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- // Copyright 2015 Citra Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #include <cstring>
- #include <memory>
- #include <glad/glad.h>
- #include "common/color.h"
- #include "common/file_util.h"
- #include "common/make_unique.h"
- #include "common/math_util.h"
- #include "common/microprofile.h"
- #include "common/profiler.h"
- #include "core/memory.h"
- #include "core/settings.h"
- #include "core/hw/gpu.h"
- #include "video_core/pica.h"
- #include "video_core/pica_state.h"
- #include "video_core/utils.h"
- #include "video_core/renderer_opengl/gl_rasterizer.h"
- #include "video_core/renderer_opengl/gl_shader_gen.h"
- #include "video_core/renderer_opengl/gl_shader_util.h"
- #include "video_core/renderer_opengl/pica_to_gl.h"
- static bool IsPassThroughTevStage(const Pica::Regs::TevStageConfig& stage) {
- return (stage.color_op == Pica::Regs::TevStageConfig::Operation::Replace &&
- stage.alpha_op == Pica::Regs::TevStageConfig::Operation::Replace &&
- stage.color_source1 == Pica::Regs::TevStageConfig::Source::Previous &&
- stage.alpha_source1 == Pica::Regs::TevStageConfig::Source::Previous &&
- stage.color_modifier1 == Pica::Regs::TevStageConfig::ColorModifier::SourceColor &&
- stage.alpha_modifier1 == Pica::Regs::TevStageConfig::AlphaModifier::SourceAlpha &&
- stage.GetColorMultiplier() == 1 &&
- stage.GetAlphaMultiplier() == 1);
- }
- RasterizerOpenGL::RasterizerOpenGL() : cached_fb_color_addr(0), cached_fb_depth_addr(0) { }
- RasterizerOpenGL::~RasterizerOpenGL() { }
- void RasterizerOpenGL::InitObjects() {
- // Create sampler objects
- for (size_t i = 0; i < texture_samplers.size(); ++i) {
- texture_samplers[i].Create();
- state.texture_units[i].sampler = texture_samplers[i].sampler.handle;
- }
- // Generate VBO, VAO and UBO
- vertex_buffer.Create();
- vertex_array.Create();
- uniform_buffer.Create();
- state.draw.vertex_array = vertex_array.handle;
- state.draw.vertex_buffer = vertex_buffer.handle;
- state.draw.uniform_buffer = uniform_buffer.handle;
- state.Apply();
- // Bind the UBO to binding point 0
- glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniform_buffer.handle);
- uniform_block_data.dirty = true;
- // Set vertex attributes
- glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position));
- glEnableVertexAttribArray(GLShader::ATTRIBUTE_POSITION);
- glVertexAttribPointer(GLShader::ATTRIBUTE_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, color));
- glEnableVertexAttribArray(GLShader::ATTRIBUTE_COLOR);
- glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord0));
- glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORD1, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord1));
- glVertexAttribPointer(GLShader::ATTRIBUTE_TEXCOORD2, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord2));
- glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD0);
- glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD1);
- glEnableVertexAttribArray(GLShader::ATTRIBUTE_TEXCOORD2);
- glVertexAttribPointer(GLShader::ATTRIBUTE_NORMQUAT, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, normquat));
- glEnableVertexAttribArray(GLShader::ATTRIBUTE_NORMQUAT);
- glVertexAttribPointer(GLShader::ATTRIBUTE_VIEW, 3, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, view));
- glEnableVertexAttribArray(GLShader::ATTRIBUTE_VIEW);
- SetShader();
- // Create textures for OGL framebuffer that will be rendered to, initially 1x1 to succeed in framebuffer creation
- fb_color_texture.texture.Create();
- ReconfigureColorTexture(fb_color_texture, Pica::Regs::ColorFormat::RGBA8, 1, 1);
- state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
- state.Apply();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- state.texture_units[0].texture_2d = 0;
- state.Apply();
- fb_depth_texture.texture.Create();
- ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1);
- state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
- state.Apply();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
- state.texture_units[0].texture_2d = 0;
- state.Apply();
- // Configure OpenGL framebuffer
- framebuffer.Create();
- state.draw.framebuffer = framebuffer.handle;
- state.Apply();
- glActiveTexture(GL_TEXTURE0);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_color_texture.texture.handle, 0);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, fb_depth_texture.texture.handle, 0);
- for (size_t i = 0; i < lighting_lut.size(); ++i) {
- lighting_lut[i].Create();
- state.lighting_lut[i].texture_1d = lighting_lut[i].handle;
- glActiveTexture(GL_TEXTURE3 + i);
- glBindTexture(GL_TEXTURE_1D, state.lighting_lut[i].texture_1d);
- glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr);
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- }
- state.Apply();
- ASSERT_MSG(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE,
- "OpenGL rasterizer framebuffer setup failed, status %X", glCheckFramebufferStatus(GL_FRAMEBUFFER));
- }
- void RasterizerOpenGL::Reset() {
- SyncCullMode();
- SyncDepthModifiers();
- SyncBlendEnabled();
- SyncBlendFuncs();
- SyncBlendColor();
- SyncLogicOp();
- SyncStencilTest();
- SyncDepthTest();
- SetShader();
- res_cache.InvalidateAll();
- }
- /**
- * This is a helper function to resolve an issue with opposite quaternions being interpolated by
- * OpenGL. See below for a detailed description of this issue (yuriks):
- *
- * For any rotation, there are two quaternions Q, and -Q, that represent the same rotation. If you
- * interpolate two quaternions that are opposite, instead of going from one rotation to another
- * using the shortest path, you'll go around the longest path. You can test if two quaternions are
- * opposite by checking if Dot(Q1, W2) < 0. In that case, you can flip either of them, therefore
- * making Dot(-Q1, W2) positive.
- *
- * NOTE: This solution corrects this issue per-vertex before passing the quaternions to OpenGL. This
- * should be correct for nearly all cases, however a more correct implementation (but less trivial
- * and perhaps unnecessary) would be to handle this per-fragment, by interpolating the quaternions
- * manually using two Lerps, and doing this correction before each Lerp.
- */
- static bool AreQuaternionsOpposite(Math::Vec4<Pica::float24> qa, Math::Vec4<Pica::float24> qb) {
- Math::Vec4f a{ qa.x.ToFloat32(), qa.y.ToFloat32(), qa.z.ToFloat32(), qa.w.ToFloat32() };
- Math::Vec4f b{ qb.x.ToFloat32(), qb.y.ToFloat32(), qb.z.ToFloat32(), qb.w.ToFloat32() };
- return (Math::Dot(a, b) < 0.f);
- }
- void RasterizerOpenGL::AddTriangle(const Pica::Shader::OutputVertex& v0,
- const Pica::Shader::OutputVertex& v1,
- const Pica::Shader::OutputVertex& v2) {
- vertex_batch.emplace_back(v0, false);
- vertex_batch.emplace_back(v1, AreQuaternionsOpposite(v0.quat, v1.quat));
- vertex_batch.emplace_back(v2, AreQuaternionsOpposite(v0.quat, v2.quat));
- }
- void RasterizerOpenGL::DrawTriangles() {
- if (vertex_batch.empty())
- return;
- SyncFramebuffer();
- SyncDrawState();
- if (state.draw.shader_dirty) {
- SetShader();
- state.draw.shader_dirty = false;
- }
- for (unsigned index = 0; index < lighting_lut.size(); index++) {
- if (uniform_block_data.lut_dirty[index]) {
- SyncLightingLUT(index);
- uniform_block_data.lut_dirty[index] = false;
- }
- }
- if (uniform_block_data.dirty) {
- glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), &uniform_block_data.data, GL_STATIC_DRAW);
- uniform_block_data.dirty = false;
- }
- glBufferData(GL_ARRAY_BUFFER, vertex_batch.size() * sizeof(HardwareVertex), vertex_batch.data(), GL_STREAM_DRAW);
- glDrawArrays(GL_TRIANGLES, 0, (GLsizei)vertex_batch.size());
- vertex_batch.clear();
- // Flush the resource cache at the current depth and color framebuffer addresses for render-to-texture
- const auto& regs = Pica::g_state.regs;
- u32 cached_fb_color_size = Pica::Regs::BytesPerColorPixel(fb_color_texture.format)
- * fb_color_texture.width * fb_color_texture.height;
- u32 cached_fb_depth_size = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format)
- * fb_depth_texture.width * fb_depth_texture.height;
- res_cache.InvalidateInRange(cached_fb_color_addr, cached_fb_color_size, true);
- res_cache.InvalidateInRange(cached_fb_depth_addr, cached_fb_depth_size, true);
- }
- void RasterizerOpenGL::FlushFramebuffer() {
- CommitColorBuffer();
- CommitDepthBuffer();
- }
- void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
- const auto& regs = Pica::g_state.regs;
- switch(id) {
- // Culling
- case PICA_REG_INDEX(cull_mode):
- SyncCullMode();
- break;
- // Depth modifiers
- case PICA_REG_INDEX(viewport_depth_range):
- case PICA_REG_INDEX(viewport_depth_far_plane):
- SyncDepthModifiers();
- break;
- // Blending
- case PICA_REG_INDEX(output_merger.alphablend_enable):
- SyncBlendEnabled();
- break;
- case PICA_REG_INDEX(output_merger.alpha_blending):
- SyncBlendFuncs();
- break;
- case PICA_REG_INDEX(output_merger.blend_const):
- SyncBlendColor();
- break;
- // Alpha test
- case PICA_REG_INDEX(output_merger.alpha_test):
- SyncAlphaTest();
- state.draw.shader_dirty = true;
- break;
- // Stencil test
- case PICA_REG_INDEX(output_merger.stencil_test.raw_func):
- case PICA_REG_INDEX(output_merger.stencil_test.raw_op):
- SyncStencilTest();
- break;
- // Depth test
- case PICA_REG_INDEX(output_merger.depth_test_enable):
- SyncDepthTest();
- break;
- // Logic op
- case PICA_REG_INDEX(output_merger.logic_op):
- SyncLogicOp();
- break;
- // TEV stages
- case PICA_REG_INDEX(tev_stage0.color_source1):
- case PICA_REG_INDEX(tev_stage0.color_modifier1):
- case PICA_REG_INDEX(tev_stage0.color_op):
- case PICA_REG_INDEX(tev_stage0.color_scale):
- case PICA_REG_INDEX(tev_stage1.color_source1):
- case PICA_REG_INDEX(tev_stage1.color_modifier1):
- case PICA_REG_INDEX(tev_stage1.color_op):
- case PICA_REG_INDEX(tev_stage1.color_scale):
- case PICA_REG_INDEX(tev_stage2.color_source1):
- case PICA_REG_INDEX(tev_stage2.color_modifier1):
- case PICA_REG_INDEX(tev_stage2.color_op):
- case PICA_REG_INDEX(tev_stage2.color_scale):
- case PICA_REG_INDEX(tev_stage3.color_source1):
- case PICA_REG_INDEX(tev_stage3.color_modifier1):
- case PICA_REG_INDEX(tev_stage3.color_op):
- case PICA_REG_INDEX(tev_stage3.color_scale):
- case PICA_REG_INDEX(tev_stage4.color_source1):
- case PICA_REG_INDEX(tev_stage4.color_modifier1):
- case PICA_REG_INDEX(tev_stage4.color_op):
- case PICA_REG_INDEX(tev_stage4.color_scale):
- case PICA_REG_INDEX(tev_stage5.color_source1):
- case PICA_REG_INDEX(tev_stage5.color_modifier1):
- case PICA_REG_INDEX(tev_stage5.color_op):
- case PICA_REG_INDEX(tev_stage5.color_scale):
- case PICA_REG_INDEX(tev_combiner_buffer_input):
- state.draw.shader_dirty = true;
- break;
- case PICA_REG_INDEX(tev_stage0.const_r):
- SyncTevConstColor(0, regs.tev_stage0);
- break;
- case PICA_REG_INDEX(tev_stage1.const_r):
- SyncTevConstColor(1, regs.tev_stage1);
- break;
- case PICA_REG_INDEX(tev_stage2.const_r):
- SyncTevConstColor(2, regs.tev_stage2);
- break;
- case PICA_REG_INDEX(tev_stage3.const_r):
- SyncTevConstColor(3, regs.tev_stage3);
- break;
- case PICA_REG_INDEX(tev_stage4.const_r):
- SyncTevConstColor(4, regs.tev_stage4);
- break;
- case PICA_REG_INDEX(tev_stage5.const_r):
- SyncTevConstColor(5, regs.tev_stage5);
- break;
- // TEV combiner buffer color
- case PICA_REG_INDEX(tev_combiner_buffer_color):
- SyncCombinerColor();
- break;
- // Fragment lighting specular 0 color
- case PICA_REG_INDEX_WORKAROUND(lighting.light[0].specular_0, 0x140 + 0 * 0x10):
- SyncLightSpecular0(0);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[1].specular_0, 0x140 + 1 * 0x10):
- SyncLightSpecular0(1);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[2].specular_0, 0x140 + 2 * 0x10):
- SyncLightSpecular0(2);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[3].specular_0, 0x140 + 3 * 0x10):
- SyncLightSpecular0(3);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[4].specular_0, 0x140 + 4 * 0x10):
- SyncLightSpecular0(4);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[5].specular_0, 0x140 + 5 * 0x10):
- SyncLightSpecular0(5);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[6].specular_0, 0x140 + 6 * 0x10):
- SyncLightSpecular0(6);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[7].specular_0, 0x140 + 7 * 0x10):
- SyncLightSpecular0(7);
- break;
- // Fragment lighting specular 1 color
- case PICA_REG_INDEX_WORKAROUND(lighting.light[0].specular_1, 0x141 + 0 * 0x10):
- SyncLightSpecular1(0);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[1].specular_1, 0x141 + 1 * 0x10):
- SyncLightSpecular1(1);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[2].specular_1, 0x141 + 2 * 0x10):
- SyncLightSpecular1(2);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[3].specular_1, 0x141 + 3 * 0x10):
- SyncLightSpecular1(3);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[4].specular_1, 0x141 + 4 * 0x10):
- SyncLightSpecular1(4);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[5].specular_1, 0x141 + 5 * 0x10):
- SyncLightSpecular1(5);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[6].specular_1, 0x141 + 6 * 0x10):
- SyncLightSpecular1(6);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[7].specular_1, 0x141 + 7 * 0x10):
- SyncLightSpecular1(7);
- break;
- // Fragment lighting diffuse color
- case PICA_REG_INDEX_WORKAROUND(lighting.light[0].diffuse, 0x142 + 0 * 0x10):
- SyncLightDiffuse(0);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[1].diffuse, 0x142 + 1 * 0x10):
- SyncLightDiffuse(1);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[2].diffuse, 0x142 + 2 * 0x10):
- SyncLightDiffuse(2);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[3].diffuse, 0x142 + 3 * 0x10):
- SyncLightDiffuse(3);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[4].diffuse, 0x142 + 4 * 0x10):
- SyncLightDiffuse(4);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[5].diffuse, 0x142 + 5 * 0x10):
- SyncLightDiffuse(5);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[6].diffuse, 0x142 + 6 * 0x10):
- SyncLightDiffuse(6);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[7].diffuse, 0x142 + 7 * 0x10):
- SyncLightDiffuse(7);
- break;
- // Fragment lighting ambient color
- case PICA_REG_INDEX_WORKAROUND(lighting.light[0].ambient, 0x143 + 0 * 0x10):
- SyncLightAmbient(0);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[1].ambient, 0x143 + 1 * 0x10):
- SyncLightAmbient(1);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[2].ambient, 0x143 + 2 * 0x10):
- SyncLightAmbient(2);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[3].ambient, 0x143 + 3 * 0x10):
- SyncLightAmbient(3);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[4].ambient, 0x143 + 4 * 0x10):
- SyncLightAmbient(4);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[5].ambient, 0x143 + 5 * 0x10):
- SyncLightAmbient(5);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[6].ambient, 0x143 + 6 * 0x10):
- SyncLightAmbient(6);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[7].ambient, 0x143 + 7 * 0x10):
- SyncLightAmbient(7);
- break;
- // Fragment lighting position
- case PICA_REG_INDEX_WORKAROUND(lighting.light[0].x, 0x144 + 0 * 0x10):
- case PICA_REG_INDEX_WORKAROUND(lighting.light[0].z, 0x145 + 0 * 0x10):
- SyncLightPosition(0);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[1].x, 0x144 + 1 * 0x10):
- case PICA_REG_INDEX_WORKAROUND(lighting.light[1].z, 0x145 + 1 * 0x10):
- SyncLightPosition(1);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[2].x, 0x144 + 2 * 0x10):
- case PICA_REG_INDEX_WORKAROUND(lighting.light[2].z, 0x145 + 2 * 0x10):
- SyncLightPosition(2);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[3].x, 0x144 + 3 * 0x10):
- case PICA_REG_INDEX_WORKAROUND(lighting.light[3].z, 0x145 + 3 * 0x10):
- SyncLightPosition(3);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[4].x, 0x144 + 4 * 0x10):
- case PICA_REG_INDEX_WORKAROUND(lighting.light[4].z, 0x145 + 4 * 0x10):
- SyncLightPosition(4);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[5].x, 0x144 + 5 * 0x10):
- case PICA_REG_INDEX_WORKAROUND(lighting.light[5].z, 0x145 + 5 * 0x10):
- SyncLightPosition(5);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[6].x, 0x144 + 6 * 0x10):
- case PICA_REG_INDEX_WORKAROUND(lighting.light[6].z, 0x145 + 6 * 0x10):
- SyncLightPosition(6);
- break;
- case PICA_REG_INDEX_WORKAROUND(lighting.light[7].x, 0x144 + 7 * 0x10):
- case PICA_REG_INDEX_WORKAROUND(lighting.light[7].z, 0x145 + 7 * 0x10):
- SyncLightPosition(7);
- break;
- // Fragment lighting global ambient color (emission + ambient * ambient)
- case PICA_REG_INDEX_WORKAROUND(lighting.global_ambient, 0x1c0):
- SyncGlobalAmbient();
- break;
- // Fragment lighting lookup tables
- case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[0], 0x1c8):
- case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[1], 0x1c9):
- case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[2], 0x1ca):
- case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[3], 0x1cb):
- case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[4], 0x1cc):
- case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[5], 0x1cd):
- case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[6], 0x1ce):
- case PICA_REG_INDEX_WORKAROUND(lighting.lut_data[7], 0x1cf):
- {
- auto& lut_config = regs.lighting.lut_config;
- uniform_block_data.lut_dirty[lut_config.type / 4] = true;
- break;
- }
- }
- }
- void RasterizerOpenGL::FlushRegion(PAddr addr, u32 size) {
- const auto& regs = Pica::g_state.regs;
- u32 cached_fb_color_size = Pica::Regs::BytesPerColorPixel(fb_color_texture.format)
- * fb_color_texture.width * fb_color_texture.height;
- u32 cached_fb_depth_size = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format)
- * fb_depth_texture.width * fb_depth_texture.height;
- // If source memory region overlaps 3DS framebuffers, commit them before the copy happens
- if (MathUtil::IntervalsIntersect(addr, size, cached_fb_color_addr, cached_fb_color_size))
- CommitColorBuffer();
- if (MathUtil::IntervalsIntersect(addr, size, cached_fb_depth_addr, cached_fb_depth_size))
- CommitDepthBuffer();
- }
- void RasterizerOpenGL::InvalidateRegion(PAddr addr, u32 size) {
- const auto& regs = Pica::g_state.regs;
- u32 cached_fb_color_size = Pica::Regs::BytesPerColorPixel(fb_color_texture.format)
- * fb_color_texture.width * fb_color_texture.height;
- u32 cached_fb_depth_size = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format)
- * fb_depth_texture.width * fb_depth_texture.height;
- // If modified memory region overlaps 3DS framebuffers, reload their contents into OpenGL
- if (MathUtil::IntervalsIntersect(addr, size, cached_fb_color_addr, cached_fb_color_size))
- ReloadColorBuffer();
- if (MathUtil::IntervalsIntersect(addr, size, cached_fb_depth_addr, cached_fb_depth_size))
- ReloadDepthBuffer();
- // Notify cache of flush in case the region touches a cached resource
- res_cache.InvalidateInRange(addr, size);
- }
- void RasterizerOpenGL::SamplerInfo::Create() {
- sampler.Create();
- mag_filter = min_filter = TextureConfig::Linear;
- wrap_s = wrap_t = TextureConfig::Repeat;
- border_color = 0;
- glSamplerParameteri(sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // default is GL_LINEAR_MIPMAP_LINEAR
- // Other attributes have correct defaults
- }
- void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Pica::Regs::TextureConfig& config) {
- GLuint s = sampler.handle;
- if (mag_filter != config.mag_filter) {
- mag_filter = config.mag_filter;
- glSamplerParameteri(s, GL_TEXTURE_MAG_FILTER, PicaToGL::TextureFilterMode(mag_filter));
- }
- if (min_filter != config.min_filter) {
- min_filter = config.min_filter;
- glSamplerParameteri(s, GL_TEXTURE_MIN_FILTER, PicaToGL::TextureFilterMode(min_filter));
- }
- if (wrap_s != config.wrap_s) {
- wrap_s = config.wrap_s;
- glSamplerParameteri(s, GL_TEXTURE_WRAP_S, PicaToGL::WrapMode(wrap_s));
- }
- if (wrap_t != config.wrap_t) {
- wrap_t = config.wrap_t;
- glSamplerParameteri(s, GL_TEXTURE_WRAP_T, PicaToGL::WrapMode(wrap_t));
- }
- if (wrap_s == TextureConfig::ClampToBorder || wrap_t == TextureConfig::ClampToBorder) {
- if (border_color != config.border_color.raw) {
- auto gl_color = PicaToGL::ColorRGBA8(border_color);
- glSamplerParameterfv(s, GL_TEXTURE_BORDER_COLOR, gl_color.data());
- }
- }
- }
- void RasterizerOpenGL::ReconfigureColorTexture(TextureInfo& texture, Pica::Regs::ColorFormat format, u32 width, u32 height) {
- GLint internal_format;
- texture.format = format;
- texture.width = width;
- texture.height = height;
- switch (format) {
- case Pica::Regs::ColorFormat::RGBA8:
- internal_format = GL_RGBA;
- texture.gl_format = GL_RGBA;
- texture.gl_type = GL_UNSIGNED_INT_8_8_8_8;
- break;
- case Pica::Regs::ColorFormat::RGB8:
- // This pixel format uses BGR since GL_UNSIGNED_BYTE specifies byte-order, unlike every
- // specific OpenGL type used in this function using native-endian (that is, little-endian
- // mostly everywhere) for words or half-words.
- // TODO: check how those behave on big-endian processors.
- internal_format = GL_RGB;
- texture.gl_format = GL_BGR;
- texture.gl_type = GL_UNSIGNED_BYTE;
- break;
- case Pica::Regs::ColorFormat::RGB5A1:
- internal_format = GL_RGBA;
- texture.gl_format = GL_RGBA;
- texture.gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
- break;
- case Pica::Regs::ColorFormat::RGB565:
- internal_format = GL_RGB;
- texture.gl_format = GL_RGB;
- texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
- break;
- case Pica::Regs::ColorFormat::RGBA4:
- internal_format = GL_RGBA;
- texture.gl_format = GL_RGBA;
- texture.gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
- break;
- default:
- LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer texture color format %x", format);
- UNIMPLEMENTED();
- break;
- }
- state.texture_units[0].texture_2d = texture.texture.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 RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::Regs::DepthFormat format, u32 width, u32 height) {
- GLint internal_format;
- texture.format = format;
- texture.width = width;
- texture.height = height;
- switch (format) {
- case Pica::Regs::DepthFormat::D16:
- internal_format = GL_DEPTH_COMPONENT16;
- texture.gl_format = GL_DEPTH_COMPONENT;
- texture.gl_type = GL_UNSIGNED_SHORT;
- break;
- case Pica::Regs::DepthFormat::D24:
- internal_format = GL_DEPTH_COMPONENT24;
- texture.gl_format = GL_DEPTH_COMPONENT;
- texture.gl_type = GL_UNSIGNED_INT;
- break;
- case Pica::Regs::DepthFormat::D24S8:
- internal_format = GL_DEPTH24_STENCIL8;
- texture.gl_format = GL_DEPTH_STENCIL;
- texture.gl_type = GL_UNSIGNED_INT_24_8;
- break;
- default:
- LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer texture depth format %x", format);
- UNIMPLEMENTED();
- break;
- }
- state.texture_units[0].texture_2d = texture.texture.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 RasterizerOpenGL::SetShader() {
- PicaShaderConfig config = PicaShaderConfig::CurrentConfig();
- std::unique_ptr<PicaShader> shader = Common::make_unique<PicaShader>();
- // Find (or generate) the GLSL shader for the current TEV state
- auto cached_shader = shader_cache.find(config);
- if (cached_shader != shader_cache.end()) {
- current_shader = cached_shader->second.get();
- state.draw.shader_program = current_shader->shader.handle;
- state.Apply();
- } else {
- LOG_DEBUG(Render_OpenGL, "Creating new shader");
- shader->shader.Create(GLShader::GenerateVertexShader().c_str(), GLShader::GenerateFragmentShader(config).c_str());
- state.draw.shader_program = shader->shader.handle;
- state.Apply();
- // Set the texture samplers to correspond to different texture units
- GLuint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]");
- if (uniform_tex != -1) { glUniform1i(uniform_tex, 0); }
- uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[1]");
- if (uniform_tex != -1) { glUniform1i(uniform_tex, 1); }
- uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[2]");
- if (uniform_tex != -1) { glUniform1i(uniform_tex, 2); }
- // Set the texture samplers to correspond to different lookup table texture units
- GLuint uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[0]");
- if (uniform_lut != -1) { glUniform1i(uniform_lut, 3); }
- uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[1]");
- if (uniform_lut != -1) { glUniform1i(uniform_lut, 4); }
- uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[2]");
- if (uniform_lut != -1) { glUniform1i(uniform_lut, 5); }
- uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[3]");
- if (uniform_lut != -1) { glUniform1i(uniform_lut, 6); }
- uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[4]");
- if (uniform_lut != -1) { glUniform1i(uniform_lut, 7); }
- uniform_lut = glGetUniformLocation(shader->shader.handle, "lut[5]");
- if (uniform_lut != -1) { glUniform1i(uniform_lut, 8); }
- current_shader = shader_cache.emplace(config, std::move(shader)).first->second.get();
- unsigned int block_index = glGetUniformBlockIndex(current_shader->shader.handle, "shader_data");
- glUniformBlockBinding(current_shader->shader.handle, block_index, 0);
- // Update uniforms
- SyncAlphaTest();
- SyncCombinerColor();
- auto& tev_stages = Pica::g_state.regs.GetTevStages();
- for (int index = 0; index < tev_stages.size(); ++index)
- SyncTevConstColor(index, tev_stages[index]);
- SyncGlobalAmbient();
- for (int light_index = 0; light_index < 8; light_index++) {
- SyncLightDiffuse(light_index);
- SyncLightAmbient(light_index);
- SyncLightPosition(light_index);
- }
- }
- }
- void RasterizerOpenGL::SyncFramebuffer() {
- const auto& regs = Pica::g_state.regs;
- PAddr new_fb_color_addr = regs.framebuffer.GetColorBufferPhysicalAddress();
- Pica::Regs::ColorFormat new_fb_color_format = regs.framebuffer.color_format;
- PAddr new_fb_depth_addr = regs.framebuffer.GetDepthBufferPhysicalAddress();
- Pica::Regs::DepthFormat new_fb_depth_format = regs.framebuffer.depth_format;
- bool fb_size_changed = fb_color_texture.width != static_cast<GLsizei>(regs.framebuffer.GetWidth()) ||
- fb_color_texture.height != static_cast<GLsizei>(regs.framebuffer.GetHeight());
- bool color_fb_prop_changed = fb_color_texture.format != new_fb_color_format ||
- fb_size_changed;
- bool depth_fb_prop_changed = fb_depth_texture.format != new_fb_depth_format ||
- fb_size_changed;
- bool color_fb_modified = cached_fb_color_addr != new_fb_color_addr ||
- color_fb_prop_changed;
- bool depth_fb_modified = cached_fb_depth_addr != new_fb_depth_addr ||
- depth_fb_prop_changed;
- // Commit if framebuffer modified in any way
- if (color_fb_modified)
- CommitColorBuffer();
- if (depth_fb_modified)
- CommitDepthBuffer();
- // Reconfigure framebuffer textures if any property has changed
- if (color_fb_prop_changed) {
- ReconfigureColorTexture(fb_color_texture, new_fb_color_format,
- regs.framebuffer.GetWidth(), regs.framebuffer.GetHeight());
- }
- if (depth_fb_prop_changed) {
- ReconfigureDepthTexture(fb_depth_texture, new_fb_depth_format,
- regs.framebuffer.GetWidth(), regs.framebuffer.GetHeight());
- // Only attach depth buffer as stencil if it supports stencil
- switch (new_fb_depth_format) {
- case Pica::Regs::DepthFormat::D16:
- case Pica::Regs::DepthFormat::D24:
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
- break;
- case Pica::Regs::DepthFormat::D24S8:
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, fb_depth_texture.texture.handle, 0);
- break;
- default:
- LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer depth format %x", new_fb_depth_format);
- UNIMPLEMENTED();
- break;
- }
- }
- // Load buffer data again if fb modified in any way
- if (color_fb_modified) {
- cached_fb_color_addr = new_fb_color_addr;
- ReloadColorBuffer();
- }
- if (depth_fb_modified) {
- cached_fb_depth_addr = new_fb_depth_addr;
- ReloadDepthBuffer();
- }
- ASSERT_MSG(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE,
- "OpenGL rasterizer framebuffer setup failed, status %X", glCheckFramebufferStatus(GL_FRAMEBUFFER));
- }
- void RasterizerOpenGL::SyncCullMode() {
- const auto& regs = Pica::g_state.regs;
- switch (regs.cull_mode) {
- case Pica::Regs::CullMode::KeepAll:
- state.cull.enabled = false;
- break;
- case Pica::Regs::CullMode::KeepClockWise:
- state.cull.enabled = true;
- state.cull.front_face = GL_CW;
- break;
- case Pica::Regs::CullMode::KeepCounterClockWise:
- state.cull.enabled = true;
- state.cull.front_face = GL_CCW;
- break;
- default:
- LOG_CRITICAL(Render_OpenGL, "Unknown cull mode %d", regs.cull_mode.Value());
- UNIMPLEMENTED();
- break;
- }
- }
- void RasterizerOpenGL::SyncDepthModifiers() {
- float depth_scale = -Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_range).ToFloat32();
- float depth_offset = Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_far_plane).ToFloat32() / 2.0f;
- // TODO: Implement scale modifier
- uniform_block_data.data.depth_offset = depth_offset;
- uniform_block_data.dirty = true;
- }
- void RasterizerOpenGL::SyncBlendEnabled() {
- state.blend.enabled = (Pica::g_state.regs.output_merger.alphablend_enable == 1);
- }
- void RasterizerOpenGL::SyncBlendFuncs() {
- const auto& regs = Pica::g_state.regs;
- state.blend.src_rgb_func = PicaToGL::BlendFunc(regs.output_merger.alpha_blending.factor_source_rgb);
- state.blend.dst_rgb_func = PicaToGL::BlendFunc(regs.output_merger.alpha_blending.factor_dest_rgb);
- state.blend.src_a_func = PicaToGL::BlendFunc(regs.output_merger.alpha_blending.factor_source_a);
- state.blend.dst_a_func = PicaToGL::BlendFunc(regs.output_merger.alpha_blending.factor_dest_a);
- }
- void RasterizerOpenGL::SyncBlendColor() {
- auto blend_color = PicaToGL::ColorRGBA8(Pica::g_state.regs.output_merger.blend_const.raw);
- state.blend.color.red = blend_color[0];
- state.blend.color.green = blend_color[1];
- state.blend.color.blue = blend_color[2];
- state.blend.color.alpha = blend_color[3];
- }
- void RasterizerOpenGL::SyncAlphaTest() {
- const auto& regs = Pica::g_state.regs;
- if (regs.output_merger.alpha_test.ref != uniform_block_data.data.alphatest_ref) {
- uniform_block_data.data.alphatest_ref = regs.output_merger.alpha_test.ref;
- uniform_block_data.dirty = true;
- }
- }
- void RasterizerOpenGL::SyncLogicOp() {
- state.logic_op = PicaToGL::LogicOp(Pica::g_state.regs.output_merger.logic_op);
- }
- void RasterizerOpenGL::SyncStencilTest() {
- const auto& regs = Pica::g_state.regs;
- state.stencil.test_enabled = regs.output_merger.stencil_test.enable && regs.framebuffer.depth_format == Pica::Regs::DepthFormat::D24S8;
- state.stencil.test_func = PicaToGL::CompareFunc(regs.output_merger.stencil_test.func);
- state.stencil.test_ref = regs.output_merger.stencil_test.reference_value;
- state.stencil.test_mask = regs.output_merger.stencil_test.input_mask;
- state.stencil.write_mask = regs.output_merger.stencil_test.write_mask;
- state.stencil.action_stencil_fail = PicaToGL::StencilOp(regs.output_merger.stencil_test.action_stencil_fail);
- state.stencil.action_depth_fail = PicaToGL::StencilOp(regs.output_merger.stencil_test.action_depth_fail);
- state.stencil.action_depth_pass = PicaToGL::StencilOp(regs.output_merger.stencil_test.action_depth_pass);
- }
- void RasterizerOpenGL::SyncDepthTest() {
- const auto& regs = Pica::g_state.regs;
- state.depth.test_enabled = regs.output_merger.depth_test_enable == 1 ||
- regs.output_merger.depth_write_enable == 1;
- state.depth.test_func = regs.output_merger.depth_test_enable == 1 ?
- PicaToGL::CompareFunc(regs.output_merger.depth_test_func) : GL_ALWAYS;
- state.color_mask.red_enabled = regs.output_merger.red_enable;
- state.color_mask.green_enabled = regs.output_merger.green_enable;
- state.color_mask.blue_enabled = regs.output_merger.blue_enable;
- state.color_mask.alpha_enabled = regs.output_merger.alpha_enable;
- state.depth.write_mask = regs.output_merger.depth_write_enable ? GL_TRUE : GL_FALSE;
- }
- void RasterizerOpenGL::SyncCombinerColor() {
- auto combiner_color = PicaToGL::ColorRGBA8(Pica::g_state.regs.tev_combiner_buffer_color.raw);
- if (combiner_color != uniform_block_data.data.tev_combiner_buffer_color) {
- uniform_block_data.data.tev_combiner_buffer_color = combiner_color;
- uniform_block_data.dirty = true;
- }
- }
- void RasterizerOpenGL::SyncTevConstColor(int stage_index, const Pica::Regs::TevStageConfig& tev_stage) {
- auto const_color = PicaToGL::ColorRGBA8(tev_stage.const_color);
- if (const_color != uniform_block_data.data.const_color[stage_index]) {
- uniform_block_data.data.const_color[stage_index] = const_color;
- uniform_block_data.dirty = true;
- }
- }
- void RasterizerOpenGL::SyncGlobalAmbient() {
- auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.global_ambient);
- if (color != uniform_block_data.data.lighting_global_ambient) {
- uniform_block_data.data.lighting_global_ambient = color;
- uniform_block_data.dirty = true;
- }
- }
- void RasterizerOpenGL::SyncLightingLUT(unsigned lut_index) {
- std::array<GLvec4, 256> new_data;
- for (unsigned offset = 0; offset < new_data.size(); ++offset) {
- new_data[offset][0] = Pica::g_state.lighting.luts[(lut_index * 4) + 0][offset].ToFloat();
- new_data[offset][1] = Pica::g_state.lighting.luts[(lut_index * 4) + 1][offset].ToFloat();
- new_data[offset][2] = Pica::g_state.lighting.luts[(lut_index * 4) + 2][offset].ToFloat();
- new_data[offset][3] = Pica::g_state.lighting.luts[(lut_index * 4) + 3][offset].ToFloat();
- }
- if (new_data != lighting_lut_data[lut_index]) {
- lighting_lut_data[lut_index] = new_data;
- glActiveTexture(GL_TEXTURE3 + lut_index);
- glTexSubImage1D(GL_TEXTURE_1D, 0, 0, 256, GL_RGBA, GL_FLOAT, lighting_lut_data[lut_index].data());
- }
- }
- void RasterizerOpenGL::SyncLightSpecular0(int light_index) {
- auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].specular_0);
- if (color != uniform_block_data.data.light_src[light_index].specular_0) {
- uniform_block_data.data.light_src[light_index].specular_0 = color;
- uniform_block_data.dirty = true;
- }
- }
- void RasterizerOpenGL::SyncLightSpecular1(int light_index) {
- auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].specular_1);
- if (color != uniform_block_data.data.light_src[light_index].specular_1) {
- uniform_block_data.data.light_src[light_index].specular_1 = color;
- uniform_block_data.dirty = true;
- }
- }
- void RasterizerOpenGL::SyncLightDiffuse(int light_index) {
- auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].diffuse);
- if (color != uniform_block_data.data.light_src[light_index].diffuse) {
- uniform_block_data.data.light_src[light_index].diffuse = color;
- uniform_block_data.dirty = true;
- }
- }
- void RasterizerOpenGL::SyncLightAmbient(int light_index) {
- auto color = PicaToGL::LightColor(Pica::g_state.regs.lighting.light[light_index].ambient);
- if (color != uniform_block_data.data.light_src[light_index].ambient) {
- uniform_block_data.data.light_src[light_index].ambient = color;
- uniform_block_data.dirty = true;
- }
- }
- void RasterizerOpenGL::SyncLightPosition(int light_index) {
- GLvec3 position = {
- Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].x).ToFloat32(),
- Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].y).ToFloat32(),
- Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].z).ToFloat32() };
- if (position != uniform_block_data.data.light_src[light_index].position) {
- uniform_block_data.data.light_src[light_index].position = position;
- uniform_block_data.dirty = true;
- }
- }
- void RasterizerOpenGL::SyncDrawState() {
- const auto& regs = Pica::g_state.regs;
- // Sync the viewport
- GLsizei viewport_width = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_x).ToFloat32() * 2;
- GLsizei viewport_height = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_y).ToFloat32() * 2;
- // OpenGL uses different y coordinates, so negate corner offset and flip origin
- // TODO: Ensure viewport_corner.x should not be negated or origin flipped
- // TODO: Use floating-point viewports for accuracy if supported
- glViewport((GLsizei)regs.viewport_corner.x,
- (GLsizei)regs.viewport_corner.y,
- viewport_width, viewport_height);
- // Sync bound texture(s), upload if not cached
- const auto pica_textures = regs.GetTextures();
- for (unsigned texture_index = 0; texture_index < pica_textures.size(); ++texture_index) {
- const auto& texture = pica_textures[texture_index];
- if (texture.enabled) {
- texture_samplers[texture_index].SyncWithConfig(texture.config);
- res_cache.LoadAndBindTexture(state, texture_index, texture);
- } else {
- state.texture_units[texture_index].texture_2d = 0;
- }
- }
- state.draw.uniform_buffer = uniform_buffer.handle;
- state.Apply();
- }
- MICROPROFILE_DEFINE(OpenGL_FramebufferReload, "OpenGL", "FB Reload", MP_RGB(70, 70, 200));
- void RasterizerOpenGL::ReloadColorBuffer() {
- u8* color_buffer = Memory::GetPhysicalPointer(cached_fb_color_addr);
- if (color_buffer == nullptr)
- return;
- MICROPROFILE_SCOPE(OpenGL_FramebufferReload);
- u32 bytes_per_pixel = Pica::Regs::BytesPerColorPixel(fb_color_texture.format);
- std::unique_ptr<u8[]> temp_fb_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]);
- // Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
- for (int y = 0; y < fb_color_texture.height; ++y) {
- for (int x = 0; x < fb_color_texture.width; ++x) {
- const u32 coarse_y = y & ~7;
- u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
- u32 gl_pixel_index = (x + (fb_color_texture.height - 1 - y) * fb_color_texture.width) * bytes_per_pixel;
- u8* pixel = color_buffer + dst_offset;
- memcpy(&temp_fb_color_buffer[gl_pixel_index], pixel, bytes_per_pixel);
- }
- }
- state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
- state.Apply();
- glActiveTexture(GL_TEXTURE0);
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_color_texture.width, fb_color_texture.height,
- fb_color_texture.gl_format, fb_color_texture.gl_type, temp_fb_color_buffer.get());
- state.texture_units[0].texture_2d = 0;
- state.Apply();
- }
- void RasterizerOpenGL::ReloadDepthBuffer() {
- if (cached_fb_depth_addr == 0)
- return;
- // TODO: Appears to work, but double-check endianness of depth values and order of depth-stencil
- u8* depth_buffer = Memory::GetPhysicalPointer(cached_fb_depth_addr);
- if (depth_buffer == nullptr)
- return;
- MICROPROFILE_SCOPE(OpenGL_FramebufferReload);
- u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format);
- // OpenGL needs 4 bpp alignment for D24
- u32 gl_bpp = bytes_per_pixel == 3 ? 4 : bytes_per_pixel;
- std::unique_ptr<u8[]> temp_fb_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]);
- u8* temp_fb_depth_data = bytes_per_pixel == 3 ? (temp_fb_depth_buffer.get() + 1) : temp_fb_depth_buffer.get();
- if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
- for (int y = 0; y < fb_depth_texture.height; ++y) {
- for (int x = 0; x < fb_depth_texture.width; ++x) {
- const u32 coarse_y = y & ~7;
- u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
- u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width);
- u8* pixel = depth_buffer + dst_offset;
- u32 depth_stencil = *(u32*)pixel;
- ((u32*)temp_fb_depth_data)[gl_pixel_index] = (depth_stencil << 8) | (depth_stencil >> 24);
- }
- }
- } else {
- for (int y = 0; y < fb_depth_texture.height; ++y) {
- for (int x = 0; x < fb_depth_texture.width; ++x) {
- const u32 coarse_y = y & ~7;
- u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
- u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width) * gl_bpp;
- u8* pixel = depth_buffer + dst_offset;
- memcpy(&temp_fb_depth_data[gl_pixel_index], pixel, bytes_per_pixel);
- }
- }
- }
- state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
- state.Apply();
- glActiveTexture(GL_TEXTURE0);
- if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
- // TODO(Subv): There is a bug with Intel Windows drivers that makes glTexSubImage2D not change the stencil buffer.
- // The bug has been reported to Intel (https://communities.intel.com/message/324464)
- glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, fb_depth_texture.width, fb_depth_texture.height, 0,
- GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, temp_fb_depth_buffer.get());
- } else {
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height,
- fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
- }
- state.texture_units[0].texture_2d = 0;
- state.Apply();
- }
- Common::Profiling::TimingCategory buffer_commit_category("Framebuffer Commit");
- MICROPROFILE_DEFINE(OpenGL_FramebufferCommit, "OpenGL", "FB Commit", MP_RGB(70, 70, 200));
- void RasterizerOpenGL::CommitColorBuffer() {
- if (cached_fb_color_addr != 0) {
- u8* color_buffer = Memory::GetPhysicalPointer(cached_fb_color_addr);
- if (color_buffer != nullptr) {
- Common::Profiling::ScopeTimer timer(buffer_commit_category);
- MICROPROFILE_SCOPE(OpenGL_FramebufferCommit);
- u32 bytes_per_pixel = Pica::Regs::BytesPerColorPixel(fb_color_texture.format);
- std::unique_ptr<u8[]> temp_gl_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]);
- state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
- state.Apply();
- glActiveTexture(GL_TEXTURE0);
- glGetTexImage(GL_TEXTURE_2D, 0, fb_color_texture.gl_format, fb_color_texture.gl_type, temp_gl_color_buffer.get());
- state.texture_units[0].texture_2d = 0;
- state.Apply();
- // Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
- for (int y = 0; y < fb_color_texture.height; ++y) {
- for (int x = 0; x < fb_color_texture.width; ++x) {
- const u32 coarse_y = y & ~7;
- u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
- u32 gl_pixel_index = x * bytes_per_pixel + (fb_color_texture.height - 1 - y) * fb_color_texture.width * bytes_per_pixel;
- u8* pixel = color_buffer + dst_offset;
- memcpy(pixel, &temp_gl_color_buffer[gl_pixel_index], bytes_per_pixel);
- }
- }
- }
- }
- }
- void RasterizerOpenGL::CommitDepthBuffer() {
- if (cached_fb_depth_addr != 0) {
- // TODO: Output seems correct visually, but doesn't quite match sw renderer output. One of them is wrong.
- u8* depth_buffer = Memory::GetPhysicalPointer(cached_fb_depth_addr);
- if (depth_buffer != nullptr) {
- Common::Profiling::ScopeTimer timer(buffer_commit_category);
- MICROPROFILE_SCOPE(OpenGL_FramebufferCommit);
- u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format);
- // OpenGL needs 4 bpp alignment for D24
- u32 gl_bpp = bytes_per_pixel == 3 ? 4 : bytes_per_pixel;
- std::unique_ptr<u8[]> temp_gl_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]);
- state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
- state.Apply();
- glActiveTexture(GL_TEXTURE0);
- glGetTexImage(GL_TEXTURE_2D, 0, fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_gl_depth_buffer.get());
- state.texture_units[0].texture_2d = 0;
- state.Apply();
- u8* temp_gl_depth_data = bytes_per_pixel == 3 ? (temp_gl_depth_buffer.get() + 1) : temp_gl_depth_buffer.get();
- if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
- for (int y = 0; y < fb_depth_texture.height; ++y) {
- for (int x = 0; x < fb_depth_texture.width; ++x) {
- const u32 coarse_y = y & ~7;
- u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
- u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width);
- u8* pixel = depth_buffer + dst_offset;
- u32 depth_stencil = ((u32*)temp_gl_depth_data)[gl_pixel_index];
- *(u32*)pixel = (depth_stencil >> 8) | (depth_stencil << 24);
- }
- }
- } else {
- for (int y = 0; y < fb_depth_texture.height; ++y) {
- for (int x = 0; x < fb_depth_texture.width; ++x) {
- const u32 coarse_y = y & ~7;
- u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
- u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width) * gl_bpp;
- u8* pixel = depth_buffer + dst_offset;
- memcpy(pixel, &temp_gl_depth_data[gl_pixel_index], bytes_per_pixel);
- }
- }
- }
- }
- }
- }
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