OGL renderer

This commit is contained in:
tfarley 2015-05-05 16:27:05 -04:00
parent 699bb34e69
commit feaf460e1f
18 changed files with 1948 additions and 26 deletions

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@ -15,6 +15,7 @@
#include "core/hw/lcd.h" #include "core/hw/lcd.h"
#include "video_core/gpu_debugger.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 // Main graphics debugger object - TODO: Here is probably not the best place for this
GraphicsDebugger g_debugger; GraphicsDebugger g_debugger;
@ -264,6 +265,8 @@ static void FlushDataCache(Service::Interface* self) {
u32 size = cmd_buff[2]; u32 size = cmd_buff[2];
u32 process = cmd_buff[4]; u32 process = cmd_buff[4];
VideoCore::g_renderer->hw_rasterizer->NotifyFlush(Memory::VirtualToPhysicalAddress(address), size);
// TODO(purpasmart96): Verify return header on HW // TODO(purpasmart96): Verify return header on HW
cmd_buff[1] = RESULT_SUCCESS.raw; // No error 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 // GX request DMA - typically used for copying memory from GSP heap to VRAM
case CommandId::REQUEST_DMA: 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), memcpy(Memory::GetPointer(command.dma_request.dest_address),
Memory::GetPointer(command.dma_request.source_address), Memory::GetPointer(command.dma_request.source_address),
command.dma_request.size); command.dma_request.size);
SignalInterrupt(InterruptId::DMA); SignalInterrupt(InterruptId::DMA);
VideoCore::g_renderer->hw_rasterizer->NotifyFlush(Memory::VirtualToPhysicalAddress(command.dma_request.dest_address), command.dma_request.size);
break; break;
// ctrulib homebrew sends all relevant command list data with this command, // ctrulib homebrew sends all relevant command list data with this command,

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@ -106,6 +106,8 @@ inline void Write(u32 addr, const T data) {
} else { } else {
GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PSC1); GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PSC1);
} }
VideoCore::g_renderer->hw_rasterizer->NotifyFlush(config.GetStartAddress(), config.GetEndAddress() - config.GetStartAddress());
} }
break; break;
} }
@ -122,13 +124,18 @@ inline void Write(u32 addr, const T data) {
UNIMPLEMENTED(); UNIMPLEMENTED();
break; break;
} }
unsigned horizontal_scale = (config.scaling != config.NoScale) ? 2 : 1; unsigned horizontal_scale = (config.scaling != config.NoScale) ? 2 : 1;
unsigned vertical_scale = (config.scaling == config.ScaleXY) ? 2 : 1; unsigned vertical_scale = (config.scaling == config.ScaleXY) ? 2 : 1;
u32 output_width = config.output_width / horizontal_scale; u32 output_width = config.output_width / horizontal_scale;
u32 output_height = config.output_height / vertical_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) { if (config.raw_copy) {
// Raw copies do not perform color conversion nor tiled->linear / linear->tiled conversions // Raw copies do not perform color conversion nor tiled->linear / linear->tiled conversions
// TODO(Subv): Verify if raw copies perform scaling // 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); config.output_format.Value(), config.flags);
GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PPF); GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PPF);
VideoCore::g_renderer->hw_rasterizer->NotifyFlush(config.GetPhysicalOutputAddress(), output_size);
break; break;
} }
@ -247,6 +257,8 @@ inline void Write(u32 addr, const T data) {
config.output_format.Value(), config.flags); config.output_format.Value(), config.flags);
GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PPF); GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PPF);
VideoCore::g_renderer->hw_rasterizer->NotifyFlush(config.GetPhysicalOutputAddress(), output_size);
} }
break; break;
} }

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@ -1,7 +1,11 @@
set(SRCS set(SRCS
renderer_opengl/generated/gl_3_2_core.c 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/renderer_opengl.cpp
renderer_opengl/gl_resource_manager.cpp
renderer_opengl/gl_shader_util.cpp renderer_opengl/gl_shader_util.cpp
renderer_opengl/gl_state.cpp
debug_utils/debug_utils.cpp debug_utils/debug_utils.cpp
clipper.cpp clipper.cpp
command_processor.cpp command_processor.cpp
@ -15,13 +19,19 @@ set(SRCS
set(HEADERS set(HEADERS
debug_utils/debug_utils.h debug_utils/debug_utils.h
renderer_opengl/generated/gl_3_2_core.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_shader_util.h
renderer_opengl/gl_shaders.h renderer_opengl/gl_shaders.h
renderer_opengl/gl_state.h
renderer_opengl/renderer_opengl.h renderer_opengl/renderer_opengl.h
clipper.h clipper.h
color.h color.h
command_processor.h command_processor.h
gpu_debugger.h gpu_debugger.h
hwrasterizer_base.h
math.h math.h
pica.h pica.h
primitive_assembly.h primitive_assembly.h

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@ -12,8 +12,10 @@
#include "pica.h" #include "pica.h"
#include "primitive_assembly.h" #include "primitive_assembly.h"
#include "vertex_shader.h" #include "vertex_shader.h"
#include "video_core.h"
#include "core/hle/service/gsp_gpu.h" #include "core/hle/service/gsp_gpu.h"
#include "core/hw/gpu.h" #include "core/hw/gpu.h"
#include "core/settings.h"
#include "debug_utils/debug_utils.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; bool index_u16 = index_info.format != 0;
DebugUtils::GeometryDumper geometry_dumper; DebugUtils::GeometryDumper geometry_dumper;
PrimitiveAssembler<VertexShader::OutputVertex> clipper_primitive_assembler(registers.triangle_topology.Value()); PrimitiveAssembler<VertexShader::OutputVertex> primitive_assembler(registers.triangle_topology.Value());
PrimitiveAssembler<DebugUtils::GeometryDumper::Vertex> dumping_primitive_assembler(registers.triangle_topology.Value()); PrimitiveAssembler<DebugUtils::GeometryDumper::Vertex> dumping_primitive_assembler(registers.triangle_topology.Value());
for (unsigned int index = 0; index < registers.num_vertices; ++index) 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! // TODO: Add processed vertex to vertex cache!
} }
// Send to triangle clipper if (Settings::values.use_hw_renderer) {
clipper_primitive_assembler.SubmitVertex(output, Clipper::ProcessTriangle); // 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(); geometry_dumper.Dump();
if (g_debug_context) if (g_debug_context)

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@ -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;
};

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@ -6,6 +6,8 @@
#include "common/common_types.h" #include "common/common_types.h"
#include "video_core/hwrasterizer_base.h"
class RendererBase : NonCopyable { class RendererBase : NonCopyable {
public: public:
@ -48,6 +50,8 @@ public:
return m_current_frame; return m_current_frame;
} }
HWRasterizer *hw_rasterizer;
protected: protected:
f32 m_current_fps; ///< Current framerate, should be set by the renderer f32 m_current_fps; ///< Current framerate, should be set by the renderer
int m_current_frame; ///< Current frame, should be set by the renderer int m_current_frame; ///< Current frame, should be set by the renderer

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@ -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

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@ -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 <memory>
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<float>(Pica::registers.viewport_corner.x.Value()),
-(GLsizei)static_cast<float>(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<u32> 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<u8> 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<u8> 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;
}
}
}
}
}
}

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// 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<HardwareVertex> 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;
};

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// 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<CachedTexture> 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<u8>* rgba_tex = new Math::Vec4<u8>[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);
}
}

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@ -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 <memory>
#include <map>
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<u32, std::shared_ptr<CachedTexture>> texture_cache;
};

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@ -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;
}

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@ -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;
};

View File

@ -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;
}
)";
} }

View File

@ -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;
}

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@ -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;
};

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@ -53,18 +53,22 @@ static std::array<GLfloat, 3*2> MakeOrthographicMatrix(const float width, const
/// RendererOpenGL constructor /// RendererOpenGL constructor
RendererOpenGL::RendererOpenGL() { RendererOpenGL::RendererOpenGL() {
hw_rasterizer = new RasterizerOpenGL();
resolution_width = std::max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth); resolution_width = std::max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight; resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
} }
/// RendererOpenGL destructor /// RendererOpenGL destructor
RendererOpenGL::~RendererOpenGL() { RendererOpenGL::~RendererOpenGL() {
delete hw_rasterizer;
} }
/// Swap buffers (render frame) /// Swap buffers (render frame)
void RendererOpenGL::SwapBuffers() { void RendererOpenGL::SwapBuffers() {
render_window->MakeCurrent(); render_window->MakeCurrent();
state.Apply();
for(int i : {0, 1}) { for(int i : {0, 1}) {
const auto& framebuffer = GPU::g_regs.framebuffer_config[i]; const auto& framebuffer = GPU::g_regs.framebuffer_config[i];
@ -75,7 +79,7 @@ void RendererOpenGL::SwapBuffers() {
LCD::Read(color_fill.raw, lcd_color_addr); LCD::Read(color_fill.raw, lcd_color_addr);
if (color_fill.is_enabled) { 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 // Resize the texture in case the framebuffer size has changed
textures[i].width = 1; textures[i].width = 1;
@ -87,9 +91,9 @@ void RendererOpenGL::SwapBuffers() {
// Reallocate texture if the framebuffer size has changed. // Reallocate texture if the framebuffer size has changed.
// This is expected to not happen very often and hence should not be a // This is expected to not happen very often and hence should not be a
// performance problem. // 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 // Resize the texture in case the framebuffer size has changed
textures[i].width = framebuffer.width; textures[i].width = framebuffer.width;
@ -116,7 +120,7 @@ void RendererOpenGL::SwapBuffers() {
/** /**
* Loads framebuffer from emulated memory into the active OpenGL texture. * 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 TextureInfo& texture) {
const PAddr framebuffer_addr = framebuffer.active_fb == 0 ? 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. // only allows rows to have a memory alignement of 4.
ASSERT(pixel_stride % 4 == 0); 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); glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)pixel_stride);
// Update existing texture // Update existing texture
@ -151,7 +159,6 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
texture.gl_format, texture.gl_type, framebuffer_data); texture.gl_format, texture.gl_type, framebuffer_data);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); 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. * 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*. * 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) { 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 }; u8 framebuffer_data[3] = { color_r, color_g, color_b };
// Update existing texture // Update existing texture
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, framebuffer_data); 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() { void RendererOpenGL::InitOpenGLObjects() {
glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue, 0.0f); 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 // Link shaders and get variable locations
program_id = ShaderUtil::LoadShaders(GLShaders::g_vertex_shader, GLShaders::g_fragment_shader); program_id = ShaderUtil::LoadShaders(GLShaders::g_vertex_shader, GLShaders::g_fragment_shader);
@ -189,10 +199,12 @@ void RendererOpenGL::InitOpenGLObjects() {
// Generate VAO // Generate VAO
glGenVertexArrays(1, &vertex_array_handle); 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 // Attach vertex data to VAO
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_handle);
glBufferData(GL_ARRAY_BUFFER, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW); 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_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)); 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 // Allocation of storage is deferred until the first frame, when we
// know the framebuffer size. // 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_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 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_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 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_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) { const GPU::Regs::FramebufferConfig& framebuffer) {
GPU::Regs::PixelFormat format = framebuffer.color_format; GPU::Regs::PixelFormat format = framebuffer.color_format;
GLint internal_format; GLint internal_format;
@ -264,7 +281,11 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
UNIMPLEMENTED(); 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, glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
texture.gl_format, texture.gl_type, nullptr); 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), ScreenRectVertex(x+w, y+h, 0.f, 1.f),
}; };
glBindTexture(GL_TEXTURE_2D, texture.handle); state.texture_unit[0].enabled_2d = true;
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_handle); state.texture_unit[0].texture_2d = texture.handle;
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data()); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
} }
@ -295,7 +318,8 @@ void RendererOpenGL::DrawScreens() {
glViewport(0, 0, layout.width, layout.height); glViewport(0, 0, layout.width, layout.height);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program_id); state.draw.shader_program = program_id;
state.Apply();
// Set projection matrix // Set projection matrix
std::array<GLfloat, 3 * 2> ortho_matrix = MakeOrthographicMatrix((float)layout.width, std::array<GLfloat, 3 * 2> ortho_matrix = MakeOrthographicMatrix((float)layout.width,
@ -324,6 +348,7 @@ void RendererOpenGL::UpdateFramerate() {
*/ */
void RendererOpenGL::SetWindow(EmuWindow* window) { void RendererOpenGL::SetWindow(EmuWindow* window) {
render_window = window; render_window = window;
hw_rasterizer->SetWindow(window);
} }
/// Initialize the renderer /// Initialize the renderer

View File

@ -13,6 +13,8 @@
#include "core/hw/gpu.h" #include "core/hw/gpu.h"
#include "video_core/renderer_base.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; class EmuWindow;
@ -49,17 +51,17 @@ private:
}; };
void InitOpenGLObjects(); void InitOpenGLObjects();
static void ConfigureFramebufferTexture(TextureInfo& texture, static void ConfigureFramebufferTexture(OpenGLState &state, TextureInfo& texture,
const GPU::Regs::FramebufferConfig& framebuffer); const GPU::Regs::FramebufferConfig& framebuffer);
void DrawScreens(); void DrawScreens();
void DrawSingleScreenRotated(const TextureInfo& texture, float x, float y, float w, float h); void DrawSingleScreenRotated(const TextureInfo& texture, float x, float y, float w, float h);
void UpdateFramerate(); void UpdateFramerate();
// Loads framebuffer from emulated memory into the active OpenGL texture. // 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); const TextureInfo& texture);
// Fills active OpenGL texture with the given RGB color. // 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); const TextureInfo& texture);
/// Computes the viewport rectangle /// Computes the viewport rectangle
@ -71,6 +73,8 @@ private:
int resolution_width; ///< Current resolution width int resolution_width; ///< Current resolution width
int resolution_height; ///< Current resolution height int resolution_height; ///< Current resolution height
OpenGLState state;
// OpenGL object IDs // OpenGL object IDs
GLuint vertex_array_handle; GLuint vertex_array_handle;
GLuint vertex_buffer_handle; GLuint vertex_buffer_handle;