mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2024-11-15 23:40:05 +00:00
renderer_opengl: Move some logic to an anonymous namespace
This commit is contained in:
parent
311d2fc768
commit
53d673a7d3
@ -28,6 +28,76 @@
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namespace OpenGL {
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namespace OpenGL {
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namespace {
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// If the size of this is too small, it ends up creating a soft cap on FPS as the renderer will have
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// to wait on available presentation frames.
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constexpr std::size_t SWAP_CHAIN_SIZE = 3;
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struct Frame {
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u32 width{}; /// Width of the frame (to detect resize)
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u32 height{}; /// Height of the frame
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bool color_reloaded{}; /// Texture attachment was recreated (ie: resized)
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OpenGL::OGLRenderbuffer color{}; /// Buffer shared between the render/present FBO
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OpenGL::OGLFramebuffer render{}; /// FBO created on the render thread
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OpenGL::OGLFramebuffer present{}; /// FBO created on the present thread
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GLsync render_fence{}; /// Fence created on the render thread
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GLsync present_fence{}; /// Fence created on the presentation thread
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bool is_srgb{}; /// Framebuffer is sRGB or RGB
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};
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constexpr char VERTEX_SHADER[] = R"(
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#version 430 core
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out gl_PerVertex {
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vec4 gl_Position;
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};
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layout (location = 0) in vec2 vert_position;
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layout (location = 1) in vec2 vert_tex_coord;
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layout (location = 0) out vec2 frag_tex_coord;
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// This is a truncated 3x3 matrix for 2D transformations:
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// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
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// The third column performs translation.
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// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
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// implicitly be [0, 0, 1]
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layout (location = 0) uniform mat3x2 modelview_matrix;
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void main() {
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// Multiply input position by the rotscale part of the matrix and then manually translate by
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// the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
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// to `vec3(vert_position.xy, 1.0)`
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gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0);
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frag_tex_coord = vert_tex_coord;
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}
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)";
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constexpr char FRAGMENT_SHADER[] = R"(
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#version 430 core
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layout (location = 0) in vec2 frag_tex_coord;
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layout (location = 0) out vec4 color;
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layout (binding = 0) uniform sampler2D color_texture;
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void main() {
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color = vec4(texture(color_texture, frag_tex_coord).rgb, 1.0f);
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}
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)";
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constexpr GLint PositionLocation = 0;
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constexpr GLint TexCoordLocation = 1;
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constexpr GLint ModelViewMatrixLocation = 0;
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struct ScreenRectVertex {
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constexpr ScreenRectVertex(u32 x, u32 y, GLfloat u, GLfloat v)
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: position{{static_cast<GLfloat>(x), static_cast<GLfloat>(y)}}, tex_coord{{u, v}} {}
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std::array<GLfloat, 2> position;
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std::array<GLfloat, 2> tex_coord;
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};
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/// Returns true if any debug tool is attached
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/// Returns true if any debug tool is attached
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bool HasDebugTool() {
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bool HasDebugTool() {
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const bool nsight = std::getenv("NVTX_INJECTION64_PATH") || std::getenv("NSIGHT_LAUNCHED");
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const bool nsight = std::getenv("NVTX_INJECTION64_PATH") || std::getenv("NSIGHT_LAUNCHED");
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@ -46,21 +116,88 @@ bool HasDebugTool() {
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return false;
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return false;
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}
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}
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// If the size of this is too small, it ends up creating a soft cap on FPS as the renderer will have
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/**
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// to wait on available presentation frames.
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* Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left
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constexpr std::size_t SWAP_CHAIN_SIZE = 3;
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* corner and (width, height) on the lower-bottom.
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*
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* The projection part of the matrix is trivial, hence these operations are represented
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* by a 3x2 matrix.
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*/
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std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(float width, float height) {
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std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
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struct Frame {
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// clang-format off
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u32 width{}; /// Width of the frame (to detect resize)
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matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
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u32 height{}; /// Height of the frame
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matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f;
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bool color_reloaded{}; /// Texture attachment was recreated (ie: resized)
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// Last matrix row is implicitly assumed to be [0, 0, 1].
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OpenGL::OGLRenderbuffer color{}; /// Buffer shared between the render/present FBO
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// clang-format on
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OpenGL::OGLFramebuffer render{}; /// FBO created on the render thread
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OpenGL::OGLFramebuffer present{}; /// FBO created on the present thread
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return matrix;
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GLsync render_fence{}; /// Fence created on the render thread
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}
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GLsync present_fence{}; /// Fence created on the presentation thread
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bool is_srgb{}; /// Framebuffer is sRGB or RGB
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const char* GetSource(GLenum source) {
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};
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switch (source) {
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case GL_DEBUG_SOURCE_API:
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return "API";
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case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
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return "WINDOW_SYSTEM";
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case GL_DEBUG_SOURCE_SHADER_COMPILER:
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return "SHADER_COMPILER";
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case GL_DEBUG_SOURCE_THIRD_PARTY:
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return "THIRD_PARTY";
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case GL_DEBUG_SOURCE_APPLICATION:
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return "APPLICATION";
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case GL_DEBUG_SOURCE_OTHER:
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return "OTHER";
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default:
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UNREACHABLE();
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return "Unknown source";
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}
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}
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const char* GetType(GLenum type) {
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switch (type) {
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case GL_DEBUG_TYPE_ERROR:
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return "ERROR";
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case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
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return "DEPRECATED_BEHAVIOR";
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case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
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return "UNDEFINED_BEHAVIOR";
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case GL_DEBUG_TYPE_PORTABILITY:
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return "PORTABILITY";
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case GL_DEBUG_TYPE_PERFORMANCE:
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return "PERFORMANCE";
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case GL_DEBUG_TYPE_OTHER:
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return "OTHER";
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case GL_DEBUG_TYPE_MARKER:
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return "MARKER";
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default:
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UNREACHABLE();
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return "Unknown type";
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}
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}
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void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length,
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const GLchar* message, const void* user_param) {
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const char format[] = "{} {} {}: {}";
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const char* const str_source = GetSource(source);
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const char* const str_type = GetType(type);
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switch (severity) {
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case GL_DEBUG_SEVERITY_HIGH:
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LOG_CRITICAL(Render_OpenGL, format, str_source, str_type, id, message);
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break;
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case GL_DEBUG_SEVERITY_MEDIUM:
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LOG_WARNING(Render_OpenGL, format, str_source, str_type, id, message);
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break;
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case GL_DEBUG_SEVERITY_NOTIFICATION:
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case GL_DEBUG_SEVERITY_LOW:
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LOG_DEBUG(Render_OpenGL, format, str_source, str_type, id, message);
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break;
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}
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}
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} // Anonymous namespace
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/**
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/**
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* For smooth Vsync rendering, we want to always present the latest frame that the core generates,
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* For smooth Vsync rendering, we want to always present the latest frame that the core generates,
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@ -209,143 +346,6 @@ private:
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}
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}
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};
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};
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namespace {
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constexpr char VERTEX_SHADER[] = R"(
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#version 430 core
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out gl_PerVertex {
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vec4 gl_Position;
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};
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layout (location = 0) in vec2 vert_position;
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layout (location = 1) in vec2 vert_tex_coord;
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layout (location = 0) out vec2 frag_tex_coord;
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// This is a truncated 3x3 matrix for 2D transformations:
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// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
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// The third column performs translation.
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// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
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// implicitly be [0, 0, 1]
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layout (location = 0) uniform mat3x2 modelview_matrix;
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void main() {
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// Multiply input position by the rotscale part of the matrix and then manually translate by
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// the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
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// to `vec3(vert_position.xy, 1.0)`
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gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0);
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frag_tex_coord = vert_tex_coord;
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}
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)";
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constexpr char FRAGMENT_SHADER[] = R"(
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#version 430 core
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layout (location = 0) in vec2 frag_tex_coord;
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layout (location = 0) out vec4 color;
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layout (binding = 0) uniform sampler2D color_texture;
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void main() {
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color = vec4(texture(color_texture, frag_tex_coord).rgb, 1.0f);
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}
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)";
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constexpr GLint PositionLocation = 0;
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constexpr GLint TexCoordLocation = 1;
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constexpr GLint ModelViewMatrixLocation = 0;
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struct ScreenRectVertex {
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constexpr ScreenRectVertex(u32 x, u32 y, GLfloat u, GLfloat v)
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: position{{static_cast<GLfloat>(x), static_cast<GLfloat>(y)}}, tex_coord{{u, v}} {}
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std::array<GLfloat, 2> position;
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std::array<GLfloat, 2> tex_coord;
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};
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/**
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* Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left
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* corner and (width, height) on the lower-bottom.
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*
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* The projection part of the matrix is trivial, hence these operations are represented
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* by a 3x2 matrix.
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*/
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std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(float width, float height) {
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std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
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// clang-format off
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matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
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matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f;
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// Last matrix row is implicitly assumed to be [0, 0, 1].
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// clang-format on
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return matrix;
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}
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const char* GetSource(GLenum source) {
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switch (source) {
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case GL_DEBUG_SOURCE_API:
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return "API";
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case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
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return "WINDOW_SYSTEM";
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case GL_DEBUG_SOURCE_SHADER_COMPILER:
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return "SHADER_COMPILER";
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case GL_DEBUG_SOURCE_THIRD_PARTY:
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return "THIRD_PARTY";
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case GL_DEBUG_SOURCE_APPLICATION:
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return "APPLICATION";
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case GL_DEBUG_SOURCE_OTHER:
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return "OTHER";
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default:
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UNREACHABLE();
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return "Unknown source";
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}
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}
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const char* GetType(GLenum type) {
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switch (type) {
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case GL_DEBUG_TYPE_ERROR:
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return "ERROR";
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case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
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return "DEPRECATED_BEHAVIOR";
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case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
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return "UNDEFINED_BEHAVIOR";
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case GL_DEBUG_TYPE_PORTABILITY:
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return "PORTABILITY";
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case GL_DEBUG_TYPE_PERFORMANCE:
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return "PERFORMANCE";
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case GL_DEBUG_TYPE_OTHER:
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return "OTHER";
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case GL_DEBUG_TYPE_MARKER:
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return "MARKER";
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default:
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UNREACHABLE();
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return "Unknown type";
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}
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}
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void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length,
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const GLchar* message, const void* user_param) {
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const char format[] = "{} {} {}: {}";
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const char* const str_source = GetSource(source);
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const char* const str_type = GetType(type);
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switch (severity) {
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case GL_DEBUG_SEVERITY_HIGH:
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LOG_CRITICAL(Render_OpenGL, format, str_source, str_type, id, message);
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break;
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case GL_DEBUG_SEVERITY_MEDIUM:
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LOG_WARNING(Render_OpenGL, format, str_source, str_type, id, message);
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break;
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case GL_DEBUG_SEVERITY_NOTIFICATION:
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case GL_DEBUG_SEVERITY_LOW:
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LOG_DEBUG(Render_OpenGL, format, str_source, str_type, id, message);
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break;
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}
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}
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} // Anonymous namespace
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RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system)
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RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system)
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: VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system},
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: VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system},
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frame_mailbox{std::make_unique<FrameMailbox>()} {}
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frame_mailbox{std::make_unique<FrameMailbox>()} {}
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