// This code was written for the OpenTK library and has been released // to the Public Domain. // It is provided "as is" without express or implied warranty of any kind. using Gal; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using Ryujinx.OsHle; using System; namespace Ryujinx { public class GLScreen : GameWindow { class ScreenTexture : IDisposable { private Switch Ns; private IGalRenderer Renderer; private int Width; private int Height; private int TexHandle; private int[] Pixels; public ScreenTexture(Switch Ns, IGalRenderer Renderer, int Width, int Height) { this.Ns = Ns; this.Renderer = Renderer; this.Width = Width; this.Height = Height; Pixels = new int[Width * Height]; TexHandle = GL.GenTexture(); GL.BindTexture(TextureTarget.Texture2D, TexHandle); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, Width, Height, 0, PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero); } public int Texture { get { UploadBitmap(); return TexHandle; } } unsafe void UploadBitmap() { int FbSize = Width * Height * 4; if (Renderer.FrameBufferPtr == 0 || Renderer.FrameBufferPtr + FbSize > uint.MaxValue) { return; } byte* SrcPtr = (byte*)Ns.Ram + (uint)Renderer.FrameBufferPtr; for (int Y = 0; Y < Height; Y++) { for (int X = 0; X < Width; X++) { int SrcOffs = GetSwizzleOffset(X, Y, 4); Pixels[X + Y * Width] = *((int*)(SrcPtr + SrcOffs)); } } GL.BindTexture(TextureTarget.Texture2D, TexHandle); GL.TexSubImage2D(TextureTarget.Texture2D, 0, 0, 0, Width, Height, PixelFormat.Rgba, PixelType.UnsignedByte, Pixels); } private int GetSwizzleOffset(int X, int Y, int Bpp) { int Pos; Pos = (Y & 0x7f) >> 4; Pos += (X >> 4) << 3; Pos += (Y >> 7) * ((Width >> 4) << 3); Pos *= 1024; Pos += ((Y & 0xf) >> 3) << 9; Pos += ((X & 0xf) >> 3) << 8; Pos += ((Y & 0x7) >> 1) << 6; Pos += ((X & 0x7) >> 2) << 5; Pos += ((Y & 0x1) >> 0) << 4; Pos += ((X & 0x3) >> 0) << 2; return Pos; } private bool disposed; public void Dispose() { Dispose(true); GC.SuppressFinalize(this); } void Dispose(bool disposing) { if (!disposed) { if (disposing) { GL.DeleteTexture(TexHandle); } disposed = true; } } } private string VtxShaderSource = @" #version 330 core precision highp float; layout(location = 0) in vec3 in_position; layout(location = 1) in vec4 in_color; layout(location = 2) in vec2 in_tex_coord; out vec4 color; out vec2 tex_coord; void main(void) { color = in_color; tex_coord = in_tex_coord; gl_Position = vec4((in_position + vec3(-960, 270, 0)) / vec3(1920, 270, 1), 1); }"; private string FragShaderSource = @" #version 330 core precision highp float; uniform sampler2D tex; in vec4 color; in vec2 tex_coord; out vec4 out_frag_color; void main(void) { out_frag_color = vec4(texture(tex, tex_coord).rgb, color.a); }"; private int VtxShaderHandle, FragShaderHandle, PrgShaderHandle; private int VaoHandle; private int VboHandle; private Switch Ns; private IGalRenderer Renderer; private ScreenTexture ScreenTex; public GLScreen(Switch Ns, IGalRenderer Renderer) : base(1280, 720, new GraphicsMode(), "Ryujinx", 0, DisplayDevice.Default, 3, 3, GraphicsContextFlags.ForwardCompatible) { this.Ns = Ns; this.Renderer = Renderer; ScreenTex = new ScreenTexture(Ns, Renderer, 1280, 720); } protected override void OnLoad (EventArgs e) { VSync = VSyncMode.On; CreateShaders(); CreateVbo(); GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); } protected override void OnUnload(EventArgs e) { ScreenTex.Dispose(); GL.DeleteVertexArray(VaoHandle); GL.DeleteBuffer(VboHandle); } private void CreateVbo() { VaoHandle = GL.GenVertexArray(); VboHandle = GL.GenBuffer(); uint[] Buffer = new uint[] { 0xc4700000, 0x80000000, 0x00000000, 0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x45340000, 0x80000000, 0x00000000, 0xffffffff, 0x00000000, 0x3f800000, 0x00000000, 0xc4700000, 0xc4070000, 0x00000000, 0xffffffff, 0x00000000, 0x00000000, 0x3f800000, 0x45340000, 0xc4070000, 0x00000000, 0xffffffff, 0x00000000, 0x3f800000, 0x3f800000 }; IntPtr Length = new IntPtr(Buffer.Length * 4); GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle); GL.BufferData(BufferTarget.ArrayBuffer, Length, Buffer, BufferUsageHint.StreamDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, 0); GL.BindVertexArray(VaoHandle); GL.EnableVertexAttribArray(0); GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle); GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 28, 0); GL.EnableVertexAttribArray(1); GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle); GL.VertexAttribPointer(1, 4, VertexAttribPointerType.UnsignedByte, false, 28, 12); GL.EnableVertexAttribArray(2); GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle); GL.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, 28, 20); GL.BindVertexArray(0); } private void CreateShaders() { VtxShaderHandle = GL.CreateShader(ShaderType.VertexShader); FragShaderHandle = GL.CreateShader(ShaderType.FragmentShader); GL.ShaderSource(VtxShaderHandle, VtxShaderSource); GL.ShaderSource(FragShaderHandle, FragShaderSource); GL.CompileShader(VtxShaderHandle); GL.CompileShader(FragShaderHandle); PrgShaderHandle = GL.CreateProgram(); GL.AttachShader(PrgShaderHandle, VtxShaderHandle); GL.AttachShader(PrgShaderHandle, FragShaderHandle); GL.LinkProgram(PrgShaderHandle); GL.UseProgram(PrgShaderHandle); int TexLocation = GL.GetUniformLocation(PrgShaderHandle, "tex"); GL.Uniform1(TexLocation, 0); } protected override void OnUpdateFrame(FrameEventArgs e) { unsafe { long HidOffset = Ns.Os.GetVirtHidOffset(); if (HidOffset == 0 || HidOffset + Horizon.HidSize > uint.MaxValue) { return; } byte* Ptr = (byte*)Ns.Ram + (uint)HidOffset; int State = 0; if (Keyboard[OpenTK.Input.Key.Up]) { State |= 0x2000; } if (Keyboard[OpenTK.Input.Key.Down]) { State |= 0x8000; } if (Keyboard[OpenTK.Input.Key.Left]) { State |= 0x1000; } if (Keyboard[OpenTK.Input.Key.Right]) { State |= 0x4000; } if (Keyboard[OpenTK.Input.Key.A]) { State |= 0x1; } if (Keyboard[OpenTK.Input.Key.S]) { State |= 0x2; } if (Keyboard[OpenTK.Input.Key.Z]) { State |= 0x4; } if (Keyboard[OpenTK.Input.Key.X]) { State |= 0x8; } if (Keyboard[OpenTK.Input.Key.Enter]) { State |= 0x400; } if (Keyboard[OpenTK.Input.Key.Tab]) { State |= 0x800; } *((int*)(Ptr + 0xae38)) = (int)State; } if (Keyboard[OpenTK.Input.Key.Escape]) { this.Exit(); } } protected override void OnRenderFrame(FrameEventArgs e) { GL.Viewport(0, 0, 1280, 720); Title = $"Ryujinx Screen - (Vsync: {VSync} - FPS: {1f / e.Time:0})"; GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); RenderFb(); GL.UseProgram(PrgShaderHandle); Renderer.RunActions(); Renderer.BindTexture(0); Renderer.Render(); SwapBuffers(); } void RenderFb() { GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture2D, ScreenTex.Texture); GL.BindVertexArray(VaoHandle); GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4); } } }