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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 <memory>
- #include <glad/glad.h>
- #include "common/assert.h"
- #include "common/logging/log.h"
- #include "common/microprofile.h"
- #include "common/telemetry.h"
- #include "core/core.h"
- #include "core/core_timing.h"
- #include "core/frontend/emu_window.h"
- #include "core/memory.h"
- #include "core/perf_stats.h"
- #include "core/settings.h"
- #include "core/telemetry_session.h"
- #include "video_core/morton.h"
- #include "video_core/renderer_opengl/gl_rasterizer.h"
- #include "video_core/renderer_opengl/renderer_opengl.h"
- namespace OpenGL {
- // If the size of this is too small, it ends up creating a soft cap on FPS as the renderer will have
- // to wait on available presentation frames.
- constexpr std::size_t SWAP_CHAIN_SIZE = 3;
- struct Frame {
- u32 width{}; /// Width of the frame (to detect resize)
- u32 height{}; /// Height of the frame
- bool color_reloaded{}; /// Texture attachment was recreated (ie: resized)
- OpenGL::OGLRenderbuffer color{}; /// Buffer shared between the render/present FBO
- OpenGL::OGLFramebuffer render{}; /// FBO created on the render thread
- OpenGL::OGLFramebuffer present{}; /// FBO created on the present thread
- GLsync render_fence{}; /// Fence created on the render thread
- GLsync present_fence{}; /// Fence created on the presentation thread
- bool is_srgb{}; /// Framebuffer is sRGB or RGB
- };
- /**
- * For smooth Vsync rendering, we want to always present the latest frame that the core generates,
- * but also make sure that rendering happens at the pace that the frontend dictates. This is a
- * helper class that the renderer uses to sync frames between the render thread and the presentation
- * thread
- */
- class FrameMailbox {
- public:
- std::mutex swap_chain_lock;
- std::condition_variable present_cv;
- std::array<Frame, SWAP_CHAIN_SIZE> swap_chain{};
- std::queue<Frame*> free_queue;
- std::deque<Frame*> present_queue;
- Frame* previous_frame{};
- FrameMailbox() {
- for (auto& frame : swap_chain) {
- free_queue.push(&frame);
- }
- }
- ~FrameMailbox() {
- // lock the mutex and clear out the present and free_queues and notify any people who are
- // blocked to prevent deadlock on shutdown
- std::scoped_lock lock{swap_chain_lock};
- std::queue<Frame*>().swap(free_queue);
- present_queue.clear();
- present_cv.notify_all();
- }
- void ReloadPresentFrame(Frame* frame, u32 height, u32 width) {
- frame->present.Release();
- frame->present.Create();
- GLint previous_draw_fbo{};
- glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &previous_draw_fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, frame->present.handle);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
- frame->color.handle);
- if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
- LOG_CRITICAL(Render_OpenGL, "Failed to recreate present FBO!");
- }
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, previous_draw_fbo);
- frame->color_reloaded = false;
- }
- void ReloadRenderFrame(Frame* frame, u32 width, u32 height) {
- // Recreate the color texture attachment
- frame->color.Release();
- frame->color.Create();
- const GLenum internal_format = frame->is_srgb ? GL_SRGB8 : GL_RGB8;
- glNamedRenderbufferStorage(frame->color.handle, internal_format, width, height);
- // Recreate the FBO for the render target
- frame->render.Release();
- frame->render.Create();
- glBindFramebuffer(GL_FRAMEBUFFER, frame->render.handle);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
- frame->color.handle);
- if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
- LOG_CRITICAL(Render_OpenGL, "Failed to recreate render FBO!");
- }
- frame->width = width;
- frame->height = height;
- frame->color_reloaded = true;
- }
- Frame* GetRenderFrame() {
- std::unique_lock lock{swap_chain_lock};
- // If theres no free frames, we will reuse the oldest render frame
- if (free_queue.empty()) {
- auto frame = present_queue.back();
- present_queue.pop_back();
- return frame;
- }
- Frame* frame = free_queue.front();
- free_queue.pop();
- return frame;
- }
- void ReleaseRenderFrame(Frame* frame) {
- std::unique_lock lock{swap_chain_lock};
- present_queue.push_front(frame);
- present_cv.notify_one();
- }
- Frame* TryGetPresentFrame(int timeout_ms) {
- std::unique_lock lock{swap_chain_lock};
- // wait for new entries in the present_queue
- present_cv.wait_for(lock, std::chrono::milliseconds(timeout_ms),
- [&] { return !present_queue.empty(); });
- if (present_queue.empty()) {
- // timed out waiting for a frame to draw so return the previous frame
- return previous_frame;
- }
- // free the previous frame and add it back to the free queue
- if (previous_frame) {
- free_queue.push(previous_frame);
- }
- // the newest entries are pushed to the front of the queue
- Frame* frame = present_queue.front();
- present_queue.pop_front();
- // remove all old entries from the present queue and move them back to the free_queue
- for (auto f : present_queue) {
- free_queue.push(f);
- }
- present_queue.clear();
- previous_frame = frame;
- return frame;
- }
- };
- namespace {
- constexpr char vertex_shader[] = R"(
- #version 430 core
- layout (location = 0) in vec2 vert_position;
- layout (location = 1) in vec2 vert_tex_coord;
- layout (location = 0) 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]
- layout (location = 0) 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;
- }
- )";
- constexpr char fragment_shader[] = R"(
- #version 430 core
- layout (location = 0) in vec2 frag_tex_coord;
- layout (location = 0) out vec4 color;
- layout (binding = 0) uniform sampler2D color_texture;
- void main() {
- color = texture(color_texture, frag_tex_coord);
- }
- )";
- constexpr GLint PositionLocation = 0;
- constexpr GLint TexCoordLocation = 1;
- constexpr GLint ModelViewMatrixLocation = 0;
- struct ScreenRectVertex {
- constexpr ScreenRectVertex(u32 x, u32 y, GLfloat u, GLfloat v)
- : position{{static_cast<GLfloat>(x), static_cast<GLfloat>(y)}}, tex_coord{{u, v}} {}
- std::array<GLfloat, 2> position;
- std::array<GLfloat, 2> tex_coord;
- };
- /**
- * 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.
- */
- std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(float width, 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;
- }
- const char* GetSource(GLenum source) {
- switch (source) {
- case GL_DEBUG_SOURCE_API:
- return "API";
- case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
- return "WINDOW_SYSTEM";
- case GL_DEBUG_SOURCE_SHADER_COMPILER:
- return "SHADER_COMPILER";
- case GL_DEBUG_SOURCE_THIRD_PARTY:
- return "THIRD_PARTY";
- case GL_DEBUG_SOURCE_APPLICATION:
- return "APPLICATION";
- case GL_DEBUG_SOURCE_OTHER:
- return "OTHER";
- default:
- UNREACHABLE();
- return "Unknown source";
- }
- }
- const char* GetType(GLenum type) {
- switch (type) {
- case GL_DEBUG_TYPE_ERROR:
- return "ERROR";
- case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
- return "DEPRECATED_BEHAVIOR";
- case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
- return "UNDEFINED_BEHAVIOR";
- case GL_DEBUG_TYPE_PORTABILITY:
- return "PORTABILITY";
- case GL_DEBUG_TYPE_PERFORMANCE:
- return "PERFORMANCE";
- case GL_DEBUG_TYPE_OTHER:
- return "OTHER";
- 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)
- : VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system},
- frame_mailbox{std::make_unique<FrameMailbox>()} {}
- RendererOpenGL::~RendererOpenGL() = default;
- MICROPROFILE_DEFINE(OpenGL_RenderFrame, "OpenGL", "Render Frame", MP_RGB(128, 128, 64));
- MICROPROFILE_DEFINE(OpenGL_WaitPresent, "OpenGL", "Wait For Present", MP_RGB(128, 128, 128));
- void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
- render_window.PollEvents();
- if (!framebuffer) {
- return;
- }
- PrepareRendertarget(framebuffer);
- RenderScreenshot();
- Frame* frame;
- {
- MICROPROFILE_SCOPE(OpenGL_WaitPresent);
- frame = frame_mailbox->GetRenderFrame();
- // Clean up sync objects before drawing
- // INTEL driver workaround. We can't delete the previous render sync object until we are
- // sure that the presentation is done
- if (frame->present_fence) {
- glClientWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
- }
- // delete the draw fence if the frame wasn't presented
- if (frame->render_fence) {
- glDeleteSync(frame->render_fence);
- frame->render_fence = 0;
- }
- // wait for the presentation to be done
- if (frame->present_fence) {
- glWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
- glDeleteSync(frame->present_fence);
- frame->present_fence = 0;
- }
- }
- {
- MICROPROFILE_SCOPE(OpenGL_RenderFrame);
- const auto& layout = render_window.GetFramebufferLayout();
- // Recreate the frame if the size of the window has changed
- if (layout.width != frame->width || layout.height != frame->height ||
- screen_info.display_srgb != frame->is_srgb) {
- LOG_DEBUG(Render_OpenGL, "Reloading render frame");
- frame->is_srgb = screen_info.display_srgb;
- frame_mailbox->ReloadRenderFrame(frame, layout.width, layout.height);
- }
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frame->render.handle);
- DrawScreen(layout);
- // Create a fence for the frontend to wait on and swap this frame to OffTex
- frame->render_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
- glFlush();
- frame_mailbox->ReleaseRenderFrame(frame);
- m_current_frame++;
- rasterizer->TickFrame();
- }
- }
- void RendererOpenGL::PrepareRendertarget(const Tegra::FramebufferConfig* framebuffer) {
- if (framebuffer) {
- // If framebuffer is provided, reload it from memory to a texture
- if (screen_info.texture.width != static_cast<GLsizei>(framebuffer->width) ||
- screen_info.texture.height != static_cast<GLsizei>(framebuffer->height) ||
- screen_info.texture.pixel_format != framebuffer->pixel_format ||
- gl_framebuffer_data.empty()) {
- // 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);
- }
- }
- void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) {
- // Framebuffer orientation handling
- framebuffer_transform_flags = framebuffer.transform_flags;
- framebuffer_crop_rect = framebuffer.crop_rect;
- const VAddr framebuffer_addr{framebuffer.address + framebuffer.offset};
- if (rasterizer->AccelerateDisplay(framebuffer, framebuffer_addr, framebuffer.stride)) {
- return;
- }
- // Reset the screen info's display texture to its own permanent texture
- screen_info.display_texture = screen_info.texture.resource.handle;
- const auto pixel_format{
- VideoCore::Surface::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format)};
- const u32 bytes_per_pixel{VideoCore::Surface::GetBytesPerPixel(pixel_format)};
- const u64 size_in_bytes{framebuffer.stride * framebuffer.height * bytes_per_pixel};
- u8* const host_ptr{system.Memory().GetPointer(framebuffer_addr)};
- rasterizer->FlushRegion(ToCacheAddr(host_ptr), size_in_bytes);
- // TODO(Rodrigo): Read this from HLE
- constexpr u32 block_height_log2 = 4;
- VideoCore::MortonSwizzle(VideoCore::MortonSwizzleMode::MortonToLinear, pixel_format,
- framebuffer.stride, block_height_log2, framebuffer.height, 0, 1, 1,
- gl_framebuffer_data.data(), host_ptr);
- 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.
- glTextureSubImage2D(screen_info.texture.resource.handle, 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);
- }
- void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
- const TextureInfo& texture) {
- const u8 framebuffer_data[4] = {color_a, color_b, color_g, color_r};
- glClearTexImage(texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE, framebuffer_data);
- }
- 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();
- // Generate VBO handle for drawing
- vertex_buffer.Create();
- // Attach vertex data to VAO
- glNamedBufferData(vertex_buffer.handle, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
- // Allocate textures for the screen
- screen_info.texture.resource.Create(GL_TEXTURE_2D);
- const GLuint texture = screen_info.texture.resource.handle;
- glTextureStorage2D(texture, 1, GL_RGBA8, 1, 1);
- screen_info.display_texture = screen_info.texture.resource.handle;
- // Clear screen to black
- LoadColorToActiveGLTexture(0, 0, 0, 0, screen_info.texture);
- }
- void RendererOpenGL::AddTelemetryFields() {
- const char* const gl_version{reinterpret_cast<char const*>(glGetString(GL_VERSION))};
- const char* const gpu_vendor{reinterpret_cast<char const*>(glGetString(GL_VENDOR))};
- const char* const 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);
- auto& telemetry_session = system.TelemetrySession();
- telemetry_session.AddField(Telemetry::FieldType::UserSystem, "GPU_Vendor", gpu_vendor);
- telemetry_session.AddField(Telemetry::FieldType::UserSystem, "GPU_Model", gpu_model);
- telemetry_session.AddField(Telemetry::FieldType::UserSystem, "GPU_OpenGL_Version", gl_version);
- }
- void RendererOpenGL::CreateRasterizer() {
- if (rasterizer) {
- return;
- }
- rasterizer = std::make_unique<RasterizerOpenGL>(system, emu_window, screen_info);
- }
- void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
- const Tegra::FramebufferConfig& framebuffer) {
- texture.width = framebuffer.width;
- texture.height = framebuffer.height;
- texture.pixel_format = framebuffer.pixel_format;
- const auto pixel_format{
- VideoCore::Surface::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format)};
- const u32 bytes_per_pixel{VideoCore::Surface::GetBytesPerPixel(pixel_format)};
- gl_framebuffer_data.resize(texture.width * texture.height * bytes_per_pixel);
- GLint internal_format;
- switch (framebuffer.pixel_format) {
- case Tegra::FramebufferConfig::PixelFormat::ABGR8:
- internal_format = GL_RGBA8;
- texture.gl_format = GL_RGBA;
- texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV;
- break;
- case Tegra::FramebufferConfig::PixelFormat::RGB565:
- internal_format = GL_RGB565;
- texture.gl_format = GL_RGB;
- texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
- break;
- default:
- internal_format = GL_RGBA8;
- texture.gl_format = GL_RGBA;
- texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV;
- UNIMPLEMENTED_MSG("Unknown framebuffer pixel format: {}",
- static_cast<u32>(framebuffer.pixel_format));
- }
- texture.resource.Release();
- texture.resource.Create(GL_TEXTURE_2D);
- glTextureStorage2D(texture.resource.handle, 1, internal_format, texture.width, texture.height);
- }
- void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
- if (renderer_settings.set_background_color) {
- // Update background color before drawing
- glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue,
- 0.0f);
- }
- // Set projection matrix
- const std::array ortho_matrix =
- MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height));
- glUniformMatrix3x2fv(ModelViewMatrixLocation, 1, GL_FALSE, ortho_matrix.data());
- 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()) /
- static_cast<f32>(screen_info.texture.width);
- }
- if (framebuffer_crop_rect.GetHeight() > 0) {
- scale_v = static_cast<f32>(framebuffer_crop_rect.GetHeight()) /
- static_cast<f32>(screen_info.texture.height);
- }
- const auto& screen = layout.screen;
- const std::array vertices = {
- ScreenRectVertex(screen.left, screen.top, texcoords.top * scale_u, left * scale_v),
- ScreenRectVertex(screen.right, screen.top, texcoords.bottom * scale_u, left * scale_v),
- ScreenRectVertex(screen.left, screen.bottom, texcoords.top * scale_u, right * scale_v),
- ScreenRectVertex(screen.right, screen.bottom, texcoords.bottom * scale_u, right * scale_v),
- };
- glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices));
- state.Apply();
- // TODO: Signal state tracker about these changes
- glEnable(GL_CULL_FACE);
- if (screen_info.display_srgb) {
- glEnable(GL_FRAMEBUFFER_SRGB);
- } else {
- glDisable(GL_FRAMEBUFFER_SRGB);
- }
- glDisable(GL_COLOR_LOGIC_OP);
- glDisable(GL_ALPHA_TEST);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_STENCIL_TEST);
- glDisable(GL_POLYGON_OFFSET_FILL);
- glDisable(GL_RASTERIZER_DISCARD);
- glDisablei(GL_BLEND, 0);
- glDisablei(GL_SCISSOR_TEST, 0);
- glCullFace(GL_BACK);
- glFrontFace(GL_CW);
- glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
- glViewport(0, 0, layout.width, layout.height);
- glVertexAttribFormat(PositionLocation, 2, GL_FLOAT, GL_FALSE,
- offsetof(ScreenRectVertex, position));
- glVertexAttribFormat(TexCoordLocation, 2, GL_FLOAT, GL_FALSE,
- offsetof(ScreenRectVertex, tex_coord));
- glVertexAttribBinding(PositionLocation, 0);
- glVertexAttribBinding(TexCoordLocation, 0);
- glBindVertexBuffer(0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex));
- glBindTextureUnit(0, screen_info.display_texture);
- glBindSampler(0, 0);
- glClear(GL_COLOR_BUFFER_BIT);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- // Restore default state
- state.Apply();
- }
- void RendererOpenGL::TryPresent(int timeout_ms) {
- const auto& layout = render_window.GetFramebufferLayout();
- auto frame = frame_mailbox->TryGetPresentFrame(timeout_ms);
- if (!frame) {
- LOG_DEBUG(Render_OpenGL, "TryGetPresentFrame returned no frame to present");
- return;
- }
- // Clearing before a full overwrite of a fbo can signal to drivers that they can avoid a
- // readback since we won't be doing any blending
- glClear(GL_COLOR_BUFFER_BIT);
- // Recreate the presentation FBO if the color attachment was changed
- if (frame->color_reloaded) {
- LOG_DEBUG(Render_OpenGL, "Reloading present frame");
- frame_mailbox->ReloadPresentFrame(frame, layout.width, layout.height);
- }
- glWaitSync(frame->render_fence, 0, GL_TIMEOUT_IGNORED);
- // INTEL workaround.
- // Normally we could just delete the draw fence here, but due to driver bugs, we can just delete
- // it on the emulation thread without too much penalty
- // glDeleteSync(frame.render_sync);
- // frame.render_sync = 0;
- glBindFramebuffer(GL_READ_FRAMEBUFFER, frame->present.handle);
- glBlitFramebuffer(0, 0, frame->width, frame->height, 0, 0, layout.width, layout.height,
- GL_COLOR_BUFFER_BIT, GL_LINEAR);
- // Insert fence for the main thread to block on
- frame->present_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
- glFlush();
- glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
- }
- void RendererOpenGL::RenderScreenshot() {
- if (!renderer_settings.screenshot_requested) {
- return;
- }
- GLint old_read_fb;
- GLint old_draw_fb;
- glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old_read_fb);
- glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_fb);
- // Draw the current frame to the screenshot framebuffer
- screenshot_framebuffer.Create();
- glBindFramebuffer(GL_FRAMEBUFFER, screenshot_framebuffer.handle);
- Layout::FramebufferLayout layout{renderer_settings.screenshot_framebuffer_layout};
- GLuint renderbuffer;
- glGenRenderbuffers(1, &renderbuffer);
- glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
- glRenderbufferStorage(GL_RENDERBUFFER, screen_info.display_srgb ? GL_SRGB8 : GL_RGB8,
- layout.width, layout.height);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
- DrawScreen(layout);
- glReadPixels(0, 0, layout.width, layout.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
- renderer_settings.screenshot_bits);
- screenshot_framebuffer.Release();
- glDeleteRenderbuffers(1, &renderbuffer);
- glBindFramebuffer(GL_READ_FRAMEBUFFER, old_read_fb);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb);
- renderer_settings.screenshot_complete_callback();
- renderer_settings.screenshot_requested = false;
- }
- bool RendererOpenGL::Init() {
- if (GLAD_GL_KHR_debug) {
- glEnable(GL_DEBUG_OUTPUT);
- glDebugMessageCallback(DebugHandler, nullptr);
- }
- AddTelemetryFields();
- if (!GLAD_GL_VERSION_4_3) {
- return false;
- }
- InitOpenGLObjects();
- CreateRasterizer();
- return true;
- }
- void RendererOpenGL::ShutDown() {}
- } // namespace OpenGL
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