citra/src/video_core/renderer_opengl/gl_rasterizer.h

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// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <cstddef>
#include <memory>
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#include <vector>
#include <unordered_map>
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#include "common/common_types.h"
#include "video_core/pica.h"
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#include "video_core/hwrasterizer_base.h"
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#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/shader/shader_interpreter.h"
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/**
* This struct contains all state used to generate the GLSL shader program that emulates the current
* Pica register configuration. This struct is used as a cache key for generated GLSL shader
* programs. The functions in gl_shader_gen.cpp should retrieve state from this struct only, not by
* directly accessing Pica registers. This should reduce the risk of bugs in shader generation where
* Pica state is not being captured in the shader cache key, thereby resulting in (what should be)
* two separate shaders sharing the same key.
*/
struct ShaderCacheKey {
using Regs = Pica::Regs;
bool operator ==(const ShaderCacheKey& o) const {
return hash(*this) == hash(o);
};
Regs::CompareFunc alpha_test_func;
std::array<Regs::TevStageConfig, 6> tev_stages = {};
u8 combiner_buffer_input;
bool TevStageUpdatesCombinerBufferColor(unsigned stage_index) const {
return (stage_index < 4) && (combiner_buffer_input & (1 << stage_index));
}
bool TevStageUpdatesCombinerBufferAlpha(unsigned stage_index) const {
return (stage_index < 4) && ((combiner_buffer_input >> 4) & (1 << stage_index));
}
/**
* This function is used to construct a ShaderCacheKey with the current Pica register
* configuration. Don't construct a ShaderCacheKey manually, instead call this function (and
* extend it as additional state needs to be captured to generate shaders).
*/
static ShaderCacheKey CurrentConfig() {
const auto& regs = Pica::g_state.regs;
ShaderCacheKey config;
config.alpha_test_func = regs.output_merger.alpha_test.enable ?
regs.output_merger.alpha_test.func.Value() : Pica::Regs::CompareFunc::Always;
// Copy relevant TevStageConfig fields only. We're doing this manually (instead of calling
// the GetTevStages() function) because BitField explicitly disables copies.
config.tev_stages[0].source_raw = regs.tev_stage0.source_raw;
config.tev_stages[1].source_raw = regs.tev_stage1.source_raw;
config.tev_stages[2].source_raw = regs.tev_stage2.source_raw;
config.tev_stages[3].source_raw = regs.tev_stage3.source_raw;
config.tev_stages[4].source_raw = regs.tev_stage4.source_raw;
config.tev_stages[5].source_raw = regs.tev_stage5.source_raw;
config.tev_stages[0].modifier_raw = regs.tev_stage0.modifier_raw;
config.tev_stages[1].modifier_raw = regs.tev_stage1.modifier_raw;
config.tev_stages[2].modifier_raw = regs.tev_stage2.modifier_raw;
config.tev_stages[3].modifier_raw = regs.tev_stage3.modifier_raw;
config.tev_stages[4].modifier_raw = regs.tev_stage4.modifier_raw;
config.tev_stages[5].modifier_raw = regs.tev_stage5.modifier_raw;
config.tev_stages[0].op_raw = regs.tev_stage0.op_raw;
config.tev_stages[1].op_raw = regs.tev_stage1.op_raw;
config.tev_stages[2].op_raw = regs.tev_stage2.op_raw;
config.tev_stages[3].op_raw = regs.tev_stage3.op_raw;
config.tev_stages[4].op_raw = regs.tev_stage4.op_raw;
config.tev_stages[5].op_raw = regs.tev_stage5.op_raw;
config.tev_stages[0].scale_raw = regs.tev_stage0.scale_raw;
config.tev_stages[1].scale_raw = regs.tev_stage1.scale_raw;
config.tev_stages[2].scale_raw = regs.tev_stage2.scale_raw;
config.tev_stages[3].scale_raw = regs.tev_stage3.scale_raw;
config.tev_stages[4].scale_raw = regs.tev_stage4.scale_raw;
config.tev_stages[5].scale_raw = regs.tev_stage5.scale_raw;
config.combiner_buffer_input =
regs.tev_combiner_buffer_input.update_mask_rgb.Value() |
regs.tev_combiner_buffer_input.update_mask_a.Value() << 4;
return config;
}
};
namespace std {
template<> struct hash<::Pica::Regs::CompareFunc> {
std::size_t operator()(const ::Pica::Regs::CompareFunc& o) {
return ::hash((unsigned)o);
}
};
template<> struct hash<::Pica::Regs::TevStageConfig> {
std::size_t operator()(const ::Pica::Regs::TevStageConfig& o) {
return ::combine_hash(
::hash(o.source_raw), ::hash(o.modifier_raw),
::hash(o.op_raw), ::hash(o.scale_raw));
}
};
template<> struct hash<::ShaderCacheKey> {
std::size_t operator()(const ::ShaderCacheKey& o) const {
return ::combine_hash(o.alpha_test_func, o.combiner_buffer_input,
o.tev_stages[0], o.tev_stages[1], o.tev_stages[2],
o.tev_stages[3], o.tev_stages[4], o.tev_stages[5]);
}
};
} // namespace std
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class RasterizerOpenGL : public HWRasterizer {
public:
RasterizerOpenGL();
~RasterizerOpenGL() override;
/// Initialize API-specific GPU objects
void InitObjects() override;
/// Reset the rasterizer, such as flushing all caches and updating all state
void Reset() override;
/// Queues the primitive formed by the given vertices for rendering
void AddTriangle(const Pica::Shader::OutputVertex& v0,
const Pica::Shader::OutputVertex& v1,
const Pica::Shader::OutputVertex& v2) override;
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/// Draw the current batch of triangles
void DrawTriangles() override;
/// Commit the rasterizer's framebuffer contents immediately to the current 3DS memory framebuffer
void CommitFramebuffer() override;
/// Notify rasterizer that the specified PICA register has been changed
void NotifyPicaRegisterChanged(u32 id) override;
/// Notify rasterizer that the specified 3DS memory region will be read from after this notification
void NotifyPreRead(PAddr addr, u32 size) override;
/// Notify rasterizer that a 3DS memory region has been changed
void NotifyFlush(PAddr addr, u32 size) override;
private:
/// Structure used for managing texture environment states
struct TEVConfigUniforms {
GLuint enabled;
GLuint color_sources;
GLuint alpha_sources;
GLuint color_modifiers;
GLuint alpha_modifiers;
GLuint color_alpha_op;
GLuint color_alpha_multiplier;
GLuint const_color;
GLuint updates_combiner_buffer_color_alpha;
};
struct TEVShader {
OGLShader shader;
// Hardware fragment shader
GLuint uniform_alphatest_ref;
GLuint uniform_tex;
GLuint uniform_tev_combiner_buffer_color;
GLuint uniform_tev_const_colors;
TEVShader() = default;
TEVShader(TEVShader&& o) : shader(std::move(o.shader)),
uniform_alphatest_ref(o.uniform_alphatest_ref), uniform_tex(o.uniform_tex),
uniform_tev_combiner_buffer_color(o.uniform_tev_combiner_buffer_color),
uniform_tev_const_colors(o.uniform_tev_const_colors) {}
};
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/// Structure used for storing information about color textures
struct TextureInfo {
OGLTexture texture;
GLsizei width;
GLsizei height;
Pica::Regs::ColorFormat format;
GLenum gl_format;
GLenum gl_type;
};
/// Structure used for storing information about depth textures
struct DepthTextureInfo {
OGLTexture texture;
GLsizei width;
GLsizei height;
Pica::Regs::DepthFormat format;
GLenum gl_format;
GLenum gl_type;
};
struct SamplerInfo {
using TextureConfig = Pica::Regs::TextureConfig;
OGLSampler sampler;
/// Creates the sampler object, initializing its state so that it's in sync with the SamplerInfo struct.
void Create();
/// Syncs the sampler object with the config, updating any necessary state.
void SyncWithConfig(const TextureConfig& config);
private:
TextureConfig::TextureFilter mag_filter;
TextureConfig::TextureFilter min_filter;
TextureConfig::WrapMode wrap_s;
TextureConfig::WrapMode wrap_t;
u32 border_color;
};
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/// Structure that the hardware rendered vertices are composed of
struct HardwareVertex {
HardwareVertex(const Pica::Shader::OutputVertex& v) {
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position[0] = v.pos.x.ToFloat32();
position[1] = v.pos.y.ToFloat32();
position[2] = v.pos.z.ToFloat32();
position[3] = v.pos.w.ToFloat32();
color[0] = v.color.x.ToFloat32();
color[1] = v.color.y.ToFloat32();
color[2] = v.color.z.ToFloat32();
color[3] = v.color.w.ToFloat32();
tex_coord0[0] = v.tc0.x.ToFloat32();
tex_coord0[1] = v.tc0.y.ToFloat32();
tex_coord1[0] = v.tc1.x.ToFloat32();
tex_coord1[1] = v.tc1.y.ToFloat32();
tex_coord2[0] = v.tc2.x.ToFloat32();
tex_coord2[1] = v.tc2.y.ToFloat32();
}
GLfloat position[4];
GLfloat color[4];
GLfloat tex_coord0[2];
GLfloat tex_coord1[2];
GLfloat tex_coord2[2];
};
/// Reconfigure the OpenGL color texture to use the given format and dimensions
void ReconfigureColorTexture(TextureInfo& texture, Pica::Regs::ColorFormat format, u32 width, u32 height);
/// Reconfigure the OpenGL depth texture to use the given format and dimensions
void ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::Regs::DepthFormat format, u32 width, u32 height);
/// Sets the OpenGL shader in accordance with the current PICA register state
void SetShader();
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/// Syncs the state and contents of the OpenGL framebuffer to match the current PICA framebuffer
void SyncFramebuffer();
/// Syncs the cull mode to match the PICA register
void SyncCullMode();
/// Syncs the blend enabled status to match the PICA register
void SyncBlendEnabled();
/// Syncs the blend functions to match the PICA register
void SyncBlendFuncs();
/// Syncs the blend color to match the PICA register
void SyncBlendColor();
/// Syncs the alpha test states to match the PICA register
void SyncAlphaTest();
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/// Syncs the logic op states to match the PICA register
void SyncLogicOp();
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/// Syncs the stencil test states to match the PICA register
void SyncStencilTest();
/// Syncs the depth test states to match the PICA register
void SyncDepthTest();
/// Syncs the TEV constant color to match the PICA register
void SyncTevConstColor(int tev_index, const Pica::Regs::TevStageConfig& tev_stage);
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/// Syncs the TEV combiner color buffer to match the PICA register
void SyncCombinerColor();
/// Syncs the remaining OpenGL drawing state to match the current PICA state
void SyncDrawState();
/// Copies the 3DS color framebuffer into the OpenGL color framebuffer texture
void ReloadColorBuffer();
/// Copies the 3DS depth framebuffer into the OpenGL depth framebuffer texture
void ReloadDepthBuffer();
/**
* Save the current OpenGL color framebuffer to the current PICA framebuffer in 3DS memory
* Loads the OpenGL framebuffer textures into temporary buffers
* Then copies into the 3DS framebuffer using proper Morton order
*/
void CommitColorBuffer();
/**
* Save the current OpenGL depth framebuffer to the current PICA framebuffer in 3DS memory
* Loads the OpenGL framebuffer textures into temporary buffers
* Then copies into the 3DS framebuffer using proper Morton order
*/
void CommitDepthBuffer();
RasterizerCacheOpenGL res_cache;
std::vector<HardwareVertex> vertex_batch;
OpenGLState state;
PAddr last_fb_color_addr;
PAddr last_fb_depth_addr;
// Hardware rasterizer
std::array<SamplerInfo, 3> texture_samplers;
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TextureInfo fb_color_texture;
DepthTextureInfo fb_depth_texture;
std::unordered_map<ShaderCacheKey, std::unique_ptr<TEVShader>> shader_cache;
const TEVShader* current_shader = nullptr;
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OGLVertexArray vertex_array;
OGLBuffer vertex_buffer;
OGLFramebuffer framebuffer;
};