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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 "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 "core/mem_map.h"
- #include <algorithm>
- static const GLfloat kViewportAspectRatio =
- (static_cast<float>(VideoCore::kScreenTopHeight) + VideoCore::kScreenBottomHeight) / VideoCore::kScreenTopWidth;
- // Fullscreen quad dimensions
- static const GLfloat kTopScreenWidthNormalized = 2;
- static const GLfloat kTopScreenHeightNormalized = kTopScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth);
- static const GLfloat kBottomScreenWidthNormalized = kTopScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenBottomWidth) / VideoCore::kScreenTopWidth);
- static const GLfloat kBottomScreenHeightNormalized = kBottomScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth);
- static const GLfloat g_vbuffer_top[] = {
- // x, y z u v
- -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
- 1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f,
- 1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f,
- -1.0f, kTopScreenHeightNormalized, 0.0f, 0.0f, 0.0f,
- -1.0f, 0.0f, 0.0f, 0.0f, 1.0f
- };
- static const GLfloat g_vbuffer_bottom[] = {
- // x y z u v
- -(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f,
- (kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 1.0f, 1.0f,
- (kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 1.0f, 0.0f,
- (kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 1.0f, 0.0f,
- -(kBottomScreenWidthNormalized / 2), 0.0f, 0.0f, 0.0f, 0.0f,
- -(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f
- };
- /// RendererOpenGL constructor
- RendererOpenGL::RendererOpenGL() {
- resolution_width = std::max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
- resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
- // Initialize screen info
- const auto& framebuffer_top = GPU::g_regs.framebuffer_config[0];
- const auto& framebuffer_sub = GPU::g_regs.framebuffer_config[1];
- screen_info.Top().width = VideoCore::kScreenTopWidth;
- screen_info.Top().height = VideoCore::kScreenTopHeight;
- screen_info.Top().stride = framebuffer_top.stride;
- screen_info.Top().flipped_xfb_data = xfb_top_flipped;
- screen_info.Bottom().width = VideoCore::kScreenBottomWidth;
- screen_info.Bottom().height = VideoCore::kScreenBottomHeight;
- screen_info.Bottom().stride = framebuffer_sub.stride;
- screen_info.Bottom().flipped_xfb_data = xfb_bottom_flipped;
- }
- /// RendererOpenGL destructor
- RendererOpenGL::~RendererOpenGL() {
- }
- /// Swap buffers (render frame)
- void RendererOpenGL::SwapBuffers() {
- render_window->MakeCurrent();
- // EFB->XFB copy
- // TODO(bunnei): This is a hack and does not belong here. The copy should be triggered by some
- // register write.
- //
- // TODO(princesspeachum): (related to above^) this should only be called when there's new data, not every frame.
- // Currently this uploads data that shouldn't have changed.
- common::Rect framebuffer_size(0, 0, resolution_width, resolution_height);
- RenderXFB(framebuffer_size, framebuffer_size);
- // XFB->Window copy
- RenderFramebuffer();
- // Swap buffers
- render_window->PollEvents();
- render_window->SwapBuffers();
- }
- /**
- * Helper function to flip framebuffer from left-to-right to top-to-bottom
- * @param raw_data Pointer to input raw framebuffer in V/RAM
- * @param screen_info ScreenInfo structure with screen size and output buffer pointer
- * @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei
- */
- void RendererOpenGL::FlipFramebuffer(const u8* raw_data, ScreenInfo& screen_info) {
- for (int x = 0; x < screen_info.width; x++) {
- int in_coord = x * screen_info.stride;
- for (int y = screen_info.height-1; y >= 0; y--) {
- // TODO: Properly support other framebuffer formats
- int out_coord = (x + y * screen_info.width) * 3;
- screen_info.flipped_xfb_data[out_coord] = raw_data[in_coord + 2]; // Red
- screen_info.flipped_xfb_data[out_coord + 1] = raw_data[in_coord + 1]; // Green
- screen_info.flipped_xfb_data[out_coord + 2] = raw_data[in_coord]; // Blue
- in_coord += 3;
- }
- }
- }
- /**
- * Renders external framebuffer (XFB)
- * @param src_rect Source rectangle in XFB to copy
- * @param dst_rect Destination rectangle in output framebuffer to copy to
- */
- void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect& dst_rect) {
- const auto& framebuffer_top = GPU::g_regs.framebuffer_config[0];
- const auto& framebuffer_sub = GPU::g_regs.framebuffer_config[1];
- const u32 active_fb_top = (framebuffer_top.active_fb == 1)
- ? Memory::PhysicalToVirtualAddress(framebuffer_top.address_left2)
- : Memory::PhysicalToVirtualAddress(framebuffer_top.address_left1);
- const u32 active_fb_sub = (framebuffer_sub.active_fb == 1)
- ? Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left2)
- : Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left1);
- DEBUG_LOG(GPU, "RenderXFB: 0x%08x bytes from 0x%08x(%dx%d), fmt %x",
- framebuffer_top.stride * framebuffer_top.height,
- active_fb_top, (int)framebuffer_top.width,
- (int)framebuffer_top.height, (int)framebuffer_top.format);
- FlipFramebuffer(Memory::GetPointer(active_fb_top), screen_info.Top());
- FlipFramebuffer(Memory::GetPointer(active_fb_sub), screen_info.Bottom());
- for (int i = 0; i < 2; i++) {
- ScreenInfo* current_screen = &screen_info[i];
- glBindTexture(GL_TEXTURE_2D, current_screen->texture_id);
- // TODO: This should consider the GPU registers for framebuffer width, height and stride.
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, current_screen->width, current_screen->height,
- GL_RGB, GL_UNSIGNED_BYTE, current_screen->flipped_xfb_data);
- }
- glBindTexture(GL_TEXTURE_2D, 0);
- // TODO(princesspeachum):
- // Only the subset src_rect of the GPU buffer
- // should be copied into the texture of the relevant screen.
- //
- // The method's parameters also only include src_rect and dest_rec for one screen,
- // so this may need to be changed (pair for each screen).
- }
- /// Initialize the FBO
- void RendererOpenGL::InitFramebuffer() {
- program_id = ShaderUtil::LoadShaders(GLShaders::g_vertex_shader, GLShaders::g_fragment_shader);
- sampler_id = glGetUniformLocation(program_id, "sampler");
- attrib_position = glGetAttribLocation(program_id, "position");
- attrib_texcoord = glGetAttribLocation(program_id, "texCoord");
- // Generate vertex buffers for both screens
- glGenBuffers(1, &screen_info.Top().vertex_buffer_id);
- glGenBuffers(1, &screen_info.Bottom().vertex_buffer_id);
- // Attach vertex data for top screen
- glBindBuffer(GL_ARRAY_BUFFER, screen_info.Top().vertex_buffer_id);
- glBufferData(GL_ARRAY_BUFFER, sizeof(g_vbuffer_top), g_vbuffer_top, GL_STATIC_DRAW);
- // Attach vertex data for bottom screen
- glBindBuffer(GL_ARRAY_BUFFER, screen_info.Bottom().vertex_buffer_id);
- glBufferData(GL_ARRAY_BUFFER, sizeof(g_vbuffer_bottom), g_vbuffer_bottom, GL_STATIC_DRAW);
- // Create color buffers for both screens
- glGenTextures(1, &screen_info.Top().texture_id);
- glGenTextures(1, &screen_info.Bottom().texture_id);
- for (int i = 0; i < 2; i++) {
- ScreenInfo* current_screen = &screen_info[i];
- // Allocate texture
- glBindTexture(GL_TEXTURE_2D, current_screen->vertex_buffer_id);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, current_screen->width, current_screen->height,
- 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- }
- glBindTexture(GL_TEXTURE_2D, 0);
- }
- void RendererOpenGL::RenderFramebuffer() {
- glViewport(0, 0, resolution_width, resolution_height);
- glClear(GL_COLOR_BUFFER_BIT);
- glUseProgram(program_id);
- // Bind texture in Texture Unit 0
- glActiveTexture(GL_TEXTURE0);
- glEnableVertexAttribArray(attrib_position);
- glEnableVertexAttribArray(attrib_texcoord);
- for (int i = 0; i < 2; i++) {
- ScreenInfo* current_screen = &screen_info[i];
- glBindTexture(GL_TEXTURE_2D, current_screen->texture_id);
- // Set sampler on Texture Unit 0
- glUniform1i(sampler_id, 0);
- glBindBuffer(GL_ARRAY_BUFFER, current_screen->vertex_buffer_id);
- // Vertex buffer layout
- const GLsizei stride = 5 * sizeof(GLfloat);
- const GLvoid* uv_offset = (const GLvoid*)(3 * sizeof(GLfloat));
- // Configure vertex buffer
- glVertexAttribPointer(attrib_position, 3, GL_FLOAT, GL_FALSE, stride, NULL);
- glVertexAttribPointer(attrib_texcoord, 2, GL_FLOAT, GL_FALSE, stride, uv_offset);
- // Draw screen
- glDrawArrays(GL_TRIANGLES, 0, 6);
- }
- glDisableVertexAttribArray(attrib_position);
- glDisableVertexAttribArray(attrib_texcoord);
- 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;
- }
- /// 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);
- }
- // Generate VAO
- glGenVertexArrays(1, &vertex_array_id);
- glBindVertexArray(vertex_array_id);
- glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
- glDisable(GL_DEPTH_TEST);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
- // Initialize everything else
- // --------------------------
- InitFramebuffer();
- NOTICE_LOG(RENDER, "GL_VERSION: %s\n", glGetString(GL_VERSION));
- }
- /// Shutdown the renderer
- void RendererOpenGL::ShutDown() {
- }
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