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- // Copyright 2014 Citra Emulator Project
- // Licensed under GPLv2
- // Refer to the license.txt file included.
- #include "core/hw/gpu.h"
- #include "core/mem_map.h"
- #include "common/emu_window.h"
- #include "video_core/video_core.h"
- #include "video_core/renderer_opengl/renderer_opengl.h"
- #include "video_core/renderer_opengl/gl_shader_util.h"
- #include "video_core/renderer_opengl/gl_shaders.h"
- #include <algorithm>
- /**
- * Vertex structure that the drawn screen rectangles are composed of.
- */
- struct ScreenRectVertex {
- ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) {
- position[0] = x;
- position[1] = y;
- tex_coord[0] = u;
- tex_coord[1] = v;
- }
- GLfloat position[2];
- GLfloat tex_coord[2];
- };
- /**
- * Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left
- * corner and (width, height) on the lower-bottom.
- *
- * The projection part of the matrix is trivial, hence these operations are represented
- * by a 3x2 matrix.
- */
- static std::array<GLfloat, 3*2> MakeOrthographicMatrix(const float width, const float height) {
- std::array<GLfloat, 3*2> matrix;
- matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
- matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f;
- // Last matrix row is implicitly assumed to be [0, 0, 1].
- return matrix;
- }
- /// RendererOpenGL constructor
- RendererOpenGL::RendererOpenGL() {
- resolution_width = std::max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
- resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
- }
- /// RendererOpenGL destructor
- RendererOpenGL::~RendererOpenGL() {
- }
- /// Swap buffers (render frame)
- void RendererOpenGL::SwapBuffers() {
- render_window->MakeCurrent();
- for(int i : {0, 1}) {
- const auto& framebuffer = GPU::g_regs.framebuffer_config[i];
- if (textures[i].width != framebuffer.width || textures[i].height != framebuffer.height) {
- // Reallocate texture if the framebuffer size has changed.
- // This is expected to not happen very often and hence should not be a
- // performance problem.
- glBindTexture(GL_TEXTURE_2D, textures[i].handle);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, framebuffer.width, framebuffer.height, 0,
- GL_BGR, GL_UNSIGNED_BYTE, nullptr);
- textures[i].width = framebuffer.width;
- textures[i].height = framebuffer.height;
- }
- LoadFBToActiveGLTexture(GPU::g_regs.framebuffer_config[i], textures[i]);
- }
- DrawScreens();
- // Swap buffers
- render_window->PollEvents();
- render_window->SwapBuffers();
- }
- /**
- * Loads framebuffer from emulated memory into the active OpenGL texture.
- */
- void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
- const TextureInfo& texture) {
- const VAddr framebuffer_vaddr = Memory::PhysicalToVirtualAddress(
- framebuffer.active_fb == 1 ? framebuffer.address_left2 : framebuffer.address_left1);
- DEBUG_LOG(GPU, "0x%08x bytes from 0x%08x(%dx%d), fmt %x",
- framebuffer.stride * framebuffer.height,
- framebuffer_vaddr, (int)framebuffer.width,
- (int)framebuffer.height, (int)framebuffer.format);
- const u8* framebuffer_data = Memory::GetPointer(framebuffer_vaddr);
- // TODO: Handle other pixel formats
- _dbg_assert_msg_(RENDER, framebuffer.color_format == GPU::Regs::PixelFormat::RGB8,
- "Unsupported 3DS pixel format.");
- size_t pixel_stride = framebuffer.stride / 3;
- // OpenGL only supports specifying a stride in units of pixels, not bytes, unfortunately
- _dbg_assert_(RENDER, pixel_stride * 3 == framebuffer.stride);
- // Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default
- // only allows rows to have a memory alignement of 4.
- _dbg_assert_(RENDER, pixel_stride % 4 == 0);
- glBindTexture(GL_TEXTURE_2D, texture.handle);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)pixel_stride);
- // Update existing texture
- // TODO: Test what happens on hardware when you change the framebuffer dimensions so that they
- // differ from the LCD resolution.
- // TODO: Applications could theoretically crash Citra here by specifying too large
- // framebuffer sizes. We should make sure that this cannot happen.
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer.width, framebuffer.height,
- GL_BGR, GL_UNSIGNED_BYTE, framebuffer_data);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
- glBindTexture(GL_TEXTURE_2D, 0);
- }
- /**
- * Initializes the OpenGL state and creates persistent objects.
- */
- void RendererOpenGL::InitOpenGLObjects() {
- glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
- glDisable(GL_DEPTH_TEST);
- // Link shaders and get variable locations
- program_id = ShaderUtil::LoadShaders(GLShaders::g_vertex_shader, GLShaders::g_fragment_shader);
- uniform_modelview_matrix = glGetUniformLocation(program_id, "modelview_matrix");
- uniform_color_texture = glGetUniformLocation(program_id, "color_texture");
- attrib_position = glGetAttribLocation(program_id, "vert_position");
- attrib_tex_coord = glGetAttribLocation(program_id, "vert_tex_coord");
- // Generate VBO handle for drawing
- glGenBuffers(1, &vertex_buffer_handle);
- // Generate VAO
- glGenVertexArrays(1, &vertex_array_handle);
- glBindVertexArray(vertex_array_handle);
- // 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));
- glEnableVertexAttribArray(attrib_position);
- glEnableVertexAttribArray(attrib_tex_coord);
- // Allocate textures for each screen
- for (auto& texture : textures) {
- glGenTextures(1, &texture.handle);
- // Allocation of storage is deferred until the first frame, when we
- // know the framebuffer size.
- glBindTexture(GL_TEXTURE_2D, texture.handle);
- 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);
- }
- /**
- * Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD rotation.
- */
- void RendererOpenGL::DrawSingleScreenRotated(const TextureInfo& texture, float x, float y, float w, float h) {
- std::array<ScreenRectVertex, 4> vertices = {
- ScreenRectVertex(x, y, 1.f, 0.f),
- ScreenRectVertex(x+w, y, 1.f, 1.f),
- ScreenRectVertex(x, y+h, 0.f, 0.f),
- ScreenRectVertex(x+w, y+h, 0.f, 1.f),
- };
- glBindTexture(GL_TEXTURE_2D, texture.handle);
- glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_handle);
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data());
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- }
- /**
- * Draws the emulated screens to the emulator window.
- */
- void RendererOpenGL::DrawScreens() {
- auto viewport_extent = GetViewportExtent();
- glViewport(viewport_extent.left, viewport_extent.top, viewport_extent.GetWidth(), viewport_extent.GetHeight()); // TODO: Or bottom?
- glClear(GL_COLOR_BUFFER_BIT);
- glUseProgram(program_id);
- // Set projection matrix
- std::array<GLfloat, 3*2> ortho_matrix = MakeOrthographicMatrix((float)resolution_width, (float)resolution_height);
- glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
- // Bind texture in Texture Unit 0
- glActiveTexture(GL_TEXTURE0);
- glUniform1i(uniform_color_texture, 0);
- const float max_width = std::max((float)VideoCore::kScreenTopWidth, (float)VideoCore::kScreenBottomWidth);
- const float top_x = 0.5f * (max_width - VideoCore::kScreenTopWidth);
- const float bottom_x = 0.5f * (max_width - VideoCore::kScreenBottomWidth);
- DrawSingleScreenRotated(textures[0], top_x, 0,
- (float)VideoCore::kScreenTopWidth, (float)VideoCore::kScreenTopHeight);
- DrawSingleScreenRotated(textures[1], bottom_x, (float)VideoCore::kScreenTopHeight,
- (float)VideoCore::kScreenBottomWidth, (float)VideoCore::kScreenBottomHeight);
- m_current_frame++;
- }
- /// Updates the framerate
- void RendererOpenGL::UpdateFramerate() {
- }
- /**
- * Set the emulator window to use for renderer
- * @param window EmuWindow handle to emulator window to use for rendering
- */
- void RendererOpenGL::SetWindow(EmuWindow* window) {
- render_window = window;
- }
- MathUtil::Rectangle<unsigned> RendererOpenGL::GetViewportExtent() {
- unsigned framebuffer_width;
- unsigned framebuffer_height;
- std::tie(framebuffer_width, framebuffer_height) = render_window->GetFramebufferSize();
- float window_aspect_ratio = static_cast<float>(framebuffer_height) / framebuffer_width;
- float emulation_aspect_ratio = static_cast<float>(resolution_height) / resolution_width;
- MathUtil::Rectangle<unsigned> viewport_extent;
- if (window_aspect_ratio > emulation_aspect_ratio) {
- // Window is narrower than the emulation content => apply borders to the top and bottom
- unsigned viewport_height = emulation_aspect_ratio * framebuffer_width;
- viewport_extent.left = 0;
- viewport_extent.top = (framebuffer_height - viewport_height) / 2;
- viewport_extent.right = viewport_extent.left + framebuffer_width;
- viewport_extent.bottom = viewport_extent.top + viewport_height;
- } else {
- // Otherwise, apply borders to the left and right sides of the window.
- unsigned viewport_width = framebuffer_height / emulation_aspect_ratio;
- viewport_extent.left = (framebuffer_width - viewport_width) / 2;
- viewport_extent.top = 0;
- viewport_extent.right = viewport_extent.left + viewport_width;
- viewport_extent.bottom = viewport_extent.top + framebuffer_height;
- }
- return viewport_extent;
- }
- /// Initialize the renderer
- void RendererOpenGL::Init() {
- render_window->MakeCurrent();
- int err = ogl_LoadFunctions();
- if (ogl_LOAD_SUCCEEDED != err) {
- ERROR_LOG(RENDER, "Failed to initialize GL functions! Exiting...");
- exit(-1);
- }
- NOTICE_LOG(RENDER, "GL_VERSION: %s\n", glGetString(GL_VERSION));
- InitOpenGLObjects();
- }
- /// Shutdown the renderer
- void RendererOpenGL::ShutDown() {
- }
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