c1e6449a..5fe3d4ab8 100644 --- a/src/video_core/CMakeLists.txt +++ b/src/video_core/CMakeLists.txt @@ -1,7 +1,11 @@ set(SRCS renderer_opengl/generated/gl_3_2_core.c + renderer_opengl/gl_rasterizer.cpp + renderer_opengl/gl_rasterizer_cache.cpp renderer_opengl/renderer_opengl.cpp + renderer_opengl/gl_resource_manager.cpp renderer_opengl/gl_shader_util.cpp + renderer_opengl/gl_state.cpp debug_utils/debug_utils.cpp clipper.cpp command_processor.cpp @@ -15,13 +19,19 @@ set(SRCS set(HEADERS debug_utils/debug_utils.h renderer_opengl/generated/gl_3_2_core.h + renderer_opengl/gl_pica_to_gl.h + renderer_opengl/gl_rasterizer.h + renderer_opengl/gl_rasterizer_cache.h + renderer_opengl/gl_resource_manager.h renderer_opengl/gl_shader_util.h renderer_opengl/gl_shaders.h + renderer_opengl/gl_state.h renderer_opengl/renderer_opengl.h clipper.h color.h command_processor.h gpu_debugger.h + hwrasterizer_base.h math.h pica.h primitive_assembly.h diff --git a/src/video_core/command_processor.cpp b/src/video_core/command_processor.cpp index 6121df8e3..0081c8eb6 100644 --- a/src/video_core/command_processor.cpp +++ b/src/video_core/command_processor.cpp @@ -12,8 +12,10 @@ #include "pica.h" #include "primitive_assembly.h" #include "vertex_shader.h" +#include "video_core.h" #include "core/hle/service/gsp_gpu.h" #include "core/hw/gpu.h" +#include "core/settings.h" #include "debug_utils/debug_utils.h" @@ -107,7 +109,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { bool index_u16 = index_info.format != 0; DebugUtils::GeometryDumper geometry_dumper; - PrimitiveAssembler clipper_primitive_assembler(registers.triangle_topology.Value()); + PrimitiveAssembler primitive_assembler(registers.triangle_topology.Value()); PrimitiveAssembler dumping_primitive_assembler(registers.triangle_topology.Value()); for (unsigned int index = 0; index < registers.num_vertices; ++index) @@ -185,9 +187,25 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { // TODO: Add processed vertex to vertex cache! } - // Send to triangle clipper - clipper_primitive_assembler.SubmitVertex(output, Clipper::ProcessTriangle); + if (Settings::values.use_hw_renderer) { + // Send to hardware renderer + static auto AddHWTriangle = [](const Pica::VertexShader::OutputVertex& v0, + const Pica::VertexShader::OutputVertex& v1, + const Pica::VertexShader::OutputVertex& v2) { + VideoCore::g_renderer->hw_rasterizer->AddTriangle(v0, v1, v2); + }; + + primitive_assembler.SubmitVertex(output, AddHWTriangle); + } else { + // Send to triangle clipper + primitive_assembler.SubmitVertex(output, Clipper::ProcessTriangle); + } } + + if (Settings::values.use_hw_renderer) { + VideoCore::g_renderer->hw_rasterizer->DrawTriangles(); + } + geometry_dumper.Dump(); if (g_debug_context) diff --git a/src/video_core/hwrasterizer_base.h b/src/video_core/hwrasterizer_base.h new file mode 100644 index 000000000..2178b70fd --- /dev/null +++ b/src/video_core/hwrasterizer_base.h @@ -0,0 +1,34 @@ +// Copyright 2015 Citra Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#pragma once + +#include "common/emu_window.h" +#include "video_core/vertex_shader.h" + +class HWRasterizer { +public: + virtual ~HWRasterizer() { + } + + /// Initialize API-specific GPU objects + virtual void InitObjects() = 0; + + /// Set the window (context) to draw with + virtual void SetWindow(EmuWindow* window) = 0; + + /// Converts the triangle verts to hardware data format and adds them to the current batch + virtual void AddTriangle(const Pica::VertexShader::OutputVertex& v0, + const Pica::VertexShader::OutputVertex& v1, + const Pica::VertexShader::OutputVertex& v2) = 0; + + /// Draw the current batch of triangles + virtual void DrawTriangles() = 0; + + /// Notify rasterizer that a copy within 3ds memory will occur after this notification + virtual void NotifyPreCopy(u32 src_paddr, u32 size) = 0; + + /// Notify rasterizer that a 3ds memory region has been changed + virtual void NotifyFlush(u32 paddr, u32 size) = 0; +}; diff --git a/src/video_core/renderer_base.h b/src/video_core/renderer_base.h index b62409538..a672d2bed 100644 --- a/src/video_core/renderer_base.h +++ b/src/video_core/renderer_base.h @@ -6,6 +6,8 @@ #include "common/common_types.h" +#include "video_core/hwrasterizer_base.h" + class RendererBase : NonCopyable { public: @@ -48,6 +50,8 @@ public: return m_current_frame; } + HWRasterizer *hw_rasterizer; + protected: f32 m_current_fps; ///< Current framerate, should be set by the renderer int m_current_frame; ///< Current frame, should be set by the renderer diff --git a/src/video_core/renderer_opengl/gl_pica_to_gl.h b/src/video_core/renderer_opengl/gl_pica_to_gl.h new file mode 100644 index 000000000..59b92ab52 --- /dev/null +++ b/src/video_core/renderer_opengl/gl_pica_to_gl.h @@ -0,0 +1,93 @@ +// Copyright 2015 Citra Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#pragma once + +#include "common/common_types.h" + +#include "video_core/pica.h" + +#include "generated/gl_3_2_core.h" + +namespace PicaToGL { + +static GLenum WrapMode(Pica::Regs::TextureConfig::WrapMode mode) { + switch (mode) { + case Pica::Regs::TextureConfig::WrapMode::ClampToEdge: + return GL_CLAMP_TO_EDGE; + case Pica::Regs::TextureConfig::WrapMode::Repeat: + return GL_REPEAT; + case Pica::Regs::TextureConfig::WrapMode::MirroredRepeat: + return GL_MIRRORED_REPEAT; + default: + LOG_ERROR(Render_OpenGL, "Unknown texture wrap mode %d", mode); + return GL_CLAMP_TO_EDGE; + } +} + +static GLenum BlendFunc(u32 factor) +{ + switch (factor) { + case Pica::registers.output_merger.alpha_blending.Zero: + return GL_ZERO; + case Pica::registers.output_merger.alpha_blending.One: + return GL_ONE; + case Pica::registers.output_merger.alpha_blending.SourceColor: + return GL_SRC_COLOR; + case Pica::registers.output_merger.alpha_blending.OneMinusSourceColor: + return GL_ONE_MINUS_SRC_COLOR; + case Pica::registers.output_merger.alpha_blending.DestColor: + return GL_DST_COLOR; + case Pica::registers.output_merger.alpha_blending.OneMinusDestColor: + return GL_ONE_MINUS_DST_COLOR; + case Pica::registers.output_merger.alpha_blending.SourceAlpha: + return GL_SRC_ALPHA; + case Pica::registers.output_merger.alpha_blending.OneMinusSourceAlpha: + return GL_ONE_MINUS_SRC_ALPHA; + case Pica::registers.output_merger.alpha_blending.DestAlpha: + return GL_DST_ALPHA; + case Pica::registers.output_merger.alpha_blending.OneMinusDestAlpha: + return GL_ONE_MINUS_DST_ALPHA; + case Pica::registers.output_merger.alpha_blending.ConstantColor: + return GL_CONSTANT_COLOR; + case Pica::registers.output_merger.alpha_blending.OneMinusConstantColor: + return GL_ONE_MINUS_CONSTANT_COLOR; + case Pica::registers.output_merger.alpha_blending.ConstantAlpha: + return GL_CONSTANT_ALPHA; + case Pica::registers.output_merger.alpha_blending.OneMinusConstantAlpha: + return GL_ONE_MINUS_CONSTANT_ALPHA; + case Pica::registers.output_merger.alpha_blending.SourceAlphaSaturate: + return GL_SRC_ALPHA_SATURATE; + default: + LOG_ERROR(Render_OpenGL, "Unknown blend factor %d", factor); + return GL_ONE; + } +} + +static GLenum CompareFunc(u32 func) +{ + switch (func) { + case Pica::registers.output_merger.Never: + return GL_NEVER; + case Pica::registers.output_merger.Always: + return GL_ALWAYS; + case Pica::registers.output_merger.Equal: + return GL_EQUAL; + case Pica::registers.output_merger.NotEqual: + return GL_NOTEQUAL; + case Pica::registers.output_merger.LessThan: + return GL_LESS; + case Pica::registers.output_merger.LessThanOrEqual: + return GL_LEQUAL; + case Pica::registers.output_merger.GreaterThan: + return GL_GREATER; + case Pica::registers.output_merger.GreaterThanOrEqual: + return GL_GEQUAL; + default: + LOG_ERROR(Render_OpenGL, "Unknown compare function %d", func); + return GL_ALWAYS; + } +} + +} // namespace diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp new file mode 100644 index 000000000..33bfd25a7 --- /dev/null +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -0,0 +1,730 @@ +// Copyright 2015 Citra Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#include "core/settings.h" +#include "core/hw/gpu.h" + +#include "video_core/color.h" +#include "video_core/pica.h" +#include "video_core/utils.h" +#include "video_core/renderer_opengl/gl_pica_to_gl.h" +#include "video_core/renderer_opengl/gl_rasterizer.h" +#include "video_core/renderer_opengl/gl_shaders.h" +#include "video_core/renderer_opengl/gl_shader_util.h" + +#include "generated/gl_3_2_core.h" + +#include + +u32 ColorFormatBytesPerPixel(u32 format) { + switch (format) { + case Pica::registers.framebuffer.RGBA8: + return 4; + case Pica::registers.framebuffer.RGB8: + return 3; + case Pica::registers.framebuffer.RGB5A1: + case Pica::registers.framebuffer.RGB565: + case Pica::registers.framebuffer.RGBA4: + return 2; + default: + UNIMPLEMENTED(); + break; + } + + return 0; +} + +RasterizerOpenGL::RasterizerOpenGL() : last_fb_color_addr(-1), last_fb_depth_addr(-1) { + +} + +RasterizerOpenGL::~RasterizerOpenGL() { + // Set context for automatic resource destruction + render_window->MakeCurrent(); +} + +/// Initialize API-specific GPU objects +void RasterizerOpenGL::InitObjects() { + // Create the hardware shader program and get attrib/uniform locations + shader.Create(GLShaders::g_vertex_shader_hw, GLShaders::g_fragment_shader_hw); + attrib_position = glGetAttribLocation(shader.GetHandle(), "vert_position"); + attrib_color = glGetAttribLocation(shader.GetHandle(), "vert_color"); + attrib_texcoords = glGetAttribLocation(shader.GetHandle(), "vert_texcoords"); + + uniform_alphatest_func = glGetUniformLocation(shader.GetHandle(), "alphatest_func"); + uniform_alphatest_ref = glGetUniformLocation(shader.GetHandle(), "alphatest_ref"); + + uniform_tex = glGetUniformLocation(shader.GetHandle(), "tex"); + + for (int i = 0; i < 6; i++) { + auto& uniform_tev = uniform_tev_cfgs[i]; + + std::string tev_ref_str = "tev_cfgs[" + std::to_string(i) + "]"; + uniform_tev.color_sources = glGetUniformLocation(shader.GetHandle(), (tev_ref_str + ".color_sources").c_str()); + uniform_tev.alpha_sources = glGetUniformLocation(shader.GetHandle(), (tev_ref_str + ".alpha_sources").c_str()); + uniform_tev.color_modifiers = glGetUniformLocation(shader.GetHandle(), (tev_ref_str + ".color_modifiers").c_str()); + uniform_tev.alpha_modifiers = glGetUniformLocation(shader.GetHandle(), (tev_ref_str + ".alpha_modifiers").c_str()); + uniform_tev.color_alpha_op = glGetUniformLocation(shader.GetHandle(), (tev_ref_str + ".color_alpha_op").c_str()); + uniform_tev.color_alpha_multiplier = glGetUniformLocation(shader.GetHandle(), (tev_ref_str + ".color_alpha_multiplier").c_str()); + uniform_tev.const_color = glGetUniformLocation(shader.GetHandle(), (tev_ref_str + ".const_color").c_str()); + uniform_tev.updates_combiner_buffer_color_alpha = glGetUniformLocation(shader.GetHandle(), (tev_ref_str + ".updates_combiner_buffer_color_alpha").c_str()); + } + + uniform_out_maps = glGetUniformLocation(shader.GetHandle(), "out_maps"); + + // Generate VBO and VAO + vertex_buffer.Create(); + vertex_array.Create(); + + // Update OpenGL state + state.draw.vertex_array = vertex_array.GetHandle(); + state.draw.vertex_buffer = vertex_buffer.GetHandle(); + state.draw.shader_program = shader.GetHandle(); + + for (int i = 0; i < 3; i++) { + state.texture_unit[i].enabled_2d = true; + } + + state.Apply(); + + // Set the texture samplers to correspond to different texture units + glUniform1i(uniform_tex, 0); + glUniform1i(uniform_tex + 1, 1); + glUniform1i(uniform_tex + 2, 2); + + // Set vertex attributes + glVertexAttribPointer(attrib_position, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position)); + glVertexAttribPointer(attrib_color, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, color)); + glVertexAttribPointer(attrib_texcoords, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord0)); + glVertexAttribPointer(attrib_texcoords + 1, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord1)); + glVertexAttribPointer(attrib_texcoords + 2, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord2)); + glEnableVertexAttribArray(attrib_position); + glEnableVertexAttribArray(attrib_color); + glEnableVertexAttribArray(attrib_texcoords); + glEnableVertexAttribArray(attrib_texcoords + 1); + glEnableVertexAttribArray(attrib_texcoords + 2); + + // Create textures for OGL framebuffer that will be rendered to, initially 1x1 to succeed in framebuffer creation + fb_color_texture.texture.Create(); + ReconfigColorTexture(fb_color_texture, Pica::registers.framebuffer.RGBA8, 1, 1); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + fb_depth_texture.texture.Create(); + ReconfigDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); + + // Configure OpenGL framebuffer + framebuffer.Create(); + + state.draw.framebuffer = framebuffer.GetHandle(); + state.texture_unit[0].enabled_2d = true; + state.texture_unit[0].texture_2d = 0; + state.Apply(); + + glActiveTexture(GL_TEXTURE0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_color_texture.texture.GetHandle(), 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, fb_depth_texture.texture.GetHandle(), 0); + + if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { + LOG_ERROR(Render_OpenGL, "Framebuffer setup failed, status %X", glCheckFramebufferStatus(GL_FRAMEBUFFER)); + } +} + +/// Set the window (context) to draw with +void RasterizerOpenGL::SetWindow(EmuWindow* window) { + render_window = window; +} + +/// Converts the triangle verts to hardware data format and adds them to the current batch +void RasterizerOpenGL::AddTriangle(const Pica::VertexShader::OutputVertex& v0, + const Pica::VertexShader::OutputVertex& v1, + const Pica::VertexShader::OutputVertex& v2) { + vertex_batch.push_back(HardwareVertex(v0)); + vertex_batch.push_back(HardwareVertex(v1)); + vertex_batch.push_back(HardwareVertex(v2)); +} + +/// Draw the current batch of triangles +void RasterizerOpenGL::DrawTriangles() { + render_window->MakeCurrent(); + + state.Apply(); + + SyncFramebuffer(); + SyncDrawState(); + + glBufferData(GL_ARRAY_BUFFER, vertex_batch.size() * sizeof(HardwareVertex), vertex_batch.data(), GL_STREAM_DRAW); + glDrawArrays(GL_TRIANGLES, 0, (GLsizei)vertex_batch.size()); + + vertex_batch.clear(); +} + +/// Notify rasterizer that a copy within 3ds memory will occur after this notification +void RasterizerOpenGL::NotifyPreCopy(u32 src_paddr, u32 size) { + render_window->MakeCurrent(); + + state.Apply(); + + u32 cur_fb_color_addr = Pica::registers.framebuffer.GetColorBufferPhysicalAddress(); + u32 cur_fb_color_size = ColorFormatBytesPerPixel(Pica::registers.framebuffer.color_format.Value()) + * Pica::registers.framebuffer.GetWidth() * Pica::registers.framebuffer.GetHeight(); + + u32 cur_fb_depth_addr = Pica::registers.framebuffer.GetDepthBufferPhysicalAddress(); + u32 cur_fb_depth_size = Pica::Regs::BytesPerDepthPixel(Pica::registers.framebuffer.depth_format) + * Pica::registers.framebuffer.GetWidth() * Pica::registers.framebuffer.GetHeight(); + + // If source memory region overlaps 3ds framebuffers, commit them before the copy happens + u32 max_lower = std::max(src_paddr, cur_fb_color_addr); + u32 min_upper = std::min(src_paddr + size, cur_fb_color_addr + cur_fb_color_size); + + if (max_lower <= min_upper) { + CommitFramebuffer(); + } + + max_lower = std::max(src_paddr, cur_fb_depth_addr); + min_upper = std::min(src_paddr + size, cur_fb_depth_addr + cur_fb_depth_size); + + if (max_lower <= min_upper) { + CommitFramebuffer(); + } +} + +/// Notify rasterizer that a 3ds memory region has been changed +void RasterizerOpenGL::NotifyFlush(u32 paddr, u32 size) { + render_window->MakeCurrent(); + + state.Apply(); + + u32 cur_fb_color_addr = Pica::registers.framebuffer.GetColorBufferPhysicalAddress(); + u32 cur_fb_color_size = ColorFormatBytesPerPixel(Pica::registers.framebuffer.color_format.Value()) + * Pica::registers.framebuffer.GetWidth() * Pica::registers.framebuffer.GetHeight(); + + u32 cur_fb_depth_addr = Pica::registers.framebuffer.GetDepthBufferPhysicalAddress(); + u32 cur_fb_depth_size = Pica::Regs::BytesPerDepthPixel(Pica::registers.framebuffer.depth_format) + * Pica::registers.framebuffer.GetWidth() * Pica::registers.framebuffer.GetHeight(); + + // If modified memory region overlaps 3ds framebuffers, reload their contents into OpenGL + u32 max_lower = std::max(paddr, cur_fb_color_addr); + u32 min_upper = std::min(paddr + size, cur_fb_color_addr + cur_fb_color_size); + + if (max_lower <= min_upper) { + ReloadColorBuffer(); + } + + max_lower = std::max(paddr, cur_fb_depth_addr); + min_upper = std::min(paddr + size, cur_fb_depth_addr + cur_fb_depth_size); + + if (max_lower <= min_upper) { + ReloadDepthBuffer(); + } + + // Notify cache of flush in case the region touches a cached resource + res_cache.NotifyFlush(paddr, size); +} + +/// Reconfigure the OpenGL color texture to use the given format and dimensions +void RasterizerOpenGL::ReconfigColorTexture(TextureInfo& texture, u32 format, u32 width, u32 height) { + GLint internal_format; + + texture.format = format; + texture.width = width; + texture.height = height; + + switch (format) { + case Pica::registers.framebuffer.RGBA8: + internal_format = GL_RGBA; + texture.gl_format = GL_RGBA; + texture.gl_type = GL_UNSIGNED_INT_8_8_8_8; + break; + + case Pica::registers.framebuffer.RGB8: + // This pixel format uses BGR since GL_UNSIGNED_BYTE specifies byte-order, unlike every + // specific OpenGL type used in this function using native-endian (that is, little-endian + // mostly everywhere) for words or half-words. + // TODO: check how those behave on big-endian processors. + internal_format = GL_RGB; + texture.gl_format = GL_BGR; + texture.gl_type = GL_UNSIGNED_BYTE; + break; + + case Pica::registers.framebuffer.RGB5A1: + internal_format = GL_RGBA; + texture.gl_format = GL_RGBA; + texture.gl_type = GL_UNSIGNED_SHORT_5_5_5_1; + break; + + case Pica::registers.framebuffer.RGB565: + internal_format = GL_RGB; + texture.gl_format = GL_RGB; + texture.gl_type = GL_UNSIGNED_SHORT_5_6_5; + break; + + case Pica::registers.framebuffer.RGBA4: + internal_format = GL_RGBA; + texture.gl_format = GL_RGBA; + texture.gl_type = GL_UNSIGNED_SHORT_4_4_4_4; + break; + + default: + UNIMPLEMENTED(); + break; + } + + state.texture_unit[0].enabled_2d = true; + state.texture_unit[0].texture_2d = texture.texture.GetHandle(); + state.Apply(); + + glActiveTexture(GL_TEXTURE0); + glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0, + texture.gl_format, texture.gl_type, nullptr); +} + +/// Reconfigure the OpenGL depth texture to use the given format and dimensions +void RasterizerOpenGL::ReconfigDepthTexture(DepthTextureInfo& texture, Pica::Regs::DepthFormat format, u32 width, u32 height) { + GLint internal_format; + + texture.format = format; + texture.width = width; + texture.height = height; + + switch (format) { + case Pica::Regs::DepthFormat::D16: + internal_format = GL_DEPTH_COMPONENT16; + texture.gl_format = GL_DEPTH_COMPONENT; + texture.gl_type = GL_UNSIGNED_SHORT; + break; + + case Pica::Regs::DepthFormat::D24: + internal_format = GL_DEPTH_COMPONENT24; + texture.gl_format = GL_DEPTH_COMPONENT; + texture.gl_type = GL_UNSIGNED_INT_24_8; + break; + + case Pica::Regs::DepthFormat::D24S8: + internal_format = GL_DEPTH24_STENCIL8; + texture.gl_format = GL_DEPTH_STENCIL; + texture.gl_type = GL_UNSIGNED_INT_24_8; + break; + + default: + UNIMPLEMENTED(); + break; + } + + state.texture_unit[0].enabled_2d = true; + state.texture_unit[0].texture_2d = texture.texture.GetHandle(); + state.Apply(); + + glActiveTexture(GL_TEXTURE0); + glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0, + texture.gl_format, texture.gl_type, nullptr); +} + +/// Syncs the state and contents of the OpenGL framebuffer to match the current PICA framebuffer +void RasterizerOpenGL::SyncFramebuffer() { + u32 cur_fb_color_addr = Pica::registers.framebuffer.GetColorBufferPhysicalAddress(); + u32 new_fb_color_format = Pica::registers.framebuffer.color_format.Value(); + + u32 cur_fb_depth_addr = Pica::registers.framebuffer.GetDepthBufferPhysicalAddress(); + Pica::Regs::DepthFormat new_fb_depth_format = Pica::registers.framebuffer.depth_format; + + bool fb_prop_changed = (fb_color_texture.format != new_fb_color_format || + fb_depth_texture.format != new_fb_depth_format || + fb_color_texture.width != Pica::registers.framebuffer.GetWidth() || + fb_color_texture.height != Pica::registers.framebuffer.GetHeight()); + bool fb_modified = (last_fb_color_addr != cur_fb_color_addr || + last_fb_depth_addr != cur_fb_depth_addr || + fb_prop_changed); + + // Commit if fb modified in any way + if (fb_modified) { + CommitFramebuffer(); + } + + // Reconfigure framebuffer textures if any property has changed + if (fb_prop_changed) { + ReconfigColorTexture(fb_color_texture, new_fb_color_format, + Pica::registers.framebuffer.GetWidth(), Pica::registers.framebuffer.GetHeight()); + + ReconfigDepthTexture(fb_depth_texture, new_fb_depth_format, + Pica::registers.framebuffer.GetWidth(), Pica::registers.framebuffer.GetHeight()); + + // Only attach depth buffer as stencil if it supports stencil + switch (new_fb_depth_format) { + case Pica::Regs::DepthFormat::D16: + case Pica::Regs::DepthFormat::D24: + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); + break; + + case Pica::Regs::DepthFormat::D24S8: + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, fb_depth_texture.texture.GetHandle(), 0); + break; + + default: + UNIMPLEMENTED(); + break; + } + } + + // Load buffer data again if fb modified in any way + if (fb_modified) { + last_fb_color_addr = cur_fb_color_addr; + last_fb_depth_addr = cur_fb_depth_addr; + + // Currently not needed b/c of reloading buffers below, but will be needed for high-res rendering + //glDepthMask(GL_TRUE); + //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + ReloadColorBuffer(); + ReloadDepthBuffer(); + } +} + +/// Syncs the OpenGL drawing state to match the current PICA state +void RasterizerOpenGL::SyncDrawState() { + // Sync the viewport + GLsizei viewportWidth = (GLsizei)Pica::float24::FromRawFloat24(Pica::registers.viewport_size_x.Value()).ToFloat32() * 2; + GLsizei viewportHeight = (GLsizei)Pica::float24::FromRawFloat24(Pica::registers.viewport_size_y.Value()).ToFloat32() * 2; + + // OpenGL uses different y coordinates, so negate corner offset and flip origin + // TODO: Ensure viewport_corner.x should not be negated or origin flipped + glViewport((GLsizei)static_cast(Pica::registers.viewport_corner.x.Value()), + -(GLsizei)static_cast(Pica::registers.viewport_corner.y.Value()) + + Pica::registers.framebuffer.GetHeight() - viewportHeight, + viewportWidth, viewportHeight); + + // Sync the cull mode + switch (Pica::registers.cull_mode.Value()) { + case Pica::Regs::CullMode::KeepAll: + state.cull.enabled = false; + break; + + case Pica::Regs::CullMode::KeepClockWise: + state.cull.enabled = true; + state.cull.mode = GL_BACK; + break; + + case Pica::Regs::CullMode::KeepCounterClockWise: + state.cull.enabled = true; + state.cull.mode = GL_FRONT; + break; + + default: + LOG_ERROR(Render_OpenGL, "Unknown cull mode %d", Pica::registers.cull_mode.Value()); + break; + } + + // Sync depth test + if (Pica::registers.output_merger.depth_test_enable.Value()) { + state.depth.test_enabled = true; + state.depth.test_func = PicaToGL::CompareFunc(Pica::registers.output_merger.depth_test_func.Value()); + } else { + state.depth.test_enabled = false; + } + + // Sync depth writing + if (Pica::registers.output_merger.depth_write_enable.Value()) { + state.depth.write_mask = GL_TRUE; + } else { + state.depth.write_mask = GL_FALSE; + } + + // Sync stencil test + // TODO: Untested, make sure stencil_reference_value refers to this mask + if (Pica::registers.output_merger.stencil_test.stencil_test_enable.Value()) { + state.stencil.test_enabled = true; + state.stencil.test_func = PicaToGL::CompareFunc(Pica::registers.output_merger.stencil_test.stencil_test_func.Value()); + state.stencil.test_ref = Pica::registers.output_merger.stencil_test.stencil_reference_value.Value(); + state.stencil.test_mask = Pica::registers.output_merger.stencil_test.stencil_replacement_value.Value(); + } + else { + state.stencil.test_enabled = false; + } + + // Sync stencil writing + // TODO: Untested, make sure stencil_mask refers to this mask + state.stencil.write_mask = Pica::registers.output_merger.stencil_test.stencil_mask.Value(); + + // TODO: Need to sync glStencilOp() once corresponding PICA registers are discovered + + // Sync blend state + if (Pica::registers.output_merger.alphablend_enable.Value()) { + state.blend.enabled = true; + + state.blend.color.red = (GLclampf)Pica::registers.output_merger.blend_const.r.Value() / 255.0f; + state.blend.color.green = (GLclampf)Pica::registers.output_merger.blend_const.g.Value() / 255.0f; + state.blend.color.blue = (GLclampf)Pica::registers.output_merger.blend_const.b.Value() / 255.0f; + state.blend.color.alpha = (GLclampf)Pica::registers.output_merger.blend_const.a.Value() / 255.0f; + + state.blend.src_rgb_func = PicaToGL::BlendFunc(Pica::registers.output_merger.alpha_blending.factor_source_rgb.Value()); + state.blend.dst_rgb_func = PicaToGL::BlendFunc(Pica::registers.output_merger.alpha_blending.factor_dest_rgb.Value()); + state.blend.src_a_func = PicaToGL::BlendFunc(Pica::registers.output_merger.alpha_blending.factor_source_a.Value()); + state.blend.dst_a_func = PicaToGL::BlendFunc(Pica::registers.output_merger.alpha_blending.factor_dest_a.Value()); + } else { + state.blend.enabled = false; + } + + // Sync bound texture(s), upload if uncached + auto pica_textures = Pica::registers.GetTextures(); + + for (int i = 0; i < 3; ++i) { + const auto& texture = pica_textures[i]; + + if (texture.enabled) { + state.texture_unit[i].enabled_2d = true; + res_cache.LoadAndBindTexture(state, i, texture); + } + else { + state.texture_unit[i].enabled_2d = false; + } + } + + state.Apply(); + + // Sync shader output register mapping to hw shader + for (int i = 0; i < 7 * 4; ++i) { + glUniform1i(uniform_out_maps + i, 0); + } + + for (int i = 0; i < 6; ++i) { + const auto& output_register_map = Pica::registers.vs_output_attributes[i]; + + u32 semantics[4] = { + output_register_map.map_x.Value(), output_register_map.map_y.Value(), + output_register_map.map_z.Value(), output_register_map.map_w.Value() + }; + + // TODO: Might only need to do this once per shader? Not sure when/if out maps are modified. + for (int comp = 0; comp < 4; ++comp) { + if (semantics[comp] != Pica::Regs::VSOutputAttributes::INVALID) { + glUniform1i(uniform_out_maps + semantics[comp], 4 * i + comp); + } + } + } + + // Sync texture environment configurations to hw shader + auto tev_stages = Pica::registers.GetTevStages(); + for (int i = 0; i < 6; i++) { + const auto& stage = tev_stages[i]; + const auto& uniform_tev_cfg = uniform_tev_cfgs[i]; + + GLint color_srcs[3] = { (GLint)stage.color_source1.Value(), (GLint)stage.color_source2.Value(), (GLint)stage.color_source3.Value() }; + GLint alpha_srcs[3] = { (GLint)stage.alpha_source1.Value(), (GLint)stage.alpha_source2.Value(), (GLint)stage.alpha_source3.Value() }; + GLint color_mods[3] = { (GLint)stage.color_modifier1.Value(), (GLint)stage.color_modifier2.Value(), (GLint)stage.color_modifier3.Value() }; + GLint alpha_mods[3] = { (GLint)stage.alpha_modifier1.Value(), (GLint)stage.alpha_modifier2.Value(), (GLint)stage.alpha_modifier3.Value() }; + GLfloat const_color[4] = { stage.const_r.Value() / 255.0f, + stage.const_g.Value() / 255.0f, + stage.const_b.Value() / 255.0f, + stage.const_a.Value() / 255.0f }; + + glUniform3iv(uniform_tev_cfg.color_sources, 1, color_srcs); + glUniform3iv(uniform_tev_cfg.alpha_sources, 1, alpha_srcs); + glUniform3iv(uniform_tev_cfg.color_modifiers, 1, color_mods); + glUniform3iv(uniform_tev_cfg.alpha_modifiers, 1, alpha_mods); + glUniform2i(uniform_tev_cfg.color_alpha_op, (GLint)stage.color_op.Value(), (GLint)stage.alpha_op.Value()); + glUniform2f(uniform_tev_cfg.color_alpha_multiplier, (GLfloat)stage.GetColorMultiplier(), (GLfloat)stage.GetAlphaMultiplier()); + glUniform4fv(uniform_tev_cfg.const_color, 1, const_color); + glUniform2i(uniform_tev_cfg.updates_combiner_buffer_color_alpha, + Pica::registers.tev_combiner_buffer_input.TevStageUpdatesCombinerBufferColor(i), + Pica::registers.tev_combiner_buffer_input.TevStageUpdatesCombinerBufferAlpha(i)); + } + + // Sync alpha testing to hw shader + if (Pica::registers.output_merger.alpha_test.enable.Value()) { + glUniform1i(uniform_alphatest_func, Pica::registers.output_merger.alpha_test.func.Value()); + glUniform1f(uniform_alphatest_ref, Pica::registers.output_merger.alpha_test.ref.Value() / 255.0f); + } else { + glUniform1i(uniform_alphatest_func, 1); + } +} + +/// Copies the 3ds color framebuffer into the OpenGL color framebuffer texture +void RasterizerOpenGL::ReloadColorBuffer() { + u8* color_buffer = Memory::GetPhysicalPointer(last_fb_color_addr); + + if (color_buffer == nullptr) { + return; + } + + u32 bytes_per_pixel = ColorFormatBytesPerPixel(fb_color_texture.format); + + u8* ogl_img = new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]; + + // TODO: Evaluate whether u16/memcpy/u32 is faster for 2/3/4 bpp versus memcpy for all + for (int x = 0; x < fb_color_texture.width; ++x) + { + for (int y = 0; y < fb_color_texture.height; ++y) + { + const u32 coarse_y = y & ~7; + u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel; + u32 ogl_px_idx = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel; + + u8* pixel = color_buffer + dst_offset; + memcpy(&ogl_img[ogl_px_idx], pixel, bytes_per_pixel); + } + } + + state.texture_unit[0].enabled_2d = true; + state.texture_unit[0].texture_2d = fb_color_texture.texture.GetHandle(); + state.Apply(); + + glActiveTexture(GL_TEXTURE0); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_color_texture.width, fb_color_texture.height, fb_color_texture.gl_format, fb_color_texture.gl_type, ogl_img); + + delete[] ogl_img; +} + +/// Copies the 3ds depth framebuffer into the OpenGL depth framebuffer texture +void RasterizerOpenGL::ReloadDepthBuffer() { + // TODO: Appears to work, but double-check endianness of depth values and order of depth-stencil + u8* depth_buffer = Memory::GetPhysicalPointer(last_fb_depth_addr); + + if (depth_buffer == nullptr) { + return; + } + + u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format); + + // OpenGL needs 4 bpp alignment for D24 + u32 ogl_bpp = bytes_per_pixel == 3 ? 4 : bytes_per_pixel; + + u8* ogl_img = new u8[fb_depth_texture.width * fb_depth_texture.height * ogl_bpp]; + + for (int x = 0; x < fb_depth_texture.width; ++x) + { + for (int y = 0; y < fb_depth_texture.height; ++y) + { + const u32 coarse_y = y & ~7; + u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel; + u32 ogl_px_idx = x + y * fb_depth_texture.width; + + switch (fb_depth_texture.format) { + case Pica::Regs::DepthFormat::D16: + ((u16*)ogl_img)[ogl_px_idx] = Color::DecodeD16(depth_buffer + dst_offset); + break; + case Pica::Regs::DepthFormat::D24: + ((u32*)ogl_img)[ogl_px_idx] = Color::DecodeD24(depth_buffer + dst_offset); + break; + case Pica::Regs::DepthFormat::D24S8: + { + Math::Vec2 depth_stencil = Color::DecodeD24S8(depth_buffer + dst_offset); + ((u32*)ogl_img)[ogl_px_idx] = depth_stencil.x << 8 | depth_stencil.y; + break; + } + default: + LOG_CRITICAL(Render_OpenGL, "Unknown memory framebuffer depth format %x", fb_depth_texture.format); + UNIMPLEMENTED(); + break; + } + } + } + + state.texture_unit[0].enabled_2d = true; + state.texture_unit[0].texture_2d = fb_depth_texture.texture.GetHandle(); + state.Apply(); + + glActiveTexture(GL_TEXTURE0); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height, fb_depth_texture.gl_format, fb_depth_texture.gl_type, ogl_img); + + delete[] ogl_img; +} + +/** +* Save the current OpenGL framebuffer to the current PICA framebuffer in 3ds memory +* Loads the OpenGL framebuffer textures into temporary buffers +* Then copies into the 3ds framebuffer using proper Morton order +*/ +void RasterizerOpenGL::CommitFramebuffer() { + if (last_fb_color_addr != -1) + { + u8* color_buffer = Memory::GetPhysicalPointer(last_fb_color_addr); + + if (color_buffer != nullptr) { + u32 bytes_per_pixel = ColorFormatBytesPerPixel(fb_color_texture.format); + + std::unique_ptr ogl_img(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]); + + state.texture_unit[0].enabled_2d = true; + state.texture_unit[0].texture_2d = fb_color_texture.texture.GetHandle(); + state.Apply(); + + glActiveTexture(GL_TEXTURE0); + glGetTexImage(GL_TEXTURE_2D, 0, fb_color_texture.gl_format, fb_color_texture.gl_type, ogl_img.get()); + + for (int x = 0; x < fb_color_texture.width; ++x) + { + for (int y = 0; y < fb_color_texture.height; ++y) + { + const u32 coarse_y = y & ~7; + u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel; + u32 ogl_px_idx = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel; + + u8* pixel = color_buffer + dst_offset; + memcpy(pixel, &ogl_img.get()[ogl_px_idx], bytes_per_pixel); + } + } + } + } + + if (last_fb_depth_addr != -1) + { + // TODO: Output seems correct visually, but doesn't quite match sw renderer output. One of them is wrong. + u8* depth_buffer = Memory::GetPhysicalPointer(last_fb_depth_addr); + + if (depth_buffer != nullptr) { + u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format); + + // OpenGL needs 4 bpp alignment for D24 + u32 ogl_bpp = bytes_per_pixel == 3 ? 4 : bytes_per_pixel; + + std::unique_ptr ogl_img(new u8[fb_depth_texture.width * fb_depth_texture.height * ogl_bpp]); + + state.texture_unit[0].enabled_2d = true; + state.texture_unit[0].texture_2d = fb_depth_texture.texture.GetHandle(); + state.Apply(); + + glActiveTexture(GL_TEXTURE0); + glGetTexImage(GL_TEXTURE_2D, 0, fb_depth_texture.gl_format, fb_depth_texture.gl_type, ogl_img.get()); + + for (int x = 0; x < fb_depth_texture.width; ++x) + { + for (int y = 0; y < fb_depth_texture.height; ++y) + { + const u32 coarse_y = y & ~7; + u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel; + u32 ogl_px_idx = x + y * fb_depth_texture.width; + + switch (fb_depth_texture.format) { + case Pica::Regs::DepthFormat::D16: + Color::EncodeD16(((u16*)ogl_img.get())[ogl_px_idx], depth_buffer + dst_offset); + break; + case Pica::Regs::DepthFormat::D24: + Color::EncodeD24(((u32*)ogl_img.get())[ogl_px_idx], depth_buffer + dst_offset); + break; + case Pica::Regs::DepthFormat::D24S8: + { + u32 depth_stencil = ((u32*)ogl_img.get())[ogl_px_idx]; + Color::EncodeD24S8(depth_stencil >> 8, depth_stencil & 0xFF, depth_buffer + dst_offset); + break; + } + default: + LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer depth format %x", fb_depth_texture.format); + UNIMPLEMENTED(); + break; + } + } + } + } + } +} diff --git a/src/video_core/renderer_opengl/gl_rasterizer.h b/src/video_core/renderer_opengl/gl_rasterizer.h new file mode 100644 index 000000000..8eec10abc --- /dev/null +++ b/src/video_core/renderer_opengl/gl_rasterizer.h @@ -0,0 +1,152 @@ +// Copyright 2015 Citra Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#pragma once + +#include "video_core/hwrasterizer_base.h" + +#include "gl_state.h" +#include "gl_rasterizer_cache.h" + +class RasterizerOpenGL : public HWRasterizer { +public: + + RasterizerOpenGL(); + ~RasterizerOpenGL() override; + + /// Initialize API-specific GPU objects + void InitObjects() override; + + /// Set the window (context) to draw with + void SetWindow(EmuWindow* window) override; + + /// Converts the triangle verts to hardware data format and adds them to the current batch + void AddTriangle(const Pica::VertexShader::OutputVertex& v0, + const Pica::VertexShader::OutputVertex& v1, + const Pica::VertexShader::OutputVertex& v2) override; + + /// Draw the current batch of triangles + void DrawTriangles() override; + + /// Notify rasterizer that a copy within 3ds memory will occur after this notification + void NotifyPreCopy(u32 src_paddr, u32 size) override; + + /// Notify rasterizer that a 3ds memory region has been changed + void NotifyFlush(u32 paddr, u32 size) override; + +private: + /// Structure used for managing texture environment states + struct TEVConfigUniforms { + GLuint color_sources; + GLuint alpha_sources; + GLuint color_modifiers; + GLuint alpha_modifiers; + GLuint color_alpha_op; + GLuint color_alpha_multiplier; + GLuint const_color; + GLuint updates_combiner_buffer_color_alpha; + }; + + /// Structure used for storing information about color textures + struct TextureInfo { + OGLTexture texture; + GLsizei width; + GLsizei height; + u32 format; + GLenum gl_format; + GLenum gl_type; + }; + + /// Structure used for storing information about depth textures + struct DepthTextureInfo { + OGLTexture texture; + GLsizei width; + GLsizei height; + Pica::Regs::DepthFormat format; + GLenum gl_format; + GLenum gl_type; + }; + + ///Structure that the hardware rendered vertices are composed of + struct HardwareVertex { + HardwareVertex(const Pica::VertexShader::OutputVertex& v) { + position[0] = v.pos.x.ToFloat32(); + position[1] = v.pos.y.ToFloat32(); + position[2] = v.pos.z.ToFloat32(); + position[3] = v.pos.w.ToFloat32(); + color[0] = v.color.x.ToFloat32(); + color[1] = v.color.y.ToFloat32(); + color[2] = v.color.z.ToFloat32(); + color[3] = v.color.w.ToFloat32(); + tex_coord0[0] = v.tc0.x.ToFloat32(); + tex_coord0[1] = v.tc0.y.ToFloat32(); + tex_coord1[0] = v.tc1.x.ToFloat32(); + tex_coord1[1] = v.tc1.y.ToFloat32(); + tex_coord2[0] = v.tc2.x.ToFloat32(); + tex_coord2[1] = v.tc2.y.ToFloat32(); + } + + GLfloat position[4]; + GLfloat color[4]; + GLfloat tex_coord0[2]; + GLfloat tex_coord1[2]; + GLfloat tex_coord2[2]; + }; + + /// Reconfigure the OpenGL color texture to use the given format and dimensions + void ReconfigColorTexture(TextureInfo& texture, u32 format, u32 width, u32 height); + + /// Reconfigure the OpenGL depth texture to use the given format and dimensions + void ReconfigDepthTexture(DepthTextureInfo& texture, Pica::Regs::DepthFormat format, u32 width, u32 height); + + /// Syncs the state and contents of the OpenGL framebuffer to match the current PICA framebuffer + void SyncFramebuffer(); + + /// Syncs the OpenGL drawing state to match the current PICA state + void SyncDrawState(); + + /// Copies the 3ds color framebuffer into the OpenGL color framebuffer texture + void ReloadColorBuffer(); + + /// Copies the 3ds depth framebuffer into the OpenGL depth framebuffer texture + void ReloadDepthBuffer(); + + /** + * Save the current OpenGL framebuffer to the current PICA framebuffer in 3ds memory + * Loads the OpenGL framebuffer textures into temporary buffers + * Then copies into the 3ds framebuffer using proper Morton order + */ + void CommitFramebuffer(); + + EmuWindow* render_window; + RasterizerCacheOpenGL res_cache; + + std::vector vertex_batch; + + OpenGLState state; + + PAddr last_fb_color_addr; + PAddr last_fb_depth_addr; + + // Hardware rasterizer + TextureInfo fb_color_texture; + DepthTextureInfo fb_depth_texture; + OGLShader shader; + OGLVertexArray vertex_array; + OGLBuffer vertex_buffer; + OGLFramebuffer framebuffer; + + // Hardware vertex shader + GLuint attrib_position; + GLuint attrib_color; + GLuint attrib_texcoords; + + // Hardware fragment shader + GLuint uniform_alphatest_func; + GLuint uniform_alphatest_ref; + GLuint uniform_tex; + TEVConfigUniforms uniform_tev_cfgs[6]; + GLuint uniform_out_maps; + GLuint uniform_tex_envs; +}; diff --git a/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp b/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp new file mode 100644 index 000000000..d8bdb8de4 --- /dev/null +++ b/src/video_core/renderer_opengl/gl_rasterizer_cache.cpp @@ -0,0 +1,82 @@ +// Copyright 2015 Citra Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#include "core/mem_map.h" +#include "video_core/renderer_opengl/gl_pica_to_gl.h" +#include "video_core/renderer_opengl/gl_rasterizer_cache.h" +#include "video_core/debug_utils/debug_utils.h" +#include "video_core/math.h" + +RasterizerCacheOpenGL::~RasterizerCacheOpenGL() { + FullFlush(); +} + +/// Loads a texture from 3ds memory to OpenGL and caches it (if not already cached) +void RasterizerCacheOpenGL::LoadAndBindTexture(OpenGLState &state, int texture_unit, const Pica::Regs::FullTextureConfig& config) { + PAddr tex_paddr = config.config.GetPhysicalAddress(); + + auto cached_texture = texture_cache.find(tex_paddr); + + if (cached_texture != texture_cache.end()) { + state.texture_unit[texture_unit].texture_2d = cached_texture->second->texture.GetHandle(); + state.Apply(); + } else { + std::shared_ptr new_texture(new CachedTexture()); + + new_texture->texture.Create(); + state.texture_unit[texture_unit].texture_2d = new_texture->texture.GetHandle(); + state.Apply(); + + // TODO: Need to choose filters that correspond to PICA once register is declared + 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, PicaToGL::WrapMode(config.config.wrap_s.Value())); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, PicaToGL::WrapMode(config.config.wrap_t.Value())); + + auto info = Pica::DebugUtils::TextureInfo::FromPicaRegister(config.config, config.format); + + new_texture->width = info.width; + new_texture->height = info.height; + new_texture->size = info.width * info.height * Pica::Regs::NibblesPerPixel(info.format); + + Math::Vec4* rgba_tex = new Math::Vec4[info.width * info.height]; + + for (int i = 0; i < info.width; i++) + { + for (int j = 0; j < info.height; j++) + { + rgba_tex[i + info.width * j] = Pica::DebugUtils::LookupTexture(Memory::GetPhysicalPointer(tex_paddr), i, info.height - 1 - j, info); + } + } + + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, info.width, info.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, rgba_tex); + + delete[] rgba_tex; + + texture_cache.emplace(tex_paddr, new_texture); + } +} + +/// Flush any cached resource that touches the flushed region +void RasterizerCacheOpenGL::NotifyFlush(u32 paddr, u32 size) { + // Flush any texture that falls in the flushed region + for (auto it = texture_cache.begin(); it != texture_cache.end();) { + u32 max_lower = std::max(paddr, it->first); + u32 min_upper = std::min(paddr + size, it->first + it->second->size); + + if (max_lower <= min_upper) { + it = texture_cache.erase(it); + } else { + ++it; + } + } +} + +/// Flush all cached resources +void RasterizerCacheOpenGL::FullFlush() { + for (auto it = texture_cache.begin(); it != texture_cache.end();) { + it = texture_cache.erase(it); + } +} diff --git a/src/video_core/renderer_opengl/gl_rasterizer_cache.h b/src/video_core/renderer_opengl/gl_rasterizer_cache.h new file mode 100644 index 000000000..652b41829 --- /dev/null +++ b/src/video_core/renderer_opengl/gl_rasterizer_cache.h @@ -0,0 +1,36 @@ +// Copyright 2015 Citra Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#pragma once + +#include "gl_state.h" +#include "gl_resource_manager.h" +#include "video_core/pica.h" + +#include +#include + +class RasterizerCacheOpenGL : NonCopyable { +public: + ~RasterizerCacheOpenGL(); + + /// Loads a texture from 3ds memory to OpenGL and caches it (if not already cached) + void LoadAndBindTexture(OpenGLState &state, int texture_unit, const Pica::Regs::FullTextureConfig& config); + + /// Flush any cached resource that touches the flushed region + void NotifyFlush(u32 paddr, u32 size); + + /// Flush all cached OpenGL resources tracked by this cache manager + void FullFlush(); + +private: + struct CachedTexture { + OGLTexture texture; + GLuint width; + GLuint height; + u32 size; + }; + + std::map> texture_cache; +}; diff --git a/src/video_core/renderer_opengl/gl_resource_manager.cpp b/src/video_core/renderer_opengl/gl_resource_manager.cpp new file mode 100644 index 000000000..8edc9bc54 --- /dev/null +++ b/src/video_core/renderer_opengl/gl_resource_manager.cpp @@ -0,0 +1,109 @@ +// Copyright 2015 Citra Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#include "video_core/renderer_opengl/gl_resource_manager.h" +#include "video_core/renderer_opengl/gl_shader_util.h" + +// OGLResource base class +OGLResource::OGLResource() : handle(0) { + +} + +OGLResource::~OGLResource() { + +} + +void OGLResource::Release() { + +} + +// Textures +OGLTexture::~OGLTexture() { + Release(); +} + +void OGLTexture::Create() { + if (handle != 0) { + return; + } + + glGenTextures(1, &handle); +} + +void OGLTexture::Release() { + glDeleteTextures(1, &handle); + handle = 0; +} + +// Shaders +OGLShader::~OGLShader() { + Release(); +} + +void OGLShader::Create(const char* vert_shader, const char* frag_shader) { + if (handle != 0) { + return; + } + + handle = ShaderUtil::LoadShaders(vert_shader, frag_shader); +} + +void OGLShader::Release() { + glDeleteProgram(handle); + handle = 0; +} + +// Buffer objects +OGLBuffer::~OGLBuffer() { + Release(); +} + +void OGLBuffer::Create() { + if (handle != 0) { + return; + } + + glGenBuffers(1, &handle); +} + +void OGLBuffer::Release() { + glDeleteBuffers(1, &handle); + handle = 0; +} + +// Vertex array objects +OGLVertexArray::~OGLVertexArray() { + Release(); +} + +void OGLVertexArray::Create() { + if (handle != 0) { + return; + } + + glGenVertexArrays(1, &handle); +} + +void OGLVertexArray::Release() { + glDeleteVertexArrays(1, &handle); + handle = 0; +} + +// Framebuffers +OGLFramebuffer::~OGLFramebuffer() { + Release(); +} + +void OGLFramebuffer::Create() { + if (handle != 0) { + return; + } + + glGenFramebuffers(1, &handle); +} + +void OGLFramebuffer::Release() { + glDeleteFramebuffers(1, &handle); + handle = 0; +} diff --git a/src/video_core/renderer_opengl/gl_resource_manager.h b/src/video_core/renderer_opengl/gl_resource_manager.h new file mode 100644 index 000000000..9d50e4e60 --- /dev/null +++ b/src/video_core/renderer_opengl/gl_resource_manager.h @@ -0,0 +1,81 @@ +// Copyright 2015 Citra Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#pragma once + +#include "common/common_types.h" + +#include "generated/gl_3_2_core.h" + +class OGLResource : NonCopyable { +public: + OGLResource(); + virtual ~OGLResource(); + + /// Returns the internal OpenGL resource handle for this resource + inline GLuint GetHandle() { + return handle; + } + + /// Deletes the internal OpenGL resource + virtual void Release(); + +protected: + GLuint handle; +}; + +class OGLTexture : public OGLResource { +public: + ~OGLTexture() override; + + /// Creates a new internal OpenGL resource and stores the handle + void Create(); + + /// Deletes the internal OpenGL resource + void Release() override; +}; + +class OGLShader : public OGLResource { +public: + ~OGLShader() override; + + /// Creates a new internal OpenGL resource and stores the handle + void Create(const char* vert_shader, const char* frag_shader); + + /// Deletes the internal OpenGL resource + void Release() override; +}; + +class OGLBuffer : public OGLResource { +public: + ~OGLBuffer() override; + + /// Creates a new internal OpenGL resource and stores the handle + void Create(); + + /// Deletes the internal OpenGL resource + void Release() override; +}; + +class OGLVertexArray : public OGLResource { +public: + ~OGLVertexArray() override; + + /// Creates a new internal OpenGL resource and stores the handle + void Create(); + + /// Deletes the internal OpenGL resource + void Release() override; +}; + +class OGLFramebuffer : public OGLResource { +public: + ~OGLFramebuffer() override; + + /// Creates a new internal OpenGL resource and stores the handle + void Create(); + + /// Deletes the internal OpenGL resource + void Release() override; +}; diff --git a/src/video_core/renderer_opengl/gl_shaders.h b/src/video_core/renderer_opengl/gl_shaders.h index 746a37afe..d7d88464c 100644 --- a/src/video_core/renderer_opengl/gl_shaders.h +++ b/src/video_core/renderer_opengl/gl_shaders.h @@ -42,4 +42,296 @@ void main() { } )"; +const char g_vertex_shader_hw[] = R"( +#version 150 core + +in vec4 vert_position; +in vec4 vert_color; +in vec2 vert_texcoords[3]; + +out vec4 o[7]; + +uniform int out_maps[7*4]; + +void SetVal(int map_idx, float val) { + o[out_maps[map_idx] / 4][out_maps[map_idx] % 4] = val; +} + +void main() { + SetVal(8, vert_color.x); + SetVal(9, vert_color.y); + SetVal(10, vert_color.z); + SetVal(11, vert_color.w); + SetVal(12, vert_texcoords[0].x); + SetVal(13, vert_texcoords[0].y); + + // TODO: These seem like the wrong map indices + SetVal(14, vert_texcoords[1].x); + SetVal(15, vert_texcoords[1].y); + SetVal(16, vert_texcoords[2].x); + SetVal(17, vert_texcoords[2].y); + + gl_Position = vec4(vert_position.x, -vert_position.y, -vert_position.z, vert_position.w); +} +)"; + +// TODO: Create a shader constructor and cache that builds this program with minimal conditionals instead of using tev_cfg uniforms +const char g_fragment_shader_hw[] = R"( +#version 150 core + +in vec4 o[7]; +out vec4 color; + +uniform int alphatest_func; +uniform float alphatest_ref; + +uniform sampler2D tex[3]; + +struct TEVConfig +{ + ivec3 color_sources; + ivec3 alpha_sources; + ivec3 color_modifiers; + ivec3 alpha_modifiers; + ivec2 color_alpha_op; + vec2 color_alpha_multiplier; + vec4 const_color; + bvec2 updates_combiner_buffer_color_alpha; +}; + +uniform TEVConfig tev_cfgs[6]; + +uniform int out_maps[7*4]; + +vec4 g_combiner_buffer; +vec4 g_last_tex_env_out; +vec4 g_const_color; + +float GetVal(int map_idx) { + return o[out_maps[map_idx] / 4][out_maps[map_idx] % 4]; +} + +vec4 GetSource(int source) { + if (source == 0) { + // HACK: Should use values 8/9/10/11 but hurts framerate + return o[out_maps[8] >> 2]; + } + else if (source == 1) { + return o[out_maps[8] >> 2]; + } + else if (source == 3) { + return texture(tex[0], vec2(GetVal(12), GetVal(13))); + } + else if (source == 4) { + return texture(tex[1], vec2(GetVal(14), GetVal(15))); + } + else if (source == 5) { + // TODO: Unverified + return texture(tex[2], vec2(GetVal(16), GetVal(17))); + } + else if (source == 6) { + // TODO: no 4th texture? + } + else if (source == 13) { + return g_combiner_buffer; + } + else if (source == 14) { + return g_const_color; + } + else if (source == 15) { + return g_last_tex_env_out; + } + + return vec4(0.0, 0.0, 0.0, 0.0); +} + +vec3 GetColorModifier(int factor, vec4 color) { + if (factor == 0) { + return color.rgb; + } + else if (factor == 1) { + return vec3(1.0, 1.0, 1.0) - color.rgb; + } + else if (factor == 2) { + return color.aaa; + } + else if (factor == 3) { + return vec3(1.0, 1.0, 1.0) - color.aaa; + } + else if (factor == 4) { + return color.rrr; + } + else if (factor == 5) { + return vec3(1.0, 1.0, 1.0) - color.rrr; + } + else if (factor == 8) { + return color.ggg; + } + else if (factor == 9) { + return vec3(1.0, 1.0, 1.0) - color.ggg; + } + else if (factor == 12) { + return color.bbb; + } + else if (factor == 13) { + return vec3(1.0, 1.0, 1.0) - color.bbb; + } + + return vec3(0.0, 0.0, 0.0); +} + +float GetAlphaModifier(int factor, vec4 color) { + if (factor == 0) { + return color.a; + } + else if (factor == 1) { + return 1.0 - color.a; + } + else if (factor == 2) { + return color.r; + } + else if (factor == 3) { + return 1.0 - color.r; + } + else if (factor == 4) { + return color.g; + } + else if (factor == 5) { + return 1.0 - color.g; + } + else if (factor == 6) { + return color.b; + } + else if (factor == 7) { + return 1.0 - color.b; + } + + return 0.0; +} + +vec3 ColorCombine(int op, vec3 color[3]) { + if (op == 0) { + return color[0]; + } + else if (op == 1) { + return color[0] * color[1]; + } + else if (op == 2) { + return min(color[0] + color[1], 1.0); + } + else if (op == 3) { + return color[0] + color[1] - vec3(0.5, 0.5, 0.5); + } + else if (op == 4) { + return color[0] * color[2] + color[1] * (vec3(1.0, 1.0, 1.0) - color[2]); + } + else if (op == 5) { + return max(color[0] - color[1], 0.0); + } + else if (op == 8) { + return min(color[0] * color[1] + color[2], 1.0); + } + else if (op == 9) { + return min(color[0] + color[1], 1.0) * color[2]; + } + + return vec3(0.0, 0.0, 0.0); +} + +float AlphaCombine(int op, float alpha[3]) { + if (op == 0) { + return alpha[0]; + } + else if (op == 1) { + return alpha[0] * alpha[1]; + } + else if (op == 2) { + return min(alpha[0] + alpha[1], 1.0); + } + else if (op == 3) { + return alpha[0] + alpha[1] - 0.5; + } + else if (op == 4) { + return alpha[0] * alpha[2] + alpha[1] * (1.0 - alpha[2]); + } + else if (op == 5) { + return max(alpha[0] - alpha[1], 0.0); + } + else if (op == 8) { + return min(alpha[0] * alpha[1] + alpha[2], 1.0); + } + else if (op == 9) { + return min(alpha[0] + alpha[1], 1.0) * alpha[2]; + } + + return 0.0; +} + +void ProcessTexEnv(int tex_env_idx) { + g_const_color = tev_cfgs[tex_env_idx].const_color; + + vec3 color_results[3] = vec3[3](GetColorModifier(tev_cfgs[tex_env_idx].color_modifiers.x, GetSource(tev_cfgs[tex_env_idx].color_sources.x)), + GetColorModifier(tev_cfgs[tex_env_idx].color_modifiers.y, GetSource(tev_cfgs[tex_env_idx].color_sources.y)), + GetColorModifier(tev_cfgs[tex_env_idx].color_modifiers.z, GetSource(tev_cfgs[tex_env_idx].color_sources.z))); + vec3 color_output = ColorCombine(tev_cfgs[tex_env_idx].color_alpha_op.x, color_results); + + float alpha_results[3] = float[3](GetAlphaModifier(tev_cfgs[tex_env_idx].alpha_modifiers.x, GetSource(tev_cfgs[tex_env_idx].alpha_sources.x)), + GetAlphaModifier(tev_cfgs[tex_env_idx].alpha_modifiers.y, GetSource(tev_cfgs[tex_env_idx].alpha_sources.y)), + GetAlphaModifier(tev_cfgs[tex_env_idx].alpha_modifiers.z, GetSource(tev_cfgs[tex_env_idx].alpha_sources.z))); + float alpha_output = AlphaCombine(tev_cfgs[tex_env_idx].color_alpha_op.y, alpha_results); + + g_last_tex_env_out = vec4(min(color_output * tev_cfgs[tex_env_idx].color_alpha_multiplier.x, 1.0), min(alpha_output * tev_cfgs[tex_env_idx].color_alpha_multiplier.y, 1.0)); + + if (tev_cfgs[tex_env_idx].updates_combiner_buffer_color_alpha.x) { + g_combiner_buffer.rgb = g_last_tex_env_out.rgb; + } + + if (tev_cfgs[tex_env_idx].updates_combiner_buffer_color_alpha.y) { + g_combiner_buffer.a = g_last_tex_env_out.a; + } +} + +void main(void) { + for (int i = 0; i < 6; ++i) { + ProcessTexEnv(i); + } + + if (alphatest_func == 0) { + discard; + } + else if (alphatest_func == 2) { + if (g_last_tex_env_out.a != alphatest_ref) { + discard; + } + } + else if (alphatest_func == 3) { + if (g_last_tex_env_out.a == alphatest_ref) { + discard; + } + } + else if (alphatest_func == 4) { + if (g_last_tex_env_out.a > alphatest_ref) { + discard; + } + } + else if (alphatest_func == 5) { + if (g_last_tex_env_out.a >= alphatest_ref) { + discard; + } + } + else if (alphatest_func == 6) { + if (g_last_tex_env_out.a < alphatest_ref) { + discard; + } + } + else if (alphatest_func == 7) { + if (g_last_tex_env_out.a <= alphatest_ref) { + discard; + } + } + + color = g_last_tex_env_out; +} +)"; + } diff --git a/src/video_core/renderer_opengl/gl_state.cpp b/src/video_core/renderer_opengl/gl_state.cpp new file mode 100644 index 000000000..b0c2258a9 --- /dev/null +++ b/src/video_core/renderer_opengl/gl_state.cpp @@ -0,0 +1,162 @@ +// Copyright 2015 Citra Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#include "video_core/renderer_opengl/gl_state.h" + +OpenGLState OpenGLState::cur_state; + +OpenGLState::OpenGLState() +{ + // These all match default OpenGL values + cull.enabled = false; + cull.mode = GL_BACK; + + depth.test_enabled = false; + depth.test_func = GL_LESS; + depth.write_mask = GL_TRUE; + + stencil.test_enabled = false; + stencil.test_func = GL_ALWAYS; + stencil.test_ref = 0; + stencil.test_mask = -1; + stencil.write_mask = -1; + + blend.enabled = false; + blend.src_rgb_func = GL_ONE; + blend.dst_rgb_func = GL_ZERO; + blend.src_a_func = GL_ONE; + blend.dst_a_func = GL_ZERO; + blend.color.red = 0.0f; + blend.color.green = 0.0f; + blend.color.blue = 0.0f; + blend.color.alpha = 0.0f; + + for (int i = 0; i < 3; i++) { + texture_unit[i].enabled_2d = false; + texture_unit[i].texture_2d = 0; + } + + draw.framebuffer = 0; + draw.vertex_array = 0; + draw.vertex_buffer = 0; + draw.shader_program = 0; +} + +/// Apply this state as the current OpenGL state +void OpenGLState::Apply() { + // Culling + if (cull.enabled) { + if (cull.enabled != cur_state.cull.enabled) { + glEnable(GL_CULL_FACE); + } + + if (cull.mode != cur_state.cull.mode) { + glCullFace(cull.mode); + } + } else if (cull.enabled != cur_state.cull.enabled) { + glDisable(GL_CULL_FACE); + } + + //Depth test + if (depth.test_enabled) { + if (depth.test_enabled != cur_state.depth.test_enabled) { + glEnable(GL_DEPTH_TEST); + } + + if (depth.test_func != cur_state.depth.test_func) { + glDepthFunc(depth.test_func); + } + } else if (depth.test_enabled != cur_state.depth.test_enabled) { + glDisable(GL_DEPTH_TEST); + } + + // Depth mask + if (depth.write_mask != cur_state.depth.write_mask) { + glDepthMask(depth.write_mask); + } + + // Stencil test + if (stencil.test_enabled) { + if (stencil.test_enabled != cur_state.stencil.test_enabled) { + glEnable(GL_STENCIL_TEST); + } + + if (stencil.test_func != cur_state.stencil.test_func || + stencil.test_ref != cur_state.stencil.test_ref || + stencil.test_mask != cur_state.stencil.test_mask) { + glStencilFunc(stencil.test_func, stencil.test_ref, stencil.test_mask); + } + } else if (stencil.test_enabled != cur_state.stencil.test_enabled) { + glDisable(GL_STENCIL_TEST); + } + + // Stencil mask + if (stencil.write_mask != cur_state.stencil.write_mask) { + glStencilMask(stencil.write_mask); + } + + // Blending + if (blend.enabled) { + if (blend.enabled != cur_state.blend.enabled) { + glEnable(GL_BLEND); + } + + if (blend.color.red != cur_state.blend.color.red || + blend.color.green != cur_state.blend.color.green || + blend.color.blue != cur_state.blend.color.blue || + blend.color.alpha != cur_state.blend.color.alpha) { + glBlendColor(blend.color.red, blend.color.green, blend.color.blue, blend.color.alpha); + } + + if (blend.src_rgb_func != cur_state.blend.src_rgb_func || + blend.dst_rgb_func != cur_state.blend.dst_rgb_func || + blend.src_a_func != cur_state.blend.src_a_func || + blend.dst_a_func != cur_state.blend.dst_a_func) { + glBlendFuncSeparate(blend.src_rgb_func, blend.dst_rgb_func, blend.src_a_func, blend.dst_a_func); + } + } else if (blend.enabled != cur_state.blend.enabled) { + glDisable(GL_BLEND); + } + + // Textures + for (int i = 0; i < 3; i++) { + if (texture_unit[i].enabled_2d) { + if (texture_unit[i].enabled_2d != texture_unit[i].enabled_2d) { + glActiveTexture(GL_TEXTURE0 + i); + glEnable(GL_TEXTURE_2D); + } + + if (texture_unit[i].texture_2d != cur_state.texture_unit[i].texture_2d) { + glActiveTexture(GL_TEXTURE0 + i); + glBindTexture(GL_TEXTURE_2D, texture_unit[i].texture_2d); + } + } + else if (texture_unit[i].enabled_2d != cur_state.texture_unit[i].enabled_2d) { + glActiveTexture(GL_TEXTURE0 + i); + glDisable(GL_TEXTURE_2D); + } + } + + // Framebuffer + if (draw.framebuffer != cur_state.draw.framebuffer) { + glBindFramebuffer(GL_FRAMEBUFFER, draw.framebuffer); + } + + // Vertex array + if (draw.vertex_array != cur_state.draw.vertex_array) { + glBindVertexArray(draw.vertex_array); + } + + // Vertex buffer + if (draw.vertex_buffer != cur_state.draw.vertex_buffer) { + glBindBuffer(GL_ARRAY_BUFFER, draw.vertex_buffer); + } + + // Shader program + if (draw.shader_program != cur_state.draw.shader_program) { + glUseProgram(draw.shader_program); + } + + cur_state = *this; +} diff --git a/src/video_core/renderer_opengl/gl_state.h b/src/video_core/renderer_opengl/gl_state.h new file mode 100644 index 000000000..1ca7d2b92 --- /dev/null +++ b/src/video_core/renderer_opengl/gl_state.h @@ -0,0 +1,69 @@ +// Copyright 2015 Citra Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#pragma once + +#include "generated/gl_3_2_core.h" + +class OpenGLState { +public: + struct { + bool enabled; // GL_CULL_FACE + GLenum mode; // GL_CULL_FACE_MODE + } cull; + + struct { + bool test_enabled; // GL_DEPTH_TEST + GLenum test_func; // GL_DEPTH_FUNC + GLboolean write_mask; // GL_DEPTH_WRITEMASK + } depth; + + struct { + bool test_enabled; // GL_STENCIL_TEST + GLenum test_func; // GL_STENCIL_FUNC + GLint test_ref; // GL_STENCIL_REF + GLuint test_mask; // GL_STENCIL_VALUE_MASK + GLuint write_mask; // GL_STENCIL_WRITEMASK + } stencil; + + struct { + bool enabled; // GL_BLEND + GLenum src_rgb_func; // GL_BLEND_SRC_RGB + GLenum dst_rgb_func; // GL_BLEND_DST_RGB + GLenum src_a_func; // GL_BLEND_SRC_ALPHA + GLenum dst_a_func; // GL_BLEND_DST_ALPHA + + struct { + GLclampf red; + GLclampf green; + GLclampf blue; + GLclampf alpha; + } color; // GL_BLEND_COLOR + } blend; + + struct { + bool enabled_2d; // GL_TEXTURE_2D + GLuint texture_2d; // GL_TEXTURE_BINDING_2D + } texture_unit[3]; + + struct { + GLuint framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING + GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING + GLuint vertex_buffer; // GL_ARRAY_BUFFER_BINDING + GLuint shader_program; // GL_CURRENT_PROGRAM + } draw; + + OpenGLState(); + + /// Get the currently active OpenGL state + static OpenGLState GetCurState() { + return cur_state; + } + + /// Apply this state as the current OpenGL state + void Apply(); + +private: + static OpenGLState cur_state; +}; diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 71ceb021b..18d3c7069 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -53,18 +53,22 @@ static std::array MakeOrthographicMatrix(const float width, const /// RendererOpenGL constructor RendererOpenGL::RendererOpenGL() { + hw_rasterizer = new RasterizerOpenGL(); resolution_width = std::max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth); resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight; } /// RendererOpenGL destructor RendererOpenGL::~RendererOpenGL() { + delete hw_rasterizer; } /// Swap buffers (render frame) void RendererOpenGL::SwapBuffers() { render_window->MakeCurrent(); + state.Apply(); + for(int i : {0, 1}) { const auto& framebuffer = GPU::g_regs.framebuffer_config[i]; @@ -75,7 +79,7 @@ void RendererOpenGL::SwapBuffers() { LCD::Read(color_fill.raw, lcd_color_addr); if (color_fill.is_enabled) { - LoadColorToActiveGLTexture(color_fill.color_r, color_fill.color_g, color_fill.color_b, textures[i]); + LoadColorToActiveGLTexture(state, color_fill.color_r, color_fill.color_g, color_fill.color_b, textures[i]); // Resize the texture in case the framebuffer size has changed textures[i].width = 1; @@ -87,9 +91,9 @@ void RendererOpenGL::SwapBuffers() { // Reallocate texture if the framebuffer size has changed. // This is expected to not happen very often and hence should not be a // performance problem. - ConfigureFramebufferTexture(textures[i], framebuffer); + ConfigureFramebufferTexture(state, textures[i], framebuffer); } - LoadFBToActiveGLTexture(framebuffer, textures[i]); + LoadFBToActiveGLTexture(state, framebuffer, textures[i]); // Resize the texture in case the framebuffer size has changed textures[i].width = framebuffer.width; @@ -116,7 +120,7 @@ void RendererOpenGL::SwapBuffers() { /** * Loads framebuffer from emulated memory into the active OpenGL texture. */ -void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer, +void RendererOpenGL::LoadFBToActiveGLTexture(OpenGLState &state, const GPU::Regs::FramebufferConfig& framebuffer, const TextureInfo& texture) { const PAddr framebuffer_addr = framebuffer.active_fb == 0 ? @@ -139,7 +143,11 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& // only allows rows to have a memory alignement of 4. ASSERT(pixel_stride % 4 == 0); - glBindTexture(GL_TEXTURE_2D, texture.handle); + state.texture_unit[0].enabled_2d = true; + state.texture_unit[0].texture_2d = texture.handle; + state.Apply(); + + glActiveTexture(GL_TEXTURE0); glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)pixel_stride); // Update existing texture @@ -151,7 +159,6 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& texture.gl_format, texture.gl_type, framebuffer_data); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - glBindTexture(GL_TEXTURE_2D, 0); } /** @@ -159,15 +166,17 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& * Since the color is solid, the texture can be 1x1 but will stretch across whatever it's rendered on. * This has the added benefit of being *really fast*. */ -void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, +void RendererOpenGL::LoadColorToActiveGLTexture(OpenGLState &state, u8 color_r, u8 color_g, u8 color_b, const TextureInfo& texture) { - glBindTexture(GL_TEXTURE_2D, texture.handle); + state.texture_unit[0].enabled_2d = true; + state.texture_unit[0].texture_2d = texture.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); - glBindTexture(GL_TEXTURE_2D, 0); } /** @@ -175,7 +184,8 @@ void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color */ void RendererOpenGL::InitOpenGLObjects() { glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue, 0.0f); - glDisable(GL_DEPTH_TEST); + state.depth.test_enabled = false; + state.texture_unit[0].enabled_2d = true; // Link shaders and get variable locations program_id = ShaderUtil::LoadShaders(GLShaders::g_vertex_shader, GLShaders::g_fragment_shader); @@ -189,10 +199,12 @@ void RendererOpenGL::InitOpenGLObjects() { // Generate VAO glGenVertexArrays(1, &vertex_array_handle); - glBindVertexArray(vertex_array_handle); + + state.draw.vertex_array = vertex_array_handle; + state.draw.vertex_buffer = vertex_buffer_handle; + state.Apply(); // Attach vertex data to VAO - glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_handle); 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)); @@ -206,17 +218,22 @@ void RendererOpenGL::InitOpenGLObjects() { // Allocation of storage is deferred until the first frame, when we // know the framebuffer size. - glBindTexture(GL_TEXTURE_2D, texture.handle); + state.texture_unit[0].enabled_2d = true; + state.texture_unit[0].texture_2d = texture.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); } - glBindTexture(GL_TEXTURE_2D, 0); + + hw_rasterizer->InitObjects(); } -void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture, +void RendererOpenGL::ConfigureFramebufferTexture(OpenGLState &state, TextureInfo& texture, const GPU::Regs::FramebufferConfig& framebuffer) { GPU::Regs::PixelFormat format = framebuffer.color_format; GLint internal_format; @@ -264,7 +281,11 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture, UNIMPLEMENTED(); } - glBindTexture(GL_TEXTURE_2D, texture.handle); + state.texture_unit[0].enabled_2d = true; + state.texture_unit[0].texture_2d = texture.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); } @@ -280,8 +301,10 @@ void RendererOpenGL::DrawSingleScreenRotated(const TextureInfo& texture, float x ScreenRectVertex(x+w, y+h, 0.f, 1.f), }; - glBindTexture(GL_TEXTURE_2D, texture.handle); - glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_handle); + state.texture_unit[0].enabled_2d = true; + state.texture_unit[0].texture_2d = texture.handle; + state.Apply(); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } @@ -295,7 +318,8 @@ void RendererOpenGL::DrawScreens() { glViewport(0, 0, layout.width, layout.height); glClear(GL_COLOR_BUFFER_BIT); - glUseProgram(program_id); + state.draw.shader_program = program_id; + state.Apply(); // Set projection matrix std::array ortho_matrix = MakeOrthographicMatrix((float)layout.width, @@ -324,6 +348,7 @@ void RendererOpenGL::UpdateFramerate() { */ void RendererOpenGL::SetWindow(EmuWindow* window) { render_window = window; + hw_rasterizer->SetWindow(window); } /// Initialize the renderer diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h index cd782428e..34403d46e 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.h +++ b/src/video_core/renderer_opengl/renderer_opengl.h @@ -13,6 +13,8 @@ #include "core/hw/gpu.h" #include "video_core/renderer_base.h" +#include "video_core/renderer_opengl/gl_state.h" +#include "video_core/renderer_opengl/gl_rasterizer.h" class EmuWindow; @@ -49,17 +51,17 @@ private: }; void InitOpenGLObjects(); - static void ConfigureFramebufferTexture(TextureInfo& texture, + static void ConfigureFramebufferTexture(OpenGLState &state, TextureInfo& texture, const GPU::Regs::FramebufferConfig& framebuffer); void DrawScreens(); void DrawSingleScreenRotated(const TextureInfo& texture, float x, float y, float w, float h); void UpdateFramerate(); // Loads framebuffer from emulated memory into the active OpenGL texture. - static void LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer, + static void LoadFBToActiveGLTexture(OpenGLState &state, const GPU::Regs::FramebufferConfig& framebuffer, const TextureInfo& texture); // Fills active OpenGL texture with the given RGB color. - static void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, + static void LoadColorToActiveGLTexture(OpenGLState &state, u8 color_r, u8 color_g, u8 color_b, const TextureInfo& texture); /// Computes the viewport rectangle @@ -71,6 +73,8 @@ private: int resolution_width; ///< Current resolution width int resolution_height; ///< Current resolution height + OpenGLState state; + // OpenGL object IDs GLuint vertex_array_handle; GLuint vertex_buffer_handle;