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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/bit_field.h"
- #include "common/emu_window.h"
- #include "common/logging/log.h"
- #include "common/profiler_reporting.h"
- #include "common/synchronized_wrapper.h"
- #include "core/hw/gpu.h"
- #include "core/hw/hw.h"
- #include "core/hw/lcd.h"
- #include "core/memory.h"
- #include "core/settings.h"
- #include "core/tracer/recorder.h"
- #include "video_core/debug_utils/debug_utils.h"
- #include "video_core/rasterizer_interface.h"
- #include "video_core/renderer_opengl/renderer_opengl.h"
- #include "video_core/video_core.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() {
- 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;
- matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
- matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f;
- // Last matrix row is implicitly assumed to be [0, 0, 1].
- return matrix;
- }
- /// RendererOpenGL constructor
- RendererOpenGL::RendererOpenGL() {
- resolution_width = std::max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
- resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
- }
- /// RendererOpenGL destructor
- RendererOpenGL::~RendererOpenGL() {
- }
- /// Swap buffers (render frame)
- void RendererOpenGL::SwapBuffers() {
- // Maintain the rasterizer's state as a priority
- OpenGLState prev_state = OpenGLState::GetCurState();
- state.Apply();
- for (int i : {0, 1}) {
- const auto& framebuffer = GPU::g_regs.framebuffer_config[i];
- // Main LCD (0): 0x1ED02204, Sub LCD (1): 0x1ED02A04
- u32 lcd_color_addr = (i == 0) ? LCD_REG_INDEX(color_fill_top) : LCD_REG_INDEX(color_fill_bottom);
- lcd_color_addr = HW::VADDR_LCD + 4 * lcd_color_addr;
- LCD::Regs::ColorFill color_fill = {0};
- LCD::Read(color_fill.raw, lcd_color_addr);
- if (color_fill.is_enabled) {
- LoadColorToActiveGLTexture(color_fill.color_r, color_fill.color_g, color_fill.color_b, screen_infos[i].texture);
- // Resize the texture in case the framebuffer size has changed
- screen_infos[i].texture.width = 1;
- screen_infos[i].texture.height = 1;
- } else {
- if (screen_infos[i].texture.width != (GLsizei)framebuffer.width ||
- screen_infos[i].texture.height != (GLsizei)framebuffer.height ||
- screen_infos[i].texture.format != framebuffer.color_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_infos[i].texture, framebuffer);
- }
- LoadFBToScreenInfo(framebuffer, screen_infos[i]);
- // Resize the texture in case the framebuffer size has changed
- screen_infos[i].texture.width = framebuffer.width;
- screen_infos[i].texture.height = framebuffer.height;
- }
- }
- DrawScreens();
- auto& profiler = Common::Profiling::GetProfilingManager();
- profiler.FinishFrame();
- {
- auto aggregator = Common::Profiling::GetTimingResultsAggregator();
- aggregator->AddFrame(profiler.GetPreviousFrameResults());
- }
- // Swap buffers
- render_window->PollEvents();
- render_window->SwapBuffers();
- prev_state.Apply();
- profiler.BeginFrame();
- RefreshRasterizerSetting();
- if (Pica::g_debug_context && Pica::g_debug_context->recorder) {
- Pica::g_debug_context->recorder->FrameFinished();
- }
- }
- /**
- * Loads framebuffer from emulated memory into the active OpenGL texture.
- */
- void RendererOpenGL::LoadFBToScreenInfo(const GPU::Regs::FramebufferConfig& framebuffer,
- ScreenInfo& screen_info) {
- const PAddr framebuffer_addr = framebuffer.active_fb == 0 ?
- framebuffer.address_left1 : framebuffer.address_left2;
- LOG_TRACE(Render_OpenGL, "0x%08x bytes from 0x%08x(%dx%d), fmt %x",
- framebuffer.stride * framebuffer.height,
- framebuffer_addr, (int)framebuffer.width,
- (int)framebuffer.height, (int)framebuffer.format);
- int bpp = GPU::Regs::BytesPerPixel(framebuffer.color_format);
- size_t pixel_stride = framebuffer.stride / bpp;
- // OpenGL only supports specifying a stride in units of pixels, not bytes, unfortunately
- ASSERT(pixel_stride * bpp == framebuffer.stride);
- // Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default
- // only allows rows to have a memory alignement of 4.
- ASSERT(pixel_stride % 4 == 0);
- if (!Rasterizer()->AccelerateDisplay(framebuffer, framebuffer_addr, static_cast<u32>(pixel_stride), screen_info)) {
- // Reset the screen info's display texture to its own permanent texture
- screen_info.display_texture = screen_info.texture.resource.handle;
- screen_info.display_texcoords = MathUtil::Rectangle<float>(0.f, 0.f, 1.f, 1.f);
- Memory::RasterizerFlushRegion(framebuffer_addr, framebuffer.stride * framebuffer.height);
- const u8* framebuffer_data = Memory::GetPhysicalPointer(framebuffer_addr);
- state.texture_units[0].texture_2d = screen_info.texture.resource.handle;
- state.Apply();
- glActiveTexture(GL_TEXTURE0);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)pixel_stride);
- // Update existing texture
- // TODO: Test what happens on hardware when you change the framebuffer dimensions so that they
- // differ from the LCD resolution.
- // TODO: Applications could theoretically crash Citra here by specifying too large
- // framebuffer sizes. We should make sure that this cannot happen.
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer.width, framebuffer.height,
- screen_info.texture.gl_format, screen_info.texture.gl_type, framebuffer_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.
- * This has the added benefit of being *really fast*.
- */
- void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b,
- const TextureInfo& texture) {
- state.texture_units[0].texture_2d = texture.resource.handle;
- state.Apply();
- glActiveTexture(GL_TEXTURE0);
- u8 framebuffer_data[3] = { color_r, color_g, color_b };
- // Update existing texture
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, 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.Create(vertex_shader, 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 each screen
- for (auto& screen_info : screen_infos) {
- 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();
- }
- void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
- const GPU::Regs::FramebufferConfig& framebuffer) {
- GPU::Regs::PixelFormat format = framebuffer.color_format;
- GLint internal_format;
- texture.format = format;
- texture.width = framebuffer.width;
- texture.height = framebuffer.height;
- switch (format) {
- case GPU::Regs::PixelFormat::RGBA8:
- internal_format = GL_RGBA;
- texture.gl_format = GL_RGBA;
- texture.gl_type = GL_UNSIGNED_INT_8_8_8_8;
- break;
- case GPU::Regs::PixelFormat::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 GPU::Regs::PixelFormat::RGB565:
- internal_format = GL_RGB;
- texture.gl_format = GL_RGB;
- texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
- break;
- case GPU::Regs::PixelFormat::RGB5A1:
- internal_format = GL_RGBA;
- texture.gl_format = GL_RGBA;
- texture.gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
- break;
- case GPU::Regs::PixelFormat::RGBA4:
- internal_format = GL_RGBA;
- texture.gl_format = GL_RGBA;
- texture.gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
- break;
- default:
- UNIMPLEMENTED();
- }
- 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();
- }
- /**
- * Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD rotation.
- */
- void RendererOpenGL::DrawSingleScreenRotated(const ScreenInfo& screen_info, float x, float y, float w, float h) {
- auto& texcoords = screen_info.display_texcoords;
- std::array<ScreenRectVertex, 4> vertices = {{
- ScreenRectVertex(x, y, texcoords.bottom, texcoords.left),
- ScreenRectVertex(x+w, y, texcoords.bottom, texcoords.right),
- ScreenRectVertex(x, y+h, texcoords.top, texcoords.left),
- ScreenRectVertex(x+w, y+h, texcoords.top, texcoords.right),
- }};
- state.texture_units[0].texture_2d = screen_info.display_texture;
- 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::DrawScreens() {
- auto layout = render_window->GetFramebufferLayout();
- 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);
- DrawSingleScreenRotated(screen_infos[0], (float)layout.top_screen.left, (float)layout.top_screen.top,
- (float)layout.top_screen.GetWidth(), (float)layout.top_screen.GetHeight());
- DrawSingleScreenRotated(screen_infos[1], (float)layout.bottom_screen.left,(float)layout.bottom_screen.top,
- (float)layout.bottom_screen.GetWidth(), (float)layout.bottom_screen.GetHeight());
- 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;
- }
- 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) {
- Log::Level level;
- switch (severity) {
- case GL_DEBUG_SEVERITY_HIGH:
- level = Log::Level::Error;
- break;
- case GL_DEBUG_SEVERITY_MEDIUM:
- level = Log::Level::Warning;
- break;
- case GL_DEBUG_SEVERITY_NOTIFICATION:
- case GL_DEBUG_SEVERITY_LOW:
- level = Log::Level::Debug;
- break;
- }
- LOG_GENERIC(Log::Class::Render_OpenGL, level, "%s %s %d: %s",
- GetSource(source), GetType(type), id, message);
- }
- /// Initialize the renderer
- bool RendererOpenGL::Init() {
- render_window->MakeCurrent();
- if (GLAD_GL_KHR_debug) {
- glEnable(GL_DEBUG_OUTPUT);
- glDebugMessageCallback(DebugHandler, nullptr);
- }
- LOG_INFO(Render_OpenGL, "GL_VERSION: %s", glGetString(GL_VERSION));
- LOG_INFO(Render_OpenGL, "GL_VENDOR: %s", glGetString(GL_VENDOR));
- LOG_INFO(Render_OpenGL, "GL_RENDERER: %s", glGetString(GL_RENDERER));
- if (!GLAD_GL_VERSION_3_3) {
- return false;
- }
- InitOpenGLObjects();
- RefreshRasterizerSetting();
- return true;
- }
- /// Shutdown the renderer
- void RendererOpenGL::ShutDown() {
- }
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