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- // Copyright 2014 Citra Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #include <algorithm>
- #include <cstddef>
- #include <cstdlib>
- #include <cstring>
- #include <memory>
- #include <glad/glad.h>
- #include "common/assert.h"
- #include "common/logging/log.h"
- #include "core/core.h"
- #include "core/core_timing.h"
- #include "core/frontend/emu_window.h"
- #include "core/memory.h"
- #include "core/settings.h"
- #include "core/tracer/recorder.h"
- #include "video_core/renderer_opengl/gl_rasterizer.h"
- #include "video_core/renderer_opengl/renderer_opengl.h"
- #include "video_core/utils.h"
- static const char vertex_shader[] = R"(
- #version 150 core
- in vec2 vert_position;
- in vec2 vert_tex_coord;
- out vec2 frag_tex_coord;
- // This is a truncated 3x3 matrix for 2D transformations:
- // The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
- // The third column performs translation.
- // The third row could be used for projection, which we don't need in 2D. It hence is assumed to
- // implicitly be [0, 0, 1]
- uniform mat3x2 modelview_matrix;
- void main() {
- // Multiply input position by the rotscale part of the matrix and then manually translate by
- // the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
- // to `vec3(vert_position.xy, 1.0)`
- gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0);
- frag_tex_coord = vert_tex_coord;
- }
- )";
- static const char fragment_shader[] = R"(
- #version 150 core
- in vec2 frag_tex_coord;
- out vec4 color;
- uniform sampler2D color_texture;
- void main() {
- // Swap RGBA -> ABGR so we don't have to do this on the CPU. This needs to change if we have to
- // support more framebuffer pixel formats.
- color = texture(color_texture, frag_tex_coord);
- }
- )";
- /**
- * 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; // Laid out in column-major order
- // clang-format off
- 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].
- // clang-format on
- return matrix;
- }
- ScopeAcquireGLContext::ScopeAcquireGLContext(Core::Frontend::EmuWindow& emu_window_)
- : emu_window{emu_window_} {
- if (Settings::values.use_multi_core) {
- emu_window.MakeCurrent();
- }
- }
- ScopeAcquireGLContext::~ScopeAcquireGLContext() {
- if (Settings::values.use_multi_core) {
- emu_window.DoneCurrent();
- }
- }
- RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& window)
- : VideoCore::RendererBase{window} {}
- RendererOpenGL::~RendererOpenGL() = default;
- /// Swap buffers (render frame)
- void RendererOpenGL::SwapBuffers(boost::optional<const Tegra::FramebufferConfig&> framebuffer) {
- ScopeAcquireGLContext acquire_context{render_window};
- Core::System::GetInstance().perf_stats.EndSystemFrame();
- // Maintain the rasterizer's state as a priority
- OpenGLState prev_state = OpenGLState::GetCurState();
- state.Apply();
- if (framebuffer != boost::none) {
- // If framebuffer is provided, reload it from memory to a texture
- if (screen_info.texture.width != (GLsizei)framebuffer->width ||
- screen_info.texture.height != (GLsizei)framebuffer->height ||
- screen_info.texture.pixel_format != framebuffer->pixel_format) {
- // 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(screen_info.texture, *framebuffer);
- }
- // Load the framebuffer from memory, draw it to the screen, and swap buffers
- LoadFBToScreenInfo(*framebuffer);
- DrawScreen();
- render_window.SwapBuffers();
- }
- render_window.PollEvents();
- Core::System::GetInstance().frame_limiter.DoFrameLimiting(CoreTiming::GetGlobalTimeUs());
- Core::System::GetInstance().perf_stats.BeginSystemFrame();
- // Restore the rasterizer state
- prev_state.Apply();
- }
- /**
- * Loads framebuffer from emulated memory into the active OpenGL texture.
- */
- void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) {
- const u32 bytes_per_pixel{Tegra::FramebufferConfig::BytesPerPixel(framebuffer.pixel_format)};
- const u64 size_in_bytes{framebuffer.stride * framebuffer.height * bytes_per_pixel};
- const VAddr framebuffer_addr{framebuffer.address + framebuffer.offset};
- // Framebuffer orientation handling
- framebuffer_transform_flags = framebuffer.transform_flags;
- framebuffer_crop_rect = framebuffer.crop_rect;
- // Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default
- // only allows rows to have a memory alignement of 4.
- ASSERT(framebuffer.stride % 4 == 0);
- if (!rasterizer->AccelerateDisplay(framebuffer, framebuffer_addr, framebuffer.stride)) {
- // Reset the screen info's display texture to its own permanent texture
- screen_info.display_texture = screen_info.texture.resource.handle;
- Memory::RasterizerFlushVirtualRegion(framebuffer_addr, size_in_bytes,
- Memory::FlushMode::Flush);
- VideoCore::MortonCopyPixels128(framebuffer.width, framebuffer.height, bytes_per_pixel, 4,
- Memory::GetPointer(framebuffer_addr),
- gl_framebuffer_data.data(), true);
- state.texture_units[0].texture_2d = screen_info.texture.resource.handle;
- state.Apply();
- glActiveTexture(GL_TEXTURE0);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast<GLint>(framebuffer.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 yuzu 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,
- screen_info.texture.gl_format, screen_info.texture.gl_type,
- gl_framebuffer_data.data());
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
- state.texture_units[0].texture_2d = 0;
- state.Apply();
- }
- }
- /**
- * Fills active OpenGL texture with the given RGB color. Since the color is solid, the texture can
- * be 1x1 but will stretch across whatever it's rendered on.
- */
- void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
- const TextureInfo& texture) {
- state.texture_units[0].texture_2d = texture.resource.handle;
- state.Apply();
- glActiveTexture(GL_TEXTURE0);
- u8 framebuffer_data[4] = {color_a, color_b, color_g, color_r};
- // Update existing texture
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, framebuffer_data);
- state.texture_units[0].texture_2d = 0;
- state.Apply();
- }
- /**
- * Initializes the OpenGL state and creates persistent objects.
- */
- void RendererOpenGL::InitOpenGLObjects() {
- glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue,
- 0.0f);
- // Link shaders and get variable locations
- shader.CreateFromSource(vertex_shader, nullptr, fragment_shader);
- state.draw.shader_program = shader.handle;
- state.Apply();
- uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
- uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture");
- attrib_position = glGetAttribLocation(shader.handle, "vert_position");
- attrib_tex_coord = glGetAttribLocation(shader.handle, "vert_tex_coord");
- // Generate VBO handle for drawing
- vertex_buffer.Create();
- // Generate VAO
- vertex_array.Create();
- state.draw.vertex_array = vertex_array.handle;
- state.draw.vertex_buffer = vertex_buffer.handle;
- state.draw.uniform_buffer = 0;
- state.Apply();
- // Attach vertex data to VAO
- 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 the screen
- screen_info.texture.resource.Create();
- // Allocation of storage is deferred until the first frame, when we
- // know the framebuffer size.
- state.texture_units[0].texture_2d = screen_info.texture.resource.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);
- screen_info.display_texture = screen_info.texture.resource.handle;
- state.texture_units[0].texture_2d = 0;
- state.Apply();
- // Clear screen to black
- LoadColorToActiveGLTexture(0, 0, 0, 0, screen_info.texture);
- }
- void RendererOpenGL::CreateRasterizer() {
- if (rasterizer) {
- return;
- }
- rasterizer = std::make_unique<RasterizerOpenGL>(render_window, screen_info);
- }
- void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
- const Tegra::FramebufferConfig& framebuffer) {
- texture.width = framebuffer.width;
- texture.height = framebuffer.height;
- GLint internal_format;
- switch (framebuffer.pixel_format) {
- case Tegra::FramebufferConfig::PixelFormat::ABGR8:
- internal_format = GL_RGBA;
- texture.gl_format = GL_RGBA;
- texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV;
- gl_framebuffer_data.resize(texture.width * texture.height * 4);
- break;
- default:
- UNREACHABLE();
- }
- state.texture_units[0].texture_2d = texture.resource.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);
- state.texture_units[0].texture_2d = 0;
- state.Apply();
- }
- void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x, float y, float w,
- float h) {
- const auto& texcoords = screen_info.display_texcoords;
- auto left = texcoords.left;
- auto right = texcoords.right;
- if (framebuffer_transform_flags != Tegra::FramebufferConfig::TransformFlags::Unset) {
- if (framebuffer_transform_flags == Tegra::FramebufferConfig::TransformFlags::FlipV) {
- // Flip the framebuffer vertically
- left = texcoords.right;
- right = texcoords.left;
- } else {
- // Other transformations are unsupported
- LOG_CRITICAL(Render_OpenGL, "Unsupported framebuffer_transform_flags={}",
- static_cast<u32>(framebuffer_transform_flags));
- UNIMPLEMENTED();
- }
- }
- ASSERT_MSG(framebuffer_crop_rect.top == 0, "Unimplemented");
- ASSERT_MSG(framebuffer_crop_rect.left == 0, "Unimplemented");
- // Scale the output by the crop width/height. This is commonly used with 1280x720 rendering
- // (e.g. handheld mode) on a 1920x1080 framebuffer.
- f32 scale_u = 1.f, scale_v = 1.f;
- if (framebuffer_crop_rect.GetWidth() > 0) {
- scale_u = static_cast<f32>(framebuffer_crop_rect.GetWidth()) / screen_info.texture.width;
- }
- if (framebuffer_crop_rect.GetHeight() > 0) {
- scale_v = static_cast<f32>(framebuffer_crop_rect.GetHeight()) / screen_info.texture.height;
- }
- std::array<ScreenRectVertex, 4> vertices = {{
- ScreenRectVertex(x, y, texcoords.top * scale_u, left * scale_v),
- ScreenRectVertex(x + w, y, texcoords.bottom * scale_u, left * scale_v),
- ScreenRectVertex(x, y + h, texcoords.top * scale_u, right * scale_v),
- ScreenRectVertex(x + w, y + h, texcoords.bottom * scale_u, right * scale_v),
- }};
- state.texture_units[0].texture_2d = screen_info.display_texture;
- state.texture_units[0].swizzle = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
- state.Apply();
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data());
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- state.texture_units[0].texture_2d = 0;
- state.Apply();
- }
- /**
- * Draws the emulated screens to the emulator window.
- */
- void RendererOpenGL::DrawScreen() {
- const auto& layout = render_window.GetFramebufferLayout();
- const auto& screen = layout.screen;
- glViewport(0, 0, layout.width, layout.height);
- glClear(GL_COLOR_BUFFER_BIT);
- // Set projection matrix
- std::array<GLfloat, 3 * 2> ortho_matrix =
- MakeOrthographicMatrix((float)layout.width, (float)layout.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);
- DrawScreenTriangles(screen_info, (float)screen.left, (float)screen.top,
- (float)screen.GetWidth(), (float)screen.GetHeight());
- m_current_frame++;
- }
- /// Updates the framerate
- void RendererOpenGL::UpdateFramerate() {}
- static const char* GetSource(GLenum source) {
- #define RET(s) \
- case GL_DEBUG_SOURCE_##s: \
- return #s
- switch (source) {
- RET(API);
- RET(WINDOW_SYSTEM);
- RET(SHADER_COMPILER);
- RET(THIRD_PARTY);
- RET(APPLICATION);
- RET(OTHER);
- default:
- UNREACHABLE();
- }
- #undef RET
- }
- static const char* GetType(GLenum type) {
- #define RET(t) \
- case GL_DEBUG_TYPE_##t: \
- return #t
- switch (type) {
- RET(ERROR);
- RET(DEPRECATED_BEHAVIOR);
- RET(UNDEFINED_BEHAVIOR);
- RET(PORTABILITY);
- RET(PERFORMANCE);
- RET(OTHER);
- RET(MARKER);
- default:
- UNREACHABLE();
- }
- #undef RET
- }
- static 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_TRACE(Render_OpenGL, format, str_source, str_type, id, message);
- break;
- }
- }
- /// Initialize the renderer
- bool RendererOpenGL::Init() {
- ScopeAcquireGLContext acquire_context{render_window};
- if (GLAD_GL_KHR_debug) {
- glEnable(GL_DEBUG_OUTPUT);
- glDebugMessageCallback(DebugHandler, nullptr);
- }
- const char* gl_version{reinterpret_cast<char const*>(glGetString(GL_VERSION))};
- const char* gpu_vendor{reinterpret_cast<char const*>(glGetString(GL_VENDOR))};
- const char* gpu_model{reinterpret_cast<char const*>(glGetString(GL_RENDERER))};
- LOG_INFO(Render_OpenGL, "GL_VERSION: {}", gl_version);
- LOG_INFO(Render_OpenGL, "GL_VENDOR: {}", gpu_vendor);
- LOG_INFO(Render_OpenGL, "GL_RENDERER: {}", gpu_model);
- Core::Telemetry().AddField(Telemetry::FieldType::UserSystem, "GPU_Vendor", gpu_vendor);
- Core::Telemetry().AddField(Telemetry::FieldType::UserSystem, "GPU_Model", gpu_model);
- Core::Telemetry().AddField(Telemetry::FieldType::UserSystem, "GPU_OpenGL_Version", gl_version);
- if (!GLAD_GL_VERSION_3_3) {
- return false;
- }
- InitOpenGLObjects();
- CreateRasterizer();
- return true;
- }
- /// Shutdown the renderer
- void RendererOpenGL::ShutDown() {}
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