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@@ -5,8 +5,11 @@
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#include <algorithm>
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#include <algorithm>
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#include <cstddef>
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#include <cstddef>
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#include <cstdlib>
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#include <cstdlib>
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+#include <cstring>
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#include <memory>
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#include <memory>
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+
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#include <glad/glad.h>
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#include <glad/glad.h>
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+
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#include "common/assert.h"
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#include "common/assert.h"
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#include "common/logging/log.h"
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#include "common/logging/log.h"
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#include "common/microprofile.h"
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#include "common/microprofile.h"
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@@ -25,6 +28,8 @@
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namespace OpenGL {
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namespace OpenGL {
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+namespace {
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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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// 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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// to wait on available presentation frames.
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constexpr std::size_t SWAP_CHAIN_SIZE = 3;
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constexpr std::size_t SWAP_CHAIN_SIZE = 3;
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@@ -41,6 +46,159 @@ struct Frame {
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bool is_srgb{}; /// Framebuffer is sRGB or RGB
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bool is_srgb{}; /// Framebuffer is sRGB or RGB
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};
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};
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+constexpr char VERTEX_SHADER[] = R"(
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+#version 430 core
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+
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+out gl_PerVertex {
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+ vec4 gl_Position;
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+};
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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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+
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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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+
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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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+
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+constexpr char FRAGMENT_SHADER[] = R"(
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+#version 430 core
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+
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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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+
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+layout (binding = 0) uniform sampler2D color_texture;
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+
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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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+
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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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+
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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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+
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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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+/// Returns true if any debug tool is attached
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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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+ if (nsight) {
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+ return true;
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+ }
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+
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+ GLint num_extensions;
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+ glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions);
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+ for (GLuint index = 0; index < static_cast<GLuint>(num_extensions); ++index) {
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+ const auto name = reinterpret_cast<const char*>(glGetStringi(GL_EXTENSIONS, index));
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+ if (!std::strcmp(name, "GL_EXT_debug_tool")) {
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+ return true;
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+ }
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+ }
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+ return false;
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+}
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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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+
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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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+
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+ return matrix;
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+}
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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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+
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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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+
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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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+
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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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+
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+} // Anonymous namespace
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+
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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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* but also make sure that rendering happens at the pace that the frontend dictates. This is a
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* but also make sure that rendering happens at the pace that the frontend dictates. This is a
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@@ -56,7 +214,7 @@ public:
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std::deque<Frame*> present_queue;
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std::deque<Frame*> present_queue;
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Frame* previous_frame{};
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Frame* previous_frame{};
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- FrameMailbox() : has_debug_tool{Device().HasDebugTool()} {
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+ FrameMailbox() : has_debug_tool{HasDebugTool()} {
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for (auto& frame : swap_chain) {
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for (auto& frame : swap_chain) {
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free_queue.push(&frame);
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free_queue.push(&frame);
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}
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}
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@@ -188,143 +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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-
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-constexpr char VERTEX_SHADER[] = R"(
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-#version 430 core
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-
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-out gl_PerVertex {
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- vec4 gl_Position;
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-};
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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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-
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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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-
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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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-
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-constexpr char FRAGMENT_SHADER[] = R"(
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-#version 430 core
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-
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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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-
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-layout (binding = 0) uniform sampler2D color_texture;
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-
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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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-
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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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-
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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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-
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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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-/**
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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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-
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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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-
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- return matrix;
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-}
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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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-
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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:
|
|
|
|
|
- return "MARKER";
|
|
|
|
|
- default:
|
|
|
|
|
- UNREACHABLE();
|
|
|
|
|
- return "Unknown type";
|
|
|
|
|
- }
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length,
|
|
|
|
|
- const GLchar* message, const void* user_param) {
|
|
|
|
|
- const char format[] = "{} {} {}: {}";
|
|
|
|
|
- const char* const str_source = GetSource(source);
|
|
|
|
|
- const char* const str_type = GetType(type);
|
|
|
|
|
-
|
|
|
|
|
- switch (severity) {
|
|
|
|
|
- case GL_DEBUG_SEVERITY_HIGH:
|
|
|
|
|
- LOG_CRITICAL(Render_OpenGL, format, str_source, str_type, id, message);
|
|
|
|
|
- break;
|
|
|
|
|
- case GL_DEBUG_SEVERITY_MEDIUM:
|
|
|
|
|
- LOG_WARNING(Render_OpenGL, format, str_source, str_type, id, message);
|
|
|
|
|
- break;
|
|
|
|
|
- case GL_DEBUG_SEVERITY_NOTIFICATION:
|
|
|
|
|
- case GL_DEBUG_SEVERITY_LOW:
|
|
|
|
|
- LOG_DEBUG(Render_OpenGL, format, str_source, str_type, id, message);
|
|
|
|
|
- break;
|
|
|
|
|
- }
|
|
|
|
|
-}
|
|
|
|
|
-
|
|
|
|
|
-} // Anonymous namespace
|
|
|
|
|
-
|
|
|
|
|
RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system)
|
|
RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system)
|
|
|
: VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system},
|
|
: VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system},
|
|
|
frame_mailbox{std::make_unique<FrameMailbox>()} {}
|
|
frame_mailbox{std::make_unique<FrameMailbox>()} {}
|