Lime-3DS-Emulator/src/video_core/renderer_opengl/renderer_opengl.cpp

885 lines
36 KiB
C++

// Copyright 2022 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "common/logging/log.h"
#include "common/microprofile.h"
#include "common/settings.h"
#include "core/core.h"
#include "core/frontend/emu_window.h"
#include "core/frontend/framebuffer_layout.h"
#include "core/memory.h"
#include "video_core/pica/pica_core.h"
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/gl_texture_mailbox.h"
#include "video_core/renderer_opengl/post_processing_opengl.h"
#include "video_core/renderer_opengl/renderer_opengl.h"
#include "video_core/shader/generator/glsl_shader_gen.h"
#include "video_core/host_shaders/opengl_present_anaglyph_frag.h"
#include "video_core/host_shaders/opengl_present_frag.h"
#include "video_core/host_shaders/opengl_present_interlaced_frag.h"
#include "video_core/host_shaders/opengl_present_vert.h"
namespace OpenGL {
MICROPROFILE_DEFINE(OpenGL_RenderFrame, "OpenGL", "Render Frame", MP_RGB(128, 128, 64));
MICROPROFILE_DEFINE(OpenGL_WaitPresent, "OpenGL", "Wait For Present", MP_RGB(128, 128, 128));
/**
* Vertex structure that the drawn screen rectangles are composed of.
*/
struct ScreenRectVertex {
ScreenRectVertex() = default;
ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) {
position[0] = x;
position[1] = y;
tex_coord[0] = u;
tex_coord[1] = v;
}
std::array<GLfloat, 2> position{};
std::array<GLfloat, 2> tex_coord{};
};
/**
* 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.
*
* @param flipped Whether the frame should be flipped upside down.
*/
static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, const float height,
bool flipped) {
std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
// Last matrix row is implicitly assumed to be [0, 0, 1].
if (flipped) {
// clang-format off
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;
// clang-format on
} else {
// clang-format off
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;
// clang-format on
}
return matrix;
}
RendererOpenGL::RendererOpenGL(Core::System& system, Pica::PicaCore& pica_,
Frontend::EmuWindow& window, Frontend::EmuWindow* secondary_window)
: VideoCore::RendererBase{system, window, secondary_window}, pica{pica_},
rasterizer{system.Memory(), pica, system.CustomTexManager(), *this, driver}, frame_dumper{
system,
window} {
const bool has_debug_tool = driver.HasDebugTool();
window.mailbox = std::make_unique<OGLTextureMailbox>(has_debug_tool);
if (secondary_window) {
secondary_window->mailbox = std::make_unique<OGLTextureMailbox>(has_debug_tool);
}
frame_dumper.mailbox = std::make_unique<OGLVideoDumpingMailbox>();
InitOpenGLObjects();
}
RendererOpenGL::~RendererOpenGL() = default;
void RendererOpenGL::SwapBuffers() {
// Maintain the rasterizer's state as a priority
OpenGLState prev_state = OpenGLState::GetCurState();
state.Apply();
PrepareRendertarget();
RenderScreenshot();
const auto& main_layout = render_window.GetFramebufferLayout();
RenderToMailbox(main_layout, render_window.mailbox, false);
#ifndef ANDROID
if (Settings::values.layout_option.GetValue() == Settings::LayoutOption::SeparateWindows) {
ASSERT(secondary_window);
const auto& secondary_layout = secondary_window->GetFramebufferLayout();
RenderToMailbox(secondary_layout, secondary_window->mailbox, false);
secondary_window->PollEvents();
}
#endif
if (frame_dumper.IsDumping()) {
try {
RenderToMailbox(frame_dumper.GetLayout(), frame_dumper.mailbox, true);
} catch (const OGLTextureMailboxException& exception) {
LOG_DEBUG(Render_OpenGL, "Frame dumper exception caught: {}", exception.what());
}
}
EndFrame();
prev_state.Apply();
rasterizer.TickFrame();
}
void RendererOpenGL::RenderScreenshot() {
if (settings.screenshot_requested.exchange(false)) {
// Draw this frame to the screenshot framebuffer
screenshot_framebuffer.Create();
GLuint old_read_fb = state.draw.read_framebuffer;
GLuint old_draw_fb = state.draw.draw_framebuffer;
state.draw.read_framebuffer = state.draw.draw_framebuffer = screenshot_framebuffer.handle;
state.Apply();
const Layout::FramebufferLayout layout{settings.screenshot_framebuffer_layout};
GLuint renderbuffer;
glGenRenderbuffers(1, &renderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8, layout.width, layout.height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
renderbuffer);
DrawScreens(layout, false);
glReadPixels(0, 0, layout.width, layout.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
settings.screenshot_bits);
screenshot_framebuffer.Release();
state.draw.read_framebuffer = old_read_fb;
state.draw.draw_framebuffer = old_draw_fb;
state.Apply();
glDeleteRenderbuffers(1, &renderbuffer);
settings.screenshot_complete_callback(true);
}
}
void RendererOpenGL::PrepareRendertarget() {
const auto& framebuffer_config = pica.regs.framebuffer_config;
const auto& regs_lcd = pica.regs_lcd;
for (u32 i = 0; i < 3; i++) {
const u32 fb_id = i == 2 ? 1 : 0;
const auto& framebuffer = framebuffer_config[fb_id];
auto& texture = screen_infos[i].texture;
const auto color_fill = fb_id == 0 ? regs_lcd.color_fill_top : regs_lcd.color_fill_bottom;
if (color_fill.is_enabled) {
FillScreen(color_fill.AsVector(), texture);
continue;
}
if (texture.width != framebuffer.width || texture.height != framebuffer.height ||
texture.format != framebuffer.color_format) {
ConfigureFramebufferTexture(texture, framebuffer);
}
LoadFBToScreenInfo(framebuffer, screen_infos[i], i == 1);
}
}
void RendererOpenGL::RenderToMailbox(const Layout::FramebufferLayout& layout,
std::unique_ptr<Frontend::TextureMailbox>& mailbox,
bool flipped) {
Frontend::Frame* frame;
{
MICROPROFILE_SCOPE(OpenGL_WaitPresent);
frame = mailbox->GetRenderFrame();
// Clean up sync objects before drawing
// INTEL driver workaround. We can't delete the previous render sync object until we are
// sure that the presentation is done
if (frame->present_fence) {
glClientWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
}
// delete the draw fence if the frame wasn't presented
if (frame->render_fence) {
glDeleteSync(frame->render_fence);
frame->render_fence = nullptr;
}
// wait for the presentation to be done
if (frame->present_fence) {
glWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
glDeleteSync(frame->present_fence);
frame->present_fence = nullptr;
}
}
{
MICROPROFILE_SCOPE(OpenGL_RenderFrame);
// Recreate the frame if the size of the window has changed
if (layout.width != frame->width || layout.height != frame->height) {
LOG_DEBUG(Render_OpenGL, "Reloading render frame");
mailbox->ReloadRenderFrame(frame, layout.width, layout.height);
}
state.draw.draw_framebuffer = frame->render.handle;
state.Apply();
DrawScreens(layout, flipped);
// Create a fence for the frontend to wait on and swap this frame to OffTex
frame->render_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glFlush();
mailbox->ReleaseRenderFrame(frame);
}
}
/**
* Loads framebuffer from emulated memory into the active OpenGL texture.
*/
void RendererOpenGL::LoadFBToScreenInfo(const Pica::FramebufferConfig& framebuffer,
ScreenInfo& screen_info, bool right_eye) {
if (framebuffer.address_right1 == 0 || framebuffer.address_right2 == 0)
right_eye = false;
const PAddr framebuffer_addr =
framebuffer.active_fb == 0
? (!right_eye ? framebuffer.address_left1 : framebuffer.address_right1)
: (!right_eye ? framebuffer.address_left2 : framebuffer.address_right2);
LOG_TRACE(Render_OpenGL, "0x{:08x} bytes from 0x{:08x}({}x{}), fmt {:x}",
framebuffer.stride * framebuffer.height, framebuffer_addr, framebuffer.width.Value(),
framebuffer.height.Value(), framebuffer.format);
int bpp = Pica::BytesPerPixel(framebuffer.color_format);
std::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 = Common::Rectangle<f32>(0.f, 0.f, 1.f, 1.f);
rasterizer.FlushRegion(framebuffer_addr, framebuffer.stride * framebuffer.height);
const u8* framebuffer_data = system.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();
}
}
void RendererOpenGL::FillScreen(Common::Vec3<u8> color, TextureInfo& texture) {
state.texture_units[0].texture_2d = texture.resource.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
// Update existing texture
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, color.AsArray());
state.texture_units[0].texture_2d = 0;
state.Apply();
// Resize the texture in case the framebuffer size has changed
texture.width = 1;
texture.height = 1;
}
/**
* Initializes the OpenGL state and creates persistent objects.
*/
void RendererOpenGL::InitOpenGLObjects() {
glClearColor(Settings::values.bg_red.GetValue(), Settings::values.bg_green.GetValue(),
Settings::values.bg_blue.GetValue(), 0.0f);
for (std::size_t i = 0; i < samplers.size(); i++) {
samplers[i].Create();
glSamplerParameteri(samplers[i].handle, GL_TEXTURE_MIN_FILTER,
i == 0 ? GL_NEAREST : GL_LINEAR);
glSamplerParameteri(samplers[i].handle, GL_TEXTURE_MAG_FILTER,
i == 0 ? GL_NEAREST : GL_LINEAR);
glSamplerParameteri(samplers[i].handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(samplers[i].handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
ReloadShader();
// 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::ReloadShader() {
// Link shaders and get variable locations
std::string shader_data = fragment_shader_precision_OES;
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Anaglyph) {
if (Settings::values.anaglyph_shader_name.GetValue() == "dubois (builtin)") {
shader_data += HostShaders::OPENGL_PRESENT_ANAGLYPH_FRAG;
} else {
std::string shader_text = OpenGL::GetPostProcessingShaderCode(
true, Settings::values.anaglyph_shader_name.GetValue());
if (shader_text.empty()) {
// Should probably provide some information that the shader couldn't load
shader_data += HostShaders::OPENGL_PRESENT_ANAGLYPH_FRAG;
} else {
shader_data += shader_text;
}
}
} else if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced ||
Settings::values.render_3d.GetValue() ==
Settings::StereoRenderOption::ReverseInterlaced) {
shader_data += HostShaders::OPENGL_PRESENT_INTERLACED_FRAG;
} else {
if (Settings::values.pp_shader_name.GetValue() == "none (builtin)") {
shader_data += HostShaders::OPENGL_PRESENT_FRAG;
} else {
std::string shader_text = OpenGL::GetPostProcessingShaderCode(
false, Settings::values.pp_shader_name.GetValue());
if (shader_text.empty()) {
// Should probably provide some information that the shader couldn't load
shader_data += HostShaders::OPENGL_PRESENT_FRAG;
} else {
shader_data += shader_text;
}
}
}
shader.Create(HostShaders::OPENGL_PRESENT_VERT, shader_data);
state.draw.shader_program = shader.handle;
state.Apply();
uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture");
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Anaglyph ||
Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced ||
Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::ReverseInterlaced) {
uniform_color_texture_r = glGetUniformLocation(shader.handle, "color_texture_r");
}
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced ||
Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::ReverseInterlaced) {
GLuint uniform_reverse_interlaced =
glGetUniformLocation(shader.handle, "reverse_interlaced");
if (Settings::values.render_3d.GetValue() ==
Settings::StereoRenderOption::ReverseInterlaced)
glUniform1i(uniform_reverse_interlaced, 1);
else
glUniform1i(uniform_reverse_interlaced, 0);
}
uniform_i_resolution = glGetUniformLocation(shader.handle, "i_resolution");
uniform_o_resolution = glGetUniformLocation(shader.handle, "o_resolution");
uniform_layer = glGetUniformLocation(shader.handle, "layer");
attrib_position = glGetAttribLocation(shader.handle, "vert_position");
attrib_tex_coord = glGetAttribLocation(shader.handle, "vert_tex_coord");
}
void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
const Pica::FramebufferConfig& framebuffer) {
Pica::PixelFormat format = framebuffer.color_format;
GLint internal_format{};
texture.format = format;
texture.width = framebuffer.width;
texture.height = framebuffer.height;
switch (format) {
case Pica::PixelFormat::RGBA8:
internal_format = GL_RGBA;
texture.gl_format = GL_RGBA;
texture.gl_type = driver.IsOpenGLES() ? GL_UNSIGNED_BYTE : GL_UNSIGNED_INT_8_8_8_8;
break;
case Pica::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;
// GLES Dosen't support BGR , Use RGB instead
texture.gl_format = driver.IsOpenGLES() ? GL_RGB : GL_BGR;
texture.gl_type = GL_UNSIGNED_BYTE;
break;
case Pica::PixelFormat::RGB565:
internal_format = GL_RGB;
texture.gl_format = GL_RGB;
texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
break;
case Pica::PixelFormat::RGB5A1:
internal_format = GL_RGBA;
texture.gl_format = GL_RGBA;
texture.gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
break;
case Pica::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::DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w,
float h, Layout::DisplayOrientation orientation) {
const auto& texcoords = screen_info.display_texcoords;
std::array<ScreenRectVertex, 4> vertices;
switch (orientation) {
case Layout::DisplayOrientation::Landscape:
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),
}};
break;
case Layout::DisplayOrientation::Portrait:
vertices = {{
ScreenRectVertex(x, y, texcoords.bottom, texcoords.right),
ScreenRectVertex(x + w, y, texcoords.top, texcoords.right),
ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.left),
ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.left),
}};
std::swap(h, w);
break;
case Layout::DisplayOrientation::LandscapeFlipped:
vertices = {{
ScreenRectVertex(x, y, texcoords.top, texcoords.right),
ScreenRectVertex(x + w, y, texcoords.top, texcoords.left),
ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.right),
ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.left),
}};
break;
case Layout::DisplayOrientation::PortraitFlipped:
vertices = {{
ScreenRectVertex(x, y, texcoords.top, texcoords.left),
ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.left),
ScreenRectVertex(x, y + h, texcoords.top, texcoords.right),
ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.right),
}};
std::swap(h, w);
break;
default:
LOG_ERROR(Render_OpenGL, "Unknown DisplayOrientation: {}", orientation);
break;
}
const u32 scale_factor = GetResolutionScaleFactor();
const GLuint sampler = samplers[Settings::values.filter_mode.GetValue()].handle;
glUniform4f(uniform_i_resolution, static_cast<float>(screen_info.texture.width * scale_factor),
static_cast<float>(screen_info.texture.height * scale_factor),
1.0f / static_cast<float>(screen_info.texture.width * scale_factor),
1.0f / static_cast<float>(screen_info.texture.height * scale_factor));
glUniform4f(uniform_o_resolution, h, w, 1.0f / h, 1.0f / w);
state.texture_units[0].texture_2d = screen_info.display_texture;
state.texture_units[0].sampler = sampler;
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.texture_units[0].sampler = 0;
state.Apply();
}
/**
* Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD
* rotation.
*/
void RendererOpenGL::DrawSingleScreenStereo(const ScreenInfo& screen_info_l,
const ScreenInfo& screen_info_r, float x, float y,
float w, float h,
Layout::DisplayOrientation orientation) {
const auto& texcoords = screen_info_l.display_texcoords;
std::array<ScreenRectVertex, 4> vertices;
switch (orientation) {
case Layout::DisplayOrientation::Landscape:
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),
}};
break;
case Layout::DisplayOrientation::Portrait:
vertices = {{
ScreenRectVertex(x, y, texcoords.bottom, texcoords.right),
ScreenRectVertex(x + w, y, texcoords.top, texcoords.right),
ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.left),
ScreenRectVertex(x + w, y + h, texcoords.top, texcoords.left),
}};
std::swap(h, w);
break;
case Layout::DisplayOrientation::LandscapeFlipped:
vertices = {{
ScreenRectVertex(x, y, texcoords.top, texcoords.right),
ScreenRectVertex(x + w, y, texcoords.top, texcoords.left),
ScreenRectVertex(x, y + h, texcoords.bottom, texcoords.right),
ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.left),
}};
break;
case Layout::DisplayOrientation::PortraitFlipped:
vertices = {{
ScreenRectVertex(x, y, texcoords.top, texcoords.left),
ScreenRectVertex(x + w, y, texcoords.bottom, texcoords.left),
ScreenRectVertex(x, y + h, texcoords.top, texcoords.right),
ScreenRectVertex(x + w, y + h, texcoords.bottom, texcoords.right),
}};
std::swap(h, w);
break;
default:
LOG_ERROR(Render_OpenGL, "Unknown DisplayOrientation: {}", orientation);
break;
}
const u32 scale_factor = GetResolutionScaleFactor();
const GLuint sampler = samplers[Settings::values.filter_mode.GetValue()].handle;
glUniform4f(uniform_i_resolution,
static_cast<float>(screen_info_l.texture.width * scale_factor),
static_cast<float>(screen_info_l.texture.height * scale_factor),
1.0f / static_cast<float>(screen_info_l.texture.width * scale_factor),
1.0f / static_cast<float>(screen_info_l.texture.height * scale_factor));
glUniform4f(uniform_o_resolution, h, w, 1.0f / h, 1.0f / w);
state.texture_units[0].texture_2d = screen_info_l.display_texture;
state.texture_units[1].texture_2d = screen_info_r.display_texture;
state.texture_units[0].sampler = sampler;
state.texture_units[1].sampler = sampler;
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.texture_units[1].texture_2d = 0;
state.texture_units[0].sampler = 0;
state.texture_units[1].sampler = 0;
state.Apply();
}
/**
* Draws the emulated screens to the emulator window.
*/
void RendererOpenGL::DrawScreens(const Layout::FramebufferLayout& layout, bool flipped) {
if (settings.bg_color_update_requested.exchange(false)) {
// Update background color before drawing
glClearColor(Settings::values.bg_red.GetValue(), Settings::values.bg_green.GetValue(),
Settings::values.bg_blue.GetValue(), 0.0f);
}
if (settings.shader_update_requested.exchange(false)) {
// Update fragment shader before drawing
shader.Release();
// Link shaders and get variable locations
ReloadShader();
}
const auto& top_screen = layout.top_screen;
const auto& bottom_screen = layout.bottom_screen;
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, flipped);
glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
// Bind texture in Texture Unit 0
glUniform1i(uniform_color_texture, 0);
const bool stereo_single_screen =
Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Anaglyph ||
Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced ||
Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::ReverseInterlaced;
// Bind a second texture for the right eye if in Anaglyph mode
if (stereo_single_screen) {
glUniform1i(uniform_color_texture_r, 1);
}
glUniform1i(uniform_layer, 0);
if (!Settings::values.swap_screen.GetValue()) {
DrawTopScreen(layout, top_screen);
glUniform1i(uniform_layer, 0);
ApplySecondLayerOpacity();
DrawBottomScreen(layout, bottom_screen);
} else {
DrawBottomScreen(layout, bottom_screen);
glUniform1i(uniform_layer, 0);
ApplySecondLayerOpacity();
DrawTopScreen(layout, top_screen);
}
if (layout.additional_screen_enabled) {
const auto& additional_screen = layout.additional_screen;
if (!Settings::values.swap_screen.GetValue()) {
DrawTopScreen(layout, additional_screen);
} else {
DrawBottomScreen(layout, additional_screen);
}
}
ResetSecondLayerOpacity();
}
void RendererOpenGL::ApplySecondLayerOpacity() {
if (Settings::values.custom_layout &&
Settings::values.custom_second_layer_opacity.GetValue() < 100) {
state.blend.src_rgb_func = GL_CONSTANT_ALPHA;
state.blend.src_a_func = GL_CONSTANT_ALPHA;
state.blend.dst_a_func = GL_ONE_MINUS_CONSTANT_ALPHA;
state.blend.dst_rgb_func = GL_ONE_MINUS_CONSTANT_ALPHA;
state.blend.color.alpha = Settings::values.custom_second_layer_opacity.GetValue() / 100.0f;
}
}
void RendererOpenGL::ResetSecondLayerOpacity() {
if (Settings::values.custom_layout &&
Settings::values.custom_second_layer_opacity.GetValue() < 100) {
state.blend.src_rgb_func = GL_ONE;
state.blend.dst_rgb_func = GL_ZERO;
state.blend.src_a_func = GL_ONE;
state.blend.dst_a_func = GL_ZERO;
state.blend.color.alpha = 0.0f;
}
}
void RendererOpenGL::DrawTopScreen(const Layout::FramebufferLayout& layout,
const Common::Rectangle<u32>& top_screen) {
if (!layout.top_screen_enabled) {
return;
}
const float top_screen_left = static_cast<float>(top_screen.left);
const float top_screen_top = static_cast<float>(top_screen.top);
const float top_screen_width = static_cast<float>(top_screen.GetWidth());
const float top_screen_height = static_cast<float>(top_screen.GetHeight());
const auto orientation = layout.is_rotated ? Layout::DisplayOrientation::Landscape
: Layout::DisplayOrientation::Portrait;
switch (Settings::values.render_3d.GetValue()) {
case Settings::StereoRenderOption::Off: {
const int eye = static_cast<int>(Settings::values.mono_render_option.GetValue());
DrawSingleScreen(screen_infos[eye], top_screen_left, top_screen_top, top_screen_width,
top_screen_height, orientation);
break;
}
case Settings::StereoRenderOption::SideBySide: {
DrawSingleScreen(screen_infos[0], top_screen_left / 2, top_screen_top, top_screen_width / 2,
top_screen_height, orientation);
glUniform1i(uniform_layer, 1);
DrawSingleScreen(screen_infos[1],
static_cast<float>((top_screen_left / 2) + (layout.width / 2)),
top_screen_top, top_screen_width / 2, top_screen_height, orientation);
break;
}
case Settings::StereoRenderOption::CardboardVR: {
DrawSingleScreen(screen_infos[0], top_screen_left, top_screen_top, top_screen_width,
top_screen_height, orientation);
glUniform1i(uniform_layer, 1);
DrawSingleScreen(
screen_infos[1],
static_cast<float>(layout.cardboard.top_screen_right_eye + (layout.width / 2)),
top_screen_top, top_screen_width, top_screen_height, orientation);
break;
}
case Settings::StereoRenderOption::Anaglyph:
case Settings::StereoRenderOption::Interlaced:
case Settings::StereoRenderOption::ReverseInterlaced: {
DrawSingleScreenStereo(screen_infos[0], screen_infos[1], top_screen_left, top_screen_top,
top_screen_width, top_screen_height, orientation);
break;
}
}
}
void RendererOpenGL::DrawBottomScreen(const Layout::FramebufferLayout& layout,
const Common::Rectangle<u32>& bottom_screen) {
if (!layout.bottom_screen_enabled) {
return;
}
const float bottom_screen_left = static_cast<float>(bottom_screen.left);
const float bottom_screen_top = static_cast<float>(bottom_screen.top);
const float bottom_screen_width = static_cast<float>(bottom_screen.GetWidth());
const float bottom_screen_height = static_cast<float>(bottom_screen.GetHeight());
const auto orientation = layout.is_rotated ? Layout::DisplayOrientation::Landscape
: Layout::DisplayOrientation::Portrait;
switch (Settings::values.render_3d.GetValue()) {
case Settings::StereoRenderOption::Off: {
DrawSingleScreen(screen_infos[2], bottom_screen_left, bottom_screen_top,
bottom_screen_width, bottom_screen_height, orientation);
break;
}
case Settings::StereoRenderOption::SideBySide: {
DrawSingleScreen(screen_infos[2], bottom_screen_left / 2, bottom_screen_top,
bottom_screen_width / 2, bottom_screen_height, orientation);
glUniform1i(uniform_layer, 1);
DrawSingleScreen(
screen_infos[2], static_cast<float>((bottom_screen_left / 2) + (layout.width / 2)),
bottom_screen_top, bottom_screen_width / 2, bottom_screen_height, orientation);
break;
}
case Settings::StereoRenderOption::CardboardVR: {
DrawSingleScreen(screen_infos[2], bottom_screen_left, bottom_screen_top,
bottom_screen_width, bottom_screen_height, orientation);
glUniform1i(uniform_layer, 1);
DrawSingleScreen(
screen_infos[2],
static_cast<float>(layout.cardboard.bottom_screen_right_eye + (layout.width / 2)),
bottom_screen_top, bottom_screen_width, bottom_screen_height, orientation);
break;
}
case Settings::StereoRenderOption::Anaglyph:
case Settings::StereoRenderOption::Interlaced:
case Settings::StereoRenderOption::ReverseInterlaced: {
DrawSingleScreenStereo(screen_infos[2], screen_infos[2], bottom_screen_left,
bottom_screen_top, bottom_screen_width, bottom_screen_height,
orientation);
break;
}
}
}
void RendererOpenGL::TryPresent(int timeout_ms, bool is_secondary) {
const auto& window = is_secondary ? *secondary_window : render_window;
const auto& layout = window.GetFramebufferLayout();
auto frame = window.mailbox->TryGetPresentFrame(timeout_ms);
if (!frame) {
LOG_DEBUG(Render_OpenGL, "TryGetPresentFrame returned no frame to present");
return;
}
// Clearing before a full overwrite of a fbo can signal to drivers that they can avoid a
// readback since we won't be doing any blending
glClear(GL_COLOR_BUFFER_BIT);
// Recreate the presentation FBO if the color attachment was changed
if (frame->color_reloaded) {
LOG_DEBUG(Render_OpenGL, "Reloading present frame");
window.mailbox->ReloadPresentFrame(frame, layout.width, layout.height);
}
glWaitSync(frame->render_fence, 0, GL_TIMEOUT_IGNORED);
// INTEL workaround.
// Normally we could just delete the draw fence here, but due to driver bugs, we can just delete
// it on the emulation thread without too much penalty
// glDeleteSync(frame.render_sync);
// frame.render_sync = 0;
glBindFramebuffer(GL_READ_FRAMEBUFFER, frame->present.handle);
glBlitFramebuffer(0, 0, frame->width, frame->height, 0, 0, layout.width, layout.height,
GL_COLOR_BUFFER_BIT, GL_LINEAR);
// Delete the fence if we're re-presenting to avoid leaking fences
if (frame->present_fence) {
glDeleteSync(frame->present_fence);
}
/* insert fence for the main thread to block on */
frame->present_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glFlush();
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
void RendererOpenGL::PrepareVideoDumping() {
auto* mailbox = static_cast<OGLVideoDumpingMailbox*>(frame_dumper.mailbox.get());
{
std::scoped_lock lock{mailbox->swap_chain_lock};
mailbox->quit = false;
}
frame_dumper.StartDumping();
}
void RendererOpenGL::CleanupVideoDumping() {
frame_dumper.StopDumping();
auto* mailbox = static_cast<OGLVideoDumpingMailbox*>(frame_dumper.mailbox.get());
{
std::scoped_lock lock{mailbox->swap_chain_lock};
mailbox->quit = true;
}
mailbox->free_cv.notify_one();
}
void RendererOpenGL::Sync() {
rasterizer.SyncEntireState();
}
} // namespace OpenGL