6 changed files with 639 additions and 577 deletions
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2src/video_core/CMakeLists.txt
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519src/video_core/renderer_opengl/gl_blit_screen.cpp
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110src/video_core/renderer_opengl/gl_blit_screen.h
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1src/video_core/renderer_opengl/gl_rasterizer.h
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506src/video_core/renderer_opengl/renderer_opengl.cpp
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78src/video_core/renderer_opengl/renderer_opengl.h
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// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "video_core/framebuffer_config.h"
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#include "video_core/host_shaders/ffx_a_h.h"
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#include "video_core/host_shaders/ffx_fsr1_h.h"
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#include "video_core/host_shaders/full_screen_triangle_vert.h"
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#include "video_core/host_shaders/fxaa_frag.h"
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#include "video_core/host_shaders/fxaa_vert.h"
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#include "video_core/host_shaders/opengl_fidelityfx_fsr_easu_frag.h"
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#include "video_core/host_shaders/opengl_fidelityfx_fsr_frag.h"
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#include "video_core/host_shaders/opengl_fidelityfx_fsr_rcas_frag.h"
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#include "video_core/host_shaders/opengl_present_frag.h"
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#include "video_core/host_shaders/opengl_present_scaleforce_frag.h"
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#include "video_core/host_shaders/opengl_present_vert.h"
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#include "video_core/host_shaders/opengl_smaa_glsl.h"
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#include "video_core/host_shaders/present_bicubic_frag.h"
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#include "video_core/host_shaders/present_gaussian_frag.h"
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#include "video_core/host_shaders/smaa_blending_weight_calculation_frag.h"
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#include "video_core/host_shaders/smaa_blending_weight_calculation_vert.h"
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#include "video_core/host_shaders/smaa_edge_detection_frag.h"
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#include "video_core/host_shaders/smaa_edge_detection_vert.h"
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#include "video_core/host_shaders/smaa_neighborhood_blending_frag.h"
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#include "video_core/host_shaders/smaa_neighborhood_blending_vert.h"
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#include "video_core/renderer_opengl/gl_blit_screen.h"
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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#include "video_core/renderer_opengl/gl_state_tracker.h"
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#include "video_core/smaa_area_tex.h"
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#include "video_core/smaa_search_tex.h"
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#include "video_core/textures/decoders.h"
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namespace OpenGL { |
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namespace { |
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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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constexpr ScreenRectVertex(u32 x, u32 y, GLfloat u, GLfloat v) |
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: position{{static_cast<GLfloat>(x), static_cast<GLfloat>(y)}}, tex_coord{{u, v}} {} |
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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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* Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left |
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* corner and (width, height) on the lower-bottom. |
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* |
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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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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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// 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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} // namespace
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BlitScreen::BlitScreen(RasterizerOpenGL& rasterizer_, |
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Tegra::MaxwellDeviceMemoryManager& device_memory_, |
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StateTracker& state_tracker_, ProgramManager& program_manager_, |
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Device& device_) |
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: rasterizer(rasterizer_), device_memory(device_memory_), state_tracker(state_tracker_), |
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program_manager(program_manager_), device(device_) { |
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// Create shader programs
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fxaa_vertex = CreateProgram(HostShaders::FXAA_VERT, GL_VERTEX_SHADER); |
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fxaa_fragment = CreateProgram(HostShaders::FXAA_FRAG, GL_FRAGMENT_SHADER); |
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const auto replace_include = [](std::string& shader_source, std::string_view include_name, |
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std::string_view include_content) { |
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const std::string include_string = fmt::format("#include \"{}\"", include_name); |
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const std::size_t pos = shader_source.find(include_string); |
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ASSERT(pos != std::string::npos); |
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shader_source.replace(pos, include_string.size(), include_content); |
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}; |
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const auto SmaaShader = [&](std::string_view specialized_source, GLenum stage) { |
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std::string shader_source{specialized_source}; |
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replace_include(shader_source, "opengl_smaa.glsl", HostShaders::OPENGL_SMAA_GLSL); |
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return CreateProgram(shader_source, stage); |
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}; |
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smaa_edge_detection_vert = SmaaShader(HostShaders::SMAA_EDGE_DETECTION_VERT, GL_VERTEX_SHADER); |
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smaa_edge_detection_frag = |
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SmaaShader(HostShaders::SMAA_EDGE_DETECTION_FRAG, GL_FRAGMENT_SHADER); |
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smaa_blending_weight_calculation_vert = |
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SmaaShader(HostShaders::SMAA_BLENDING_WEIGHT_CALCULATION_VERT, GL_VERTEX_SHADER); |
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smaa_blending_weight_calculation_frag = |
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SmaaShader(HostShaders::SMAA_BLENDING_WEIGHT_CALCULATION_FRAG, GL_FRAGMENT_SHADER); |
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smaa_neighborhood_blending_vert = |
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SmaaShader(HostShaders::SMAA_NEIGHBORHOOD_BLENDING_VERT, GL_VERTEX_SHADER); |
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smaa_neighborhood_blending_frag = |
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SmaaShader(HostShaders::SMAA_NEIGHBORHOOD_BLENDING_FRAG, GL_FRAGMENT_SHADER); |
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present_vertex = CreateProgram(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER); |
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present_bilinear_fragment = CreateProgram(HostShaders::OPENGL_PRESENT_FRAG, GL_FRAGMENT_SHADER); |
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present_bicubic_fragment = CreateProgram(HostShaders::PRESENT_BICUBIC_FRAG, GL_FRAGMENT_SHADER); |
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present_gaussian_fragment = |
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CreateProgram(HostShaders::PRESENT_GAUSSIAN_FRAG, GL_FRAGMENT_SHADER); |
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present_scaleforce_fragment = |
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CreateProgram(fmt::format("#version 460\n{}", HostShaders::OPENGL_PRESENT_SCALEFORCE_FRAG), |
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GL_FRAGMENT_SHADER); |
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std::string fsr_source{HostShaders::OPENGL_FIDELITYFX_FSR_FRAG}; |
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replace_include(fsr_source, "ffx_a.h", HostShaders::FFX_A_H); |
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replace_include(fsr_source, "ffx_fsr1.h", HostShaders::FFX_FSR1_H); |
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std::string fsr_easu_frag_source{HostShaders::OPENGL_FIDELITYFX_FSR_EASU_FRAG}; |
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std::string fsr_rcas_frag_source{HostShaders::OPENGL_FIDELITYFX_FSR_RCAS_FRAG}; |
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replace_include(fsr_easu_frag_source, "opengl_fidelityfx_fsr.frag", fsr_source); |
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replace_include(fsr_rcas_frag_source, "opengl_fidelityfx_fsr.frag", fsr_source); |
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fsr = std::make_unique<FSR>(HostShaders::FULL_SCREEN_TRIANGLE_VERT, fsr_easu_frag_source, |
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fsr_rcas_frag_source); |
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// Generate presentation sampler
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present_sampler.Create(); |
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glSamplerParameteri(present_sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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glSamplerParameteri(present_sampler.handle, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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glSamplerParameteri(present_sampler.handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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glSamplerParameteri(present_sampler.handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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glSamplerParameteri(present_sampler.handle, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
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present_sampler_nn.Create(); |
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glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); |
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// Generate VBO handle for drawing
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vertex_buffer.Create(); |
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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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// Allocate textures for the screen
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framebuffer_texture.resource.Create(GL_TEXTURE_2D); |
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const GLuint texture = framebuffer_texture.resource.handle; |
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glTextureStorage2D(texture, 1, GL_RGBA8, 1, 1); |
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// Clear screen to black
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const u8 framebuffer_data[4] = {0, 0, 0, 0}; |
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glClearTexImage(framebuffer_texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE, |
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framebuffer_data); |
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aa_framebuffer.Create(); |
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smaa_area_tex.Create(GL_TEXTURE_2D); |
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glTextureStorage2D(smaa_area_tex.handle, 1, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT); |
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glTextureSubImage2D(smaa_area_tex.handle, 0, 0, 0, AREATEX_WIDTH, AREATEX_HEIGHT, GL_RG, |
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GL_UNSIGNED_BYTE, areaTexBytes); |
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smaa_search_tex.Create(GL_TEXTURE_2D); |
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glTextureStorage2D(smaa_search_tex.handle, 1, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT); |
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glTextureSubImage2D(smaa_search_tex.handle, 0, 0, 0, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, GL_RED, |
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GL_UNSIGNED_BYTE, searchTexBytes); |
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// Enable unified vertex attributes and query vertex buffer address when the driver supports it
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if (device.HasVertexBufferUnifiedMemory()) { |
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glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV); |
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glEnableClientState(GL_ELEMENT_ARRAY_UNIFIED_NV); |
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glMakeNamedBufferResidentNV(vertex_buffer.handle, GL_READ_ONLY); |
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glGetNamedBufferParameterui64vNV(vertex_buffer.handle, GL_BUFFER_GPU_ADDRESS_NV, |
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&vertex_buffer_address); |
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} |
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} |
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FramebufferTextureInfo BlitScreen::PrepareRenderTarget( |
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const Tegra::FramebufferConfig& framebuffer) { |
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// If framebuffer is provided, reload it from memory to a texture
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if (framebuffer_texture.width != static_cast<GLsizei>(framebuffer.width) || |
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framebuffer_texture.height != static_cast<GLsizei>(framebuffer.height) || |
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framebuffer_texture.pixel_format != framebuffer.pixel_format || |
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gl_framebuffer_data.empty()) { |
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// Reallocate texture if the framebuffer size has changed.
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// This is expected to not happen very often and hence should not be a
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// performance problem.
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ConfigureFramebufferTexture(framebuffer); |
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} |
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// Load the framebuffer from memory if needed
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return LoadFBToScreenInfo(framebuffer); |
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} |
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FramebufferTextureInfo BlitScreen::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) { |
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const DAddr framebuffer_addr{framebuffer.address + framebuffer.offset}; |
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const auto accelerated_info = |
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rasterizer.AccelerateDisplay(framebuffer, framebuffer_addr, framebuffer.stride); |
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if (accelerated_info) { |
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return *accelerated_info; |
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} |
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// Reset the screen info's display texture to its own permanent texture
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FramebufferTextureInfo info{}; |
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info.display_texture = framebuffer_texture.resource.handle; |
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info.width = framebuffer.width; |
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info.height = framebuffer.height; |
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info.scaled_width = framebuffer.width; |
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info.scaled_height = framebuffer.height; |
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// TODO(Rodrigo): Read this from HLE
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constexpr u32 block_height_log2 = 4; |
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const auto pixel_format{ |
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VideoCore::Surface::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format)}; |
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const u32 bytes_per_pixel{VideoCore::Surface::BytesPerBlock(pixel_format)}; |
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const u64 size_in_bytes{Tegra::Texture::CalculateSize( |
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true, bytes_per_pixel, framebuffer.stride, framebuffer.height, 1, block_height_log2, 0)}; |
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const u8* const host_ptr{device_memory.GetPointer<u8>(framebuffer_addr)}; |
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const std::span<const u8> input_data(host_ptr, size_in_bytes); |
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Tegra::Texture::UnswizzleTexture(gl_framebuffer_data, input_data, bytes_per_pixel, |
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framebuffer.width, framebuffer.height, 1, block_height_log2, |
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0); |
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); |
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glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast<GLint>(framebuffer.stride)); |
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// Update existing texture
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// TODO: Test what happens on hardware when you change the framebuffer dimensions so that
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// they differ from the LCD resolution.
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// TODO: Applications could theoretically crash yuzu here by specifying too large
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// framebuffer sizes. We should make sure that this cannot happen.
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glTextureSubImage2D(framebuffer_texture.resource.handle, 0, 0, 0, framebuffer.width, |
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framebuffer.height, framebuffer_texture.gl_format, |
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framebuffer_texture.gl_type, gl_framebuffer_data.data()); |
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); |
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return info; |
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} |
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void BlitScreen::ConfigureFramebufferTexture(const Tegra::FramebufferConfig& framebuffer) { |
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framebuffer_texture.width = framebuffer.width; |
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framebuffer_texture.height = framebuffer.height; |
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framebuffer_texture.pixel_format = framebuffer.pixel_format; |
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const auto pixel_format{ |
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VideoCore::Surface::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format)}; |
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const u32 bytes_per_pixel{VideoCore::Surface::BytesPerBlock(pixel_format)}; |
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gl_framebuffer_data.resize(framebuffer_texture.width * framebuffer_texture.height * |
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bytes_per_pixel); |
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GLint internal_format; |
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switch (framebuffer.pixel_format) { |
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case Service::android::PixelFormat::Rgba8888: |
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internal_format = GL_RGBA8; |
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framebuffer_texture.gl_format = GL_RGBA; |
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framebuffer_texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV; |
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break; |
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case Service::android::PixelFormat::Rgb565: |
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internal_format = GL_RGB565; |
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framebuffer_texture.gl_format = GL_RGB; |
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framebuffer_texture.gl_type = GL_UNSIGNED_SHORT_5_6_5; |
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break; |
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default: |
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internal_format = GL_RGBA8; |
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framebuffer_texture.gl_format = GL_RGBA; |
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framebuffer_texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV; |
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// UNIMPLEMENTED_MSG("Unknown framebuffer pixel format: {}",
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// static_cast<u32>(framebuffer.pixel_format));
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break; |
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} |
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framebuffer_texture.resource.Release(); |
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framebuffer_texture.resource.Create(GL_TEXTURE_2D); |
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glTextureStorage2D(framebuffer_texture.resource.handle, 1, internal_format, |
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framebuffer_texture.width, framebuffer_texture.height); |
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aa_texture.Release(); |
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aa_texture.Create(GL_TEXTURE_2D); |
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glTextureStorage2D(aa_texture.handle, 1, GL_RGBA16F, |
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.width), |
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.height)); |
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glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0, aa_texture.handle, 0); |
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smaa_edges_tex.Release(); |
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smaa_edges_tex.Create(GL_TEXTURE_2D); |
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glTextureStorage2D(smaa_edges_tex.handle, 1, GL_RG16F, |
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.width), |
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.height)); |
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smaa_blend_tex.Release(); |
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smaa_blend_tex.Create(GL_TEXTURE_2D); |
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glTextureStorage2D(smaa_blend_tex.handle, 1, GL_RGBA16F, |
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.width), |
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.height)); |
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} |
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void BlitScreen::DrawScreen(const Tegra::FramebufferConfig& framebuffer, |
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const Layout::FramebufferLayout& layout) { |
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FramebufferTextureInfo info = PrepareRenderTarget(framebuffer); |
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const auto crop = Tegra::NormalizeCrop(framebuffer, info.width, info.height); |
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// TODO: Signal state tracker about these changes
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state_tracker.NotifyScreenDrawVertexArray(); |
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state_tracker.NotifyPolygonModes(); |
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state_tracker.NotifyViewport0(); |
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state_tracker.NotifyScissor0(); |
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state_tracker.NotifyColorMask(0); |
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state_tracker.NotifyBlend0(); |
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state_tracker.NotifyFramebuffer(); |
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state_tracker.NotifyFrontFace(); |
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state_tracker.NotifyCullTest(); |
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state_tracker.NotifyDepthTest(); |
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state_tracker.NotifyStencilTest(); |
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state_tracker.NotifyPolygonOffset(); |
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state_tracker.NotifyRasterizeEnable(); |
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state_tracker.NotifyFramebufferSRGB(); |
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state_tracker.NotifyLogicOp(); |
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state_tracker.NotifyClipControl(); |
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state_tracker.NotifyAlphaTest(); |
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state_tracker.ClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE); |
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glEnable(GL_CULL_FACE); |
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glDisable(GL_COLOR_LOGIC_OP); |
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glDisable(GL_DEPTH_TEST); |
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glDisable(GL_STENCIL_TEST); |
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glDisable(GL_POLYGON_OFFSET_FILL); |
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glDisable(GL_RASTERIZER_DISCARD); |
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glDisable(GL_ALPHA_TEST); |
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glDisablei(GL_BLEND, 0); |
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
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glCullFace(GL_BACK); |
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glFrontFace(GL_CW); |
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glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
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glDepthRangeIndexed(0, 0.0, 0.0); |
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glBindTextureUnit(0, info.display_texture); |
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auto anti_aliasing = Settings::values.anti_aliasing.GetValue(); |
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if (anti_aliasing >= Settings::AntiAliasing::MaxEnum) { |
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LOG_ERROR(Render_OpenGL, "Invalid antialiasing option selected {}", anti_aliasing); |
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anti_aliasing = Settings::AntiAliasing::None; |
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Settings::values.anti_aliasing.SetValue(anti_aliasing); |
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} |
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if (anti_aliasing != Settings::AntiAliasing::None) { |
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glEnablei(GL_SCISSOR_TEST, 0); |
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auto scissor_width = Settings::values.resolution_info.ScaleUp(framebuffer_texture.width); |
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auto viewport_width = static_cast<GLfloat>(scissor_width); |
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auto scissor_height = Settings::values.resolution_info.ScaleUp(framebuffer_texture.height); |
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auto viewport_height = static_cast<GLfloat>(scissor_height); |
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glScissorIndexed(0, 0, 0, scissor_width, scissor_height); |
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glViewportIndexedf(0, 0.0f, 0.0f, viewport_width, viewport_height); |
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glBindSampler(0, present_sampler.handle); |
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GLint old_read_fb; |
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GLint old_draw_fb; |
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glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old_read_fb); |
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_fb); |
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switch (anti_aliasing) { |
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case Settings::AntiAliasing::Fxaa: { |
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program_manager.BindPresentPrograms(fxaa_vertex.handle, fxaa_fragment.handle); |
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, aa_framebuffer.handle); |
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
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} break; |
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case Settings::AntiAliasing::Smaa: { |
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glClearColor(0, 0, 0, 0); |
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glFrontFace(GL_CCW); |
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, aa_framebuffer.handle); |
|||
glBindSampler(1, present_sampler.handle); |
|||
glBindSampler(2, present_sampler.handle); |
|||
|
|||
glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0, |
|||
smaa_edges_tex.handle, 0); |
|||
glClear(GL_COLOR_BUFFER_BIT); |
|||
program_manager.BindPresentPrograms(smaa_edge_detection_vert.handle, |
|||
smaa_edge_detection_frag.handle); |
|||
glDrawArrays(GL_TRIANGLES, 0, 3); |
|||
|
|||
glBindTextureUnit(0, smaa_edges_tex.handle); |
|||
glBindTextureUnit(1, smaa_area_tex.handle); |
|||
glBindTextureUnit(2, smaa_search_tex.handle); |
|||
glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0, |
|||
smaa_blend_tex.handle, 0); |
|||
glClear(GL_COLOR_BUFFER_BIT); |
|||
program_manager.BindPresentPrograms(smaa_blending_weight_calculation_vert.handle, |
|||
smaa_blending_weight_calculation_frag.handle); |
|||
glDrawArrays(GL_TRIANGLES, 0, 3); |
|||
|
|||
glBindTextureUnit(0, info.display_texture); |
|||
glBindTextureUnit(1, smaa_blend_tex.handle); |
|||
glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0, |
|||
aa_texture.handle, 0); |
|||
program_manager.BindPresentPrograms(smaa_neighborhood_blending_vert.handle, |
|||
smaa_neighborhood_blending_frag.handle); |
|||
glDrawArrays(GL_TRIANGLES, 0, 3); |
|||
glFrontFace(GL_CW); |
|||
} break; |
|||
default: |
|||
UNREACHABLE(); |
|||
} |
|||
|
|||
glBindFramebuffer(GL_READ_FRAMEBUFFER, old_read_fb); |
|||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb); |
|||
|
|||
glBindTextureUnit(0, aa_texture.handle); |
|||
} |
|||
glDisablei(GL_SCISSOR_TEST, 0); |
|||
|
|||
if (Settings::values.scaling_filter.GetValue() == Settings::ScalingFilter::Fsr) { |
|||
if (!fsr->AreBuffersInitialized()) { |
|||
fsr->InitBuffers(); |
|||
} |
|||
|
|||
glBindSampler(0, present_sampler.handle); |
|||
fsr->Draw(program_manager, layout.screen, info.scaled_width, info.scaled_height, crop); |
|||
} else { |
|||
if (fsr->AreBuffersInitialized()) { |
|||
fsr->ReleaseBuffers(); |
|||
} |
|||
} |
|||
|
|||
const std::array ortho_matrix = |
|||
MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height)); |
|||
|
|||
const auto fragment_handle = [this]() { |
|||
switch (Settings::values.scaling_filter.GetValue()) { |
|||
case Settings::ScalingFilter::NearestNeighbor: |
|||
case Settings::ScalingFilter::Bilinear: |
|||
return present_bilinear_fragment.handle; |
|||
case Settings::ScalingFilter::Bicubic: |
|||
return present_bicubic_fragment.handle; |
|||
case Settings::ScalingFilter::Gaussian: |
|||
return present_gaussian_fragment.handle; |
|||
case Settings::ScalingFilter::ScaleForce: |
|||
return present_scaleforce_fragment.handle; |
|||
case Settings::ScalingFilter::Fsr: |
|||
return fsr->GetPresentFragmentProgram().handle; |
|||
default: |
|||
return present_bilinear_fragment.handle; |
|||
} |
|||
}(); |
|||
program_manager.BindPresentPrograms(present_vertex.handle, fragment_handle); |
|||
glProgramUniformMatrix3x2fv(present_vertex.handle, ModelViewMatrixLocation, 1, GL_FALSE, |
|||
ortho_matrix.data()); |
|||
|
|||
f32 left, top, right, bottom; |
|||
if (Settings::values.scaling_filter.GetValue() == Settings::ScalingFilter::Fsr) { |
|||
// FSR has already applied the crop, so we just want to render the image
|
|||
// it has produced.
|
|||
left = 0; |
|||
top = 0; |
|||
right = 1; |
|||
bottom = 1; |
|||
} else { |
|||
// Apply the precomputed crop.
|
|||
left = crop.left; |
|||
top = crop.top; |
|||
right = crop.right; |
|||
bottom = crop.bottom; |
|||
} |
|||
|
|||
// Map the coordinates to the screen.
|
|||
const auto& screen = layout.screen; |
|||
const auto x = screen.left; |
|||
const auto y = screen.top; |
|||
const auto w = screen.GetWidth(); |
|||
const auto h = screen.GetHeight(); |
|||
|
|||
const std::array vertices = { |
|||
ScreenRectVertex(x, y, left, top), |
|||
ScreenRectVertex(x + w, y, right, top), |
|||
ScreenRectVertex(x, y + h, left, bottom), |
|||
ScreenRectVertex(x + w, y + h, right, bottom), |
|||
}; |
|||
glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices)); |
|||
|
|||
glDisable(GL_FRAMEBUFFER_SRGB); |
|||
glViewportIndexedf(0, 0.0f, 0.0f, static_cast<GLfloat>(layout.width), |
|||
static_cast<GLfloat>(layout.height)); |
|||
|
|||
glEnableVertexAttribArray(PositionLocation); |
|||
glEnableVertexAttribArray(TexCoordLocation); |
|||
glVertexAttribDivisor(PositionLocation, 0); |
|||
glVertexAttribDivisor(TexCoordLocation, 0); |
|||
glVertexAttribFormat(PositionLocation, 2, GL_FLOAT, GL_FALSE, |
|||
offsetof(ScreenRectVertex, position)); |
|||
glVertexAttribFormat(TexCoordLocation, 2, GL_FLOAT, GL_FALSE, |
|||
offsetof(ScreenRectVertex, tex_coord)); |
|||
glVertexAttribBinding(PositionLocation, 0); |
|||
glVertexAttribBinding(TexCoordLocation, 0); |
|||
if (device.HasVertexBufferUnifiedMemory()) { |
|||
glBindVertexBuffer(0, 0, 0, sizeof(ScreenRectVertex)); |
|||
glBufferAddressRangeNV(GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV, 0, vertex_buffer_address, |
|||
sizeof(vertices)); |
|||
} else { |
|||
glBindVertexBuffer(0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex)); |
|||
} |
|||
|
|||
if (Settings::values.scaling_filter.GetValue() != Settings::ScalingFilter::NearestNeighbor) { |
|||
glBindSampler(0, present_sampler.handle); |
|||
} else { |
|||
glBindSampler(0, present_sampler_nn.handle); |
|||
} |
|||
|
|||
// Update background color before drawing
|
|||
glClearColor(Settings::values.bg_red.GetValue() / 255.0f, |
|||
Settings::values.bg_green.GetValue() / 255.0f, |
|||
Settings::values.bg_blue.GetValue() / 255.0f, 1.0f); |
|||
|
|||
glClear(GL_COLOR_BUFFER_BIT); |
|||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
|||
|
|||
// TODO
|
|||
// program_manager.RestoreGuestPipeline();
|
|||
} |
|||
|
|||
} // namespace OpenGL
|
|||
@ -0,0 +1,110 @@ |
|||
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project |
|||
// SPDX-License-Identifier: GPL-2.0-or-later |
|||
|
|||
#pragma once |
|||
|
|||
#include <memory> |
|||
#include <vector> |
|||
|
|||
#include "core/hle/service/nvnflinger/pixel_format.h" |
|||
#include "video_core/host1x/gpu_device_memory_manager.h" |
|||
#include "video_core/renderer_opengl/gl_fsr.h" |
|||
#include "video_core/renderer_opengl/gl_resource_manager.h" |
|||
|
|||
namespace Layout { |
|||
struct FramebufferLayout; |
|||
} |
|||
|
|||
namespace Tegra { |
|||
struct FramebufferConfig; |
|||
} |
|||
|
|||
namespace OpenGL { |
|||
|
|||
class Device; |
|||
class RasterizerOpenGL; |
|||
class StateTracker; |
|||
|
|||
/// Structure used for storing information about the textures for the Switch screen |
|||
struct TextureInfo { |
|||
OGLTexture resource; |
|||
GLsizei width; |
|||
GLsizei height; |
|||
GLenum gl_format; |
|||
GLenum gl_type; |
|||
Service::android::PixelFormat pixel_format; |
|||
}; |
|||
|
|||
/// Structure used for storing information about the display target for the Switch screen |
|||
struct FramebufferTextureInfo { |
|||
GLuint display_texture{}; |
|||
u32 width; |
|||
u32 height; |
|||
u32 scaled_width; |
|||
u32 scaled_height; |
|||
}; |
|||
|
|||
class BlitScreen { |
|||
public: |
|||
explicit BlitScreen(RasterizerOpenGL& rasterizer, |
|||
Tegra::MaxwellDeviceMemoryManager& device_memory, |
|||
StateTracker& state_tracker, ProgramManager& program_manager, |
|||
Device& device); |
|||
|
|||
void ConfigureFramebufferTexture(const Tegra::FramebufferConfig& framebuffer); |
|||
|
|||
/// Draws the emulated screens to the emulator window. |
|||
void DrawScreen(const Tegra::FramebufferConfig& framebuffer, |
|||
const Layout::FramebufferLayout& layout); |
|||
|
|||
void RenderScreenshot(const Tegra::FramebufferConfig& framebuffer); |
|||
|
|||
/// Loads framebuffer from emulated memory into the active OpenGL texture. |
|||
FramebufferTextureInfo LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer); |
|||
|
|||
FramebufferTextureInfo PrepareRenderTarget(const Tegra::FramebufferConfig& framebuffer); |
|||
|
|||
private: |
|||
RasterizerOpenGL& rasterizer; |
|||
Tegra::MaxwellDeviceMemoryManager& device_memory; |
|||
StateTracker& state_tracker; |
|||
ProgramManager& program_manager; |
|||
Device& device; |
|||
|
|||
OGLSampler present_sampler; |
|||
OGLSampler present_sampler_nn; |
|||
OGLBuffer vertex_buffer; |
|||
OGLProgram fxaa_vertex; |
|||
OGLProgram fxaa_fragment; |
|||
OGLProgram present_vertex; |
|||
OGLProgram present_bilinear_fragment; |
|||
OGLProgram present_bicubic_fragment; |
|||
OGLProgram present_gaussian_fragment; |
|||
OGLProgram present_scaleforce_fragment; |
|||
|
|||
/// Display information for Switch screen |
|||
TextureInfo framebuffer_texture; |
|||
OGLTexture aa_texture; |
|||
OGLFramebuffer aa_framebuffer; |
|||
|
|||
OGLProgram smaa_edge_detection_vert; |
|||
OGLProgram smaa_blending_weight_calculation_vert; |
|||
OGLProgram smaa_neighborhood_blending_vert; |
|||
OGLProgram smaa_edge_detection_frag; |
|||
OGLProgram smaa_blending_weight_calculation_frag; |
|||
OGLProgram smaa_neighborhood_blending_frag; |
|||
OGLTexture smaa_area_tex; |
|||
OGLTexture smaa_search_tex; |
|||
OGLTexture smaa_edges_tex; |
|||
OGLTexture smaa_blend_tex; |
|||
|
|||
std::unique_ptr<FSR> fsr; |
|||
|
|||
/// OpenGL framebuffer data |
|||
std::vector<u8> gl_framebuffer_data; |
|||
|
|||
// GPU address of the vertex buffer |
|||
GLuint64EXT vertex_buffer_address = 0; |
|||
}; |
|||
|
|||
} // namespace OpenGL |
|||
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