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https://github.com/citra-emu/citra.git
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OGL renderer
This commit is contained in:
parent
699bb34e69
commit
feaf460e1f
@ -15,6 +15,7 @@
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#include "core/hw/lcd.h"
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#include "video_core/gpu_debugger.h"
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#include "video_core/video_core.h"
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// Main graphics debugger object - TODO: Here is probably not the best place for this
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GraphicsDebugger g_debugger;
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@ -264,6 +265,8 @@ static void FlushDataCache(Service::Interface* self) {
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u32 size = cmd_buff[2];
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u32 process = cmd_buff[4];
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VideoCore::g_renderer->hw_rasterizer->NotifyFlush(Memory::VirtualToPhysicalAddress(address), size);
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// TODO(purpasmart96): Verify return header on HW
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cmd_buff[1] = RESULT_SUCCESS.raw; // No error
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@ -352,10 +355,16 @@ static void ExecuteCommand(const Command& command, u32 thread_id) {
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// GX request DMA - typically used for copying memory from GSP heap to VRAM
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case CommandId::REQUEST_DMA:
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VideoCore::g_renderer->hw_rasterizer->NotifyPreCopy(Memory::VirtualToPhysicalAddress(command.dma_request.source_address),
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command.dma_request.size);
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memcpy(Memory::GetPointer(command.dma_request.dest_address),
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Memory::GetPointer(command.dma_request.source_address),
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command.dma_request.size);
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SignalInterrupt(InterruptId::DMA);
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VideoCore::g_renderer->hw_rasterizer->NotifyFlush(Memory::VirtualToPhysicalAddress(command.dma_request.dest_address), command.dma_request.size);
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break;
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// 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) {
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} else {
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GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PSC1);
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}
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VideoCore::g_renderer->hw_rasterizer->NotifyFlush(config.GetStartAddress(), config.GetEndAddress() - config.GetStartAddress());
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}
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break;
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}
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@ -129,6 +131,11 @@ inline void Write(u32 addr, const T data) {
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u32 output_width = config.output_width / horizontal_scale;
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u32 output_height = config.output_height / vertical_scale;
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u32 input_size = config.input_height.Value() * config.input_width.Value() * GPU::Regs::BytesPerPixel(config.input_format.Value());
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u32 output_size = output_height * output_width * GPU::Regs::BytesPerPixel(config.output_format.Value());
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VideoCore::g_renderer->hw_rasterizer->NotifyPreCopy(config.GetPhysicalInputAddress(), input_size);
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if (config.raw_copy) {
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// Raw copies do not perform color conversion nor tiled->linear / linear->tiled conversions
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// TODO(Subv): Verify if raw copies perform scaling
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@ -142,6 +149,9 @@ inline void Write(u32 addr, const T data) {
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config.output_format.Value(), config.flags);
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GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PPF);
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VideoCore::g_renderer->hw_rasterizer->NotifyFlush(config.GetPhysicalOutputAddress(), output_size);
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break;
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}
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@ -247,6 +257,8 @@ inline void Write(u32 addr, const T data) {
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config.output_format.Value(), config.flags);
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GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PPF);
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VideoCore::g_renderer->hw_rasterizer->NotifyFlush(config.GetPhysicalOutputAddress(), output_size);
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}
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break;
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}
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@ -1,7 +1,11 @@
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set(SRCS
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renderer_opengl/generated/gl_3_2_core.c
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renderer_opengl/gl_rasterizer.cpp
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renderer_opengl/gl_rasterizer_cache.cpp
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renderer_opengl/renderer_opengl.cpp
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renderer_opengl/gl_resource_manager.cpp
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renderer_opengl/gl_shader_util.cpp
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renderer_opengl/gl_state.cpp
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debug_utils/debug_utils.cpp
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clipper.cpp
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command_processor.cpp
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@ -15,13 +19,19 @@ set(SRCS
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set(HEADERS
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debug_utils/debug_utils.h
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renderer_opengl/generated/gl_3_2_core.h
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renderer_opengl/gl_pica_to_gl.h
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renderer_opengl/gl_rasterizer.h
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renderer_opengl/gl_rasterizer_cache.h
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renderer_opengl/gl_resource_manager.h
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renderer_opengl/gl_shader_util.h
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renderer_opengl/gl_shaders.h
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renderer_opengl/gl_state.h
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renderer_opengl/renderer_opengl.h
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clipper.h
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color.h
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command_processor.h
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gpu_debugger.h
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hwrasterizer_base.h
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math.h
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pica.h
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primitive_assembly.h
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@ -12,8 +12,10 @@
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#include "pica.h"
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#include "primitive_assembly.h"
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#include "vertex_shader.h"
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#include "video_core.h"
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#include "core/hle/service/gsp_gpu.h"
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#include "core/hw/gpu.h"
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#include "core/settings.h"
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#include "debug_utils/debug_utils.h"
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@ -107,7 +109,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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bool index_u16 = index_info.format != 0;
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DebugUtils::GeometryDumper geometry_dumper;
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PrimitiveAssembler<VertexShader::OutputVertex> clipper_primitive_assembler(registers.triangle_topology.Value());
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PrimitiveAssembler<VertexShader::OutputVertex> primitive_assembler(registers.triangle_topology.Value());
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PrimitiveAssembler<DebugUtils::GeometryDumper::Vertex> dumping_primitive_assembler(registers.triangle_topology.Value());
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for (unsigned int index = 0; index < registers.num_vertices; ++index)
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@ -185,9 +187,25 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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// TODO: Add processed vertex to vertex cache!
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}
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if (Settings::values.use_hw_renderer) {
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// Send to hardware renderer
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static auto AddHWTriangle = [](const Pica::VertexShader::OutputVertex& v0,
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const Pica::VertexShader::OutputVertex& v1,
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const Pica::VertexShader::OutputVertex& v2) {
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VideoCore::g_renderer->hw_rasterizer->AddTriangle(v0, v1, v2);
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};
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primitive_assembler.SubmitVertex(output, AddHWTriangle);
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} else {
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// Send to triangle clipper
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clipper_primitive_assembler.SubmitVertex(output, Clipper::ProcessTriangle);
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primitive_assembler.SubmitVertex(output, Clipper::ProcessTriangle);
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}
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}
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if (Settings::values.use_hw_renderer) {
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VideoCore::g_renderer->hw_rasterizer->DrawTriangles();
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}
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geometry_dumper.Dump();
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if (g_debug_context)
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34
src/video_core/hwrasterizer_base.h
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34
src/video_core/hwrasterizer_base.h
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@ -0,0 +1,34 @@
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// Copyright 2015 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include "common/emu_window.h"
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#include "video_core/vertex_shader.h"
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class HWRasterizer {
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public:
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virtual ~HWRasterizer() {
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}
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/// Initialize API-specific GPU objects
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virtual void InitObjects() = 0;
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/// Set the window (context) to draw with
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virtual void SetWindow(EmuWindow* window) = 0;
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/// Converts the triangle verts to hardware data format and adds them to the current batch
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virtual void AddTriangle(const Pica::VertexShader::OutputVertex& v0,
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const Pica::VertexShader::OutputVertex& v1,
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const Pica::VertexShader::OutputVertex& v2) = 0;
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/// Draw the current batch of triangles
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virtual void DrawTriangles() = 0;
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/// Notify rasterizer that a copy within 3ds memory will occur after this notification
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virtual void NotifyPreCopy(u32 src_paddr, u32 size) = 0;
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/// Notify rasterizer that a 3ds memory region has been changed
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virtual void NotifyFlush(u32 paddr, u32 size) = 0;
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};
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@ -6,6 +6,8 @@
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#include "common/common_types.h"
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#include "video_core/hwrasterizer_base.h"
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class RendererBase : NonCopyable {
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public:
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@ -48,6 +50,8 @@ public:
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return m_current_frame;
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}
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HWRasterizer *hw_rasterizer;
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protected:
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f32 m_current_fps; ///< Current framerate, should be set by the renderer
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int m_current_frame; ///< Current frame, should be set by the renderer
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93
src/video_core/renderer_opengl/gl_pica_to_gl.h
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93
src/video_core/renderer_opengl/gl_pica_to_gl.h
Normal file
@ -0,0 +1,93 @@
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// Copyright 2015 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include "common/common_types.h"
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#include "video_core/pica.h"
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#include "generated/gl_3_2_core.h"
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namespace PicaToGL {
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static GLenum WrapMode(Pica::Regs::TextureConfig::WrapMode mode) {
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switch (mode) {
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case Pica::Regs::TextureConfig::WrapMode::ClampToEdge:
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return GL_CLAMP_TO_EDGE;
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case Pica::Regs::TextureConfig::WrapMode::Repeat:
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return GL_REPEAT;
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case Pica::Regs::TextureConfig::WrapMode::MirroredRepeat:
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return GL_MIRRORED_REPEAT;
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default:
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LOG_ERROR(Render_OpenGL, "Unknown texture wrap mode %d", mode);
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return GL_CLAMP_TO_EDGE;
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}
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}
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static GLenum BlendFunc(u32 factor)
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{
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switch (factor) {
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case Pica::registers.output_merger.alpha_blending.Zero:
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return GL_ZERO;
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case Pica::registers.output_merger.alpha_blending.One:
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return GL_ONE;
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case Pica::registers.output_merger.alpha_blending.SourceColor:
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return GL_SRC_COLOR;
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case Pica::registers.output_merger.alpha_blending.OneMinusSourceColor:
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return GL_ONE_MINUS_SRC_COLOR;
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case Pica::registers.output_merger.alpha_blending.DestColor:
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return GL_DST_COLOR;
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case Pica::registers.output_merger.alpha_blending.OneMinusDestColor:
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return GL_ONE_MINUS_DST_COLOR;
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case Pica::registers.output_merger.alpha_blending.SourceAlpha:
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return GL_SRC_ALPHA;
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case Pica::registers.output_merger.alpha_blending.OneMinusSourceAlpha:
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return GL_ONE_MINUS_SRC_ALPHA;
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case Pica::registers.output_merger.alpha_blending.DestAlpha:
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return GL_DST_ALPHA;
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case Pica::registers.output_merger.alpha_blending.OneMinusDestAlpha:
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return GL_ONE_MINUS_DST_ALPHA;
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case Pica::registers.output_merger.alpha_blending.ConstantColor:
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return GL_CONSTANT_COLOR;
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case Pica::registers.output_merger.alpha_blending.OneMinusConstantColor:
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return GL_ONE_MINUS_CONSTANT_COLOR;
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case Pica::registers.output_merger.alpha_blending.ConstantAlpha:
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return GL_CONSTANT_ALPHA;
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case Pica::registers.output_merger.alpha_blending.OneMinusConstantAlpha:
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return GL_ONE_MINUS_CONSTANT_ALPHA;
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case Pica::registers.output_merger.alpha_blending.SourceAlphaSaturate:
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return GL_SRC_ALPHA_SATURATE;
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default:
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LOG_ERROR(Render_OpenGL, "Unknown blend factor %d", factor);
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return GL_ONE;
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}
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}
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static GLenum CompareFunc(u32 func)
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{
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switch (func) {
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case Pica::registers.output_merger.Never:
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return GL_NEVER;
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case Pica::registers.output_merger.Always:
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return GL_ALWAYS;
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case Pica::registers.output_merger.Equal:
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return GL_EQUAL;
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case Pica::registers.output_merger.NotEqual:
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return GL_NOTEQUAL;
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case Pica::registers.output_merger.LessThan:
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return GL_LESS;
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case Pica::registers.output_merger.LessThanOrEqual:
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return GL_LEQUAL;
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case Pica::registers.output_merger.GreaterThan:
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return GL_GREATER;
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case Pica::registers.output_merger.GreaterThanOrEqual:
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return GL_GEQUAL;
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default:
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LOG_ERROR(Render_OpenGL, "Unknown compare function %d", func);
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return GL_ALWAYS;
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}
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}
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} // namespace
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730
src/video_core/renderer_opengl/gl_rasterizer.cpp
Normal file
730
src/video_core/renderer_opengl/gl_rasterizer.cpp
Normal file
@ -0,0 +1,730 @@
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// Copyright 2015 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "core/settings.h"
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#include "core/hw/gpu.h"
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#include "video_core/color.h"
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#include "video_core/pica.h"
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#include "video_core/utils.h"
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#include "video_core/renderer_opengl/gl_pica_to_gl.h"
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/renderer_opengl/gl_shaders.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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#include "generated/gl_3_2_core.h"
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#include <memory>
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u32 ColorFormatBytesPerPixel(u32 format) {
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switch (format) {
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case Pica::registers.framebuffer.RGBA8:
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return 4;
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case Pica::registers.framebuffer.RGB8:
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return 3;
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case Pica::registers.framebuffer.RGB5A1:
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case Pica::registers.framebuffer.RGB565:
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case Pica::registers.framebuffer.RGBA4:
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return 2;
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default:
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UNIMPLEMENTED();
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break;
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}
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return 0;
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}
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RasterizerOpenGL::RasterizerOpenGL() : last_fb_color_addr(-1), last_fb_depth_addr(-1) {
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}
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RasterizerOpenGL::~RasterizerOpenGL() {
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// Set context for automatic resource destruction
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render_window->MakeCurrent();
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}
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/// Initialize API-specific GPU objects
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void RasterizerOpenGL::InitObjects() {
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// Create the hardware shader program and get attrib/uniform locations
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shader.Create(GLShaders::g_vertex_shader_hw, GLShaders::g_fragment_shader_hw);
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attrib_position = glGetAttribLocation(shader.GetHandle(), "vert_position");
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attrib_color = glGetAttribLocation(shader.GetHandle(), "vert_color");
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attrib_texcoords = glGetAttribLocation(shader.GetHandle(), "vert_texcoords");
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uniform_alphatest_func = glGetUniformLocation(shader.GetHandle(), "alphatest_func");
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uniform_alphatest_ref = glGetUniformLocation(shader.GetHandle(), "alphatest_ref");
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uniform_tex = glGetUniformLocation(shader.GetHandle(), "tex");
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for (int i = 0; i < 6; i++) {
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auto& uniform_tev = uniform_tev_cfgs[i];
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std::string tev_ref_str = "tev_cfgs[" + std::to_string(i) + "]";
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uniform_tev.color_sources = glGetUniformLocation(shader.GetHandle(), (tev_ref_str + ".color_sources").c_str());
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uniform_tev.alpha_sources = glGetUniformLocation(shader.GetHandle(), (tev_ref_str + ".alpha_sources").c_str());
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uniform_tev.color_modifiers = glGetUniformLocation(shader.GetHandle(), (tev_ref_str + ".color_modifiers").c_str());
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uniform_tev.alpha_modifiers = glGetUniformLocation(shader.GetHandle(), (tev_ref_str + ".alpha_modifiers").c_str());
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uniform_tev.color_alpha_op = glGetUniformLocation(shader.GetHandle(), (tev_ref_str + ".color_alpha_op").c_str());
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uniform_tev.color_alpha_multiplier = glGetUniformLocation(shader.GetHandle(), (tev_ref_str + ".color_alpha_multiplier").c_str());
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uniform_tev.const_color = glGetUniformLocation(shader.GetHandle(), (tev_ref_str + ".const_color").c_str());
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uniform_tev.updates_combiner_buffer_color_alpha = glGetUniformLocation(shader.GetHandle(), (tev_ref_str + ".updates_combiner_buffer_color_alpha").c_str());
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}
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uniform_out_maps = glGetUniformLocation(shader.GetHandle(), "out_maps");
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// Generate VBO and VAO
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vertex_buffer.Create();
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vertex_array.Create();
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// Update OpenGL state
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state.draw.vertex_array = vertex_array.GetHandle();
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state.draw.vertex_buffer = vertex_buffer.GetHandle();
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state.draw.shader_program = shader.GetHandle();
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for (int i = 0; i < 3; i++) {
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state.texture_unit[i].enabled_2d = true;
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}
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state.Apply();
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// Set the texture samplers to correspond to different texture units
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glUniform1i(uniform_tex, 0);
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glUniform1i(uniform_tex + 1, 1);
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glUniform1i(uniform_tex + 2, 2);
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// Set vertex attributes
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glVertexAttribPointer(attrib_position, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position));
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glVertexAttribPointer(attrib_color, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, color));
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glVertexAttribPointer(attrib_texcoords, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord0));
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glVertexAttribPointer(attrib_texcoords + 1, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord1));
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glVertexAttribPointer(attrib_texcoords + 2, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord2));
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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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
152
src/video_core/renderer_opengl/gl_rasterizer.h
Normal file
152
src/video_core/renderer_opengl/gl_rasterizer.h
Normal file
@ -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<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;
|
||||
};
|
82
src/video_core/renderer_opengl/gl_rasterizer_cache.cpp
Normal file
82
src/video_core/renderer_opengl/gl_rasterizer_cache.cpp
Normal file
@ -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<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);
|
||||
}
|
||||
}
|
36
src/video_core/renderer_opengl/gl_rasterizer_cache.h
Normal file
36
src/video_core/renderer_opengl/gl_rasterizer_cache.h
Normal file
@ -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;
|
||||
};
|
109
src/video_core/renderer_opengl/gl_resource_manager.cpp
Normal file
109
src/video_core/renderer_opengl/gl_resource_manager.cpp
Normal file
@ -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;
|
||||
}
|
81
src/video_core/renderer_opengl/gl_resource_manager.h
Normal file
81
src/video_core/renderer_opengl/gl_resource_manager.h
Normal file
@ -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;
|
||||
};
|
@ -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;
|
||||
}
|
||||
)";
|
||||
|
||||
}
|
||||
|
162
src/video_core/renderer_opengl/gl_state.cpp
Normal file
162
src/video_core/renderer_opengl/gl_state.cpp
Normal 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;
|
||||
}
|
69
src/video_core/renderer_opengl/gl_state.h
Normal file
69
src/video_core/renderer_opengl/gl_state.h
Normal file
@ -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;
|
||||
};
|
@ -53,18 +53,22 @@ static std::array<GLfloat, 3*2> 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<GLfloat, 3 * 2> 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
|
||||
|
@ -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;
|
||||
|
Loading…
Reference in New Issue
Block a user