renderer_opengl.cpp 17 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485
  1. // Copyright 2014 Citra Emulator Project
  2. // Licensed under GPLv2 or any later version
  3. // Refer to the license.txt file included.
  4. #include <algorithm>
  5. #include <cstddef>
  6. #include <cstdlib>
  7. #include <cstring>
  8. #include <memory>
  9. #include <glad/glad.h>
  10. #include "common/assert.h"
  11. #include "common/logging/log.h"
  12. #include "common/telemetry.h"
  13. #include "core/core.h"
  14. #include "core/core_timing.h"
  15. #include "core/frontend/emu_window.h"
  16. #include "core/memory.h"
  17. #include "core/perf_stats.h"
  18. #include "core/settings.h"
  19. #include "core/telemetry_session.h"
  20. #include "core/tracer/recorder.h"
  21. #include "video_core/renderer_opengl/gl_rasterizer.h"
  22. #include "video_core/renderer_opengl/renderer_opengl.h"
  23. #include "video_core/utils.h"
  24. namespace OpenGL {
  25. static const char vertex_shader[] = R"(
  26. #version 150 core
  27. in vec2 vert_position;
  28. in vec2 vert_tex_coord;
  29. out vec2 frag_tex_coord;
  30. // This is a truncated 3x3 matrix for 2D transformations:
  31. // The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
  32. // The third column performs translation.
  33. // The third row could be used for projection, which we don't need in 2D. It hence is assumed to
  34. // implicitly be [0, 0, 1]
  35. uniform mat3x2 modelview_matrix;
  36. void main() {
  37. // Multiply input position by the rotscale part of the matrix and then manually translate by
  38. // the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
  39. // to `vec3(vert_position.xy, 1.0)`
  40. gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0);
  41. frag_tex_coord = vert_tex_coord;
  42. }
  43. )";
  44. static const char fragment_shader[] = R"(
  45. #version 150 core
  46. in vec2 frag_tex_coord;
  47. out vec4 color;
  48. uniform sampler2D color_texture;
  49. void main() {
  50. // Swap RGBA -> ABGR so we don't have to do this on the CPU. This needs to change if we have to
  51. // support more framebuffer pixel formats.
  52. color = texture(color_texture, frag_tex_coord);
  53. }
  54. )";
  55. /**
  56. * Vertex structure that the drawn screen rectangles are composed of.
  57. */
  58. struct ScreenRectVertex {
  59. ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) {
  60. position[0] = x;
  61. position[1] = y;
  62. tex_coord[0] = u;
  63. tex_coord[1] = v;
  64. }
  65. GLfloat position[2];
  66. GLfloat tex_coord[2];
  67. };
  68. /**
  69. * Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left
  70. * corner and (width, height) on the lower-bottom.
  71. *
  72. * The projection part of the matrix is trivial, hence these operations are represented
  73. * by a 3x2 matrix.
  74. */
  75. static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, const float height) {
  76. std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
  77. // clang-format off
  78. matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
  79. matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f;
  80. // Last matrix row is implicitly assumed to be [0, 0, 1].
  81. // clang-format on
  82. return matrix;
  83. }
  84. ScopeAcquireGLContext::ScopeAcquireGLContext(Core::Frontend::EmuWindow& emu_window_)
  85. : emu_window{emu_window_} {
  86. if (Settings::values.use_multi_core) {
  87. emu_window.MakeCurrent();
  88. }
  89. }
  90. ScopeAcquireGLContext::~ScopeAcquireGLContext() {
  91. if (Settings::values.use_multi_core) {
  92. emu_window.DoneCurrent();
  93. }
  94. }
  95. RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& window)
  96. : VideoCore::RendererBase{window} {}
  97. RendererOpenGL::~RendererOpenGL() = default;
  98. /// Swap buffers (render frame)
  99. void RendererOpenGL::SwapBuffers(boost::optional<const Tegra::FramebufferConfig&> framebuffer) {
  100. ScopeAcquireGLContext acquire_context{render_window};
  101. Core::System::GetInstance().GetPerfStats().EndSystemFrame();
  102. // Maintain the rasterizer's state as a priority
  103. OpenGLState prev_state = OpenGLState::GetCurState();
  104. state.Apply();
  105. if (framebuffer != boost::none) {
  106. // If framebuffer is provided, reload it from memory to a texture
  107. if (screen_info.texture.width != (GLsizei)framebuffer->width ||
  108. screen_info.texture.height != (GLsizei)framebuffer->height ||
  109. screen_info.texture.pixel_format != framebuffer->pixel_format) {
  110. // Reallocate texture if the framebuffer size has changed.
  111. // This is expected to not happen very often and hence should not be a
  112. // performance problem.
  113. ConfigureFramebufferTexture(screen_info.texture, *framebuffer);
  114. }
  115. // Load the framebuffer from memory, draw it to the screen, and swap buffers
  116. LoadFBToScreenInfo(*framebuffer);
  117. DrawScreen();
  118. render_window.SwapBuffers();
  119. }
  120. render_window.PollEvents();
  121. Core::System::GetInstance().FrameLimiter().DoFrameLimiting(CoreTiming::GetGlobalTimeUs());
  122. Core::System::GetInstance().GetPerfStats().BeginSystemFrame();
  123. // Restore the rasterizer state
  124. prev_state.Apply();
  125. }
  126. /**
  127. * Loads framebuffer from emulated memory into the active OpenGL texture.
  128. */
  129. void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) {
  130. const u32 bytes_per_pixel{Tegra::FramebufferConfig::BytesPerPixel(framebuffer.pixel_format)};
  131. const u64 size_in_bytes{framebuffer.stride * framebuffer.height * bytes_per_pixel};
  132. const VAddr framebuffer_addr{framebuffer.address + framebuffer.offset};
  133. // Framebuffer orientation handling
  134. framebuffer_transform_flags = framebuffer.transform_flags;
  135. framebuffer_crop_rect = framebuffer.crop_rect;
  136. // Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default
  137. // only allows rows to have a memory alignement of 4.
  138. ASSERT(framebuffer.stride % 4 == 0);
  139. if (!rasterizer->AccelerateDisplay(framebuffer, framebuffer_addr, framebuffer.stride)) {
  140. // Reset the screen info's display texture to its own permanent texture
  141. screen_info.display_texture = screen_info.texture.resource.handle;
  142. Memory::RasterizerFlushVirtualRegion(framebuffer_addr, size_in_bytes,
  143. Memory::FlushMode::Flush);
  144. VideoCore::MortonCopyPixels128(framebuffer.width, framebuffer.height, bytes_per_pixel, 4,
  145. Memory::GetPointer(framebuffer_addr),
  146. gl_framebuffer_data.data(), true);
  147. state.texture_units[0].texture = screen_info.texture.resource.handle;
  148. state.Apply();
  149. glActiveTexture(GL_TEXTURE0);
  150. glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast<GLint>(framebuffer.stride));
  151. // Update existing texture
  152. // TODO: Test what happens on hardware when you change the framebuffer dimensions so that
  153. // they differ from the LCD resolution.
  154. // TODO: Applications could theoretically crash yuzu here by specifying too large
  155. // framebuffer sizes. We should make sure that this cannot happen.
  156. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer.width, framebuffer.height,
  157. screen_info.texture.gl_format, screen_info.texture.gl_type,
  158. gl_framebuffer_data.data());
  159. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  160. state.texture_units[0].texture = 0;
  161. state.Apply();
  162. }
  163. }
  164. /**
  165. * Fills active OpenGL texture with the given RGB color. Since the color is solid, the texture can
  166. * be 1x1 but will stretch across whatever it's rendered on.
  167. */
  168. void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a,
  169. const TextureInfo& texture) {
  170. state.texture_units[0].texture = texture.resource.handle;
  171. state.Apply();
  172. glActiveTexture(GL_TEXTURE0);
  173. u8 framebuffer_data[4] = {color_a, color_b, color_g, color_r};
  174. // Update existing texture
  175. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, framebuffer_data);
  176. state.texture_units[0].texture = 0;
  177. state.Apply();
  178. }
  179. /**
  180. * Initializes the OpenGL state and creates persistent objects.
  181. */
  182. void RendererOpenGL::InitOpenGLObjects() {
  183. glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue,
  184. 0.0f);
  185. // Link shaders and get variable locations
  186. shader.CreateFromSource(vertex_shader, nullptr, fragment_shader);
  187. state.draw.shader_program = shader.handle;
  188. state.Apply();
  189. uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
  190. uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture");
  191. attrib_position = glGetAttribLocation(shader.handle, "vert_position");
  192. attrib_tex_coord = glGetAttribLocation(shader.handle, "vert_tex_coord");
  193. // Generate VBO handle for drawing
  194. vertex_buffer.Create();
  195. // Generate VAO
  196. vertex_array.Create();
  197. state.draw.vertex_array = vertex_array.handle;
  198. state.draw.vertex_buffer = vertex_buffer.handle;
  199. state.draw.uniform_buffer = 0;
  200. state.Apply();
  201. // Attach vertex data to VAO
  202. glBufferData(GL_ARRAY_BUFFER, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
  203. glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex),
  204. (GLvoid*)offsetof(ScreenRectVertex, position));
  205. glVertexAttribPointer(attrib_tex_coord, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex),
  206. (GLvoid*)offsetof(ScreenRectVertex, tex_coord));
  207. glEnableVertexAttribArray(attrib_position);
  208. glEnableVertexAttribArray(attrib_tex_coord);
  209. // Allocate textures for the screen
  210. screen_info.texture.resource.Create();
  211. // Allocation of storage is deferred until the first frame, when we
  212. // know the framebuffer size.
  213. state.texture_units[0].texture = screen_info.texture.resource.handle;
  214. state.Apply();
  215. glActiveTexture(GL_TEXTURE0);
  216. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
  217. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  218. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  219. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  220. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  221. screen_info.display_texture = screen_info.texture.resource.handle;
  222. state.texture_units[0].texture = 0;
  223. state.Apply();
  224. // Clear screen to black
  225. LoadColorToActiveGLTexture(0, 0, 0, 0, screen_info.texture);
  226. }
  227. void RendererOpenGL::CreateRasterizer() {
  228. if (rasterizer) {
  229. return;
  230. }
  231. rasterizer = std::make_unique<RasterizerOpenGL>(render_window, screen_info);
  232. }
  233. void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
  234. const Tegra::FramebufferConfig& framebuffer) {
  235. texture.width = framebuffer.width;
  236. texture.height = framebuffer.height;
  237. GLint internal_format;
  238. switch (framebuffer.pixel_format) {
  239. case Tegra::FramebufferConfig::PixelFormat::ABGR8:
  240. internal_format = GL_RGBA;
  241. texture.gl_format = GL_RGBA;
  242. texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV;
  243. gl_framebuffer_data.resize(texture.width * texture.height * 4);
  244. break;
  245. default:
  246. UNREACHABLE();
  247. }
  248. state.texture_units[0].texture = texture.resource.handle;
  249. state.Apply();
  250. glActiveTexture(GL_TEXTURE0);
  251. glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
  252. texture.gl_format, texture.gl_type, nullptr);
  253. state.texture_units[0].texture = 0;
  254. state.Apply();
  255. }
  256. void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x, float y, float w,
  257. float h) {
  258. const auto& texcoords = screen_info.display_texcoords;
  259. auto left = texcoords.left;
  260. auto right = texcoords.right;
  261. if (framebuffer_transform_flags != Tegra::FramebufferConfig::TransformFlags::Unset) {
  262. if (framebuffer_transform_flags == Tegra::FramebufferConfig::TransformFlags::FlipV) {
  263. // Flip the framebuffer vertically
  264. left = texcoords.right;
  265. right = texcoords.left;
  266. } else {
  267. // Other transformations are unsupported
  268. LOG_CRITICAL(Render_OpenGL, "Unsupported framebuffer_transform_flags={}",
  269. static_cast<u32>(framebuffer_transform_flags));
  270. UNIMPLEMENTED();
  271. }
  272. }
  273. ASSERT_MSG(framebuffer_crop_rect.top == 0, "Unimplemented");
  274. ASSERT_MSG(framebuffer_crop_rect.left == 0, "Unimplemented");
  275. // Scale the output by the crop width/height. This is commonly used with 1280x720 rendering
  276. // (e.g. handheld mode) on a 1920x1080 framebuffer.
  277. f32 scale_u = 1.f, scale_v = 1.f;
  278. if (framebuffer_crop_rect.GetWidth() > 0) {
  279. scale_u = static_cast<f32>(framebuffer_crop_rect.GetWidth()) / screen_info.texture.width;
  280. }
  281. if (framebuffer_crop_rect.GetHeight() > 0) {
  282. scale_v = static_cast<f32>(framebuffer_crop_rect.GetHeight()) / screen_info.texture.height;
  283. }
  284. std::array<ScreenRectVertex, 4> vertices = {{
  285. ScreenRectVertex(x, y, texcoords.top * scale_u, left * scale_v),
  286. ScreenRectVertex(x + w, y, texcoords.bottom * scale_u, left * scale_v),
  287. ScreenRectVertex(x, y + h, texcoords.top * scale_u, right * scale_v),
  288. ScreenRectVertex(x + w, y + h, texcoords.bottom * scale_u, right * scale_v),
  289. }};
  290. state.texture_units[0].texture = screen_info.display_texture;
  291. state.texture_units[0].swizzle = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
  292. state.Apply();
  293. glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data());
  294. glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
  295. state.texture_units[0].texture = 0;
  296. state.Apply();
  297. }
  298. /**
  299. * Draws the emulated screens to the emulator window.
  300. */
  301. void RendererOpenGL::DrawScreen() {
  302. const auto& layout = render_window.GetFramebufferLayout();
  303. const auto& screen = layout.screen;
  304. glViewport(0, 0, layout.width, layout.height);
  305. glClear(GL_COLOR_BUFFER_BIT);
  306. // Set projection matrix
  307. std::array<GLfloat, 3 * 2> ortho_matrix =
  308. MakeOrthographicMatrix((float)layout.width, (float)layout.height);
  309. glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
  310. // Bind texture in Texture Unit 0
  311. glActiveTexture(GL_TEXTURE0);
  312. glUniform1i(uniform_color_texture, 0);
  313. DrawScreenTriangles(screen_info, (float)screen.left, (float)screen.top,
  314. (float)screen.GetWidth(), (float)screen.GetHeight());
  315. m_current_frame++;
  316. }
  317. /// Updates the framerate
  318. void RendererOpenGL::UpdateFramerate() {}
  319. static const char* GetSource(GLenum source) {
  320. #define RET(s) \
  321. case GL_DEBUG_SOURCE_##s: \
  322. return #s
  323. switch (source) {
  324. RET(API);
  325. RET(WINDOW_SYSTEM);
  326. RET(SHADER_COMPILER);
  327. RET(THIRD_PARTY);
  328. RET(APPLICATION);
  329. RET(OTHER);
  330. default:
  331. UNREACHABLE();
  332. }
  333. #undef RET
  334. }
  335. static const char* GetType(GLenum type) {
  336. #define RET(t) \
  337. case GL_DEBUG_TYPE_##t: \
  338. return #t
  339. switch (type) {
  340. RET(ERROR);
  341. RET(DEPRECATED_BEHAVIOR);
  342. RET(UNDEFINED_BEHAVIOR);
  343. RET(PORTABILITY);
  344. RET(PERFORMANCE);
  345. RET(OTHER);
  346. RET(MARKER);
  347. default:
  348. UNREACHABLE();
  349. }
  350. #undef RET
  351. }
  352. static void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severity,
  353. GLsizei length, const GLchar* message, const void* user_param) {
  354. const char format[] = "{} {} {}: {}";
  355. const char* const str_source = GetSource(source);
  356. const char* const str_type = GetType(type);
  357. switch (severity) {
  358. case GL_DEBUG_SEVERITY_HIGH:
  359. LOG_CRITICAL(Render_OpenGL, format, str_source, str_type, id, message);
  360. break;
  361. case GL_DEBUG_SEVERITY_MEDIUM:
  362. LOG_WARNING(Render_OpenGL, format, str_source, str_type, id, message);
  363. break;
  364. case GL_DEBUG_SEVERITY_NOTIFICATION:
  365. case GL_DEBUG_SEVERITY_LOW:
  366. LOG_DEBUG(Render_OpenGL, format, str_source, str_type, id, message);
  367. break;
  368. }
  369. }
  370. /// Initialize the renderer
  371. bool RendererOpenGL::Init() {
  372. ScopeAcquireGLContext acquire_context{render_window};
  373. if (GLAD_GL_KHR_debug) {
  374. glEnable(GL_DEBUG_OUTPUT);
  375. glDebugMessageCallback(DebugHandler, nullptr);
  376. }
  377. const char* gl_version{reinterpret_cast<char const*>(glGetString(GL_VERSION))};
  378. const char* gpu_vendor{reinterpret_cast<char const*>(glGetString(GL_VENDOR))};
  379. const char* gpu_model{reinterpret_cast<char const*>(glGetString(GL_RENDERER))};
  380. LOG_INFO(Render_OpenGL, "GL_VERSION: {}", gl_version);
  381. LOG_INFO(Render_OpenGL, "GL_VENDOR: {}", gpu_vendor);
  382. LOG_INFO(Render_OpenGL, "GL_RENDERER: {}", gpu_model);
  383. Core::Telemetry().AddField(Telemetry::FieldType::UserSystem, "GPU_Vendor", gpu_vendor);
  384. Core::Telemetry().AddField(Telemetry::FieldType::UserSystem, "GPU_Model", gpu_model);
  385. Core::Telemetry().AddField(Telemetry::FieldType::UserSystem, "GPU_OpenGL_Version", gl_version);
  386. if (!GLAD_GL_VERSION_3_3) {
  387. return false;
  388. }
  389. InitOpenGLObjects();
  390. CreateRasterizer();
  391. return true;
  392. }
  393. /// Shutdown the renderer
  394. void RendererOpenGL::ShutDown() {}
  395. } // namespace OpenGL