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@ -24,19 +24,21 @@ |
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namespace OpenGL { |
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static const char vertex_shader[] = R"( |
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#version 150 core
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namespace { |
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in vec2 vert_position; |
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in vec2 vert_tex_coord; |
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out vec2 frag_tex_coord; |
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constexpr char vertex_shader[] = R"( |
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#version 430 core
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layout (location = 0) in vec2 vert_position; |
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layout (location = 1) in vec2 vert_tex_coord; |
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layout (location = 0) out vec2 frag_tex_coord; |
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// This is a truncated 3x3 matrix for 2D transformations:
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// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
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// The third column performs translation.
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// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
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// implicitly be [0, 0, 1]
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uniform mat3x2 modelview_matrix; |
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layout (location = 0) uniform mat3x2 modelview_matrix; |
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void main() { |
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// Multiply input position by the rotscale part of the matrix and then manually translate by
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@ -47,34 +49,29 @@ void main() { |
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} |
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)"; |
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static const char fragment_shader[] = R"( |
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#version 150 core
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constexpr char fragment_shader[] = R"( |
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#version 430 core
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in vec2 frag_tex_coord; |
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out vec4 color; |
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layout (location = 0) in vec2 frag_tex_coord; |
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layout (location = 0) out vec4 color; |
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uniform sampler2D color_texture; |
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layout (binding = 0) uniform sampler2D color_texture; |
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void main() { |
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// Swap RGBA -> ABGR so we don't have to do this on the CPU. This needs to change if we have to
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// support more framebuffer pixel formats.
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color = texture(color_texture, frag_tex_coord); |
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} |
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)"; |
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/**
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* Vertex structure that the drawn screen rectangles are composed of. |
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*/ |
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constexpr GLint PositionLocation = 0; |
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constexpr GLint TexCoordLocation = 1; |
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constexpr GLint ModelViewMatrixLocation = 0; |
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struct ScreenRectVertex { |
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ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) { |
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position[0] = x; |
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position[1] = y; |
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tex_coord[0] = u; |
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tex_coord[1] = v; |
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} |
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constexpr ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) |
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: position{{x, y}}, tex_coord{{u, v}} {} |
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GLfloat position[2]; |
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GLfloat tex_coord[2]; |
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std::array<GLfloat, 2> position; |
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std::array<GLfloat, 2> tex_coord; |
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}; |
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/**
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@ -84,18 +81,82 @@ struct ScreenRectVertex { |
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* The projection part of the matrix is trivial, hence these operations are represented |
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* by a 3x2 matrix. |
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*/ |
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static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, const float height) { |
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std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(float width, float height) { |
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std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
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// clang-format off
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matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f; |
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matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f; |
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matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f; |
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matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f; |
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// Last matrix row is implicitly assumed to be [0, 0, 1].
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// clang-format on
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return matrix; |
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} |
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const char* GetSource(GLenum source) { |
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switch (source) { |
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case GL_DEBUG_SOURCE_API: |
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return "API"; |
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case GL_DEBUG_SOURCE_WINDOW_SYSTEM: |
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return "WINDOW_SYSTEM"; |
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case GL_DEBUG_SOURCE_SHADER_COMPILER: |
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return "SHADER_COMPILER"; |
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case GL_DEBUG_SOURCE_THIRD_PARTY: |
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return "THIRD_PARTY"; |
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case GL_DEBUG_SOURCE_APPLICATION: |
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return "APPLICATION"; |
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case GL_DEBUG_SOURCE_OTHER: |
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return "OTHER"; |
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default: |
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UNREACHABLE(); |
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return "Unknown source"; |
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} |
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} |
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const char* GetType(GLenum type) { |
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switch (type) { |
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case GL_DEBUG_TYPE_ERROR: |
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return "ERROR"; |
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case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: |
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return "DEPRECATED_BEHAVIOR"; |
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case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: |
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return "UNDEFINED_BEHAVIOR"; |
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case GL_DEBUG_TYPE_PORTABILITY: |
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return "PORTABILITY"; |
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case GL_DEBUG_TYPE_PERFORMANCE: |
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return "PERFORMANCE"; |
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case GL_DEBUG_TYPE_OTHER: |
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return "OTHER"; |
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case GL_DEBUG_TYPE_MARKER: |
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return "MARKER"; |
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default: |
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UNREACHABLE(); |
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return "Unknown type"; |
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} |
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} |
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void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, |
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const GLchar* message, const void* user_param) { |
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const char format[] = "{} {} {}: {}"; |
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const char* const str_source = GetSource(source); |
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const char* const str_type = GetType(type); |
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switch (severity) { |
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case GL_DEBUG_SEVERITY_HIGH: |
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LOG_CRITICAL(Render_OpenGL, format, str_source, str_type, id, message); |
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break; |
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case GL_DEBUG_SEVERITY_MEDIUM: |
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LOG_WARNING(Render_OpenGL, format, str_source, str_type, id, message); |
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break; |
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case GL_DEBUG_SEVERITY_NOTIFICATION: |
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case GL_DEBUG_SEVERITY_LOW: |
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LOG_DEBUG(Render_OpenGL, format, str_source, str_type, id, message); |
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break; |
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} |
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} |
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} // Anonymous namespace
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RendererOpenGL::RendererOpenGL(Core::Frontend::EmuWindow& emu_window, Core::System& system) |
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: VideoCore::RendererBase{emu_window}, emu_window{emu_window}, system{system} {} |
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@ -138,9 +199,6 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) { |
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prev_state.Apply(); |
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} |
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/**
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* Loads framebuffer from emulated memory into the active OpenGL texture. |
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*/ |
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void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) { |
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// Framebuffer orientation handling
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framebuffer_transform_flags = framebuffer.transform_flags; |
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@ -181,19 +239,12 @@ void RendererOpenGL::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuf |
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); |
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} |
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/**
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* Fills active OpenGL texture with the given RGB color. Since the color is solid, the texture can |
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* be 1x1 but will stretch across whatever it's rendered on. |
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*/ |
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void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, u8 color_a, |
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const TextureInfo& texture) { |
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const u8 framebuffer_data[4] = {color_a, color_b, color_g, color_r}; |
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glClearTexImage(texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE, framebuffer_data); |
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} |
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/**
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* Initializes the OpenGL state and creates persistent objects. |
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*/ |
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void RendererOpenGL::InitOpenGLObjects() { |
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glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue, |
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0.0f); |
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@ -203,10 +254,6 @@ void RendererOpenGL::InitOpenGLObjects() { |
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state.draw.shader_program = shader.handle; |
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state.AllDirty(); |
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state.Apply(); |
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uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix"); |
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uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture"); |
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attrib_position = glGetAttribLocation(shader.handle, "vert_position"); |
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attrib_tex_coord = glGetAttribLocation(shader.handle, "vert_tex_coord"); |
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// Generate VBO handle for drawing
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vertex_buffer.Create(); |
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@ -217,14 +264,14 @@ void RendererOpenGL::InitOpenGLObjects() { |
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// Attach vertex data to VAO
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glNamedBufferData(vertex_buffer.handle, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW); |
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glVertexArrayAttribFormat(vertex_array.handle, attrib_position, 2, GL_FLOAT, GL_FALSE, |
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glVertexArrayAttribFormat(vertex_array.handle, PositionLocation, 2, GL_FLOAT, GL_FALSE, |
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offsetof(ScreenRectVertex, position)); |
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glVertexArrayAttribFormat(vertex_array.handle, attrib_tex_coord, 2, GL_FLOAT, GL_FALSE, |
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glVertexArrayAttribFormat(vertex_array.handle, TexCoordLocation, 2, GL_FLOAT, GL_FALSE, |
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offsetof(ScreenRectVertex, tex_coord)); |
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glVertexArrayAttribBinding(vertex_array.handle, attrib_position, 0); |
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glVertexArrayAttribBinding(vertex_array.handle, attrib_tex_coord, 0); |
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glEnableVertexArrayAttrib(vertex_array.handle, attrib_position); |
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glEnableVertexArrayAttrib(vertex_array.handle, attrib_tex_coord); |
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glVertexArrayAttribBinding(vertex_array.handle, PositionLocation, 0); |
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glVertexArrayAttribBinding(vertex_array.handle, TexCoordLocation, 0); |
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glEnableVertexArrayAttrib(vertex_array.handle, PositionLocation); |
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glEnableVertexArrayAttrib(vertex_array.handle, TexCoordLocation); |
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glVertexArrayVertexBuffer(vertex_array.handle, 0, vertex_buffer.handle, 0, |
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sizeof(ScreenRectVertex)); |
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@ -331,18 +378,18 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x, |
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static_cast<f32>(screen_info.texture.height); |
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} |
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std::array<ScreenRectVertex, 4> vertices = {{ |
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const std::array vertices = { |
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ScreenRectVertex(x, y, texcoords.top * scale_u, left * scale_v), |
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ScreenRectVertex(x + w, y, texcoords.bottom * scale_u, left * scale_v), |
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ScreenRectVertex(x, y + h, texcoords.top * scale_u, right * scale_v), |
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ScreenRectVertex(x + w, y + h, texcoords.bottom * scale_u, right * scale_v), |
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}}; |
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}; |
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state.textures[0] = screen_info.display_texture; |
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state.framebuffer_srgb.enabled = screen_info.display_srgb; |
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state.AllDirty(); |
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state.Apply(); |
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glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), vertices.data()); |
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glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices)); |
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
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// Restore default state
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state.framebuffer_srgb.enabled = false; |
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@ -351,9 +398,6 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x, |
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state.Apply(); |
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} |
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/**
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* Draws the emulated screens to the emulator window. |
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*/ |
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void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) { |
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if (renderer_settings.set_background_color) { |
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// Update background color before drawing
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@ -367,21 +411,17 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) { |
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glClear(GL_COLOR_BUFFER_BIT); |
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// Set projection matrix
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std::array<GLfloat, 3 * 2> ortho_matrix = |
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MakeOrthographicMatrix((float)layout.width, (float)layout.height); |
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glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); |
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// Bind texture in Texture Unit 0
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glActiveTexture(GL_TEXTURE0); |
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glUniform1i(uniform_color_texture, 0); |
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const std::array ortho_matrix = |
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MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height)); |
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glUniformMatrix3x2fv(ModelViewMatrixLocation, 1, GL_FALSE, ortho_matrix.data()); |
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DrawScreenTriangles(screen_info, (float)screen.left, (float)screen.top, |
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(float)screen.GetWidth(), (float)screen.GetHeight()); |
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DrawScreenTriangles(screen_info, static_cast<float>(screen.left), |
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static_cast<float>(screen.top), static_cast<float>(screen.GetWidth()), |
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static_cast<float>(screen.GetHeight())); |
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m_current_frame++; |
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} |
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/// Updates the framerate
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void RendererOpenGL::UpdateFramerate() {} |
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void RendererOpenGL::CaptureScreenshot() { |
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@ -418,63 +458,6 @@ void RendererOpenGL::CaptureScreenshot() { |
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renderer_settings.screenshot_requested = false; |
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} |
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static const char* GetSource(GLenum source) { |
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#define RET(s) \
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case GL_DEBUG_SOURCE_##s: \ |
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return #s |
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switch (source) { |
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RET(API); |
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RET(WINDOW_SYSTEM); |
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RET(SHADER_COMPILER); |
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RET(THIRD_PARTY); |
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RET(APPLICATION); |
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RET(OTHER); |
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default: |
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UNREACHABLE(); |
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return "Unknown source"; |
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} |
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#undef RET
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} |
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static const char* GetType(GLenum type) { |
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#define RET(t) \
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case GL_DEBUG_TYPE_##t: \ |
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return #t |
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switch (type) { |
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RET(ERROR); |
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RET(DEPRECATED_BEHAVIOR); |
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RET(UNDEFINED_BEHAVIOR); |
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RET(PORTABILITY); |
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RET(PERFORMANCE); |
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RET(OTHER); |
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RET(MARKER); |
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default: |
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UNREACHABLE(); |
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return "Unknown type"; |
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} |
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#undef RET
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} |
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static void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severity, |
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GLsizei length, const GLchar* message, const void* user_param) { |
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const char format[] = "{} {} {}: {}"; |
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const char* const str_source = GetSource(source); |
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const char* const str_type = GetType(type); |
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switch (severity) { |
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case GL_DEBUG_SEVERITY_HIGH: |
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LOG_CRITICAL(Render_OpenGL, format, str_source, str_type, id, message); |
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break; |
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case GL_DEBUG_SEVERITY_MEDIUM: |
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LOG_WARNING(Render_OpenGL, format, str_source, str_type, id, message); |
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break; |
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case GL_DEBUG_SEVERITY_NOTIFICATION: |
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case GL_DEBUG_SEVERITY_LOW: |
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LOG_DEBUG(Render_OpenGL, format, str_source, str_type, id, message); |
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break; |
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} |
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} |
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bool RendererOpenGL::Init() { |
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Core::Frontend::ScopeAcquireWindowContext acquire_context{render_window}; |
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@ -495,7 +478,6 @@ bool RendererOpenGL::Init() { |
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return true; |
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} |
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/// Shutdown the renderer
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void RendererOpenGL::ShutDown() {} |
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} // namespace OpenGL
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