mirror of
https://github.com/RyzenDew/Lime-3DS-Emulator.git
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885 lines
36 KiB
C++
885 lines
36 KiB
C++
// Copyright 2022 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "common/logging/log.h"
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#include "common/microprofile.h"
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#include "common/settings.h"
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#include "core/core.h"
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#include "core/frontend/emu_window.h"
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#include "core/frontend/framebuffer_layout.h"
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#include "core/memory.h"
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#include "video_core/pica/pica_core.h"
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#include "video_core/renderer_opengl/gl_state.h"
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#include "video_core/renderer_opengl/gl_texture_mailbox.h"
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#include "video_core/renderer_opengl/post_processing_opengl.h"
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#include "video_core/renderer_opengl/renderer_opengl.h"
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#include "video_core/shader/generator/glsl_shader_gen.h"
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#include "video_core/host_shaders/opengl_present_anaglyph_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_interlaced_frag.h"
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#include "video_core/host_shaders/opengl_present_vert.h"
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namespace OpenGL {
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MICROPROFILE_DEFINE(OpenGL_RenderFrame, "OpenGL", "Render Frame", MP_RGB(128, 128, 64));
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MICROPROFILE_DEFINE(OpenGL_WaitPresent, "OpenGL", "Wait For Present", MP_RGB(128, 128, 128));
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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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struct ScreenRectVertex {
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ScreenRectVertex() = default;
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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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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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* @param flipped Whether the frame should be flipped upside down.
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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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bool flipped) {
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std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
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// Last matrix row is implicitly assumed to be [0, 0, 1].
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if (flipped) {
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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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// clang-format on
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} else {
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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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// clang-format on
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}
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return matrix;
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}
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RendererOpenGL::RendererOpenGL(Core::System& system, Pica::PicaCore& pica_,
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Frontend::EmuWindow& window, Frontend::EmuWindow* secondary_window)
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: VideoCore::RendererBase{system, window, secondary_window}, pica{pica_},
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rasterizer{system.Memory(), pica, system.CustomTexManager(), *this, driver}, frame_dumper{
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system,
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window} {
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const bool has_debug_tool = driver.HasDebugTool();
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window.mailbox = std::make_unique<OGLTextureMailbox>(has_debug_tool);
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if (secondary_window) {
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secondary_window->mailbox = std::make_unique<OGLTextureMailbox>(has_debug_tool);
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}
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frame_dumper.mailbox = std::make_unique<OGLVideoDumpingMailbox>();
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InitOpenGLObjects();
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}
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RendererOpenGL::~RendererOpenGL() = default;
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void RendererOpenGL::SwapBuffers() {
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// Maintain the rasterizer's state as a priority
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OpenGLState prev_state = OpenGLState::GetCurState();
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state.Apply();
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PrepareRendertarget();
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RenderScreenshot();
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const auto& main_layout = render_window.GetFramebufferLayout();
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RenderToMailbox(main_layout, render_window.mailbox, false);
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#ifndef ANDROID
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if (Settings::values.layout_option.GetValue() == Settings::LayoutOption::SeparateWindows) {
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ASSERT(secondary_window);
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const auto& secondary_layout = secondary_window->GetFramebufferLayout();
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RenderToMailbox(secondary_layout, secondary_window->mailbox, false);
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secondary_window->PollEvents();
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}
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#endif
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if (frame_dumper.IsDumping()) {
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try {
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RenderToMailbox(frame_dumper.GetLayout(), frame_dumper.mailbox, true);
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} catch (const OGLTextureMailboxException& exception) {
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LOG_DEBUG(Render_OpenGL, "Frame dumper exception caught: {}", exception.what());
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}
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}
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EndFrame();
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prev_state.Apply();
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rasterizer.TickFrame();
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}
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void RendererOpenGL::RenderScreenshot() {
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if (settings.screenshot_requested.exchange(false)) {
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// Draw this frame to the screenshot framebuffer
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screenshot_framebuffer.Create();
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GLuint old_read_fb = state.draw.read_framebuffer;
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GLuint old_draw_fb = state.draw.draw_framebuffer;
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state.draw.read_framebuffer = state.draw.draw_framebuffer = screenshot_framebuffer.handle;
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state.Apply();
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const Layout::FramebufferLayout layout{settings.screenshot_framebuffer_layout};
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GLuint renderbuffer;
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glGenRenderbuffers(1, &renderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB8, layout.width, layout.height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER,
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renderbuffer);
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DrawScreens(layout, false);
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glReadPixels(0, 0, layout.width, layout.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
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settings.screenshot_bits);
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screenshot_framebuffer.Release();
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state.draw.read_framebuffer = old_read_fb;
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state.draw.draw_framebuffer = old_draw_fb;
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state.Apply();
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glDeleteRenderbuffers(1, &renderbuffer);
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settings.screenshot_complete_callback(true);
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}
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}
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void RendererOpenGL::PrepareRendertarget() {
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const auto& framebuffer_config = pica.regs.framebuffer_config;
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const auto& regs_lcd = pica.regs_lcd;
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for (u32 i = 0; i < 3; i++) {
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const u32 fb_id = i == 2 ? 1 : 0;
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const auto& framebuffer = framebuffer_config[fb_id];
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auto& texture = screen_infos[i].texture;
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const auto color_fill = fb_id == 0 ? regs_lcd.color_fill_top : regs_lcd.color_fill_bottom;
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if (color_fill.is_enabled) {
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FillScreen(color_fill.AsVector(), texture);
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continue;
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}
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if (texture.width != framebuffer.width || texture.height != framebuffer.height ||
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texture.format != framebuffer.color_format) {
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ConfigureFramebufferTexture(texture, framebuffer);
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}
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LoadFBToScreenInfo(framebuffer, screen_infos[i], i == 1);
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}
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}
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void RendererOpenGL::RenderToMailbox(const Layout::FramebufferLayout& layout,
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std::unique_ptr<Frontend::TextureMailbox>& mailbox,
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bool flipped) {
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Frontend::Frame* frame;
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{
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MICROPROFILE_SCOPE(OpenGL_WaitPresent);
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frame = mailbox->GetRenderFrame();
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// Clean up sync objects before drawing
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// INTEL driver workaround. We can't delete the previous render sync object until we are
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// sure that the presentation is done
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if (frame->present_fence) {
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glClientWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
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}
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// delete the draw fence if the frame wasn't presented
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if (frame->render_fence) {
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glDeleteSync(frame->render_fence);
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frame->render_fence = nullptr;
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}
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// wait for the presentation to be done
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if (frame->present_fence) {
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glWaitSync(frame->present_fence, 0, GL_TIMEOUT_IGNORED);
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glDeleteSync(frame->present_fence);
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frame->present_fence = nullptr;
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}
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}
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{
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MICROPROFILE_SCOPE(OpenGL_RenderFrame);
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// Recreate the frame if the size of the window has changed
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if (layout.width != frame->width || layout.height != frame->height) {
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LOG_DEBUG(Render_OpenGL, "Reloading render frame");
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mailbox->ReloadRenderFrame(frame, layout.width, layout.height);
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}
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state.draw.draw_framebuffer = frame->render.handle;
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state.Apply();
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DrawScreens(layout, flipped);
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// Create a fence for the frontend to wait on and swap this frame to OffTex
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frame->render_fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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glFlush();
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mailbox->ReleaseRenderFrame(frame);
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}
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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 Pica::FramebufferConfig& framebuffer,
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ScreenInfo& screen_info, bool right_eye) {
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if (framebuffer.address_right1 == 0 || framebuffer.address_right2 == 0)
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right_eye = false;
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const PAddr framebuffer_addr =
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framebuffer.active_fb == 0
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? (!right_eye ? framebuffer.address_left1 : framebuffer.address_right1)
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: (!right_eye ? framebuffer.address_left2 : framebuffer.address_right2);
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LOG_TRACE(Render_OpenGL, "0x{:08x} bytes from 0x{:08x}({}x{}), fmt {:x}",
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framebuffer.stride * framebuffer.height, framebuffer_addr, framebuffer.width.Value(),
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framebuffer.height.Value(), framebuffer.format);
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int bpp = Pica::BytesPerPixel(framebuffer.color_format);
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std::size_t pixel_stride = framebuffer.stride / bpp;
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// OpenGL only supports specifying a stride in units of pixels, not bytes, unfortunately
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ASSERT(pixel_stride * bpp == framebuffer.stride);
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// Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default
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// only allows rows to have a memory alignement of 4.
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ASSERT(pixel_stride % 4 == 0);
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if (!rasterizer.AccelerateDisplay(framebuffer, framebuffer_addr, static_cast<u32>(pixel_stride),
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screen_info)) {
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// Reset the screen info's display texture to its own permanent texture
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screen_info.display_texture = screen_info.texture.resource.handle;
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screen_info.display_texcoords = Common::Rectangle<f32>(0.f, 0.f, 1.f, 1.f);
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rasterizer.FlushRegion(framebuffer_addr, framebuffer.stride * framebuffer.height);
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const u8* framebuffer_data = system.Memory().GetPhysicalPointer(framebuffer_addr);
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state.texture_units[0].texture_2d = screen_info.texture.resource.handle;
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state.Apply();
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glActiveTexture(GL_TEXTURE0);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)pixel_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 Citra here by specifying too large
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// framebuffer sizes. We should make sure that this cannot happen.
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer.width, framebuffer.height,
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screen_info.texture.gl_format, screen_info.texture.gl_type,
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framebuffer_data);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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}
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}
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void RendererOpenGL::FillScreen(Common::Vec3<u8> color, TextureInfo& texture) {
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state.texture_units[0].texture_2d = texture.resource.handle;
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state.Apply();
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glActiveTexture(GL_TEXTURE0);
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// Update existing texture
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, color.AsArray());
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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// Resize the texture in case the framebuffer size has changed
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texture.width = 1;
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texture.height = 1;
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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.GetValue(), Settings::values.bg_green.GetValue(),
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Settings::values.bg_blue.GetValue(), 0.0f);
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for (std::size_t i = 0; i < samplers.size(); i++) {
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samplers[i].Create();
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glSamplerParameteri(samplers[i].handle, GL_TEXTURE_MIN_FILTER,
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i == 0 ? GL_NEAREST : GL_LINEAR);
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glSamplerParameteri(samplers[i].handle, GL_TEXTURE_MAG_FILTER,
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i == 0 ? GL_NEAREST : GL_LINEAR);
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glSamplerParameteri(samplers[i].handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(samplers[i].handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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ReloadShader();
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// Generate VBO handle for drawing
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vertex_buffer.Create();
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// Generate VAO
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vertex_array.Create();
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state.draw.vertex_array = vertex_array.handle;
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state.draw.vertex_buffer = vertex_buffer.handle;
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state.draw.uniform_buffer = 0;
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state.Apply();
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// Attach vertex data to VAO
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glBufferData(GL_ARRAY_BUFFER, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
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glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex),
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(GLvoid*)offsetof(ScreenRectVertex, position));
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glVertexAttribPointer(attrib_tex_coord, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex),
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(GLvoid*)offsetof(ScreenRectVertex, tex_coord));
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glEnableVertexAttribArray(attrib_position);
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glEnableVertexAttribArray(attrib_tex_coord);
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// Allocate textures for each screen
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for (auto& screen_info : screen_infos) {
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screen_info.texture.resource.Create();
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// Allocation of storage is deferred until the first frame, when we
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// know the framebuffer size.
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state.texture_units[0].texture_2d = screen_info.texture.resource.handle;
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state.Apply();
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glActiveTexture(GL_TEXTURE0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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screen_info.display_texture = screen_info.texture.resource.handle;
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}
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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}
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void RendererOpenGL::ReloadShader() {
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// Link shaders and get variable locations
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std::string shader_data = fragment_shader_precision_OES;
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Anaglyph) {
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if (Settings::values.anaglyph_shader_name.GetValue() == "dubois (builtin)") {
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shader_data += HostShaders::OPENGL_PRESENT_ANAGLYPH_FRAG;
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} else {
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std::string shader_text = OpenGL::GetPostProcessingShaderCode(
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true, Settings::values.anaglyph_shader_name.GetValue());
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if (shader_text.empty()) {
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// Should probably provide some information that the shader couldn't load
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shader_data += HostShaders::OPENGL_PRESENT_ANAGLYPH_FRAG;
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} else {
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shader_data += shader_text;
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}
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}
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} else if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced ||
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Settings::values.render_3d.GetValue() ==
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Settings::StereoRenderOption::ReverseInterlaced) {
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shader_data += HostShaders::OPENGL_PRESENT_INTERLACED_FRAG;
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} else {
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if (Settings::values.pp_shader_name.GetValue() == "none (builtin)") {
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shader_data += HostShaders::OPENGL_PRESENT_FRAG;
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} else {
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std::string shader_text = OpenGL::GetPostProcessingShaderCode(
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false, Settings::values.pp_shader_name.GetValue());
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if (shader_text.empty()) {
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// Should probably provide some information that the shader couldn't load
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shader_data += HostShaders::OPENGL_PRESENT_FRAG;
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} else {
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shader_data += shader_text;
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}
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}
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}
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shader.Create(HostShaders::OPENGL_PRESENT_VERT, shader_data);
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state.draw.shader_program = shader.handle;
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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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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Anaglyph ||
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Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced ||
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Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::ReverseInterlaced) {
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uniform_color_texture_r = glGetUniformLocation(shader.handle, "color_texture_r");
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}
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if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced ||
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Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::ReverseInterlaced) {
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GLuint uniform_reverse_interlaced =
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glGetUniformLocation(shader.handle, "reverse_interlaced");
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if (Settings::values.render_3d.GetValue() ==
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Settings::StereoRenderOption::ReverseInterlaced)
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glUniform1i(uniform_reverse_interlaced, 1);
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else
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glUniform1i(uniform_reverse_interlaced, 0);
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}
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uniform_i_resolution = glGetUniformLocation(shader.handle, "i_resolution");
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uniform_o_resolution = glGetUniformLocation(shader.handle, "o_resolution");
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uniform_layer = glGetUniformLocation(shader.handle, "layer");
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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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}
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void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
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const Pica::FramebufferConfig& framebuffer) {
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Pica::PixelFormat format = framebuffer.color_format;
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GLint internal_format{};
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texture.format = format;
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texture.width = framebuffer.width;
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texture.height = framebuffer.height;
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switch (format) {
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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());
|
|
{
|
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std::scoped_lock lock{mailbox->swap_chain_lock};
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mailbox->quit = true;
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}
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mailbox->free_cv.notify_one();
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}
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void RendererOpenGL::Sync() {
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rasterizer.SyncEntireState();
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}
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} // namespace OpenGL
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