Prepare frontend for multiple graphics APIs (#6347)

* externals: Update dynarmic

* settings: Introduce GraphicsAPI enum

* For now it's OpenGL only but will be expanded upon later

* citra_qt: Introduce backend agnostic context management

* Mostly a direct port from yuzu

* core: Simplify context acquire

* settings: Add option to create debug contexts

* renderer_opengl: Abstract initialization to Driver

* This commit also updates glad and adds some useful extensions which we will use in part 2

* Rasterizer construction is moved to the specific renderer instead of RendererBase.
  Software rendering has been disable to achieve this but will be brought back in the next commit.

* video_core: Remove Init/Shutdown methods from renderer

* The constructor and destructor can do the same job

* In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached

* citra_qt: Decouple software renderer from opengl part 1

* citra: Decouple software renderer from opengl part 2

* android: Decouple software renderer from opengl part 3

* swrasterizer: Decouple software renderer from opengl part 4

* This commit simply enforces the renderer naming conventions in the software renderer

* video_core: Move RendererBase to VideoCore

* video_core: De-globalize screenshot state

* video_core: Pass system to the renderers

* video_core: Commonize shader uniform data

* video_core: Abstract backend agnostic rasterizer operations

* bootmanager: Remove references to OpenGL for macOS

OpenGL macOS headers definitions clash heavily with each other

* citra_qt: Proper title for api settings

* video_core: Reduce boost usage

* bootmanager: Fix hide mouse option

Remove event handlers from RenderWidget for events that are
already handled by the parent GRenderWindow.
Also enable mouse tracking on the RenderWidget.

* android: Remove software from graphics api list

* code: Address review comments

* citra: Port per-game settings read

* Having to update the default value for all backends is a pain so lets centralize it

* android: Rename to OpenGLES

---------

Co-authored-by: MerryMage <MerryMage@users.noreply.github.com>
Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
This commit is contained in:
GPUCode 2023-03-27 14:29:17 +03:00 committed by GitHub
parent 9ef42040af
commit b5d6f645bd
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
99 changed files with 3165 additions and 4501 deletions

2
externals/dynarmic vendored

@ -1 +1 @@
Subproject commit 9af4b970d302389829448a30608c7cb4fce9b662 Subproject commit b3a92ab54dadd26a0c2a87d2677b80249d2e1a5a

View file

@ -1,5 +1,5 @@
These files were generated by the [glad](https://github.com/Dav1dde/glad) OpenGL loader generator and have been checked in as-is. You can re-generate them using glad with the following command: These files were generated by the [glad](https://github.com/Dav1dde/glad) OpenGL loader generator and have been checked in as-is. You can re-generate them using glad with the following command:
``` ```
python -m glad --profile core --out-path glad/ --api "gl=3.3,gles2=3.2" --generator=c python -m glad --profile core --out-path glad/ --api "gl=4.6,gles2=3.2" --generator=c
``` ```

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

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@ -496,9 +496,6 @@ public final class NativeLibrary {
final int ErrorLoader_ErrorEncrypted = 5; final int ErrorLoader_ErrorEncrypted = 5;
final int ErrorLoader_ErrorInvalidFormat = 6; final int ErrorLoader_ErrorInvalidFormat = 6;
final int ErrorSystemFiles = 7; final int ErrorSystemFiles = 7;
final int ErrorVideoCore = 8;
final int ErrorVideoCore_ErrorGenericDrivers = 9;
final int ErrorVideoCore_ErrorBelowGL33 = 10;
final int ShutdownRequested = 11; final int ShutdownRequested = 11;
final int ErrorUnknown = 12; final int ErrorUnknown = 12;

View file

@ -355,6 +355,7 @@ public final class SettingsFragmentPresenter {
mView.getActivity().setTitle(R.string.preferences_graphics); mView.getActivity().setTitle(R.string.preferences_graphics);
SettingSection rendererSection = mSettings.getSection(Settings.SECTION_RENDERER); SettingSection rendererSection = mSettings.getSection(Settings.SECTION_RENDERER);
Setting graphicsApi = rendererSection.getSetting(SettingsFile.KEY_GRAPHICS_API);
Setting resolutionFactor = rendererSection.getSetting(SettingsFile.KEY_RESOLUTION_FACTOR); Setting resolutionFactor = rendererSection.getSetting(SettingsFile.KEY_RESOLUTION_FACTOR);
Setting filterMode = rendererSection.getSetting(SettingsFile.KEY_FILTER_MODE); Setting filterMode = rendererSection.getSetting(SettingsFile.KEY_FILTER_MODE);
Setting shadersAccurateMul = rendererSection.getSetting(SettingsFile.KEY_SHADERS_ACCURATE_MUL); Setting shadersAccurateMul = rendererSection.getSetting(SettingsFile.KEY_SHADERS_ACCURATE_MUL);
@ -371,6 +372,7 @@ public final class SettingsFragmentPresenter {
//Setting preloadTextures = utilitySection.getSetting(SettingsFile.KEY_PRELOAD_TEXTURES); //Setting preloadTextures = utilitySection.getSetting(SettingsFile.KEY_PRELOAD_TEXTURES);
sl.add(new HeaderSetting(null, null, R.string.renderer, 0)); sl.add(new HeaderSetting(null, null, R.string.renderer, 0));
sl.add(new SingleChoiceSetting(SettingsFile.KEY_GRAPHICS_API, Settings.SECTION_RENDERER, R.string.graphics_api, 0, R.array.graphicsApiNames, R.array.graphicsApiValues, 0, graphicsApi));
sl.add(new SliderSetting(SettingsFile.KEY_RESOLUTION_FACTOR, Settings.SECTION_RENDERER, R.string.internal_resolution, R.string.internal_resolution_description, 1, 4, "x", 1, resolutionFactor)); sl.add(new SliderSetting(SettingsFile.KEY_RESOLUTION_FACTOR, Settings.SECTION_RENDERER, R.string.internal_resolution, R.string.internal_resolution_description, 1, 4, "x", 1, resolutionFactor));
sl.add(new CheckBoxSetting(SettingsFile.KEY_FILTER_MODE, Settings.SECTION_RENDERER, R.string.linear_filtering, R.string.linear_filtering_description, true, filterMode)); sl.add(new CheckBoxSetting(SettingsFile.KEY_FILTER_MODE, Settings.SECTION_RENDERER, R.string.linear_filtering, R.string.linear_filtering_description, true, filterMode));
sl.add(new CheckBoxSetting(SettingsFile.KEY_SHADERS_ACCURATE_MUL, Settings.SECTION_RENDERER, R.string.shaders_accurate_mul, R.string.shaders_accurate_mul_description, false, shadersAccurateMul)); sl.add(new CheckBoxSetting(SettingsFile.KEY_SHADERS_ACCURATE_MUL, Settings.SECTION_RENDERER, R.string.shaders_accurate_mul, R.string.shaders_accurate_mul_description, false, shadersAccurateMul));
@ -409,14 +411,14 @@ public final class SettingsFragmentPresenter {
SettingSection coreSection = mSettings.getSection(Settings.SECTION_CORE); SettingSection coreSection = mSettings.getSection(Settings.SECTION_CORE);
SettingSection rendererSection = mSettings.getSection(Settings.SECTION_RENDERER); SettingSection rendererSection = mSettings.getSection(Settings.SECTION_RENDERER);
Setting useCpuJit = coreSection.getSetting(SettingsFile.KEY_CPU_JIT); Setting useCpuJit = coreSection.getSetting(SettingsFile.KEY_CPU_JIT);
Setting hardwareRenderer = rendererSection.getSetting(SettingsFile.KEY_HW_RENDERER);
Setting hardwareShader = rendererSection.getSetting(SettingsFile.KEY_HW_SHADER); Setting hardwareShader = rendererSection.getSetting(SettingsFile.KEY_HW_SHADER);
Setting vsyncEnable = rendererSection.getSetting(SettingsFile.KEY_USE_VSYNC); Setting vsyncEnable = rendererSection.getSetting(SettingsFile.KEY_USE_VSYNC);
Setting rendererDebug = rendererSection.getSetting(SettingsFile.KEY_RENDERER_DEBUG);
sl.add(new HeaderSetting(null, null, R.string.debug_warning, 0)); sl.add(new HeaderSetting(null, null, R.string.debug_warning, 0));
sl.add(new CheckBoxSetting(SettingsFile.KEY_CPU_JIT, Settings.SECTION_CORE, R.string.cpu_jit, R.string.cpu_jit_description, true, useCpuJit, true, mView)); sl.add(new CheckBoxSetting(SettingsFile.KEY_CPU_JIT, Settings.SECTION_CORE, R.string.cpu_jit, R.string.cpu_jit_description, true, useCpuJit, true, mView));
sl.add(new CheckBoxSetting(SettingsFile.KEY_HW_RENDERER, Settings.SECTION_RENDERER, R.string.hw_renderer, R.string.hw_renderer_description, true, hardwareRenderer, true, mView));
sl.add(new CheckBoxSetting(SettingsFile.KEY_HW_SHADER, Settings.SECTION_RENDERER, R.string.hw_shaders, R.string.hw_shaders_description, true, hardwareShader, true, mView)); sl.add(new CheckBoxSetting(SettingsFile.KEY_HW_SHADER, Settings.SECTION_RENDERER, R.string.hw_shaders, R.string.hw_shaders_description, true, hardwareShader, true, mView));
sl.add(new CheckBoxSetting(SettingsFile.KEY_USE_VSYNC, Settings.SECTION_RENDERER, R.string.vsync, R.string.vsync_description, true, vsyncEnable)); sl.add(new CheckBoxSetting(SettingsFile.KEY_USE_VSYNC, Settings.SECTION_RENDERER, R.string.vsync, R.string.vsync_description, true, vsyncEnable));
sl.add(new CheckBoxSetting(SettingsFile.KEY_RENDERER_DEBUG, Settings.SECTION_RENDERER, R.string.renderer_debug, R.string.renderer_debug_description, false, rendererDebug));
} }
} }

View file

@ -44,7 +44,8 @@ public final class SettingsFile {
public static final String KEY_PREMIUM = "premium"; public static final String KEY_PREMIUM = "premium";
public static final String KEY_HW_RENDERER = "use_hw_renderer"; public static final String KEY_GRAPHICS_API = "graphics_api";
public static final String KEY_RENDERER_DEBUG = "renderer_debug";
public static final String KEY_HW_SHADER = "use_hw_shader"; public static final String KEY_HW_SHADER = "use_hw_shader";
public static final String KEY_SHADERS_ACCURATE_MUL = "shaders_accurate_mul"; public static final String KEY_SHADERS_ACCURATE_MUL = "shaders_accurate_mul";
public static final String KEY_USE_SHADER_JIT = "use_shader_jit"; public static final String KEY_USE_SHADER_JIT = "use_shader_jit";

View file

@ -82,6 +82,30 @@ void Config::UpdateCFG() {
cfg->UpdateConfigNANDSavegame(); cfg->UpdateConfigNANDSavegame();
} }
template <>
void Config::ReadSetting(const std::string& group, Settings::Setting<std::string>& setting) {
std::string setting_value = sdl2_config->Get(group, setting.GetLabel(), setting.GetDefault());
if (setting_value.empty()) {
setting_value = setting.GetDefault();
}
setting = std::move(setting_value);
}
template <>
void Config::ReadSetting(const std::string& group, Settings::Setting<bool>& setting) {
setting = sdl2_config->GetBoolean(group, setting.GetLabel(), setting.GetDefault());
}
template <typename Type, bool ranged>
void Config::ReadSetting(const std::string& group, Settings::Setting<Type, ranged>& setting) {
if constexpr (std::is_floating_point_v<Type>) {
setting = sdl2_config->GetReal(group, setting.GetLabel(), setting.GetDefault());
} else {
setting = static_cast<Type>(sdl2_config->GetInteger(
group, setting.GetLabel(), static_cast<long>(setting.GetDefault())));
}
}
void Config::ReadValues() { void Config::ReadValues() {
// Controls // Controls
for (int i = 0; i < Settings::NativeButton::NumButtons; ++i) { for (int i = 0; i < Settings::NativeButton::NumButtons; ++i) {
@ -112,39 +136,32 @@ void Config::ReadValues() {
InputCommon::CemuhookUDP::DEFAULT_PORT)); InputCommon::CemuhookUDP::DEFAULT_PORT));
// Core // Core
Settings::values.use_cpu_jit = sdl2_config->GetBoolean("Core", "use_cpu_jit", true); ReadSetting("Core", Settings::values.use_cpu_jit);
Settings::values.cpu_clock_percentage = ReadSetting("Core", Settings::values.cpu_clock_percentage);
static_cast<int>(sdl2_config->GetInteger("Core", "cpu_clock_percentage", 100));
// Premium // Premium
Settings::values.texture_filter_name = ReadSetting("Premium", Settings::values.texture_filter_name);
sdl2_config->GetString("Premium", "texture_filter_name", "none");
// Renderer // Renderer
Settings::values.use_gles = sdl2_config->GetBoolean("Renderer", "use_gles", true); Settings::values.use_gles = sdl2_config->GetBoolean("Renderer", "use_gles", true);
Settings::values.use_hw_renderer = sdl2_config->GetBoolean("Renderer", "use_hw_renderer", true);
Settings::values.use_hw_shader = sdl2_config->GetBoolean("Renderer", "use_hw_shader", true);
Settings::values.shaders_accurate_mul = Settings::values.shaders_accurate_mul =
sdl2_config->GetBoolean("Renderer", "shaders_accurate_mul", false); sdl2_config->GetBoolean("Renderer", "shaders_accurate_mul", false);
Settings::values.use_shader_jit = sdl2_config->GetBoolean("Renderer", "use_shader_jit", true); ReadSetting("Renderer", Settings::values.graphics_api);
Settings::values.resolution_factor = ReadSetting("Renderer", Settings::values.use_hw_shader);
static_cast<u16>(sdl2_config->GetInteger("Renderer", "resolution_factor", 1)); ReadSetting("Renderer", Settings::values.use_shader_jit);
Settings::values.use_disk_shader_cache = ReadSetting("Renderer", Settings::values.resolution_factor);
sdl2_config->GetBoolean("Renderer", "use_disk_shader_cache", true); ReadSetting("Renderer", Settings::values.use_disk_shader_cache);
Settings::values.use_vsync_new = sdl2_config->GetBoolean("Renderer", "use_vsync_new", true); ReadSetting("Renderer", Settings::values.use_vsync_new);
// Work around to map Android setting for enabling the frame limiter to the format Citra expects // Work around to map Android setting for enabling the frame limiter to the format Citra expects
if (sdl2_config->GetBoolean("Renderer", "use_frame_limit", true)) { if (sdl2_config->GetBoolean("Renderer", "use_frame_limit", true)) {
Settings::values.frame_limit = ReadSetting("Renderer", Settings::values.frame_limit);
static_cast<u16>(sdl2_config->GetInteger("Renderer", "frame_limit", 100));
} else { } else {
Settings::values.frame_limit = 0; Settings::values.frame_limit = 0;
} }
Settings::values.render_3d = static_cast<Settings::StereoRenderOption>( ReadSetting("Renderer", Settings::values.render_3d);
sdl2_config->GetInteger("Renderer", "render_3d", 0)); ReadSetting("Renderer", Settings::values.factor_3d);
Settings::values.factor_3d =
static_cast<u8>(sdl2_config->GetInteger("Renderer", "factor_3d", 0));
std::string default_shader = "none (builtin)"; std::string default_shader = "none (builtin)";
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Anaglyph) if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Anaglyph)
default_shader = "dubois (builtin)"; default_shader = "dubois (builtin)";
@ -152,70 +169,49 @@ void Config::ReadValues() {
default_shader = "horizontal (builtin)"; default_shader = "horizontal (builtin)";
Settings::values.pp_shader_name = Settings::values.pp_shader_name =
sdl2_config->GetString("Renderer", "pp_shader_name", default_shader); sdl2_config->GetString("Renderer", "pp_shader_name", default_shader);
Settings::values.filter_mode = sdl2_config->GetBoolean("Renderer", "filter_mode", true); ReadSetting("Renderer", Settings::values.filter_mode);
Settings::values.bg_red = static_cast<float>(sdl2_config->GetReal("Renderer", "bg_red", 0.0)); ReadSetting("Renderer", Settings::values.bg_red);
Settings::values.bg_green = ReadSetting("Renderer", Settings::values.bg_green);
static_cast<float>(sdl2_config->GetReal("Renderer", "bg_green", 0.0)); ReadSetting("Renderer", Settings::values.bg_blue);
Settings::values.bg_blue = static_cast<float>(sdl2_config->GetReal("Renderer", "bg_blue", 0.0));
// Layout // Layout
Settings::values.layout_option = static_cast<Settings::LayoutOption>(sdl2_config->GetInteger( Settings::values.layout_option = static_cast<Settings::LayoutOption>(sdl2_config->GetInteger(
"Layout", "layout_option", static_cast<int>(Settings::LayoutOption::MobileLandscape))); "Layout", "layout_option", static_cast<int>(Settings::LayoutOption::MobileLandscape)));
Settings::values.custom_layout = sdl2_config->GetBoolean("Layout", "custom_layout", false); ReadSetting("Layout", Settings::values.custom_layout);
Settings::values.custom_top_left = ReadSetting("Layout", Settings::values.custom_top_left);
static_cast<u16>(sdl2_config->GetInteger("Layout", "custom_top_left", 0)); ReadSetting("Layout", Settings::values.custom_top_top);
Settings::values.custom_top_top = ReadSetting("Layout", Settings::values.custom_top_right);
static_cast<u16>(sdl2_config->GetInteger("Layout", "custom_top_top", 0)); ReadSetting("Layout", Settings::values.custom_top_bottom);
Settings::values.custom_top_right = ReadSetting("Layout", Settings::values.custom_bottom_left);
static_cast<u16>(sdl2_config->GetInteger("Layout", "custom_top_right", 400)); ReadSetting("Layout", Settings::values.custom_bottom_top);
Settings::values.custom_top_bottom = ReadSetting("Layout", Settings::values.custom_bottom_right);
static_cast<u16>(sdl2_config->GetInteger("Layout", "custom_top_bottom", 240)); ReadSetting("Layout", Settings::values.custom_bottom_bottom);
Settings::values.custom_bottom_left = ReadSetting("Layout", Settings::values.cardboard_screen_size);
static_cast<u16>(sdl2_config->GetInteger("Layout", "custom_bottom_left", 40)); ReadSetting("Layout", Settings::values.cardboard_x_shift);
Settings::values.custom_bottom_top = ReadSetting("Layout", Settings::values.cardboard_y_shift);
static_cast<u16>(sdl2_config->GetInteger("Layout", "custom_bottom_top", 240));
Settings::values.custom_bottom_right =
static_cast<u16>(sdl2_config->GetInteger("Layout", "custom_bottom_right", 360));
Settings::values.custom_bottom_bottom =
static_cast<u16>(sdl2_config->GetInteger("Layout", "custom_bottom_bottom", 480));
Settings::values.cardboard_screen_size =
static_cast<int>(sdl2_config->GetInteger("Layout", "cardboard_screen_size", 85));
Settings::values.cardboard_x_shift =
static_cast<int>(sdl2_config->GetInteger("Layout", "cardboard_x_shift", 0));
Settings::values.cardboard_y_shift =
static_cast<int>(sdl2_config->GetInteger("Layout", "cardboard_y_shift", 0));
// Utility // Utility
Settings::values.dump_textures = sdl2_config->GetBoolean("Utility", "dump_textures", false); ReadSetting("Utility", Settings::values.dump_textures);
Settings::values.custom_textures = sdl2_config->GetBoolean("Utility", "custom_textures", false); ReadSetting("Utility", Settings::values.custom_textures);
Settings::values.preload_textures = ReadSetting("Utility", Settings::values.preload_textures);
sdl2_config->GetBoolean("Utility", "preload_textures", false);
// Audio // Audio
Settings::values.audio_emulation = ReadSetting("Audio", Settings::values.audio_emulation);
static_cast<Settings::AudioEmulation>(sdl2_config->GetInteger( ReadSetting("Audio", Settings::values.sink_id);
"Audio", "audio_emulation", static_cast<int>(Settings::AudioEmulation::HLE))); ReadSetting("Audio", Settings::values.enable_audio_stretching);
Settings::values.sink_id = sdl2_config->GetString("Audio", "output_engine", "auto"); ReadSetting("Audio", Settings::values.audio_device_id);
Settings::values.enable_audio_stretching = ReadSetting("Audio", Settings::values.volume);
sdl2_config->GetBoolean("Audio", "enable_audio_stretching", true); ReadSetting("Audio", Settings::values.mic_input_device);
Settings::values.audio_device_id = sdl2_config->GetString("Audio", "output_device", "auto"); ReadSetting("Audio", Settings::values.mic_input_type);
Settings::values.volume = static_cast<float>(sdl2_config->GetReal("Audio", "volume", 1));
Settings::values.mic_input_device =
sdl2_config->GetString("Audio", "mic_input_device", "Default");
Settings::values.mic_input_type =
static_cast<Settings::MicInputType>(sdl2_config->GetInteger("Audio", "mic_input_type", 1));
// Data Storage // Data Storage
Settings::values.use_virtual_sd = ReadSetting("Data Storage", Settings::values.use_virtual_sd);
sdl2_config->GetBoolean("Data Storage", "use_virtual_sd", true);
// System // System
Settings::values.is_new_3ds = sdl2_config->GetBoolean("System", "is_new_3ds", true); ReadSetting("System", Settings::values.is_new_3ds);
Settings::values.region_value = ReadSetting("System", Settings::values.region_value);
sdl2_config->GetInteger("System", "region_value", Settings::REGION_VALUE_AUTO_SELECT); ReadSetting("System", Settings::values.init_clock);
Settings::values.init_clock =
static_cast<Settings::InitClock>(sdl2_config->GetInteger("System", "init_clock", 0));
{ {
std::tm t; std::tm t;
t.tm_sec = 1; t.tm_sec = 1;
@ -236,10 +232,8 @@ void Config::ReadValues() {
std::chrono::system_clock::from_time_t(std::mktime(&t)).time_since_epoch()) std::chrono::system_clock::from_time_t(std::mktime(&t)).time_since_epoch())
.count(); .count();
} }
Settings::values.plugin_loader_enabled = ReadSetting("System", Settings::values.plugin_loader_enabled);
sdl2_config->GetBoolean("System", "plugin_loader", false); ReadSetting("System", Settings::values.allow_plugin_loader);
Settings::values.allow_plugin_loader =
sdl2_config->GetBoolean("System", "allow_plugin_loader", true);
// Camera // Camera
using namespace Service::CAM; using namespace Service::CAM;
@ -263,14 +257,14 @@ void Config::ReadValues() {
sdl2_config->GetInteger("Camera", "camera_outer_left_flip", 0); sdl2_config->GetInteger("Camera", "camera_outer_left_flip", 0);
// Miscellaneous // Miscellaneous
Settings::values.log_filter = sdl2_config->GetString("Miscellaneous", "log_filter", "*:Info"); ReadSetting("Miscellaneous", Settings::values.log_filter);
// Debugging // Debugging
Settings::values.record_frame_times = Settings::values.record_frame_times =
sdl2_config->GetBoolean("Debugging", "record_frame_times", false); sdl2_config->GetBoolean("Debugging", "record_frame_times", false);
Settings::values.use_gdbstub = sdl2_config->GetBoolean("Debugging", "use_gdbstub", false); ReadSetting("Debugging", Settings::values.renderer_debug);
Settings::values.gdbstub_port = ReadSetting("Debugging", Settings::values.use_gdbstub);
static_cast<u16>(sdl2_config->GetInteger("Debugging", "gdbstub_port", 24689)); ReadSetting("Debugging", Settings::values.gdbstub_port);
for (const auto& service_module : Service::service_module_map) { for (const auto& service_module : Service::service_module_map) {
bool use_lle = sdl2_config->GetBoolean("Debugging", "LLE\\" + service_module.name, false); bool use_lle = sdl2_config->GetBoolean("Debugging", "LLE\\" + service_module.name, false);

View file

@ -6,6 +6,7 @@
#include <memory> #include <memory>
#include <string> #include <string>
#include "common/settings.h"
class INIReader; class INIReader;
@ -23,4 +24,14 @@ public:
~Config(); ~Config();
void Reload(); void Reload();
private:
/**
* Applies a value read from the sdl2_config to a Setting.
*
* @param group The name of the INI group
* @param setting The yuzu setting to modify
*/
template <typename Type, bool ranged>
void ReadSetting(const std::string& group, Settings::Setting<Type, ranged>& setting);
}; };

View file

@ -98,13 +98,9 @@ use_cpu_jit =
cpu_clock_percentage = cpu_clock_percentage =
[Renderer] [Renderer]
# Whether to render using GLES or OpenGL # Whether to render using OpenGL
# 0: OpenGL, 1 (default): GLES # 1: OpenGLES (default)
use_gles = graphics_api =
# Whether to use software or hardware rendering.
# 0: Software, 1 (default): Hardware
use_hw_renderer =
# Whether to use hardware shaders to emulate 3DS shaders # Whether to use hardware shaders to emulate 3DS shaders
# 0: Software, 1 (default): Hardware # 0: Software, 1 (default): Hardware
@ -118,10 +114,6 @@ separable_shader =
# 0: Off (Default. Faster, but causes issues in some games) 1: On (Slower, but correct) # 0: Off (Default. Faster, but causes issues in some games) 1: On (Slower, but correct)
shaders_accurate_mul = shaders_accurate_mul =
# Enable asynchronous GPU emulation
# 0: Off (Slower, but more accurate) 1: On (Default. Faster, but may cause issues in some games)
use_asynchronous_gpu_emulation =
# Whether to use the Just-In-Time (JIT) compiler for shader emulation # Whether to use the Just-In-Time (JIT) compiler for shader emulation
# 0: Interpreter (slow), 1 (default): JIT (fast) # 0: Interpreter (slow), 1 (default): JIT (fast)
use_shader_jit = use_shader_jit =
@ -325,9 +317,15 @@ log_filter = *:Info
[Debugging] [Debugging]
# Record frame time data, can be found in the log directory. Boolean value # Record frame time data, can be found in the log directory. Boolean value
record_frame_times = record_frame_times =
# Whether to enable additional debugging information during emulation
# 0 (default): Off, 1: On
renderer_debug =
# Port for listening to GDB connections. # Port for listening to GDB connections.
use_gdbstub=false use_gdbstub=false
gdbstub_port=24689 gdbstub_port=24689
# To LLE a service module add "LLE\<module name>=true" # To LLE a service module add "LLE\<module name>=true"
[WebService] [WebService]

View file

@ -25,7 +25,6 @@
#include "core/frontend/applets/default_applets.h" #include "core/frontend/applets/default_applets.h"
#include "core/frontend/camera/factory.h" #include "core/frontend/camera/factory.h"
#include "core/frontend/mic.h" #include "core/frontend/mic.h"
#include "core/frontend/scope_acquire_context.h"
#include "core/hle/service/am/am.h" #include "core/hle/service/am/am.h"
#include "core/hle/service/nfc/nfc.h" #include "core/hle/service/nfc/nfc.h"
#include "core/savestate.h" #include "core/savestate.h"
@ -46,6 +45,7 @@
#include "jni/ndk_motion.h" #include "jni/ndk_motion.h"
#include "video_core/renderer_base.h" #include "video_core/renderer_base.h"
#include "video_core/renderer_opengl/texture_filters/texture_filterer.h" #include "video_core/renderer_opengl/texture_filters/texture_filterer.h"
#include "video_core/video_core.h"
namespace { namespace {
@ -149,7 +149,15 @@ static Core::System::ResultStatus RunCitra(const std::string& filepath) {
return Core::System::ResultStatus::ErrorLoader; return Core::System::ResultStatus::ErrorLoader;
} }
window = std::make_unique<EmuWindow_Android>(s_surf); const auto graphics_api = Settings::values.graphics_api.GetValue();
switch (graphics_api) {
case Settings::GraphicsAPI::OpenGL:
window = std::make_unique<EmuWindow_Android>(s_surf);
break;
default:
LOG_CRITICAL(Frontend, "Unknown graphics API {}, using OpenGL", graphics_api);
window = std::make_unique<EmuWindow_Android>(s_surf);
}
Core::System& system{Core::System::GetInstance()}; Core::System& system{Core::System::GetInstance()};

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@ -58,8 +58,6 @@
<string name="linear_filtering_description">Aktiviert lineare Filterung, welche die Spieletexturen glättet.</string> <string name="linear_filtering_description">Aktiviert lineare Filterung, welche die Spieletexturen glättet.</string>
<string name="texture_filter_name">Texturfilter</string> <string name="texture_filter_name">Texturfilter</string>
<string name="texture_filter_description">Verbessert die Grafik von Spielen durch das Anwendung eines Texturfilters. Die unterstützten Filter sind Anime4K Ultrafast, Bicubic, ScaleForce und xBRZ freescale.</string> <string name="texture_filter_description">Verbessert die Grafik von Spielen durch das Anwendung eines Texturfilters. Die unterstützten Filter sind Anime4K Ultrafast, Bicubic, ScaleForce und xBRZ freescale.</string>
<string name="hw_renderer">Aktiviere Hardware Renderer</string>
<string name="hw_renderer_description">Benutzt Hardware, um die 3DS-Grafik zu emulieren. Wenn aktiviert, wird die Spieleleistung stark verbessert.</string>
<string name="hw_shaders">Aktiviere Hardware Shader</string> <string name="hw_shaders">Aktiviere Hardware Shader</string>
<string name="hw_shaders_description">Benutzt Hardware, um die 3DS-Shader zu emulieren. Wenn aktiviert, wird die Spieleleistung stark verbessert.</string> <string name="hw_shaders_description">Benutzt Hardware, um die 3DS-Shader zu emulieren. Wenn aktiviert, wird die Spieleleistung stark verbessert.</string>
<string name="shaders_accurate_mul">Aktiviere genaue Shader-Multiplikation</string> <string name="shaders_accurate_mul">Aktiviere genaue Shader-Multiplikation</string>

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@ -62,8 +62,6 @@
<string name="linear_filtering_description">Activa el filtro linear, que hace que los gráficos del juego se vean más suaves.</string> <string name="linear_filtering_description">Activa el filtro linear, que hace que los gráficos del juego se vean más suaves.</string>
<string name="texture_filter_name">Filtro de Texturas</string> <string name="texture_filter_name">Filtro de Texturas</string>
<string name="texture_filter_description">Mejora los gráficos visuales de los juegos al aplicar un filtro a las texturas. Los filtros soportados son Anime4K Ultrafast, Bicubic, ScaleForce, y xBRZ freescale.</string> <string name="texture_filter_description">Mejora los gráficos visuales de los juegos al aplicar un filtro a las texturas. Los filtros soportados son Anime4K Ultrafast, Bicubic, ScaleForce, y xBRZ freescale.</string>
<string name="hw_renderer">Activar renderizador de hardware</string>
<string name="hw_renderer_description">Usa el hardware para emular los gráficos de 3DS. Cuando se active, el rendimiento mejorará notablemente.</string>
<string name="hw_shaders">Activar sombreador de hardware</string> <string name="hw_shaders">Activar sombreador de hardware</string>
<string name="hw_shaders_description">Usa el hardware para emular los sombreadores de 3DS. Cuando se active, el rendimiento mejorará notablemente.</string> <string name="hw_shaders_description">Usa el hardware para emular los sombreadores de 3DS. Cuando se active, el rendimiento mejorará notablemente.</string>
<string name="shaders_accurate_mul">Activar multiplicación precisa de sombreado</string> <string name="shaders_accurate_mul">Activar multiplicación precisa de sombreado</string>

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@ -46,8 +46,6 @@
<!-- Graphics settings strings --> <!-- Graphics settings strings -->
<string name="vsync">Aktivoi V-Sync</string> <string name="vsync">Aktivoi V-Sync</string>
<string name="vsync_description">Synkronoi pelin virkistystaajuus laitteesi virkistystaajuuteen.</string> <string name="vsync_description">Synkronoi pelin virkistystaajuus laitteesi virkistystaajuuteen.</string>
<string name="hw_renderer">Aktivoi Laitteistorenderöinti</string>
<string name="hw_renderer_description">Käyttää laitteistoa emuloidakseen 3DS-grafiikoita. Kun tämä on päällä, pelien suorituskyky on huomattavasti parempi.</string>
<string name="hw_shaders">Aktivoi Laitteistovarjostin</string> <string name="hw_shaders">Aktivoi Laitteistovarjostin</string>
<string name="hw_shaders_description">Käyttää laitteistoa emuloidakseen 3DS:n varjostimia. Kun tämä on päällä, pelien suorituskyky on huomattavasti parempi.</string> <string name="hw_shaders_description">Käyttää laitteistoa emuloidakseen 3DS:n varjostimia. Kun tämä on päällä, pelien suorituskyky on huomattavasti parempi.</string>
<string name="frame_limit_enable">Aktivoi nopeuden rajoitus</string> <string name="frame_limit_enable">Aktivoi nopeuden rajoitus</string>

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@ -58,8 +58,6 @@
<string name="linear_filtering_description">Active le filtrage linéaire, qui améliorera le lissage graphique du jeu.</string> <string name="linear_filtering_description">Active le filtrage linéaire, qui améliorera le lissage graphique du jeu.</string>
<string name="texture_filter_name">Filtrage des textures</string> <string name="texture_filter_name">Filtrage des textures</string>
<string name="texture_filter_description">Améliore l\'aspect graphique des jeux en appliquant un filtre aux textures. Les filtres supportés sont Anime4K Ultrafast, Bicubic, ScaleForce, et xBRZ freescale.</string> <string name="texture_filter_description">Améliore l\'aspect graphique des jeux en appliquant un filtre aux textures. Les filtres supportés sont Anime4K Ultrafast, Bicubic, ScaleForce, et xBRZ freescale.</string>
<string name="hw_renderer">Activer le rendu matériel</string>
<string name="hw_renderer_description">Utilise le matériel pour émuler les graphismes de la 3DS. Lorsqu\'il est activé, la performance des jeux sera améliorée de manière significative.</string>
<string name="hw_shaders">Activer le shader (nuanceur) matériel </string> <string name="hw_shaders">Activer le shader (nuanceur) matériel </string>
<string name="hw_shaders_description">Utilise le matériel pour émuler les shaders de la 3DS. Lorsqu\'il est activé, la performance des jeux sera améliorée de manière significative.</string> <string name="hw_shaders_description">Utilise le matériel pour émuler les shaders de la 3DS. Lorsqu\'il est activé, la performance des jeux sera améliorée de manière significative.</string>
<string name="shaders_accurate_mul">Activer la multiplication précise dans les shaders</string> <string name="shaders_accurate_mul">Activer la multiplication précise dans les shaders</string>

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@ -58,8 +58,6 @@
<string name="linear_filtering_description">Abilita il filtro lineare, che fa sembrare più smussata la grafica dei giochi.</string> <string name="linear_filtering_description">Abilita il filtro lineare, che fa sembrare più smussata la grafica dei giochi.</string>
<string name="texture_filter_name">Filtro Texture</string> <string name="texture_filter_name">Filtro Texture</string>
<string name="texture_filter_description">Migliora la grafica dei giochi applicando un filtro alle texture. I filtri supportati sono Anime4k Ultrafast, Bicubic, ScaleForce, e xBRZ freescale.</string> <string name="texture_filter_description">Migliora la grafica dei giochi applicando un filtro alle texture. I filtri supportati sono Anime4k Ultrafast, Bicubic, ScaleForce, e xBRZ freescale.</string>
<string name="hw_renderer">Abilita renderer hardware</string>
<string name="hw_renderer_description">Utilizza l\'hardware per emulare la grafica del 3DS. Se abilitato, le prestazioni dei giochi miglioreranno significativamente.</string>
<string name="hw_shaders">Abilita shader hardware</string> <string name="hw_shaders">Abilita shader hardware</string>
<string name="hw_shaders_description">Utilizza l\'hardware per emulare gli shader del 3DS. Se abilitato, le prestazioni dei giochi miglioreranno significativamente.</string> <string name="hw_shaders_description">Utilizza l\'hardware per emulare gli shader del 3DS. Se abilitato, le prestazioni dei giochi miglioreranno significativamente.</string>
<string name="shaders_accurate_mul">Abilita moltiplicazione shader accurata</string> <string name="shaders_accurate_mul">Abilita moltiplicazione shader accurata</string>

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@ -40,8 +40,6 @@
<string name="linear_filtering">リニアフィルタリングを有効化</string> <string name="linear_filtering">リニアフィルタリングを有効化</string>
<string name="linear_filtering_description">有効にすると、よりなめらかな画質が期待できます。</string> <string name="linear_filtering_description">有効にすると、よりなめらかな画質が期待できます。</string>
<string name="texture_filter_name">テクスチャフィルタ</string> <string name="texture_filter_name">テクスチャフィルタ</string>
<string name="hw_renderer">ハードウェアレンダラを有効にする</string>
<string name="hw_renderer_description">グラフィックエミュレーションにハードウェアを使用します。有効にすると、パフォーマンスが大幅に向上します。</string>
<string name="hw_shaders">ハードウェアシェーダを有効にする</string> <string name="hw_shaders">ハードウェアシェーダを有効にする</string>
<string name="hw_shaders_description">シェーダエミュレーションにハードウェアを使用します。有効にすると、パフォーマンスが大幅に向上します。</string> <string name="hw_shaders_description">シェーダエミュレーションにハードウェアを使用します。有効にすると、パフォーマンスが大幅に向上します。</string>
<string name="shaders_accurate_mul">正確なシェーダ乗算を有効にする</string> <string name="shaders_accurate_mul">正確なシェーダ乗算を有効にする</string>

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@ -58,8 +58,6 @@
<string name="linear_filtering_description">게임 필터링이 매끄럽게 보이도록 선형 필터링을 활성화합니다.</string> <string name="linear_filtering_description">게임 필터링이 매끄럽게 보이도록 선형 필터링을 활성화합니다.</string>
<string name="texture_filter_name">텍스처 필터</string> <string name="texture_filter_name">텍스처 필터</string>
<string name="texture_filter_description">텍스처에 필터를 적용하여 게임의 시각적 효과를 향상시킵니다. 지원되는 필터는 Anime4K Ultrafast, Bicubic, ScaleForce 및 xBRZ 프리스케일입니다.</string> <string name="texture_filter_description">텍스처에 필터를 적용하여 게임의 시각적 효과를 향상시킵니다. 지원되는 필터는 Anime4K Ultrafast, Bicubic, ScaleForce 및 xBRZ 프리스케일입니다.</string>
<string name="hw_renderer">하드웨어 렌더러 사용</string>
<string name="hw_renderer_description">하드웨어를 사용하여 3DS 그래픽을 에뮬레이션합니다. 활성화하면 게임 성능이 크게 향상됩니다.</string>
<string name="hw_shaders">하드웨어 쉐이더 사용</string> <string name="hw_shaders">하드웨어 쉐이더 사용</string>
<string name="hw_shaders_description">하드웨어를 사용하여 3DS 쉐이더를 에뮬레이션합니다. 활성화하면 게임 성능이 크게 향상됩니다.</string> <string name="hw_shaders_description">하드웨어를 사용하여 3DS 쉐이더를 에뮬레이션합니다. 활성화하면 게임 성능이 크게 향상됩니다.</string>
<string name="shaders_accurate_mul">정확한 쉐이더 곱셉 사용</string> <string name="shaders_accurate_mul">정확한 쉐이더 곱셉 사용</string>

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@ -58,8 +58,6 @@
<string name="linear_filtering_description">Aktiverer lineær filtrering, noe som får spillvisualer til å vises jevnere.</string> <string name="linear_filtering_description">Aktiverer lineær filtrering, noe som får spillvisualer til å vises jevnere.</string>
<string name="texture_filter_name">Tekstur Filter</string> <string name="texture_filter_name">Tekstur Filter</string>
<string name="texture_filter_description">Forbedrer det visuelle i spill ved å bruke et filter på teksturer. De støttede filtrene er Anime4K Ultrafast, Bicubic, ScaleForce og xBRZ freescale.</string> <string name="texture_filter_description">Forbedrer det visuelle i spill ved å bruke et filter på teksturer. De støttede filtrene er Anime4K Ultrafast, Bicubic, ScaleForce og xBRZ freescale.</string>
<string name="hw_renderer">Aktiver maskinvaregjengivelse</string>
<string name="hw_renderer_description">Bruker maskinvare til å emulere 3DS grafikk. Når dette er aktivert, vil spillytelsen bli betydelig forbedret.</string>
<string name="hw_shaders">Aktiver maskinvare shader</string> <string name="hw_shaders">Aktiver maskinvare shader</string>
<string name="hw_shaders_description">Bruker maskinvare for å etterligne 3DS shaders. Når dette er aktivert, vil spillytelsen bli betydelig forbedret.</string> <string name="hw_shaders_description">Bruker maskinvare for å etterligne 3DS shaders. Når dette er aktivert, vil spillytelsen bli betydelig forbedret.</string>
<string name="shaders_accurate_mul">Aktiver nøyaktig shader-multiplikasjon</string> <string name="shaders_accurate_mul">Aktiver nøyaktig shader-multiplikasjon</string>

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@ -58,8 +58,6 @@
<string name="linear_filtering_description">Ativa a filtragem linear, que suaviza o visual do jogo.</string> <string name="linear_filtering_description">Ativa a filtragem linear, que suaviza o visual do jogo.</string>
<string name="texture_filter_name">Filtro de texturas</string> <string name="texture_filter_name">Filtro de texturas</string>
<string name="texture_filter_description">Aprimora o visual dos jogos ao aplicar filtros às texturas. Os filtros compatíveis são: Anime4K Ultrafast, Bicúbico, ScaleForce e xBRZ Freescale.</string> <string name="texture_filter_description">Aprimora o visual dos jogos ao aplicar filtros às texturas. Os filtros compatíveis são: Anime4K Ultrafast, Bicúbico, ScaleForce e xBRZ Freescale.</string>
<string name="hw_renderer">Ativar renderizador por hardware</string>
<string name="hw_renderer_description">Utiliza o hardware para emular os gráficos do 3DS. Quando ativado, o desempenho de jogo será consideravelmente melhorado.</string>
<string name="hw_shaders">Ativar shaders via hardware</string> <string name="hw_shaders">Ativar shaders via hardware</string>
<string name="hw_shaders_description">Utiliza o hardware para emular os shaders do 3DS. Quando ativado, o desempenho do jogo será consideravelmente melhorado.</string> <string name="hw_shaders_description">Utiliza o hardware para emular os shaders do 3DS. Quando ativado, o desempenho do jogo será consideravelmente melhorado.</string>
<string name="shaders_accurate_mul">Ativar multiplicação precisa de shaders</string> <string name="shaders_accurate_mul">Ativar multiplicação precisa de shaders</string>

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@ -58,8 +58,6 @@
<string name="linear_filtering_description">开启后,游戏视觉效果会更加平滑。</string> <string name="linear_filtering_description">开启后,游戏视觉效果会更加平滑。</string>
<string name="texture_filter_name">纹理滤镜</string> <string name="texture_filter_name">纹理滤镜</string>
<string name="texture_filter_description">通过对纹理使用滤镜来增强游戏的视觉效果。支持的滤镜有 Anime4K Ultrafast, Bicubic, ScaleForce 和 xBRZ freescale。</string> <string name="texture_filter_description">通过对纹理使用滤镜来增强游戏的视觉效果。支持的滤镜有 Anime4K Ultrafast, Bicubic, ScaleForce 和 xBRZ freescale。</string>
<string name="hw_renderer">启用硬件渲染器</string>
<string name="hw_renderer_description">使用硬件模拟 3DS 图形。启用后,游戏性能将显著提高。</string>
<string name="hw_shaders">启用硬件着色器</string> <string name="hw_shaders">启用硬件着色器</string>
<string name="hw_shaders_description">使用硬件模拟 3DS 着色器。启用后,游戏性能将显著提高。</string> <string name="hw_shaders_description">使用硬件模拟 3DS 着色器。启用后,游戏性能将显著提高。</string>
<string name="shaders_accurate_mul">启用精确乘法运算</string> <string name="shaders_accurate_mul">启用精确乘法运算</string>

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@ -171,4 +171,12 @@
<item>4</item> <item>4</item>
<item>5</item> <item>5</item>
</integer-array> </integer-array>
<string-array name="graphicsApiNames">
<item>OpenGLES</item>
</string-array>
<integer-array name="graphicsApiValues">
<item>1</item>
</integer-array>
</resources> </resources>

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@ -72,14 +72,15 @@
<!-- Graphics settings strings --> <!-- Graphics settings strings -->
<string name="renderer">Renderer</string> <string name="renderer">Renderer</string>
<string name="graphics_api">Graphics API</string>
<string name="renderer_debug">Enable debug renderer</string>
<string name="renderer_debug_description">Log additional graphics related debug information. When enabled, game performance will be significantly reduced</string>
<string name="vsync">Enable V-Sync</string> <string name="vsync">Enable V-Sync</string>
<string name="vsync_description">Synchronizes the game frame rate to the refresh rate of your device.</string> <string name="vsync_description">Synchronizes the game frame rate to the refresh rate of your device.</string>
<string name="linear_filtering">Enable linear filtering</string> <string name="linear_filtering">Enable linear filtering</string>
<string name="linear_filtering_description">Enables linear filtering, which causes game visuals to appear smoother.</string> <string name="linear_filtering_description">Enables linear filtering, which causes game visuals to appear smoother.</string>
<string name="texture_filter_name">Texture Filter</string> <string name="texture_filter_name">Texture Filter</string>
<string name="texture_filter_description">Enhances the visuals of games by applying a filter to textures. The supported filters are Anime4K Ultrafast, Bicubic, ScaleForce, and xBRZ freescale.</string> <string name="texture_filter_description">Enhances the visuals of games by applying a filter to textures. The supported filters are Anime4K Ultrafast, Bicubic, ScaleForce, and xBRZ freescale.</string>
<string name="hw_renderer">Enable hardware renderer</string>
<string name="hw_renderer_description">Uses hardware to emulate 3DS graphics. When enabled, game performance will be significantly improved.</string>
<string name="hw_shaders">Enable hardware shader</string> <string name="hw_shaders">Enable hardware shader</string>
<string name="hw_shaders_description">Uses hardware to emulate 3DS shaders. When enabled, game performance will be significantly improved.</string> <string name="hw_shaders_description">Uses hardware to emulate 3DS shaders. When enabled, game performance will be significantly improved.</string>
<string name="shaders_accurate_mul">Enable accurate shader multiplication</string> <string name="shaders_accurate_mul">Enable accurate shader multiplication</string>

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@ -8,6 +8,10 @@ add_executable(citra
default_ini.h default_ini.h
emu_window/emu_window_sdl2.cpp emu_window/emu_window_sdl2.cpp
emu_window/emu_window_sdl2.h emu_window/emu_window_sdl2.h
emu_window/emu_window_sdl2_gl.cpp
emu_window/emu_window_sdl2_gl.h
emu_window/emu_window_sdl2_sw.cpp
emu_window/emu_window_sdl2_sw.h
lodepng_image_interface.cpp lodepng_image_interface.cpp
lodepng_image_interface.h lodepng_image_interface.h
precompiled_headers.h precompiled_headers.h

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@ -13,6 +13,8 @@
#include "citra/config.h" #include "citra/config.h"
#include "citra/emu_window/emu_window_sdl2.h" #include "citra/emu_window/emu_window_sdl2.h"
#include "citra/emu_window/emu_window_sdl2_gl.h"
#include "citra/emu_window/emu_window_sdl2_sw.h"
#include "citra/lodepng_image_interface.h" #include "citra/lodepng_image_interface.h"
#include "common/common_paths.h" #include "common/common_paths.h"
#include "common/detached_tasks.h" #include "common/detached_tasks.h"
@ -29,7 +31,6 @@
#include "core/file_sys/cia_container.h" #include "core/file_sys/cia_container.h"
#include "core/frontend/applets/default_applets.h" #include "core/frontend/applets/default_applets.h"
#include "core/frontend/framebuffer_layout.h" #include "core/frontend/framebuffer_layout.h"
#include "core/frontend/scope_acquire_context.h"
#include "core/gdbstub/gdbstub.h" #include "core/gdbstub/gdbstub.h"
#include "core/hle/service/am/am.h" #include "core/hle/service/am/am.h"
#include "core/hle/service/cfg/cfg.h" #include "core/hle/service/cfg/cfg.h"
@ -38,6 +39,7 @@
#include "input_common/main.h" #include "input_common/main.h"
#include "network/network.h" #include "network/network.h"
#include "video_core/renderer_base.h" #include "video_core/renderer_base.h"
#include "video_core/video_core.h"
#undef _UNICODE #undef _UNICODE
#include <getopt.h> #include <getopt.h>
@ -362,13 +364,23 @@ int main(int argc, char** argv) {
EmuWindow_SDL2::InitializeSDL2(); EmuWindow_SDL2::InitializeSDL2();
const auto emu_window{std::make_unique<EmuWindow_SDL2>(fullscreen, false)}; const auto CreateEmuWindow = [](bool fullscreen,
const bool use_secondary_window{Settings::values.layout_option.GetValue() == bool is_secondary) -> std::unique_ptr<EmuWindow_SDL2> {
Settings::LayoutOption::SeparateWindows}; switch (Settings::values.graphics_api.GetValue()) {
const auto secondary_window = case Settings::GraphicsAPI::OpenGL:
use_secondary_window ? std::make_unique<EmuWindow_SDL2>(false, true) : nullptr; return std::make_unique<EmuWindow_SDL2_GL>(fullscreen, is_secondary);
case Settings::GraphicsAPI::Software:
return std::make_unique<EmuWindow_SDL2_SW>(fullscreen, is_secondary);
}
};
Frontend::ScopeAcquireContext scope(*emu_window); const auto emu_window{CreateEmuWindow(fullscreen, false)};
const bool use_secondary_window{
Settings::values.layout_option.GetValue() == Settings::LayoutOption::SeparateWindows &&
Settings::values.graphics_api.GetValue() != Settings::GraphicsAPI::Software};
const auto secondary_window = use_secondary_window ? CreateEmuWindow(false, true) : nullptr;
const auto scope = emu_window->Acquire();
LOG_INFO(Frontend, "Citra Version: {} | {}-{}", Common::g_build_fullname, Common::g_scm_branch, LOG_INFO(Frontend, "Citra Version: {} | {}-{}", Common::g_build_fullname, Common::g_scm_branch,
Common::g_scm_desc); Common::g_scm_desc);
@ -400,9 +412,6 @@ int main(int argc, char** argv) {
case Core::System::ResultStatus::ErrorSystemMode: case Core::System::ResultStatus::ErrorSystemMode:
LOG_CRITICAL(Frontend, "Failed to determine system mode!"); LOG_CRITICAL(Frontend, "Failed to determine system mode!");
return -1; return -1;
case Core::System::ResultStatus::ErrorVideoCore:
LOG_CRITICAL(Frontend, "VideoCore not initialized");
return -1;
case Core::System::ResultStatus::Success: case Core::System::ResultStatus::Success:
break; // Expected case break; // Expected case
default: default:

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@ -5,6 +5,7 @@
#include <iomanip> #include <iomanip>
#include <memory> #include <memory>
#include <sstream> #include <sstream>
#include <type_traits>
#include <unordered_map> #include <unordered_map>
#include <SDL.h> #include <SDL.h>
#include <inih/cpp/INIReader.h> #include <inih/cpp/INIReader.h>
@ -71,6 +72,30 @@ static const std::array<std::array<int, 5>, Settings::NativeAnalog::NumAnalogs>
}, },
}}; }};
template <>
void Config::ReadSetting(const std::string& group, Settings::Setting<std::string>& setting) {
std::string setting_value = sdl2_config->Get(group, setting.GetLabel(), setting.GetDefault());
if (setting_value.empty()) {
setting_value = setting.GetDefault();
}
setting = std::move(setting_value);
}
template <>
void Config::ReadSetting(const std::string& group, Settings::Setting<bool>& setting) {
setting = sdl2_config->GetBoolean(group, setting.GetLabel(), setting.GetDefault());
}
template <typename Type, bool ranged>
void Config::ReadSetting(const std::string& group, Settings::Setting<Type, ranged>& setting) {
if constexpr (std::is_floating_point_v<Type>) {
setting = sdl2_config->GetReal(group, setting.GetLabel(), setting.GetDefault());
} else {
setting = static_cast<Type>(sdl2_config->GetInteger(
group, setting.GetLabel(), static_cast<long>(setting.GetDefault())));
}
}
void Config::ReadValues() { void Config::ReadValues() {
// Controls // Controls
// TODO: add multiple input profile support // TODO: add multiple input profile support
@ -104,104 +129,71 @@ void Config::ReadValues() {
InputCommon::CemuhookUDP::DEFAULT_PORT)); InputCommon::CemuhookUDP::DEFAULT_PORT));
// Core // Core
Settings::values.use_cpu_jit = sdl2_config->GetBoolean("Core", "use_cpu_jit", true); ReadSetting("Core", Settings::values.use_cpu_jit);
Settings::values.cpu_clock_percentage = ReadSetting("Core", Settings::values.cpu_clock_percentage);
sdl2_config->GetInteger("Core", "cpu_clock_percentage", 100);
// Renderer // Renderer
Settings::values.use_gles = sdl2_config->GetBoolean("Renderer", "use_gles", false); ReadSetting("Renderer", Settings::values.graphics_api);
Settings::values.use_hw_renderer = sdl2_config->GetBoolean("Renderer", "use_hw_renderer", true); ReadSetting("Renderer", Settings::values.use_gles);
Settings::values.use_hw_shader = sdl2_config->GetBoolean("Renderer", "use_hw_shader", true); ReadSetting("Renderer", Settings::values.use_hw_shader);
#ifdef __APPLE__ #ifdef __APPLE__
// Separable shader is broken on macos with Intel GPU thanks to poor drivers. // Separable shader is broken on macos with Intel GPU thanks to poor drivers.
// We still want to provide this option for test/development purposes, but disable it by // We still want to provide this option for test/development purposes, but disable it by
// default. // default.
Settings::values.separable_shader = ReadSetting("Renderer", Settings::values.separable_shader);
sdl2_config->GetBoolean("Renderer", "separable_shader", false);
#endif #endif
Settings::values.shaders_accurate_mul = ReadSetting("Renderer", Settings::values.shaders_accurate_mul);
sdl2_config->GetBoolean("Renderer", "shaders_accurate_mul", true); ReadSetting("Renderer", Settings::values.use_shader_jit);
Settings::values.use_shader_jit = sdl2_config->GetBoolean("Renderer", "use_shader_jit", true); ReadSetting("Renderer", Settings::values.resolution_factor);
Settings::values.resolution_factor = ReadSetting("Renderer", Settings::values.use_disk_shader_cache);
static_cast<u16>(sdl2_config->GetInteger("Renderer", "resolution_factor", 1)); ReadSetting("Renderer", Settings::values.frame_limit);
Settings::values.use_disk_shader_cache = ReadSetting("Renderer", Settings::values.use_vsync_new);
sdl2_config->GetBoolean("Renderer", "use_disk_shader_cache", true); ReadSetting("Renderer", Settings::values.texture_filter_name);
Settings::values.frame_limit =
static_cast<u16>(sdl2_config->GetInteger("Renderer", "frame_limit", 100));
Settings::values.use_vsync_new =
static_cast<u16>(sdl2_config->GetInteger("Renderer", "use_vsync_new", 1));
Settings::values.texture_filter_name =
sdl2_config->GetString("Renderer", "texture_filter_name", "none");
Settings::values.mono_render_option = static_cast<Settings::MonoRenderOption>( ReadSetting("Renderer", Settings::values.mono_render_option);
sdl2_config->GetInteger("Renderer", "mono_render_option", 0)); ReadSetting("Renderer", Settings::values.render_3d);
Settings::values.render_3d = static_cast<Settings::StereoRenderOption>( ReadSetting("Renderer", Settings::values.factor_3d);
sdl2_config->GetInteger("Renderer", "render_3d", 0)); ReadSetting("Renderer", Settings::values.pp_shader_name);
Settings::values.factor_3d = ReadSetting("Renderer", Settings::values.anaglyph_shader_name);
static_cast<u8>(sdl2_config->GetInteger("Renderer", "factor_3d", 0)); ReadSetting("Renderer", Settings::values.filter_mode);
Settings::values.pp_shader_name =
sdl2_config->GetString("Renderer", "pp_shader_name", "none (builtin)");
Settings::values.anaglyph_shader_name =
sdl2_config->GetString("Renderer", "anaglyph_shader_name", "dubois (builtin)");
Settings::values.filter_mode = sdl2_config->GetBoolean("Renderer", "filter_mode", true);
Settings::values.bg_red = static_cast<float>(sdl2_config->GetReal("Renderer", "bg_red", 0.0)); ReadSetting("Renderer", Settings::values.bg_red);
Settings::values.bg_green = ReadSetting("Renderer", Settings::values.bg_green);
static_cast<float>(sdl2_config->GetReal("Renderer", "bg_green", 0.0)); ReadSetting("Renderer", Settings::values.bg_blue);
Settings::values.bg_blue = static_cast<float>(sdl2_config->GetReal("Renderer", "bg_blue", 0.0));
// Layout // Layout
Settings::values.layout_option = ReadSetting("Layout", Settings::values.layout_option);
static_cast<Settings::LayoutOption>(sdl2_config->GetInteger("Layout", "layout_option", 0)); ReadSetting("Layout", Settings::values.swap_screen);
Settings::values.swap_screen = sdl2_config->GetBoolean("Layout", "swap_screen", false); ReadSetting("Layout", Settings::values.upright_screen);
Settings::values.upright_screen = sdl2_config->GetBoolean("Layout", "upright_screen", false); ReadSetting("Layout", Settings::values.large_screen_proportion);
Settings::values.large_screen_proportion = ReadSetting("Layout", Settings::values.custom_layout);
sdl2_config->GetReal("Layout", "large_screen_proportion", 4.0); ReadSetting("Layout", Settings::values.custom_top_left);
Settings::values.custom_layout = sdl2_config->GetBoolean("Layout", "custom_layout", false); ReadSetting("Layout", Settings::values.custom_top_top);
Settings::values.custom_top_left = ReadSetting("Layout", Settings::values.custom_top_right);
static_cast<u16>(sdl2_config->GetInteger("Layout", "custom_top_left", 0)); ReadSetting("Layout", Settings::values.custom_top_bottom);
Settings::values.custom_top_top = ReadSetting("Layout", Settings::values.custom_bottom_left);
static_cast<u16>(sdl2_config->GetInteger("Layout", "custom_top_top", 0)); ReadSetting("Layout", Settings::values.custom_bottom_top);
Settings::values.custom_top_right = ReadSetting("Layout", Settings::values.custom_bottom_right);
static_cast<u16>(sdl2_config->GetInteger("Layout", "custom_top_right", 400)); ReadSetting("Layout", Settings::values.custom_bottom_bottom);
Settings::values.custom_top_bottom = ReadSetting("Layout", Settings::values.custom_second_layer_opacity);
static_cast<u16>(sdl2_config->GetInteger("Layout", "custom_top_bottom", 240));
Settings::values.custom_bottom_left =
static_cast<u16>(sdl2_config->GetInteger("Layout", "custom_bottom_left", 40));
Settings::values.custom_bottom_top =
static_cast<u16>(sdl2_config->GetInteger("Layout", "custom_bottom_top", 240));
Settings::values.custom_bottom_right =
static_cast<u16>(sdl2_config->GetInteger("Layout", "custom_bottom_right", 360));
Settings::values.custom_bottom_bottom =
static_cast<u16>(sdl2_config->GetInteger("Layout", "custom_bottom_bottom", 480));
Settings::values.custom_second_layer_opacity =
static_cast<u16>(sdl2_config->GetInteger("Layout", "custom_second_layer_opacity", 100));
// Utility // Utility
Settings::values.dump_textures = sdl2_config->GetBoolean("Utility", "dump_textures", false); ReadSetting("Utility", Settings::values.dump_textures);
Settings::values.custom_textures = sdl2_config->GetBoolean("Utility", "custom_textures", false); ReadSetting("Utility", Settings::values.custom_textures);
Settings::values.preload_textures = ReadSetting("Utility", Settings::values.preload_textures);
sdl2_config->GetBoolean("Utility", "preload_textures", false);
// Audio // Audio
Settings::values.audio_emulation = static_cast<Settings::AudioEmulation>( ReadSetting("Audio", Settings::values.audio_emulation);
sdl2_config->GetInteger("Audio", "audio_emulation", 0)); ReadSetting("Audio", Settings::values.sink_id);
Settings::values.sink_id = sdl2_config->GetString("Audio", "output_engine", "auto"); ReadSetting("Audio", Settings::values.enable_audio_stretching);
Settings::values.enable_audio_stretching = ReadSetting("Audio", Settings::values.audio_device_id);
sdl2_config->GetBoolean("Audio", "enable_audio_stretching", true); ReadSetting("Audio", Settings::values.volume);
Settings::values.audio_device_id = sdl2_config->GetString("Audio", "output_device", "auto"); ReadSetting("Audio", Settings::values.mic_input_device);
Settings::values.volume = static_cast<float>(sdl2_config->GetReal("Audio", "volume", 1)); ReadSetting("Audio", Settings::values.mic_input_type);
Settings::values.mic_input_device =
sdl2_config->GetString("Audio", "mic_input_device", Frontend::Mic::default_device_name);
Settings::values.mic_input_type =
static_cast<Settings::MicInputType>(sdl2_config->GetInteger("Audio", "mic_input_type", 0));
// Data Storage // Data Storage
Settings::values.use_virtual_sd = ReadSetting("Data Storage", Settings::values.use_virtual_sd);
sdl2_config->GetBoolean("Data Storage", "use_virtual_sd", true); ReadSetting("Data Storage", Settings::values.use_custom_storage);
Settings::values.use_custom_storage =
sdl2_config->GetBoolean("Data Storage", "use_custom_storage", false);
if (Settings::values.use_custom_storage) { if (Settings::values.use_custom_storage) {
FileUtil::UpdateUserPath(FileUtil::UserPath::NANDDir, FileUtil::UpdateUserPath(FileUtil::UserPath::NANDDir,
@ -211,11 +203,9 @@ void Config::ReadValues() {
} }
// System // System
Settings::values.is_new_3ds = sdl2_config->GetBoolean("System", "is_new_3ds", true); ReadSetting("System", Settings::values.is_new_3ds);
Settings::values.region_value = ReadSetting("System", Settings::values.region_value);
sdl2_config->GetInteger("System", "region_value", Settings::REGION_VALUE_AUTO_SELECT); ReadSetting("System", Settings::values.init_clock);
Settings::values.init_clock =
static_cast<Settings::InitClock>(sdl2_config->GetInteger("System", "init_clock", 1));
{ {
std::tm t; std::tm t;
t.tm_sec = 1; t.tm_sec = 1;
@ -236,6 +226,8 @@ void Config::ReadValues() {
std::chrono::system_clock::from_time_t(std::mktime(&t)).time_since_epoch()) std::chrono::system_clock::from_time_t(std::mktime(&t)).time_since_epoch())
.count(); .count();
} }
ReadSetting("System", Settings::values.plugin_loader_enabled);
ReadSetting("System", Settings::values.allow_plugin_loader);
{ {
constexpr const char* default_init_time_offset = "0 00:00:00"; constexpr const char* default_init_time_offset = "0 00:00:00";
@ -311,14 +303,14 @@ void Config::ReadValues() {
sdl2_config->GetInteger("Camera", "camera_outer_left_flip", 0); sdl2_config->GetInteger("Camera", "camera_outer_left_flip", 0);
// Miscellaneous // Miscellaneous
Settings::values.log_filter = sdl2_config->GetString("Miscellaneous", "log_filter", "*:Info"); ReadSetting("Miscellaneous", Settings::values.log_filter);
// Debugging // Debugging
Settings::values.record_frame_times = Settings::values.record_frame_times =
sdl2_config->GetBoolean("Debugging", "record_frame_times", false); sdl2_config->GetBoolean("Debugging", "record_frame_times", false);
Settings::values.use_gdbstub = sdl2_config->GetBoolean("Debugging", "use_gdbstub", false); ReadSetting("Debugging", Settings::values.renderer_debug);
Settings::values.gdbstub_port = ReadSetting("Debugging", Settings::values.use_gdbstub);
static_cast<u16>(sdl2_config->GetInteger("Debugging", "gdbstub_port", 24689)); ReadSetting("Debugging", Settings::values.gdbstub_port);
for (const auto& service_module : Service::service_module_map) { for (const auto& service_module : Service::service_module_map) {
bool use_lle = sdl2_config->GetBoolean("Debugging", "LLE\\" + service_module.name, false); bool use_lle = sdl2_config->GetBoolean("Debugging", "LLE\\" + service_module.name, false);

View file

@ -6,6 +6,7 @@
#include <memory> #include <memory>
#include <string> #include <string>
#include "common/settings.h"
class INIReader; class INIReader;
@ -21,4 +22,14 @@ public:
~Config(); ~Config();
void Reload(); void Reload();
private:
/**
* Applies a value read from the sdl2_config to a Setting.
*
* @param group The name of the INI group
* @param setting The yuzu setting to modify
*/
template <typename Type, bool ranged>
void ReadSetting(const std::string& group, Settings::Setting<Type, ranged>& setting);
}; };

View file

@ -98,14 +98,14 @@ use_cpu_jit =
cpu_clock_percentage = cpu_clock_percentage =
[Renderer] [Renderer]
# Whether to render using OpenGL or Software
# 0: Software, 1: OpenGL (default)
graphics_api =
# Whether to render using GLES or OpenGL # Whether to render using GLES or OpenGL
# 0 (default): OpenGL, 1: GLES # 0 (default): OpenGL, 1: GLES
use_gles = use_gles =
# Whether to use software or hardware rendering.
# 0: Software, 1 (default): Hardware
use_hw_renderer =
# Whether to use hardware shaders to emulate 3DS shaders # Whether to use hardware shaders to emulate 3DS shaders
# 0: Software, 1 (default): Hardware # 0: Software, 1 (default): Hardware
use_hw_shader = use_hw_shader =
@ -328,9 +328,15 @@ log_filter = *:Info
[Debugging] [Debugging]
# Record frame time data, can be found in the log directory. Boolean value # Record frame time data, can be found in the log directory. Boolean value
record_frame_times = record_frame_times =
# Port for listening to GDB connections. # Port for listening to GDB connections.
use_gdbstub=false use_gdbstub=false
gdbstub_port=24689 gdbstub_port=24689
# Whether to enable additional debugging information during emulation
# 0 (default): Off, 1: On
renderer_debug =
# To LLE a service module add "LLE\<module name>=true" # To LLE a service module add "LLE\<module name>=true"
[WebService] [WebService]

View file

@ -7,40 +7,14 @@
#include <string> #include <string>
#define SDL_MAIN_HANDLED #define SDL_MAIN_HANDLED
#include <SDL.h> #include <SDL.h>
#include <fmt/format.h>
#include <glad/glad.h>
#include "citra/emu_window/emu_window_sdl2.h" #include "citra/emu_window/emu_window_sdl2.h"
#include "common/logging/log.h" #include "common/logging/log.h"
#include "common/scm_rev.h" #include "common/scm_rev.h"
#include "common/settings.h"
#include "core/3ds.h"
#include "core/core.h" #include "core/core.h"
#include "input_common/keyboard.h" #include "input_common/keyboard.h"
#include "input_common/main.h" #include "input_common/main.h"
#include "input_common/motion_emu.h" #include "input_common/motion_emu.h"
#include "input_common/sdl/sdl.h"
#include "network/network.h" #include "network/network.h"
#include "video_core/renderer_base.h"
#include "video_core/video_core.h"
SharedContext_SDL2::SharedContext_SDL2() {
window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
context = SDL_GL_CreateContext(window);
}
SharedContext_SDL2::~SharedContext_SDL2() {
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window);
}
void SharedContext_SDL2::MakeCurrent() {
SDL_GL_MakeCurrent(window, context);
}
void SharedContext_SDL2::DoneCurrent() {
SDL_GL_MakeCurrent(window, nullptr);
}
void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) { void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
TouchMoved((unsigned)std::max(x, 0), (unsigned)std::max(y, 0)); TouchMoved((unsigned)std::max(x, 0), (unsigned)std::max(y, 0));
@ -135,78 +109,9 @@ void EmuWindow_SDL2::Fullscreen() {
SDL_MaximizeWindow(render_window); SDL_MaximizeWindow(render_window);
} }
EmuWindow_SDL2::EmuWindow_SDL2(bool fullscreen, bool is_secondary) : EmuWindow(is_secondary) { EmuWindow_SDL2::EmuWindow_SDL2(bool is_secondary) : EmuWindow(is_secondary) {}
// Initialize the window
if (Settings::values.use_gles) {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
} else {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
}
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
// Enable context sharing for the shared context
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
// Enable vsync
SDL_GL_SetSwapInterval(1);
std::string window_title = fmt::format("Citra {} | {}-{}", Common::g_build_fullname,
Common::g_scm_branch, Common::g_scm_desc);
render_window =
SDL_CreateWindow(window_title.c_str(),
SDL_WINDOWPOS_UNDEFINED, // x position
SDL_WINDOWPOS_UNDEFINED, // y position
Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
if (render_window == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create SDL2 window: {}", SDL_GetError());
exit(1);
}
dummy_window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
if (fullscreen) {
Fullscreen();
}
window_context = SDL_GL_CreateContext(render_window);
core_context = CreateSharedContext();
last_saved_context = nullptr;
if (window_context == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context: {}", SDL_GetError());
exit(1);
}
if (core_context == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create shared SDL2 GL context: {}", SDL_GetError());
exit(1);
}
render_window_id = SDL_GetWindowID(render_window);
auto gl_load_func = Settings::values.use_gles ? gladLoadGLES2Loader : gladLoadGLLoader;
if (!gl_load_func(static_cast<GLADloadproc>(SDL_GL_GetProcAddress))) {
LOG_CRITICAL(Frontend, "Failed to initialize GL functions: {}", SDL_GetError());
exit(1);
}
OnResize();
OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
SDL_PumpEvents();
}
EmuWindow_SDL2::~EmuWindow_SDL2() { EmuWindow_SDL2::~EmuWindow_SDL2() {
core_context.reset();
SDL_GL_DeleteContext(window_context);
SDL_Quit(); SDL_Quit();
} }
@ -222,28 +127,6 @@ void EmuWindow_SDL2::InitializeSDL2() {
SDL_SetMainReady(); SDL_SetMainReady();
} }
std::unique_ptr<Frontend::GraphicsContext> EmuWindow_SDL2::CreateSharedContext() const {
return std::make_unique<SharedContext_SDL2>();
}
void EmuWindow_SDL2::SaveContext() {
last_saved_context = SDL_GL_GetCurrentContext();
}
void EmuWindow_SDL2::RestoreContext() {
SDL_GL_MakeCurrent(render_window, last_saved_context);
}
void EmuWindow_SDL2::Present() {
SDL_GL_MakeCurrent(render_window, window_context);
SDL_GL_SetSwapInterval(1);
while (IsOpen()) {
VideoCore::g_renderer->TryPresent(100, is_secondary);
SDL_GL_SwapWindow(render_window);
}
SDL_GL_MakeCurrent(render_window, nullptr);
}
void EmuWindow_SDL2::PollEvents() { void EmuWindow_SDL2::PollEvents() {
SDL_Event event; SDL_Event event;
std::vector<SDL_Event> other_window_events; std::vector<SDL_Event> other_window_events;
@ -312,14 +195,6 @@ void EmuWindow_SDL2::PollEvents() {
} }
} }
void EmuWindow_SDL2::MakeCurrent() {
core_context->MakeCurrent();
}
void EmuWindow_SDL2::DoneCurrent() {
core_context->DoneCurrent();
}
void EmuWindow_SDL2::OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) { void EmuWindow_SDL2::OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) {
SDL_SetWindowMinimumSize(render_window, minimal_size.first, minimal_size.second); SDL_SetWindowMinimumSize(render_window, minimal_size.first, minimal_size.second);
} }

View file

@ -10,56 +10,27 @@
struct SDL_Window; struct SDL_Window;
class SharedContext_SDL2 : public Frontend::GraphicsContext {
public:
using SDL_GLContext = void*;
SharedContext_SDL2();
~SharedContext_SDL2() override;
void MakeCurrent() override;
void DoneCurrent() override;
private:
SDL_GLContext context;
SDL_Window* window;
};
class EmuWindow_SDL2 : public Frontend::EmuWindow { class EmuWindow_SDL2 : public Frontend::EmuWindow {
public: public:
explicit EmuWindow_SDL2(bool fullscreen, bool is_secondary); explicit EmuWindow_SDL2(bool is_secondary);
~EmuWindow_SDL2(); ~EmuWindow_SDL2();
/// Initializes SDL2
static void InitializeSDL2(); static void InitializeSDL2();
void Present(); /// Presents the most recent frame from the video backend
virtual void Present() {}
/// Polls window events /// Polls window events
void PollEvents() override; void PollEvents() override;
/// Makes the graphics context current for the caller thread
void MakeCurrent() override;
/// Releases the GL context from the caller thread
void DoneCurrent() override;
/// Whether the window is still open, and a close request hasn't yet been sent /// Whether the window is still open, and a close request hasn't yet been sent
bool IsOpen() const; bool IsOpen() const;
/// Close the window. /// Close the window.
void RequestClose(); void RequestClose();
/// Creates a new context that is shared with the current context protected:
std::unique_ptr<GraphicsContext> CreateSharedContext() const override;
/// Saves the current context, for the purpose of e.g. creating new shared contexts
void SaveContext() override;
/// Restores the context previously saved
void RestoreContext() override;
private:
/// Called by PollEvents when a key is pressed or released. /// Called by PollEvents when a key is pressed or released.
void OnKeyEvent(int key, u8 state); void OnKeyEvent(int key, u8 state);
@ -105,17 +76,6 @@ private:
/// Fake hidden window for the core context /// Fake hidden window for the core context
SDL_Window* dummy_window; SDL_Window* dummy_window;
using SDL_GLContext = void*;
/// The OpenGL context associated with the window
SDL_GLContext window_context;
/// Used by SaveContext and RestoreContext
SDL_GLContext last_saved_context;
/// The OpenGL context associated with the core
std::unique_ptr<Frontend::GraphicsContext> core_context;
/// Keeps track of how often to update the title bar during gameplay /// Keeps track of how often to update the title bar during gameplay
u32 last_time = 0; u32 last_time = 0;
}; };

View file

@ -0,0 +1,152 @@
// Copyright 2023 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <cstdlib>
#include <string>
#define SDL_MAIN_HANDLED
#include <SDL.h>
#include <glad/glad.h>
#include "citra/emu_window/emu_window_sdl2_gl.h"
#include "common/scm_rev.h"
#include "video_core/renderer_base.h"
#include "video_core/video_core.h"
class SDLGLContext : public Frontend::GraphicsContext {
public:
using SDL_GLContext = void*;
SDLGLContext() {
window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
context = SDL_GL_CreateContext(window);
}
~SDLGLContext() override {
SDL_GL_DeleteContext(context);
SDL_DestroyWindow(window);
}
void MakeCurrent() override {
SDL_GL_MakeCurrent(window, context);
}
void DoneCurrent() override {
SDL_GL_MakeCurrent(window, nullptr);
}
private:
SDL_Window* window;
SDL_GLContext context;
};
EmuWindow_SDL2_GL::EmuWindow_SDL2_GL(bool fullscreen, bool is_secondary)
: EmuWindow_SDL2{is_secondary} {
// Initialize the window
if (Settings::values.use_gles) {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
} else {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
}
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
// Enable context sharing for the shared context
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
// Enable vsync
SDL_GL_SetSwapInterval(1);
// Enable debug context
if (Settings::values.renderer_debug) {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
}
std::string window_title = fmt::format("Citra {} | {}-{}", Common::g_build_fullname,
Common::g_scm_branch, Common::g_scm_desc);
render_window =
SDL_CreateWindow(window_title.c_str(),
SDL_WINDOWPOS_UNDEFINED, // x position
SDL_WINDOWPOS_UNDEFINED, // y position
Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
if (render_window == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create SDL2 window: {}", SDL_GetError());
exit(1);
}
dummy_window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 0, 0,
SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL);
if (fullscreen) {
Fullscreen();
}
window_context = SDL_GL_CreateContext(render_window);
core_context = CreateSharedContext();
last_saved_context = nullptr;
if (window_context == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create SDL2 GL context: {}", SDL_GetError());
exit(1);
}
if (core_context == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create shared SDL2 GL context: {}", SDL_GetError());
exit(1);
}
render_window_id = SDL_GetWindowID(render_window);
auto gl_load_func = Settings::values.use_gles ? gladLoadGLES2Loader : gladLoadGLLoader;
if (!gl_load_func(static_cast<GLADloadproc>(SDL_GL_GetProcAddress))) {
LOG_CRITICAL(Frontend, "Failed to initialize GL functions: {}", SDL_GetError());
exit(1);
}
OnResize();
OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
SDL_PumpEvents();
}
EmuWindow_SDL2_GL::~EmuWindow_SDL2_GL() {
core_context.reset();
SDL_DestroyWindow(render_window);
SDL_GL_DeleteContext(window_context);
}
std::unique_ptr<Frontend::GraphicsContext> EmuWindow_SDL2_GL::CreateSharedContext() const {
return std::make_unique<SDLGLContext>();
}
void EmuWindow_SDL2_GL::MakeCurrent() {
core_context->MakeCurrent();
}
void EmuWindow_SDL2_GL::DoneCurrent() {
core_context->DoneCurrent();
}
void EmuWindow_SDL2_GL::SaveContext() {
last_saved_context = SDL_GL_GetCurrentContext();
}
void EmuWindow_SDL2_GL::RestoreContext() {
SDL_GL_MakeCurrent(render_window, last_saved_context);
}
void EmuWindow_SDL2_GL::Present() {
SDL_GL_MakeCurrent(render_window, window_context);
SDL_GL_SetSwapInterval(1);
while (IsOpen()) {
VideoCore::g_renderer->TryPresent(100, is_secondary);
SDL_GL_SwapWindow(render_window);
}
SDL_GL_MakeCurrent(render_window, nullptr);
}

View file

@ -0,0 +1,35 @@
// Copyright 2023 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include "citra/emu_window/emu_window_sdl2.h"
struct SDL_Window;
class EmuWindow_SDL2_GL : public EmuWindow_SDL2 {
public:
explicit EmuWindow_SDL2_GL(bool fullscreen, bool is_secondary);
~EmuWindow_SDL2_GL();
void Present() override;
std::unique_ptr<GraphicsContext> CreateSharedContext() const override;
void MakeCurrent() override;
void DoneCurrent() override;
void SaveContext() override;
void RestoreContext() override;
private:
using SDL_GLContext = void*;
/// The OpenGL context associated with the window
SDL_GLContext window_context;
/// Used by SaveContext and RestoreContext
SDL_GLContext last_saved_context;
/// The OpenGL context associated with the core
std::unique_ptr<Frontend::GraphicsContext> core_context;
};

View file

@ -0,0 +1,127 @@
// Copyright 2023 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <cstdlib>
#include <string>
#define SDL_MAIN_HANDLED
#include <SDL.h>
#include <SDL_rect.h>
#include "citra/emu_window/emu_window_sdl2_sw.h"
#include "common/color.h"
#include "common/scm_rev.h"
#include "core/frontend/emu_window.h"
#include "core/hw/gpu.h"
#include "core/memory.h"
#include "video_core/video_core.h"
class DummyContext : public Frontend::GraphicsContext {};
EmuWindow_SDL2_SW::EmuWindow_SDL2_SW(bool fullscreen, bool is_secondary)
: EmuWindow_SDL2{is_secondary} {
std::string window_title = fmt::format("Citra {} | {}-{}", Common::g_build_fullname,
Common::g_scm_branch, Common::g_scm_desc);
render_window =
SDL_CreateWindow(window_title.c_str(),
SDL_WINDOWPOS_UNDEFINED, // x position
SDL_WINDOWPOS_UNDEFINED, // y position
Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight,
SDL_WINDOW_SHOWN);
if (render_window == nullptr) {
LOG_CRITICAL(Frontend, "Failed to create SDL2 window: {}", SDL_GetError());
exit(1);
}
window_surface = SDL_GetWindowSurface(render_window);
renderer = SDL_CreateSoftwareRenderer(window_surface);
if (fullscreen) {
Fullscreen();
}
render_window_id = SDL_GetWindowID(render_window);
OnResize();
OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
SDL_PumpEvents();
}
EmuWindow_SDL2_SW::~EmuWindow_SDL2_SW() {
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(render_window);
}
std::unique_ptr<Frontend::GraphicsContext> EmuWindow_SDL2_SW::CreateSharedContext() const {
return std::make_unique<DummyContext>();
}
void EmuWindow_SDL2_SW::Present() {
const auto layout{Layout::DefaultFrameLayout(
Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight, false, false)};
while (IsOpen()) {
SDL_SetRenderDrawColor(renderer, Settings::values.bg_red.GetValue() * 255,
Settings::values.bg_green.GetValue() * 255,
Settings::values.bg_blue.GetValue() * 255, 0xFF);
SDL_RenderClear(renderer);
const auto draw_screen = [&](int fb_id) {
const auto dst_rect = fb_id == 0 ? layout.top_screen : layout.bottom_screen;
SDL_Rect sdl_rect{static_cast<int>(dst_rect.left), static_cast<int>(dst_rect.top),
static_cast<int>(dst_rect.GetWidth()),
static_cast<int>(dst_rect.GetHeight())};
SDL_Surface* screen = LoadFramebuffer(fb_id);
SDL_BlitSurface(screen, nullptr, window_surface, &sdl_rect);
SDL_FreeSurface(screen);
};
draw_screen(0);
draw_screen(1);
SDL_RenderPresent(renderer);
SDL_UpdateWindowSurface(render_window);
}
}
SDL_Surface* EmuWindow_SDL2_SW::LoadFramebuffer(int fb_id) {
const auto& framebuffer = GPU::g_regs.framebuffer_config[fb_id];
const PAddr framebuffer_addr =
framebuffer.active_fb == 0 ? framebuffer.address_left1 : framebuffer.address_left2;
Memory::RasterizerFlushRegion(framebuffer_addr, framebuffer.stride * framebuffer.height);
const u8* framebuffer_data = VideoCore::g_memory->GetPhysicalPointer(framebuffer_addr);
const int width = framebuffer.height;
const int height = framebuffer.width;
const int bpp = GPU::Regs::BytesPerPixel(framebuffer.color_format);
SDL_Surface* surface =
SDL_CreateRGBSurfaceWithFormat(0, width, height, 0, SDL_PIXELFORMAT_ABGR8888);
SDL_LockSurface(surface);
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
const u8* pixel = framebuffer_data + (x * height + height - y) * bpp;
const Common::Vec4 color = [&] {
switch (framebuffer.color_format) {
case GPU::Regs::PixelFormat::RGBA8:
return Common::Color::DecodeRGBA8(pixel);
case GPU::Regs::PixelFormat::RGB8:
return Common::Color::DecodeRGB8(pixel);
case GPU::Regs::PixelFormat::RGB565:
return Common::Color::DecodeRGB565(pixel);
case GPU::Regs::PixelFormat::RGB5A1:
return Common::Color::DecodeRGB5A1(pixel);
case GPU::Regs::PixelFormat::RGBA4:
return Common::Color::DecodeRGBA4(pixel);
}
}();
u8* dst_pixel = reinterpret_cast<u8*>(surface->pixels) + (y * width + x) * 4;
std::memcpy(dst_pixel, color.AsArray(), sizeof(color));
}
}
SDL_UnlockSurface(surface);
return surface;
}

View file

@ -0,0 +1,32 @@
// Copyright 2023 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include "citra/emu_window/emu_window_sdl2.h"
struct SDL_Renderer;
struct SDL_Surface;
class EmuWindow_SDL2_SW : public EmuWindow_SDL2 {
public:
explicit EmuWindow_SDL2_SW(bool fullscreen, bool is_secondary);
~EmuWindow_SDL2_SW();
void Present() override;
std::unique_ptr<GraphicsContext> CreateSharedContext() const override;
void MakeCurrent() override {}
void DoneCurrent() override {}
private:
/// Loads a framebuffer to an SDL surface
SDL_Surface* LoadFramebuffer(int fb_id);
/// The SDL software renderer
SDL_Renderer* renderer;
/// The window surface
SDL_Surface* window_surface;
};

View file

@ -269,6 +269,10 @@ target_link_libraries(citra-qt PRIVATE audio_core common core input_common netwo
target_link_libraries(citra-qt PRIVATE Boost::boost glad nihstro-headers Qt5::Widgets Qt5::Multimedia Qt5::Concurrent) target_link_libraries(citra-qt PRIVATE Boost::boost glad nihstro-headers Qt5::Widgets Qt5::Multimedia Qt5::Concurrent)
target_link_libraries(citra-qt PRIVATE ${PLATFORM_LIBRARIES} Threads::Threads) target_link_libraries(citra-qt PRIVATE ${PLATFORM_LIBRARIES} Threads::Threads)
if (NOT WIN32)
target_include_directories(citra-qt PRIVATE ${Qt5Gui_PRIVATE_INCLUDE_DIRS})
endif()
if (UNIX AND NOT APPLE) if (UNIX AND NOT APPLE)
target_link_libraries(citra-qt PRIVATE Qt5::DBus) target_link_libraries(citra-qt PRIVATE Qt5::DBus)
endif() endif()
@ -325,6 +329,10 @@ if (MSVC)
endif() endif()
endif() endif()
if (NOT APPLE)
target_compile_definitions(citra-qt PRIVATE HAS_OPENGL)
endif()
if (CITRA_USE_PRECOMPILED_HEADERS) if (CITRA_USE_PRECOMPILED_HEADERS)
target_precompile_headers(citra-qt PRIVATE precompiled_headers.h) target_precompile_headers(citra-qt PRIVATE precompiled_headers.h)
endif() endif()

View file

@ -2,31 +2,45 @@
// Licensed under GPLv2 or any later version // Licensed under GPLv2 or any later version
// Refer to the license.txt file included. // Refer to the license.txt file included.
#include <glad/glad.h>
#include <QApplication> #include <QApplication>
#include <QDragEnterEvent> #include <QDragEnterEvent>
#include <QHBoxLayout> #include <QHBoxLayout>
#include <QKeyEvent> #include <QKeyEvent>
#include <QOffscreenSurface> #include <QMessageBox>
#include <QOpenGLContext> #include <QPainter>
#include <QOpenGLFunctions>
#include <QOpenGLFunctions_4_3_Core>
#include <fmt/format.h> #include <fmt/format.h>
#include "citra_qt/bootmanager.h" #include "citra_qt/bootmanager.h"
#include "citra_qt/main.h" #include "citra_qt/main.h"
#include "common/color.h"
#include "common/microprofile.h" #include "common/microprofile.h"
#include "common/scm_rev.h" #include "common/scm_rev.h"
#include "common/settings.h" #include "common/settings.h"
#include "core/3ds.h" #include "core/3ds.h"
#include "core/core.h" #include "core/core.h"
#include "core/frontend/scope_acquire_context.h" #include "core/frontend/framebuffer_layout.h"
#include "core/perf_stats.h" #include "core/perf_stats.h"
#include "input_common/keyboard.h" #include "input_common/keyboard.h"
#include "input_common/main.h" #include "input_common/main.h"
#include "input_common/motion_emu.h" #include "input_common/motion_emu.h"
#include "network/network.h"
#include "video_core/renderer_base.h" #include "video_core/renderer_base.h"
#include "video_core/video_core.h" #include "video_core/video_core.h"
#ifdef HAS_OPENGL
#include <QOffscreenSurface>
#include <QOpenGLContext>
#endif
#if defined(__APPLE__)
#include <objc/message.h>
#include <objc/objc.h>
#endif
#if !defined(WIN32)
#include <qpa/qplatformnativeinterface.h>
#endif
EmuThread::EmuThread(Frontend::GraphicsContext& core_context) : core_context(core_context) {} EmuThread::EmuThread(Frontend::GraphicsContext& core_context) : core_context(core_context) {}
EmuThread::~EmuThread() = default; EmuThread::~EmuThread() = default;
@ -44,7 +58,7 @@ static GMainWindow* GetMainWindow() {
void EmuThread::run() { void EmuThread::run() {
MicroProfileOnThreadCreate("EmuThread"); MicroProfileOnThreadCreate("EmuThread");
Frontend::ScopeAcquireContext scope(core_context); const auto scope = core_context.Acquire();
emit LoadProgress(VideoCore::LoadCallbackStage::Prepare, 0, 0); emit LoadProgress(VideoCore::LoadCallbackStage::Prepare, 0, 0);
@ -55,6 +69,7 @@ void EmuThread::run() {
}); });
emit LoadProgress(VideoCore::LoadCallbackStage::Complete, 0, 0); emit LoadProgress(VideoCore::LoadCallbackStage::Complete, 0, 0);
emit HideLoadingScreen();
core_context.MakeCurrent(); core_context.MakeCurrent();
@ -113,90 +128,263 @@ void EmuThread::run() {
#endif #endif
} }
OpenGLWindow::OpenGLWindow(QWindow* parent, QWidget* event_handler, QOpenGLContext* shared_context, #ifdef HAS_OPENGL
bool is_secondary) class OpenGLSharedContext : public Frontend::GraphicsContext {
: QWindow(parent), context(std::make_unique<QOpenGLContext>(shared_context->parent())), public:
event_handler(event_handler), is_secondary{is_secondary} { /// Create the original context that should be shared from
explicit OpenGLSharedContext() {
QSurfaceFormat format;
// disable vsync for any shared contexts format.setVersion(4, 3);
auto format = shared_context->format(); format.setProfile(QSurfaceFormat::CoreProfile);
format.setSwapInterval(Settings::values.use_vsync_new ? 1 : 0);
this->setFormat(format);
context->setShareContext(shared_context); if (Settings::values.renderer_debug) {
context->setScreen(this->screen()); format.setOption(QSurfaceFormat::FormatOption::DebugContext);
context->setFormat(format); }
context->create();
setSurfaceType(QWindow::OpenGLSurface); // TODO: expose a setting for buffer value (ie default/single/double/triple)
format.setSwapBehavior(QSurfaceFormat::DefaultSwapBehavior);
format.setSwapInterval(0);
// TODO: One of these flags might be interesting: WA_OpaquePaintEvent, WA_NoBackground, context = std::make_unique<QOpenGLContext>();
// WA_DontShowOnScreen, WA_DeleteOnClose context->setFormat(format);
} if (!context->create()) {
LOG_ERROR(Frontend, "Unable to create main openGL context");
}
OpenGLWindow::~OpenGLWindow() { offscreen_surface = std::make_unique<QOffscreenSurface>(nullptr);
context->doneCurrent(); offscreen_surface->setFormat(format);
} offscreen_surface->create();
surface = offscreen_surface.get();
void OpenGLWindow::Present() {
if (!isExposed())
return;
context->makeCurrent(this);
if (VideoCore::g_renderer) {
VideoCore::g_renderer->TryPresent(100, is_secondary);
} }
context->swapBuffers(this);
auto f = context->versionFunctions<QOpenGLFunctions_4_3_Core>();
f->glFinish();
QWindow::requestUpdate();
}
bool OpenGLWindow::event(QEvent* event) { /// Create the shared contexts for rendering and presentation
switch (event->type()) { explicit OpenGLSharedContext(QOpenGLContext* share_context, QSurface* main_surface) {
case QEvent::UpdateRequest:
// disable vsync for any shared contexts
auto format = share_context->format();
format.setSwapInterval(main_surface ? Settings::values.use_vsync_new.GetValue() : 0);
context = std::make_unique<QOpenGLContext>();
context->setShareContext(share_context);
context->setFormat(format);
if (!context->create()) {
LOG_ERROR(Frontend, "Unable to create shared openGL context");
}
surface = main_surface;
}
~OpenGLSharedContext() {
context->doneCurrent();
}
void SwapBuffers() override {
context->swapBuffers(surface);
}
void MakeCurrent() override {
// We can't track the current state of the underlying context in this wrapper class because
// Qt may make the underlying context not current for one reason or another. In particular,
// the WebBrowser uses GL, so it seems to conflict if we aren't careful.
// Instead of always just making the context current (which does not have any caching to
// check if the underlying context is already current) we can check for the current context
// in the thread local data by calling `currentContext()` and checking if its ours.
if (QOpenGLContext::currentContext() != context.get()) {
context->makeCurrent(surface);
}
}
void DoneCurrent() override {
context->doneCurrent();
}
QOpenGLContext* GetShareContext() const {
return context.get();
}
private:
// Avoid using Qt parent system here since we might move the QObjects to new threads
// As a note, this means we should avoid using slots/signals with the objects too
std::unique_ptr<QOpenGLContext> context;
std::unique_ptr<QOffscreenSurface> offscreen_surface{};
QSurface* surface;
};
#endif
class DummyContext : public Frontend::GraphicsContext {};
class RenderWidget : public QWidget {
public:
RenderWidget(GRenderWindow* parent) : QWidget(parent) {
setMouseTracking(true);
}
virtual ~RenderWidget() = default;
virtual void Present() {}
void paintEvent(QPaintEvent* event) override {
Present(); Present();
return true; update();
case QEvent::MouseButtonPress:
case QEvent::MouseButtonRelease:
case QEvent::MouseButtonDblClick:
case QEvent::MouseMove:
case QEvent::KeyPress:
case QEvent::KeyRelease:
case QEvent::FocusIn:
case QEvent::FocusOut:
case QEvent::FocusAboutToChange:
case QEvent::Enter:
case QEvent::Leave:
case QEvent::Wheel:
case QEvent::TabletMove:
case QEvent::TabletPress:
case QEvent::TabletRelease:
case QEvent::TabletEnterProximity:
case QEvent::TabletLeaveProximity:
case QEvent::TouchBegin:
case QEvent::TouchUpdate:
case QEvent::TouchEnd:
case QEvent::InputMethodQuery:
case QEvent::TouchCancel:
return QCoreApplication::sendEvent(event_handler, event);
case QEvent::Drop:
GetMainWindow()->DropAction(static_cast<QDropEvent*>(event));
return true;
case QEvent::DragEnter:
case QEvent::DragMove:
GetMainWindow()->AcceptDropEvent(static_cast<QDropEvent*>(event));
return true;
default:
return QWindow::event(event);
} }
std::pair<unsigned, unsigned> GetSize() const {
return std::make_pair(width(), height());
}
};
#ifdef HAS_OPENGL
class OpenGLRenderWidget : public RenderWidget {
public:
explicit OpenGLRenderWidget(GRenderWindow* parent, bool is_secondary)
: RenderWidget(parent), is_secondary(is_secondary) {
setAttribute(Qt::WA_NativeWindow);
setAttribute(Qt::WA_PaintOnScreen);
windowHandle()->setSurfaceType(QWindow::OpenGLSurface);
}
void SetContext(std::unique_ptr<Frontend::GraphicsContext>&& context_) {
context = std::move(context_);
}
void Present() override {
if (!isVisible()) {
return;
}
if (!Core::System::GetInstance().IsPoweredOn()) {
return;
}
context->MakeCurrent();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
VideoCore::g_renderer->TryPresent(100, is_secondary);
context->SwapBuffers();
glFinish();
}
QPaintEngine* paintEngine() const override {
return nullptr;
}
private:
std::unique_ptr<Frontend::GraphicsContext> context{};
bool is_secondary;
};
#endif
struct SoftwareRenderWidget : public RenderWidget {
explicit SoftwareRenderWidget(GRenderWindow* parent) : RenderWidget(parent) {}
void Present() override {
if (!isVisible()) {
return;
}
if (!Core::System::GetInstance().IsPoweredOn()) {
return;
}
const auto layout{Layout::DefaultFrameLayout(width(), height(), false, false)};
QPainter painter(this);
const auto draw_screen = [&](int fb_id) {
const auto rect = fb_id == 0 ? layout.top_screen : layout.bottom_screen;
const QImage screen = LoadFramebuffer(fb_id);
painter.drawImage(rect.left, rect.top, screen);
};
painter.fillRect(rect(), qRgb(Settings::values.bg_red.GetValue() * 255,
Settings::values.bg_green.GetValue() * 255,
Settings::values.bg_blue.GetValue() * 255));
draw_screen(0);
draw_screen(1);
painter.end();
}
QImage LoadFramebuffer(int fb_id) {
const auto& framebuffer = GPU::g_regs.framebuffer_config[fb_id];
const PAddr framebuffer_addr =
framebuffer.active_fb == 0 ? framebuffer.address_left1 : framebuffer.address_left2;
Memory::RasterizerFlushRegion(framebuffer_addr, framebuffer.stride * framebuffer.height);
const u8* framebuffer_data = VideoCore::g_memory->GetPhysicalPointer(framebuffer_addr);
const int width = framebuffer.height;
const int height = framebuffer.width;
const int bpp = GPU::Regs::BytesPerPixel(framebuffer.color_format);
QImage image{width, height, QImage::Format_RGBA8888};
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
const u8* pixel = framebuffer_data + (x * height + height - y) * bpp;
const Common::Vec4 color = [&] {
switch (framebuffer.color_format) {
case GPU::Regs::PixelFormat::RGBA8:
return Common::Color::DecodeRGBA8(pixel);
case GPU::Regs::PixelFormat::RGB8:
return Common::Color::DecodeRGB8(pixel);
case GPU::Regs::PixelFormat::RGB565:
return Common::Color::DecodeRGB565(pixel);
case GPU::Regs::PixelFormat::RGB5A1:
return Common::Color::DecodeRGB5A1(pixel);
case GPU::Regs::PixelFormat::RGBA4:
return Common::Color::DecodeRGBA4(pixel);
}
}();
image.setPixel(x, y, qRgba(color.r(), color.g(), color.b(), color.a()));
}
}
return image;
}
};
static Frontend::WindowSystemType GetWindowSystemType() {
// Determine WSI type based on Qt platform.
const QString platform_name = QGuiApplication::platformName();
if (platform_name == QStringLiteral("windows"))
return Frontend::WindowSystemType::Windows;
else if (platform_name == QStringLiteral("xcb"))
return Frontend::WindowSystemType::X11;
else if (platform_name == QStringLiteral("wayland"))
return Frontend::WindowSystemType::Wayland;
else if (platform_name == QStringLiteral("cocoa"))
return Frontend::WindowSystemType::MacOS;
LOG_CRITICAL(Frontend, "Unknown Qt platform!");
return Frontend::WindowSystemType::Windows;
} }
void OpenGLWindow::exposeEvent(QExposeEvent* event) { static Frontend::EmuWindow::WindowSystemInfo GetWindowSystemInfo(QWindow* window) {
QWindow::requestUpdate(); Frontend::EmuWindow::WindowSystemInfo wsi;
QWindow::exposeEvent(event); wsi.type = GetWindowSystemType();
if (window) {
#if defined(WIN32)
// Our Win32 Qt external doesn't have the private API.
wsi.render_surface = reinterpret_cast<void*>(window->winId());
#elif defined(__APPLE__)
wsi.render_surface = reinterpret_cast<void* (*)(id, SEL)>(objc_msgSend)(
reinterpret_cast<id>(window->winId()), sel_registerName("layer"));
#else
QPlatformNativeInterface* pni = QGuiApplication::platformNativeInterface();
wsi.display_connection = pni->nativeResourceForWindow("display", window);
if (wsi.type == Frontend::WindowSystemType::Wayland)
wsi.render_surface = pni->nativeResourceForWindow("surface", window);
else
wsi.render_surface = reinterpret_cast<void*>(window->winId());
#endif
wsi.render_surface_scale = static_cast<float>(window->devicePixelRatio());
} else {
wsi.render_surface = nullptr;
wsi.render_surface_scale = 1.0f;
}
return wsi;
} }
std::shared_ptr<Frontend::GraphicsContext> GRenderWindow::main_context;
GRenderWindow::GRenderWindow(QWidget* parent_, EmuThread* emu_thread, bool is_secondary_) GRenderWindow::GRenderWindow(QWidget* parent_, EmuThread* emu_thread, bool is_secondary_)
: QWidget(parent_), EmuWindow(is_secondary_), emu_thread(emu_thread) { : QWidget(parent_), EmuWindow(is_secondary_), emu_thread(emu_thread) {
@ -218,11 +406,11 @@ GRenderWindow::GRenderWindow(QWidget* parent_, EmuThread* emu_thread, bool is_se
GRenderWindow::~GRenderWindow() = default; GRenderWindow::~GRenderWindow() = default;
void GRenderWindow::MakeCurrent() { void GRenderWindow::MakeCurrent() {
core_context->MakeCurrent(); main_context->MakeCurrent();
} }
void GRenderWindow::DoneCurrent() { void GRenderWindow::DoneCurrent() {
core_context->DoneCurrent(); main_context->DoneCurrent();
} }
void GRenderWindow::PollEvents() { void GRenderWindow::PollEvents() {
@ -295,8 +483,9 @@ void GRenderWindow::keyReleaseEvent(QKeyEvent* event) {
} }
void GRenderWindow::mousePressEvent(QMouseEvent* event) { void GRenderWindow::mousePressEvent(QMouseEvent* event) {
if (event->source() == Qt::MouseEventSynthesizedBySystem) if (event->source() == Qt::MouseEventSynthesizedBySystem) {
return; // touch input is handled in TouchBeginEvent return; // touch input is handled in TouchBeginEvent
}
auto pos = event->pos(); auto pos = event->pos();
if (event->button() == Qt::LeftButton) { if (event->button() == Qt::LeftButton) {
@ -309,8 +498,9 @@ void GRenderWindow::mousePressEvent(QMouseEvent* event) {
} }
void GRenderWindow::mouseMoveEvent(QMouseEvent* event) { void GRenderWindow::mouseMoveEvent(QMouseEvent* event) {
if (event->source() == Qt::MouseEventSynthesizedBySystem) if (event->source() == Qt::MouseEventSynthesizedBySystem) {
return; // touch input is handled in TouchUpdateEvent return; // touch input is handled in TouchUpdateEvent
}
auto pos = event->pos(); auto pos = event->pos();
const auto [x, y] = ScaleTouch(pos); const auto [x, y] = ScaleTouch(pos);
@ -320,8 +510,9 @@ void GRenderWindow::mouseMoveEvent(QMouseEvent* event) {
} }
void GRenderWindow::mouseReleaseEvent(QMouseEvent* event) { void GRenderWindow::mouseReleaseEvent(QMouseEvent* event) {
if (event->source() == Qt::MouseEventSynthesizedBySystem) if (event->source() == Qt::MouseEventSynthesizedBySystem) {
return; // touch input is handled in TouchEndEvent return; // touch input is handled in TouchEndEvent
}
if (event->button() == Qt::LeftButton) if (event->button() == Qt::LeftButton)
this->TouchReleased(); this->TouchReleased();
@ -393,42 +584,61 @@ void GRenderWindow::resizeEvent(QResizeEvent* event) {
OnFramebufferSizeChanged(); OnFramebufferSizeChanged();
} }
void GRenderWindow::InitRenderTarget() { bool GRenderWindow::InitRenderTarget() {
ReleaseRenderTarget(); {
// Create a dummy render widget so that Qt
// places the render window at the correct position.
const RenderWidget dummy_widget{this};
}
first_frame = false; first_frame = false;
GMainWindow* parent = GetMainWindow(); const auto graphics_api = Settings::values.graphics_api.GetValue();
QWindow* parent_win_handle = parent ? parent->windowHandle() : nullptr; switch (graphics_api) {
child_window = new OpenGLWindow(parent_win_handle, this, QOpenGLContext::globalShareContext(), case Settings::GraphicsAPI::Software:
is_secondary); InitializeSoftware();
child_window->create(); break;
child_widget = createWindowContainer(child_window, this); case Settings::GraphicsAPI::OpenGL:
if (!InitializeOpenGL() || !LoadOpenGL()) {
return false;
}
break;
}
// Update the Window System information with the new render target
window_info = GetWindowSystemInfo(child_widget->windowHandle());
child_widget->resize(Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight); child_widget->resize(Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight);
layout()->addWidget(child_widget); layout()->addWidget(child_widget);
// Reset minimum required size to avoid resizing issues on the main window after restarting.
setMinimumSize(1, 1);
core_context = CreateSharedContext();
resize(Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight); resize(Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight);
OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size); OnMinimalClientAreaChangeRequest(GetActiveConfig().min_client_area_size);
OnFramebufferSizeChanged(); OnFramebufferSizeChanged();
BackupGeometry(); BackupGeometry();
return true;
} }
void GRenderWindow::ReleaseRenderTarget() { void GRenderWindow::ReleaseRenderTarget() {
if (child_widget) { if (child_widget) {
layout()->removeWidget(child_widget); layout()->removeWidget(child_widget);
delete child_widget; child_widget->deleteLater();
child_widget = nullptr; child_widget = nullptr;
} }
main_context.reset();
} }
void GRenderWindow::CaptureScreenshot(u32 res_scale, const QString& screenshot_path) { void GRenderWindow::CaptureScreenshot(u32 res_scale, const QString& screenshot_path) {
if (res_scale == 0) if (res_scale == 0) {
res_scale = VideoCore::GetResolutionScaleFactor(); res_scale = VideoCore::GetResolutionScaleFactor();
}
const auto layout{Layout::FrameLayoutFromResolutionScale(res_scale, is_secondary)}; const auto layout{Layout::FrameLayoutFromResolutionScale(res_scale, is_secondary)};
screenshot_image = QImage(QSize(layout.width, layout.height), QImage::Format_RGB32); screenshot_image = QImage(QSize(layout.width, layout.height), QImage::Format_RGB32);
VideoCore::RequestScreenshot( VideoCore::g_renderer->RequestScreenshot(
screenshot_image.bits(), screenshot_image.bits(),
[this, screenshot_path] { [this, screenshot_path] {
const std::string std_screenshot_path = screenshot_path.toStdString(); const std::string std_screenshot_path = screenshot_path.toStdString();
@ -445,6 +655,59 @@ void GRenderWindow::OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal
setMinimumSize(minimal_size.first, minimal_size.second); setMinimumSize(minimal_size.first, minimal_size.second);
} }
bool GRenderWindow::InitializeOpenGL() {
#ifdef HAS_OPENGL
// TODO: One of these flags might be interesting: WA_OpaquePaintEvent, WA_NoBackground,
// WA_DontShowOnScreen, WA_DeleteOnClose
auto child = new OpenGLRenderWidget(this, is_secondary);
child_widget = child;
child_widget->windowHandle()->create();
if (!main_context) {
main_context = std::make_shared<OpenGLSharedContext>();
}
auto child_context = CreateSharedContext();
child->SetContext(std::move(child_context));
return true;
#else
QMessageBox::warning(this, tr("OpenGL not available!"),
tr("Citra has not been compiled with OpenGL support."));
return false;
#endif
}
void GRenderWindow::InitializeSoftware() {
child_widget = new SoftwareRenderWidget(this);
main_context = std::make_unique<DummyContext>();
}
bool GRenderWindow::LoadOpenGL() {
auto context = CreateSharedContext();
auto scope = context->Acquire();
if (!gladLoadGL()) {
QMessageBox::warning(
this, tr("Error while initializing OpenGL!"),
tr("Your GPU may not support OpenGL, or you do not have the latest graphics driver."));
return false;
}
const QString renderer =
QString::fromUtf8(reinterpret_cast<const char*>(glGetString(GL_RENDERER)));
if (!GLAD_GL_VERSION_4_3) {
LOG_ERROR(Frontend, "GPU does not support OpenGL 4.3: {}", renderer.toStdString());
QMessageBox::warning(this, tr("Error while initializing OpenGL 4.3!"),
tr("Your GPU may not support OpenGL 4.3, or you do not have the "
"latest graphics driver.<br><br>GL Renderer:<br>%1")
.arg(renderer));
return false;
}
return true;
}
void GRenderWindow::OnEmulationStarting(EmuThread* emu_thread) { void GRenderWindow::OnEmulationStarting(EmuThread* emu_thread) {
this->emu_thread = emu_thread; this->emu_thread = emu_thread;
} }
@ -458,29 +721,15 @@ void GRenderWindow::showEvent(QShowEvent* event) {
} }
std::unique_ptr<Frontend::GraphicsContext> GRenderWindow::CreateSharedContext() const { std::unique_ptr<Frontend::GraphicsContext> GRenderWindow::CreateSharedContext() const {
return std::make_unique<GLContext>(QOpenGLContext::globalShareContext()); #ifdef HAS_OPENGL
} const auto graphics_api = Settings::values.graphics_api.GetValue();
if (graphics_api == Settings::GraphicsAPI::OpenGL) {
GLContext::GLContext(QOpenGLContext* shared_context) auto gl_context = static_cast<OpenGLSharedContext*>(main_context.get());
: context(std::make_unique<QOpenGLContext>(shared_context->parent())), // Bind the shared contexts to the main surface in case the backend wants to take over
surface(std::make_unique<QOffscreenSurface>(nullptr)) { // presentation
return std::make_unique<OpenGLSharedContext>(gl_context->GetShareContext(),
// disable vsync for any shared contexts child_widget->windowHandle());
auto format = shared_context->format(); }
format.setSwapInterval(0); #endif
return std::make_unique<DummyContext>();
context->setShareContext(shared_context);
context->setFormat(format);
context->create();
surface->setParent(shared_context->parent());
surface->setFormat(format);
surface->create();
}
void GLContext::MakeCurrent() {
context->makeCurrent(surface.get());
}
void GLContext::DoneCurrent() {
context->doneCurrent();
} }

View file

@ -27,19 +27,6 @@ namespace VideoCore {
enum class LoadCallbackStage; enum class LoadCallbackStage;
} }
class GLContext : public Frontend::GraphicsContext {
public:
explicit GLContext(QOpenGLContext* shared_context);
void MakeCurrent() override;
void DoneCurrent() override;
private:
std::unique_ptr<QOpenGLContext> context;
std::unique_ptr<QOffscreenSurface> surface;
};
class EmuThread final : public QThread { class EmuThread final : public QThread {
Q_OBJECT Q_OBJECT
@ -126,26 +113,6 @@ signals:
void HideLoadingScreen(); void HideLoadingScreen();
}; };
class OpenGLWindow : public QWindow {
Q_OBJECT
public:
explicit OpenGLWindow(QWindow* parent, QWidget* event_handler, QOpenGLContext* shared_context,
bool is_secondary = false);
~OpenGLWindow();
void Present();
protected:
bool event(QEvent* event) override;
void exposeEvent(QExposeEvent* event) override;
private:
std::unique_ptr<QOpenGLContext> context;
QWidget* event_handler;
bool is_secondary;
};
class GRenderWindow : public QWidget, public Frontend::EmuWindow { class GRenderWindow : public QWidget, public Frontend::EmuWindow {
Q_OBJECT Q_OBJECT
@ -185,13 +152,15 @@ public:
return has_focus; return has_focus;
} }
void InitRenderTarget(); bool InitRenderTarget();
/// Destroy the previous run's child_widget which should also destroy the child_window /// Destroy the previous run's child_widget which should also destroy the child_window
void ReleaseRenderTarget(); void ReleaseRenderTarget();
void CaptureScreenshot(u32 res_scale, const QString& screenshot_path); void CaptureScreenshot(u32 res_scale, const QString& screenshot_path);
std::pair<u32, u32> ScaleTouch(const QPointF pos) const;
public slots: public slots:
void OnEmulationStarting(EmuThread* emu_thread); void OnEmulationStarting(EmuThread* emu_thread);
@ -211,29 +180,28 @@ signals:
void MouseActivity(); void MouseActivity();
private: private:
std::pair<u32, u32> ScaleTouch(QPointF pos) const;
void TouchBeginEvent(const QTouchEvent* event); void TouchBeginEvent(const QTouchEvent* event);
void TouchUpdateEvent(const QTouchEvent* event); void TouchUpdateEvent(const QTouchEvent* event);
void TouchEndEvent(); void TouchEndEvent();
void OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) override; void OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) override;
std::unique_ptr<GraphicsContext> core_context; bool InitializeOpenGL();
void InitializeSoftware();
bool LoadOpenGL();
QByteArray geometry;
/// Native window handle that backs this presentation widget
QWindow* child_window = nullptr;
/// In order to embed the window into GRenderWindow, you need to use createWindowContainer to
/// put the child_window into a widget then add it to the layout. This child_widget can be
/// parented to GRenderWindow and use Qt's lifetime system
QWidget* child_widget = nullptr; QWidget* child_widget = nullptr;
EmuThread* emu_thread; EmuThread* emu_thread;
/// Main context that will be shared with all other contexts that are requested.
/// If this is used in a shared context setting, then this should not be used directly, but
/// should instead be shared from
static std::shared_ptr<Frontend::GraphicsContext> main_context;
/// Temporary storage of the screenshot taken /// Temporary storage of the screenshot taken
QImage screenshot_image; QImage screenshot_image;
QByteArray geometry;
bool first_frame = false; bool first_frame = false;
bool has_focus = false; bool has_focus = false;

View file

@ -482,6 +482,7 @@ void Config::ReadDebuggingValues() {
qt_config->value(QStringLiteral("record_frame_times"), false).toBool(); qt_config->value(QStringLiteral("record_frame_times"), false).toBool();
ReadBasicSetting(Settings::values.use_gdbstub); ReadBasicSetting(Settings::values.use_gdbstub);
ReadBasicSetting(Settings::values.gdbstub_port); ReadBasicSetting(Settings::values.gdbstub_port);
ReadBasicSetting(Settings::values.renderer_debug);
qt_config->beginGroup(QStringLiteral("LLE")); qt_config->beginGroup(QStringLiteral("LLE"));
for (const auto& service_module : Service::service_module_map) { for (const auto& service_module : Service::service_module_map) {
@ -625,7 +626,7 @@ void Config::ReadPathValues() {
void Config::ReadRendererValues() { void Config::ReadRendererValues() {
qt_config->beginGroup(QStringLiteral("Renderer")); qt_config->beginGroup(QStringLiteral("Renderer"));
ReadGlobalSetting(Settings::values.use_hw_renderer); ReadGlobalSetting(Settings::values.graphics_api);
ReadGlobalSetting(Settings::values.use_hw_shader); ReadGlobalSetting(Settings::values.use_hw_shader);
#ifdef __APPLE__ #ifdef __APPLE__
// Hardware shader is broken on macos with Intel GPUs thanks to poor drivers. // Hardware shader is broken on macos with Intel GPUs thanks to poor drivers.
@ -992,6 +993,7 @@ void Config::SaveDebuggingValues() {
qt_config->setValue(QStringLiteral("record_frame_times"), Settings::values.record_frame_times); qt_config->setValue(QStringLiteral("record_frame_times"), Settings::values.record_frame_times);
WriteBasicSetting(Settings::values.use_gdbstub); WriteBasicSetting(Settings::values.use_gdbstub);
WriteBasicSetting(Settings::values.gdbstub_port); WriteBasicSetting(Settings::values.gdbstub_port);
WriteBasicSetting(Settings::values.renderer_debug);
qt_config->beginGroup(QStringLiteral("LLE")); qt_config->beginGroup(QStringLiteral("LLE"));
for (const auto& service_module : Settings::values.lle_modules) { for (const auto& service_module : Settings::values.lle_modules) {
@ -1103,7 +1105,7 @@ void Config::SavePathValues() {
void Config::SaveRendererValues() { void Config::SaveRendererValues() {
qt_config->beginGroup(QStringLiteral("Renderer")); qt_config->beginGroup(QStringLiteral("Renderer"));
WriteGlobalSetting(Settings::values.use_hw_renderer); WriteGlobalSetting(Settings::values.graphics_api);
WriteGlobalSetting(Settings::values.use_hw_shader); WriteGlobalSetting(Settings::values.use_hw_shader);
#ifdef __APPLE__ #ifdef __APPLE__
// Hardware shader is broken on macos thanks to poor drivers. // Hardware shader is broken on macos thanks to poor drivers.

View file

@ -83,6 +83,21 @@ template <>
void SetPerGameSetting(QComboBox* combobox, void SetPerGameSetting(QComboBox* combobox,
const Settings::SwitchableSetting<std::string>* setting); const Settings::SwitchableSetting<std::string>* setting);
/// Given an index of a combobox setting extracts the setting taking into
/// account per-game status
template <typename Type, bool ranged>
Type GetComboboxSetting(int index, const Settings::SwitchableSetting<Type, ranged>* setting) {
if (Settings::IsConfiguringGlobal() && setting->UsingGlobal()) {
return static_cast<Type>(index);
} else if (!Settings::IsConfiguringGlobal()) {
if (index == 0) {
return setting->GetValue();
} else {
return static_cast<Type>(index - ConfigurationShared::USE_GLOBAL_OFFSET);
}
}
}
/// Given a Qt widget sets the background color to indicate whether the setting /// Given a Qt widget sets the background color to indicate whether the setting
/// is per-game overriden (highlighted) or global (non-highlighted) /// is per-game overriden (highlighted) or global (non-highlighted)
void SetHighlight(QWidget* widget, bool highlighted); void SetHighlight(QWidget* widget, bool highlighted);

View file

@ -37,6 +37,7 @@ ConfigureDebug::ConfigureDebug(QWidget* parent)
const bool is_powered_on = Core::System::GetInstance().IsPoweredOn(); const bool is_powered_on = Core::System::GetInstance().IsPoweredOn();
ui->toggle_cpu_jit->setEnabled(!is_powered_on); ui->toggle_cpu_jit->setEnabled(!is_powered_on);
ui->toggle_renderer_debug->setEnabled(!is_powered_on);
// Set a minimum width for the label to prevent the slider from changing size. // Set a minimum width for the label to prevent the slider from changing size.
// This scales across DPIs. (This value should be enough for "xxx%") // This scales across DPIs. (This value should be enough for "xxx%")
@ -62,6 +63,7 @@ void ConfigureDebug::SetConfiguration() {
ui->toggle_console->setChecked(UISettings::values.show_console.GetValue()); ui->toggle_console->setChecked(UISettings::values.show_console.GetValue());
ui->log_filter_edit->setText(QString::fromStdString(Settings::values.log_filter.GetValue())); ui->log_filter_edit->setText(QString::fromStdString(Settings::values.log_filter.GetValue()));
ui->toggle_cpu_jit->setChecked(Settings::values.use_cpu_jit.GetValue()); ui->toggle_cpu_jit->setChecked(Settings::values.use_cpu_jit.GetValue());
ui->toggle_renderer_debug->setChecked(Settings::values.renderer_debug.GetValue());
if (!Settings::IsConfiguringGlobal()) { if (!Settings::IsConfiguringGlobal()) {
if (Settings::values.cpu_clock_percentage.UsingGlobal()) { if (Settings::values.cpu_clock_percentage.UsingGlobal()) {
@ -91,6 +93,7 @@ void ConfigureDebug::ApplyConfiguration() {
filter.ParseFilterString(Settings::values.log_filter.GetValue()); filter.ParseFilterString(Settings::values.log_filter.GetValue());
Log::SetGlobalFilter(filter); Log::SetGlobalFilter(filter);
Settings::values.use_cpu_jit = ui->toggle_cpu_jit->isChecked(); Settings::values.use_cpu_jit = ui->toggle_cpu_jit->isChecked();
Settings::values.renderer_debug = ui->toggle_renderer_debug->isChecked();
ConfigurationShared::ApplyPerGameSetting( ConfigurationShared::ApplyPerGameSetting(
&Settings::values.cpu_clock_percentage, ui->clock_speed_combo, &Settings::values.cpu_clock_percentage, ui->clock_speed_combo,

View file

@ -23,5 +23,6 @@ public:
void SetConfiguration(); void SetConfiguration();
void SetupPerGameUI(); void SetupPerGameUI();
private:
std::unique_ptr<Ui::ConfigureDebug> ui; std::unique_ptr<Ui::ConfigureDebug> ui;
}; };

View file

@ -6,8 +6,8 @@
<rect> <rect>
<x>0</x> <x>0</x>
<y>0</y> <y>0</y>
<width>443</width> <width>523</width>
<height>358</height> <height>447</height>
</rect> </rect>
</property> </property>
<property name="windowTitle"> <property name="windowTitle">
@ -112,12 +112,34 @@
<string>CPU</string> <string>CPU</string>
</property> </property>
<layout class="QGridLayout" name="gridLayout_2"> <layout class="QGridLayout" name="gridLayout_2">
<item row="2" column="0">
<widget class="QCheckBox" name="toggle_cpu_jit">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables the use of the ARM JIT compiler for emulating the 3DS CPUs. Don't disable unless for debugging purposes&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Enable CPU JIT</string>
</property>
</widget>
</item>
<item row="1" column="0"> <item row="1" column="0">
<widget class="QWidget" name="clock_speed_widget" native="true"> <widget class="QWidget" name="clock_speed_widget" native="true">
<layout class="QHBoxLayout" name="clock_speed_layout"> <layout class="QHBoxLayout" name="clock_speed_layout">
<property name="spacing"> <property name="spacing">
<number>7</number> <number>7</number>
</property> </property>
<property name="leftMargin">
<number>0</number>
</property>
<property name="topMargin">
<number>0</number>
</property>
<property name="rightMargin">
<number>0</number>
</property>
<property name="bottomMargin">
<number>0</number>
</property>
<item> <item>
<widget class="QComboBox" name="clock_speed_combo"> <widget class="QComboBox" name="clock_speed_combo">
<item> <item>
@ -180,13 +202,10 @@
</layout> </layout>
</widget> </widget>
</item> </item>
<item row="2" column="0"> <item row="3" column="0">
<widget class="QCheckBox" name="toggle_cpu_jit"> <widget class="QCheckBox" name="toggle_renderer_debug">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Enables the use of the ARM JIT compiler for emulating the 3DS CPUs. Don't disable unless for debugging purposes&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text"> <property name="text">
<string>Enable CPU JIT</string> <string>Enable debug renderer</string>
</property> </property>
</widget> </widget>
</item> </item>

View file

@ -22,7 +22,9 @@ ConfigureEnhancements::ConfigureEnhancements(QWidget* parent)
ui->layout_group->setEnabled(!Settings::values.custom_layout); ui->layout_group->setEnabled(!Settings::values.custom_layout);
ui->resolution_factor_combobox->setEnabled(Settings::values.use_hw_renderer.GetValue()); const auto graphics_api = Settings::values.graphics_api.GetValue();
const bool res_scale_enabled = graphics_api != Settings::GraphicsAPI::Software;
ui->resolution_factor_combobox->setEnabled(res_scale_enabled);
connect(ui->render_3d_combobox, connect(ui->render_3d_combobox,
static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged), this, static_cast<void (QComboBox::*)(int)>(&QComboBox::currentIndexChanged), this,

View file

@ -16,22 +16,20 @@ ConfigureGraphics::ConfigureGraphics(QWidget* parent)
: QWidget(parent), ui(std::make_unique<Ui::ConfigureGraphics>()) { : QWidget(parent), ui(std::make_unique<Ui::ConfigureGraphics>()) {
ui->setupUi(this); ui->setupUi(this);
SetupPerGameUI();
SetConfiguration();
ui->hw_renderer_group->setEnabled(ui->hw_renderer_group->isEnabled() &&
ui->toggle_hw_renderer->isChecked());
ui->toggle_vsync_new->setEnabled(!Core::System::GetInstance().IsPoweredOn()); ui->toggle_vsync_new->setEnabled(!Core::System::GetInstance().IsPoweredOn());
// Set the index to -1 to ensure the below lambda is called with setCurrentIndex
ui->graphics_api_combo->setCurrentIndex(-1);
connect(ui->toggle_hw_renderer, &QCheckBox::toggled, this, [this] { connect(ui->graphics_api_combo, qOverload<int>(&QComboBox::currentIndexChanged), this,
const bool checked = ui->toggle_hw_renderer->isChecked(); [this](int index) {
ui->hw_renderer_group->setEnabled(checked); const auto graphics_api =
ui->toggle_disk_shader_cache->setEnabled(checked && ui->toggle_hw_shader->isChecked()); ConfigurationShared::GetComboboxSetting(index, &Settings::values.graphics_api);
}); const bool is_software = graphics_api == Settings::GraphicsAPI::Software;
ui->hw_shader_group->setEnabled(ui->toggle_hw_shader->isChecked()); ui->hw_renderer_group->setEnabled(!is_software);
ui->toggle_disk_shader_cache->setEnabled(ui->toggle_hw_renderer->isChecked() && ui->toggle_disk_shader_cache->setEnabled(!is_software &&
ui->toggle_hw_shader->isChecked()); ui->toggle_hw_shader->isChecked());
});
connect(ui->toggle_hw_shader, &QCheckBox::toggled, this, [this] { connect(ui->toggle_hw_shader, &QCheckBox::toggled, this, [this] {
const bool checked = ui->toggle_hw_shader->isChecked(); const bool checked = ui->toggle_hw_shader->isChecked();
@ -60,12 +58,24 @@ ConfigureGraphics::ConfigureGraphics(QWidget* parent)
// TODO(B3N30): Hide this for macs with none Intel GPUs, too. // TODO(B3N30): Hide this for macs with none Intel GPUs, too.
ui->toggle_separable_shader->setVisible(false); ui->toggle_separable_shader->setVisible(false);
#endif #endif
SetupPerGameUI();
SetConfiguration();
} }
ConfigureGraphics::~ConfigureGraphics() = default; ConfigureGraphics::~ConfigureGraphics() = default;
void ConfigureGraphics::SetConfiguration() { void ConfigureGraphics::SetConfiguration() {
ui->toggle_hw_renderer->setChecked(Settings::values.use_hw_renderer.GetValue()); if (!Settings::IsConfiguringGlobal()) {
ConfigurationShared::SetHighlight(ui->graphics_api_group,
!Settings::values.graphics_api.UsingGlobal());
ConfigurationShared::SetPerGameSetting(ui->graphics_api_combo,
&Settings::values.graphics_api);
} else {
ui->graphics_api_combo->setCurrentIndex(
static_cast<int>(Settings::values.graphics_api.GetValue()));
}
ui->toggle_hw_shader->setChecked(Settings::values.use_hw_shader.GetValue()); ui->toggle_hw_shader->setChecked(Settings::values.use_hw_shader.GetValue());
ui->toggle_separable_shader->setChecked(Settings::values.separable_shader.GetValue()); ui->toggle_separable_shader->setChecked(Settings::values.separable_shader.GetValue());
ui->toggle_accurate_mul->setChecked(Settings::values.shaders_accurate_mul.GetValue()); ui->toggle_accurate_mul->setChecked(Settings::values.shaders_accurate_mul.GetValue());
@ -78,8 +88,8 @@ void ConfigureGraphics::SetConfiguration() {
} }
void ConfigureGraphics::ApplyConfiguration() { void ConfigureGraphics::ApplyConfiguration() {
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_hw_renderer, ConfigurationShared::ApplyPerGameSetting(&Settings::values.graphics_api,
ui->toggle_hw_renderer, use_hw_renderer); ui->graphics_api_combo);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_hw_shader, ui->toggle_hw_shader, ConfigurationShared::ApplyPerGameSetting(&Settings::values.use_hw_shader, ui->toggle_hw_shader,
use_hw_shader); use_hw_shader);
ConfigurationShared::ApplyPerGameSetting(&Settings::values.separable_shader, ConfigurationShared::ApplyPerGameSetting(&Settings::values.separable_shader,
@ -103,7 +113,7 @@ void ConfigureGraphics::RetranslateUI() {
void ConfigureGraphics::SetupPerGameUI() { void ConfigureGraphics::SetupPerGameUI() {
// Block the global settings if a game is currently running that overrides them // Block the global settings if a game is currently running that overrides them
if (Settings::IsConfiguringGlobal()) { if (Settings::IsConfiguringGlobal()) {
ui->toggle_hw_renderer->setEnabled(Settings::values.use_hw_renderer.UsingGlobal()); ui->graphics_api_group->setEnabled(Settings::values.graphics_api.UsingGlobal());
ui->toggle_hw_shader->setEnabled(Settings::values.use_hw_shader.UsingGlobal()); ui->toggle_hw_shader->setEnabled(Settings::values.use_hw_shader.UsingGlobal());
ui->toggle_separable_shader->setEnabled(Settings::values.separable_shader.UsingGlobal()); ui->toggle_separable_shader->setEnabled(Settings::values.separable_shader.UsingGlobal());
ui->toggle_accurate_mul->setEnabled(Settings::values.shaders_accurate_mul.UsingGlobal()); ui->toggle_accurate_mul->setEnabled(Settings::values.shaders_accurate_mul.UsingGlobal());
@ -115,8 +125,10 @@ void ConfigureGraphics::SetupPerGameUI() {
ui->toggle_shader_jit->setVisible(false); ui->toggle_shader_jit->setVisible(false);
ConfigurationShared::SetColoredTristate(ui->toggle_hw_renderer, ConfigurationShared::SetColoredComboBox(
Settings::values.use_hw_renderer, use_hw_renderer); ui->graphics_api_combo, ui->graphics_api_group,
static_cast<u32>(Settings::values.graphics_api.GetValue(true)));
ConfigurationShared::SetColoredTristate(ui->toggle_hw_shader, Settings::values.use_hw_shader, ConfigurationShared::SetColoredTristate(ui->toggle_hw_shader, Settings::values.use_hw_shader,
use_hw_shader); use_hw_shader);
ConfigurationShared::SetColoredTristate(ui->toggle_separable_shader, ConfigurationShared::SetColoredTristate(ui->toggle_separable_shader,

View file

@ -28,9 +28,9 @@ public:
void UpdateBackgroundColorButton(const QColor& color); void UpdateBackgroundColorButton(const QColor& color);
private:
void SetupPerGameUI(); void SetupPerGameUI();
ConfigurationShared::CheckState use_hw_renderer;
ConfigurationShared::CheckState use_hw_shader; ConfigurationShared::CheckState use_hw_shader;
ConfigurationShared::CheckState separable_shader; ConfigurationShared::CheckState separable_shader;
ConfigurationShared::CheckState shaders_accurate_mul; ConfigurationShared::CheckState shaders_accurate_mul;

View file

@ -7,7 +7,7 @@
<x>0</x> <x>0</x>
<y>0</y> <y>0</y>
<width>400</width> <width>400</width>
<height>430</height> <height>443</height>
</rect> </rect>
</property> </property>
<property name="minimumSize"> <property name="minimumSize">
@ -20,27 +20,65 @@
<string>Form</string> <string>Form</string>
</property> </property>
<layout class="QVBoxLayout" name="verticalLayout"> <layout class="QVBoxLayout" name="verticalLayout">
<item>
<widget class="QGroupBox" name="apiBox">
<property name="title">
<string>API Settings</string>
</property>
<layout class="QVBoxLayout" name="verticalLayout_3">
<item>
<widget class="QWidget" name="graphics_api_group" native="true">
<layout class="QHBoxLayout" name="graphics_api_group_2">
<property name="leftMargin">
<number>0</number>
</property>
<property name="topMargin">
<number>0</number>
</property>
<property name="rightMargin">
<number>0</number>
</property>
<property name="bottomMargin">
<number>0</number>
</property>
<item>
<widget class="QLabel" name="graphics_api_label">
<property name="text">
<string>Graphics API</string>
</property>
</widget>
</item>
<item>
<widget class="QComboBox" name="graphics_api_combo">
<item>
<property name="text">
<string>Software</string>
</property>
</item>
<item>
<property name="text">
<string>OpenGL</string>
</property>
</item>
</widget>
</item>
</layout>
</widget>
</item>
</layout>
</widget>
</item>
<item> <item>
<widget class="QGroupBox" name="rendererBox"> <widget class="QGroupBox" name="rendererBox">
<property name="title"> <property name="title">
<string>Renderer</string> <string>Renderer</string>
</property> </property>
<layout class="QVBoxLayout" name="verticalLayout_6"> <layout class="QVBoxLayout" name="verticalLayout_6">
<item>
<widget class="QCheckBox" name="toggle_hw_renderer">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use OpenGL to accelerate rendering.&lt;/p&gt;&lt;p&gt;Disable to debug graphics-related problem.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Enable Hardware Renderer</string>
</property>
</widget>
</item>
<item> <item>
<widget class="QWidget" name="hw_renderer_group" native="true"> <widget class="QWidget" name="hw_renderer_group" native="true">
<layout class="QVBoxLayout" name="verticalLayout_5"> <layout class="QVBoxLayout" name="verticalLayout_5">
<property name="leftMargin"> <property name="leftMargin">
<number>16</number> <number>0</number>
</property> </property>
<property name="topMargin"> <property name="topMargin">
<number>0</number> <number>0</number>
@ -157,8 +195,6 @@
</layout> </layout>
</widget> </widget>
<tabstops> <tabstops>
<tabstop>toggle_hw_renderer</tabstop>
<tabstop>toggle_hw_shader</tabstop>
<tabstop>toggle_separable_shader</tabstop> <tabstop>toggle_separable_shader</tabstop>
<tabstop>toggle_accurate_mul</tabstop> <tabstop>toggle_accurate_mul</tabstop>
<tabstop>toggle_shader_jit</tabstop> <tabstop>toggle_shader_jit</tabstop>

View file

@ -12,7 +12,6 @@
#include <QFutureWatcher> #include <QFutureWatcher>
#include <QLabel> #include <QLabel>
#include <QMessageBox> #include <QMessageBox>
#include <QOpenGLFunctions_4_3_Core>
#include <QSysInfo> #include <QSysInfo>
#include <QtConcurrent/QtConcurrentRun> #include <QtConcurrent/QtConcurrentRun>
#include <QtGui> #include <QtGui>
@ -88,7 +87,6 @@
#include "core/file_sys/archive_extsavedata.h" #include "core/file_sys/archive_extsavedata.h"
#include "core/file_sys/archive_source_sd_savedata.h" #include "core/file_sys/archive_source_sd_savedata.h"
#include "core/frontend/applets/default_applets.h" #include "core/frontend/applets/default_applets.h"
#include "core/frontend/scope_acquire_context.h"
#include "core/gdbstub/gdbstub.h" #include "core/gdbstub/gdbstub.h"
#include "core/hle/service/cfg/cfg.h" #include "core/hle/service/cfg/cfg.h"
#include "core/hle/service/fs/archive.h" #include "core/hle/service/fs/archive.h"
@ -1026,16 +1024,7 @@ bool GMainWindow::LoadROM(const QString& filename) {
render_window->InitRenderTarget(); render_window->InitRenderTarget();
secondary_window->InitRenderTarget(); secondary_window->InitRenderTarget();
Frontend::ScopeAcquireContext scope(*render_window); const auto scope = render_window->Acquire();
const QString below_gl43_title = tr("OpenGL 4.3 Unsupported");
const QString below_gl43_message = tr("Your GPU may not support OpenGL 4.3, or you do not "
"have the latest graphics driver.");
if (!QOpenGLContext::globalShareContext()->versionFunctions<QOpenGLFunctions_4_3_Core>()) {
QMessageBox::critical(this, below_gl43_title, below_gl43_message);
return false;
}
Core::System& system{Core::System::GetInstance()}; Core::System& system{Core::System::GetInstance()};
@ -1091,28 +1080,6 @@ bool GMainWindow::LoadROM(const QString& filename) {
tr("GBA Virtual Console ROMs are not supported by Citra.")); tr("GBA Virtual Console ROMs are not supported by Citra."));
break; break;
case Core::System::ResultStatus::ErrorVideoCore:
QMessageBox::critical(
this, tr("Video Core Error"),
tr("An error has occurred. Please <a "
"href='https://community.citra-emu.org/t/how-to-upload-the-log-file/296'>see "
"the "
"log</a> for more details. "
"Ensure that you have the latest graphics drivers for your GPU."));
break;
case Core::System::ResultStatus::ErrorVideoCore_ErrorGenericDrivers:
QMessageBox::critical(
this, tr("Video Core Error"),
tr("You are running default Windows drivers "
"for your GPU. You need to install the "
"proper drivers for your graphics card from the manufacturer's website."));
break;
case Core::System::ResultStatus::ErrorVideoCore_ErrorBelowGL43:
QMessageBox::critical(this, below_gl43_title, below_gl43_message);
break;
default: default:
QMessageBox::critical( QMessageBox::critical(
this, tr("Error while loading ROM!"), this, tr("Error while loading ROM!"),
@ -2786,14 +2753,6 @@ int main(int argc, char* argv[]) {
QCoreApplication::setOrganizationName(QStringLiteral("Citra team")); QCoreApplication::setOrganizationName(QStringLiteral("Citra team"));
QCoreApplication::setApplicationName(QStringLiteral("Citra")); QCoreApplication::setApplicationName(QStringLiteral("Citra"));
QSurfaceFormat format;
format.setVersion(4, 3);
format.setProfile(QSurfaceFormat::CoreProfile);
format.setSwapInterval(0);
// TODO: expose a setting for buffer value (ie default/single/double/triple)
format.setSwapBehavior(QSurfaceFormat::DefaultSwapBehavior);
QSurfaceFormat::setDefaultFormat(format);
SetHighDPIAttributes(); SetHighDPIAttributes();
#ifdef __APPLE__ #ifdef __APPLE__

View file

@ -55,6 +55,60 @@ __declspec(dllimport) void __stdcall DebugBreak(void);
#endif // _MSC_VER #endif // _MSC_VER
#define DECLARE_ENUM_FLAG_OPERATORS(type) \
[[nodiscard]] constexpr type operator|(type a, type b) noexcept { \
using T = std::underlying_type_t<type>; \
return static_cast<type>(static_cast<T>(a) | static_cast<T>(b)); \
} \
[[nodiscard]] constexpr type operator&(type a, type b) noexcept { \
using T = std::underlying_type_t<type>; \
return static_cast<type>(static_cast<T>(a) & static_cast<T>(b)); \
} \
[[nodiscard]] constexpr type operator^(type a, type b) noexcept { \
using T = std::underlying_type_t<type>; \
return static_cast<type>(static_cast<T>(a) ^ static_cast<T>(b)); \
} \
[[nodiscard]] constexpr type operator<<(type a, type b) noexcept { \
using T = std::underlying_type_t<type>; \
return static_cast<type>(static_cast<T>(a) << static_cast<T>(b)); \
} \
[[nodiscard]] constexpr type operator>>(type a, type b) noexcept { \
using T = std::underlying_type_t<type>; \
return static_cast<type>(static_cast<T>(a) >> static_cast<T>(b)); \
} \
constexpr type& operator|=(type& a, type b) noexcept { \
a = a | b; \
return a; \
} \
constexpr type& operator&=(type& a, type b) noexcept { \
a = a & b; \
return a; \
} \
constexpr type& operator^=(type& a, type b) noexcept { \
a = a ^ b; \
return a; \
} \
constexpr type& operator<<=(type& a, type b) noexcept { \
a = a << b; \
return a; \
} \
constexpr type& operator>>=(type& a, type b) noexcept { \
a = a >> b; \
return a; \
} \
[[nodiscard]] constexpr type operator~(type key) noexcept { \
using T = std::underlying_type_t<type>; \
return static_cast<type>(~static_cast<T>(key)); \
} \
[[nodiscard]] constexpr bool True(type key) noexcept { \
using T = std::underlying_type_t<type>; \
return static_cast<T>(key) != 0; \
} \
[[nodiscard]] constexpr bool False(type key) noexcept { \
using T = std::underlying_type_t<type>; \
return static_cast<T>(key) == 0; \
}
// Generic function to get last error message. // Generic function to get last error message.
// Call directly after the command or use the error num. // Call directly after the command or use the error num.
// This function might change the error code. // This function might change the error code.

View file

@ -20,6 +20,8 @@
namespace Settings { namespace Settings {
namespace {
std::string_view GetAudioEmulationName(AudioEmulation emulation) { std::string_view GetAudioEmulationName(AudioEmulation emulation) {
switch (emulation) { switch (emulation) {
case AudioEmulation::HLE: case AudioEmulation::HLE:
@ -31,6 +33,17 @@ std::string_view GetAudioEmulationName(AudioEmulation emulation) {
} }
}; };
std::string_view GetGraphicsAPIName(GraphicsAPI api) {
switch (api) {
case GraphicsAPI::Software:
return "Software";
case GraphicsAPI::OpenGL:
return "OpenGL";
}
}
} // Anonymous namespace
Values values = {}; Values values = {};
static bool configuring_global = true; static bool configuring_global = true;
@ -38,7 +51,6 @@ void Apply() {
GDBStub::SetServerPort(values.gdbstub_port.GetValue()); GDBStub::SetServerPort(values.gdbstub_port.GetValue());
GDBStub::ToggleServer(values.use_gdbstub.GetValue()); GDBStub::ToggleServer(values.use_gdbstub.GetValue());
VideoCore::g_hw_renderer_enabled = values.use_hw_renderer.GetValue();
VideoCore::g_shader_jit_enabled = values.use_shader_jit.GetValue(); VideoCore::g_shader_jit_enabled = values.use_shader_jit.GetValue();
VideoCore::g_hw_shader_enabled = values.use_hw_shader.GetValue(); VideoCore::g_hw_shader_enabled = values.use_hw_shader.GetValue();
VideoCore::g_separable_shader_enabled = values.separable_shader.GetValue(); VideoCore::g_separable_shader_enabled = values.separable_shader.GetValue();
@ -101,7 +113,7 @@ void LogSettings() {
log_setting("Core_UseCpuJit", values.use_cpu_jit.GetValue()); log_setting("Core_UseCpuJit", values.use_cpu_jit.GetValue());
log_setting("Core_CPUClockPercentage", values.cpu_clock_percentage.GetValue()); log_setting("Core_CPUClockPercentage", values.cpu_clock_percentage.GetValue());
log_setting("Renderer_UseGLES", values.use_gles.GetValue()); log_setting("Renderer_UseGLES", values.use_gles.GetValue());
log_setting("Renderer_UseHwRenderer", values.use_hw_renderer.GetValue()); log_setting("Renderer_GraphicsAPI", GetGraphicsAPIName(values.graphics_api.GetValue()));
log_setting("Renderer_UseHwShader", values.use_hw_shader.GetValue()); log_setting("Renderer_UseHwShader", values.use_hw_shader.GetValue());
log_setting("Renderer_SeparableShader", values.separable_shader.GetValue()); log_setting("Renderer_SeparableShader", values.separable_shader.GetValue());
log_setting("Renderer_ShadersAccurateMul", values.shaders_accurate_mul.GetValue()); log_setting("Renderer_ShadersAccurateMul", values.shaders_accurate_mul.GetValue());
@ -186,7 +198,7 @@ void RestoreGlobalState(bool is_powered_on) {
values.is_new_3ds.SetGlobal(true); values.is_new_3ds.SetGlobal(true);
// Renderer // Renderer
values.use_hw_renderer.SetGlobal(true); values.graphics_api.SetGlobal(true);
values.use_hw_shader.SetGlobal(true); values.use_hw_shader.SetGlobal(true);
values.separable_shader.SetGlobal(true); values.separable_shader.SetGlobal(true);
values.use_disk_shader_cache.SetGlobal(true); values.use_disk_shader_cache.SetGlobal(true);

View file

@ -15,6 +15,11 @@
namespace Settings { namespace Settings {
enum class GraphicsAPI {
Software = 0,
OpenGL = 1,
};
enum class InitClock : u32 { enum class InitClock : u32 {
SystemTime = 0, SystemTime = 0,
FixedTime = 1, FixedTime = 1,
@ -415,8 +420,9 @@ struct Values {
Setting<bool> allow_plugin_loader{true, "allow_plugin_loader"}; Setting<bool> allow_plugin_loader{true, "allow_plugin_loader"};
// Renderer // Renderer
SwitchableSetting<GraphicsAPI> graphics_api{GraphicsAPI::OpenGL, "graphics_api"};
Setting<bool> use_gles{false, "use_gles"}; Setting<bool> use_gles{false, "use_gles"};
SwitchableSetting<bool> use_hw_renderer{true, "use_hw_renderer"}; Setting<bool> renderer_debug{false, "renderer_debug"};
SwitchableSetting<bool> use_hw_shader{true, "use_hw_shader"}; SwitchableSetting<bool> use_hw_shader{true, "use_hw_shader"};
SwitchableSetting<bool> separable_shader{false, "use_separable_shader"}; SwitchableSetting<bool> separable_shader{false, "use_separable_shader"};
SwitchableSetting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"}; SwitchableSetting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"};

View file

@ -113,8 +113,6 @@ add_library(core STATIC
frontend/input.h frontend/input.h
frontend/mic.cpp frontend/mic.cpp
frontend/mic.h frontend/mic.h
frontend/scope_acquire_context.cpp
frontend/scope_acquire_context.h
gdbstub/gdbstub.cpp gdbstub/gdbstub.cpp
gdbstub/gdbstub.h gdbstub/gdbstub.h
hle/applets/applet.cpp hle/applets/applet.cpp

View file

@ -431,17 +431,7 @@ System::ResultStatus System::Init(Frontend::EmuWindow& emu_window,
video_dumper = std::make_unique<VideoDumper::NullBackend>(); video_dumper = std::make_unique<VideoDumper::NullBackend>();
#endif #endif
VideoCore::ResultStatus result = VideoCore::Init(emu_window, secondary_window, *memory); VideoCore::Init(emu_window, secondary_window, *this);
if (result != VideoCore::ResultStatus::Success) {
switch (result) {
case VideoCore::ResultStatus::ErrorGenericDrivers:
return ResultStatus::ErrorVideoCore_ErrorGenericDrivers;
case VideoCore::ResultStatus::ErrorBelowGL43:
return ResultStatus::ErrorVideoCore_ErrorBelowGL43;
default:
return ResultStatus::ErrorVideoCore;
}
}
LOG_DEBUG(Core, "Initialized OK"); LOG_DEBUG(Core, "Initialized OK");
@ -450,7 +440,7 @@ System::ResultStatus System::Init(Frontend::EmuWindow& emu_window,
return ResultStatus::Success; return ResultStatus::Success;
} }
RendererBase& System::Renderer() { VideoCore::RendererBase& System::Renderer() {
return *VideoCore::g_renderer; return *VideoCore::g_renderer;
} }

View file

@ -57,7 +57,9 @@ namespace VideoDumper {
class Backend; class Backend;
} }
namespace VideoCore {
class RendererBase; class RendererBase;
}
namespace Core { namespace Core {
@ -87,14 +89,9 @@ public:
ErrorLoader_ErrorGbaTitle, ///< Error loading the specified application as it is GBA Virtual ErrorLoader_ErrorGbaTitle, ///< Error loading the specified application as it is GBA Virtual
///< Console ///< Console
ErrorSystemFiles, ///< Error in finding system files ErrorSystemFiles, ///< Error in finding system files
ErrorVideoCore, ///< Error in the video core ErrorSavestate, ///< Error saving or loading
ErrorVideoCore_ErrorGenericDrivers, ///< Error in the video core due to the user having ShutdownRequested, ///< Emulated program requested a system shutdown
/// generic drivers installed ErrorUnknown ///< Any other error
ErrorVideoCore_ErrorBelowGL43, ///< Error in the video core due to the user not having
/// OpenGL 4.3 or higher
ErrorSavestate, ///< Error saving or loading
ShutdownRequested, ///< Emulated program requested a system shutdown
ErrorUnknown ///< Any other error
}; };
~System(); ~System();
@ -210,7 +207,7 @@ public:
return *dsp_core; return *dsp_core;
} }
[[nodiscard]] RendererBase& Renderer(); [[nodiscard]] VideoCore::RendererBase& Renderer();
/** /**
* Gets a reference to the service manager. * Gets a reference to the service manager.

View file

@ -14,6 +14,17 @@
namespace Frontend { namespace Frontend {
/// Information for the Graphics Backends signifying what type of screen pointer is in
/// WindowInformation
enum class WindowSystemType : u8 {
Headless,
Android,
Windows,
MacOS,
X11,
Wayland,
};
struct Frame; struct Frame;
/** /**
* For smooth Vsync rendering, we want to always present the latest frame that the core generates, * For smooth Vsync rendering, we want to always present the latest frame that the core generates,
@ -62,11 +73,33 @@ class GraphicsContext {
public: public:
virtual ~GraphicsContext(); virtual ~GraphicsContext();
/// Inform the driver to swap the front/back buffers and present the current image
virtual void SwapBuffers(){};
/// Makes the graphics context current for the caller thread /// Makes the graphics context current for the caller thread
virtual void MakeCurrent() = 0; virtual void MakeCurrent(){};
/// Releases (dunno if this is the "right" word) the context from the caller thread /// Releases (dunno if this is the "right" word) the context from the caller thread
virtual void DoneCurrent() = 0; virtual void DoneCurrent(){};
class Scoped {
public:
explicit Scoped(GraphicsContext& context_) : context(context_) {
context.MakeCurrent();
}
~Scoped() {
context.DoneCurrent();
}
private:
GraphicsContext& context;
};
/// Calls MakeCurrent on the context and calls DoneCurrent when the scope for the returned value
/// ends
[[nodiscard]] Scoped Acquire() {
return Scoped{*this};
}
}; };
/** /**
@ -100,6 +133,23 @@ public:
Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight}; Core::kScreenTopWidth, Core::kScreenTopHeight + Core::kScreenBottomHeight};
}; };
/// Data describing host window system information
struct WindowSystemInfo {
// Window system type. Determines which GL context or Vulkan WSI is used.
WindowSystemType type = WindowSystemType::Headless;
// Connection to a display server. This is used on X11 and Wayland platforms.
void* display_connection = nullptr;
// Render surface. This is a pointer to the native window handle, which depends
// on the platform. e.g. HWND for Windows, Window for X11. If the surface is
// set to nullptr, the video backend will run in headless mode.
void* render_surface = nullptr;
// Scale of the render surface. For hidpi systems, this will be >1.
float render_surface_scale = 1.0f;
};
/// Polls window events /// Polls window events
virtual void PollEvents() = 0; virtual void PollEvents() = 0;
@ -163,6 +213,13 @@ public:
config = val; config = val;
} }
/**
* Returns system information about the drawing area.
*/
const WindowSystemInfo& GetWindowInfo() const {
return window_info;
}
/** /**
* Gets the framebuffer layout (width, height, and screen regions) * Gets the framebuffer layout (width, height, and screen regions)
* @note This method is thread-safe * @note This method is thread-safe
@ -211,6 +268,7 @@ protected:
} }
bool is_secondary{}; bool is_secondary{};
WindowSystemInfo window_info;
private: private:
/** /**

View file

@ -1,17 +0,0 @@
// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "core/frontend/emu_window.h"
#include "core/frontend/scope_acquire_context.h"
namespace Frontend {
ScopeAcquireContext::ScopeAcquireContext(Frontend::GraphicsContext& context) : context{context} {
context.MakeCurrent();
}
ScopeAcquireContext::~ScopeAcquireContext() {
context.DoneCurrent();
}
} // namespace Frontend

View file

@ -1,23 +0,0 @@
// Copyright 2019 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "common/common_types.h"
namespace Frontend {
class GraphicsContext;
/// Helper class to acquire/release window context within a given scope
class ScopeAcquireContext : NonCopyable {
public:
explicit ScopeAcquireContext(Frontend::GraphicsContext& context);
~ScopeAcquireContext();
private:
Frontend::GraphicsContext& context;
};
} // namespace Frontend

View file

@ -133,8 +133,8 @@ void TelemetrySession::AddInitialInfo(Loader::AppLoader& app_loader) {
Settings::values.resolution_factor.GetValue()); Settings::values.resolution_factor.GetValue());
AddField(Telemetry::FieldType::UserConfig, "Renderer_FrameLimit", AddField(Telemetry::FieldType::UserConfig, "Renderer_FrameLimit",
Settings::values.frame_limit.GetValue()); Settings::values.frame_limit.GetValue());
AddField(Telemetry::FieldType::UserConfig, "Renderer_UseHwRenderer", AddField(Telemetry::FieldType::UserConfig, "Renderer_Backend",
Settings::values.use_hw_renderer.GetValue()); static_cast<int>(Settings::values.graphics_api.GetValue()));
AddField(Telemetry::FieldType::UserConfig, "Renderer_UseHwShader", AddField(Telemetry::FieldType::UserConfig, "Renderer_UseHwShader",
Settings::values.use_hw_shader.GetValue()); Settings::values.use_hw_shader.GetValue());
AddField(Telemetry::FieldType::UserConfig, "Renderer_ShadersAccurateMul", AddField(Telemetry::FieldType::UserConfig, "Renderer_ShadersAccurateMul",

View file

@ -13,6 +13,8 @@ add_library(video_core STATIC
precompiled_headers.h precompiled_headers.h
primitive_assembly.cpp primitive_assembly.cpp
primitive_assembly.h primitive_assembly.h
rasterizer_accelerated.cpp
rasterizer_accelerated.h
rasterizer_interface.h rasterizer_interface.h
regs.cpp regs.cpp
regs.h regs.h
@ -39,6 +41,8 @@ add_library(video_core STATIC
rasterizer_cache/texture_runtime.h rasterizer_cache/texture_runtime.h
renderer_opengl/frame_dumper_opengl.cpp renderer_opengl/frame_dumper_opengl.cpp
renderer_opengl/frame_dumper_opengl.h renderer_opengl/frame_dumper_opengl.h
renderer_opengl/gl_driver.cpp
renderer_opengl/gl_driver.h
renderer_opengl/gl_rasterizer.cpp renderer_opengl/gl_rasterizer.cpp
renderer_opengl/gl_rasterizer.h renderer_opengl/gl_rasterizer.h
renderer_opengl/gl_resource_manager.cpp renderer_opengl/gl_resource_manager.cpp
@ -82,6 +86,22 @@ add_library(video_core STATIC
#temporary, move these back in alphabetical order before merging #temporary, move these back in alphabetical order before merging
renderer_opengl/gl_format_reinterpreter.cpp renderer_opengl/gl_format_reinterpreter.cpp
renderer_opengl/gl_format_reinterpreter.h renderer_opengl/gl_format_reinterpreter.h
renderer_software/rasterizer.cpp
renderer_software/rasterizer.h
renderer_software/renderer_software.cpp
renderer_software/renderer_software.h
renderer_software/sw_clipper.cpp
renderer_software/sw_clipper.h
renderer_software/sw_framebuffer.cpp
renderer_software/sw_framebuffer.h
renderer_software/sw_lighting.cpp
renderer_software/sw_lighting.h
renderer_software/sw_proctex.cpp
renderer_software/sw_proctex.h
renderer_software/sw_rasterizer.cpp
renderer_software/sw_rasterizer.h
renderer_software/sw_texturing.cpp
renderer_software/sw_texturing.h
shader/debug_data.h shader/debug_data.h
shader/shader.cpp shader/shader.cpp
shader/shader.h shader/shader.h
@ -91,20 +111,8 @@ add_library(video_core STATIC
shader/shader_jit_x64_compiler.cpp shader/shader_jit_x64_compiler.cpp
shader/shader_jit_x64.h shader/shader_jit_x64.h
shader/shader_jit_x64_compiler.h shader/shader_jit_x64_compiler.h
swrasterizer/clipper.cpp shader/shader_uniforms.cpp
swrasterizer/clipper.h shader/shader_uniforms.h
swrasterizer/framebuffer.cpp
swrasterizer/framebuffer.h
swrasterizer/lighting.cpp
swrasterizer/lighting.h
swrasterizer/proctex.cpp
swrasterizer/proctex.h
swrasterizer/rasterizer.cpp
swrasterizer/rasterizer.h
swrasterizer/swrasterizer.cpp
swrasterizer/swrasterizer.h
swrasterizer/texturing.cpp
swrasterizer/texturing.h
texture/etc1.cpp texture/etc1.cpp
texture/etc1.h texture/etc1.h
texture/texture_decode.cpp texture/texture_decode.cpp

View file

@ -0,0 +1,832 @@
// Copyright 2023 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <limits>
#include "common/alignment.h"
#include "core/memory.h"
#include "video_core/pica_state.h"
#include "video_core/rasterizer_accelerated.h"
namespace VideoCore {
static Common::Vec4f ColorRGBA8(const u32 color) {
const auto rgba =
Common::Vec4u{color >> 0 & 0xFF, color >> 8 & 0xFF, color >> 16 & 0xFF, color >> 24 & 0xFF};
return rgba / 255.0f;
}
static Common::Vec3f LightColor(const Pica::LightingRegs::LightColor& color) {
return Common::Vec3u{color.r, color.g, color.b} / 255.0f;
}
RasterizerAccelerated::HardwareVertex::HardwareVertex(const Pica::Shader::OutputVertex& v,
bool flip_quaternion) {
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();
tex_coord0_w = v.tc0_w.ToFloat32();
normquat[0] = v.quat.x.ToFloat32();
normquat[1] = v.quat.y.ToFloat32();
normquat[2] = v.quat.z.ToFloat32();
normquat[3] = v.quat.w.ToFloat32();
view[0] = v.view.x.ToFloat32();
view[1] = v.view.y.ToFloat32();
view[2] = v.view.z.ToFloat32();
if (flip_quaternion) {
normquat = -normquat;
}
}
RasterizerAccelerated::RasterizerAccelerated(Memory::MemorySystem& memory_)
: memory{memory_}, regs{Pica::g_state.regs} {
uniform_block_data.lighting_lut_dirty.fill(true);
}
/**
* This is a helper function to resolve an issue when interpolating opposite quaternions. See below
* for a detailed description of this issue (yuriks):
*
* For any rotation, there are two quaternions Q, and -Q, that represent the same rotation. If you
* interpolate two quaternions that are opposite, instead of going from one rotation to another
* using the shortest path, you'll go around the longest path. You can test if two quaternions are
* opposite by checking if Dot(Q1, Q2) < 0. In that case, you can flip either of them, therefore
* making Dot(Q1, -Q2) positive.
*
* This solution corrects this issue per-vertex before passing the quaternions to OpenGL. This is
* correct for most cases but can still rotate around the long way sometimes. An implementation
* which did `lerp(lerp(Q1, Q2), Q3)` (with proper weighting), applying the dot product check
* between each step would work for those cases at the cost of being more complex to implement.
*
* Fortunately however, the 3DS hardware happens to also use this exact same logic to work around
* these issues, making this basic implementation actually more accurate to the hardware.
*/
static bool AreQuaternionsOpposite(Common::Vec4<Pica::float24> qa, Common::Vec4<Pica::float24> qb) {
Common::Vec4f a{qa.x.ToFloat32(), qa.y.ToFloat32(), qa.z.ToFloat32(), qa.w.ToFloat32()};
Common::Vec4f b{qb.x.ToFloat32(), qb.y.ToFloat32(), qb.z.ToFloat32(), qb.w.ToFloat32()};
return (Common::Dot(a, b) < 0.f);
}
void RasterizerAccelerated::AddTriangle(const Pica::Shader::OutputVertex& v0,
const Pica::Shader::OutputVertex& v1,
const Pica::Shader::OutputVertex& v2) {
vertex_batch.emplace_back(v0, false);
vertex_batch.emplace_back(v1, AreQuaternionsOpposite(v0.quat, v1.quat));
vertex_batch.emplace_back(v2, AreQuaternionsOpposite(v0.quat, v2.quat));
}
RasterizerAccelerated::VertexArrayInfo RasterizerAccelerated::AnalyzeVertexArray(
bool is_indexed, u32 stride_alignment) {
const auto& vertex_attributes = regs.pipeline.vertex_attributes;
u32 vertex_min;
u32 vertex_max;
if (is_indexed) {
const auto& index_info = regs.pipeline.index_array;
const PAddr address = vertex_attributes.GetPhysicalBaseAddress() + index_info.offset;
const u8* index_address_8 = memory.GetPhysicalPointer(address);
const u16* index_address_16 = reinterpret_cast<const u16*>(index_address_8);
const bool index_u16 = index_info.format != 0;
vertex_min = 0xFFFF;
vertex_max = 0;
const u32 size = regs.pipeline.num_vertices * (index_u16 ? 2 : 1);
FlushRegion(address, size);
for (u32 index = 0; index < regs.pipeline.num_vertices; ++index) {
const u32 vertex = index_u16 ? index_address_16[index] : index_address_8[index];
vertex_min = std::min(vertex_min, vertex);
vertex_max = std::max(vertex_max, vertex);
}
} else {
vertex_min = regs.pipeline.vertex_offset;
vertex_max = regs.pipeline.vertex_offset + regs.pipeline.num_vertices - 1;
}
const u32 vertex_num = vertex_max - vertex_min + 1;
u32 vs_input_size = 0;
for (const auto& loader : vertex_attributes.attribute_loaders) {
if (loader.component_count != 0) {
const u32 aligned_stride =
Common::AlignUp(static_cast<u32>(loader.byte_count), stride_alignment);
vs_input_size += Common::AlignUp(aligned_stride * vertex_num, 4);
}
}
return {vertex_min, vertex_max, vs_input_size};
}
void RasterizerAccelerated::SyncEntireState() {
// Sync renderer-specific fixed-function state
SyncFixedState();
// Sync uniforms
SyncClipCoef();
SyncDepthScale();
SyncDepthOffset();
SyncAlphaTest();
SyncCombinerColor();
auto& tev_stages = regs.texturing.GetTevStages();
for (std::size_t index = 0; index < tev_stages.size(); ++index) {
SyncTevConstColor(index, tev_stages[index]);
}
SyncGlobalAmbient();
for (unsigned light_index = 0; light_index < 8; light_index++) {
SyncLightSpecular0(light_index);
SyncLightSpecular1(light_index);
SyncLightDiffuse(light_index);
SyncLightAmbient(light_index);
SyncLightPosition(light_index);
SyncLightDistanceAttenuationBias(light_index);
SyncLightDistanceAttenuationScale(light_index);
}
SyncFogColor();
SyncProcTexNoise();
SyncProcTexBias();
SyncShadowBias();
SyncShadowTextureBias();
for (unsigned tex_index = 0; tex_index < 3; tex_index++) {
SyncTextureLodBias(tex_index);
}
}
void RasterizerAccelerated::NotifyPicaRegisterChanged(u32 id) {
switch (id) {
// Depth modifiers
case PICA_REG_INDEX(rasterizer.viewport_depth_range):
SyncDepthScale();
break;
case PICA_REG_INDEX(rasterizer.viewport_depth_near_plane):
SyncDepthOffset();
break;
// Depth buffering
case PICA_REG_INDEX(rasterizer.depthmap_enable):
shader_dirty = true;
break;
// Shadow texture
case PICA_REG_INDEX(texturing.shadow):
SyncShadowTextureBias();
break;
// Fog state
case PICA_REG_INDEX(texturing.fog_color):
SyncFogColor();
break;
case PICA_REG_INDEX(texturing.fog_lut_data[0]):
case PICA_REG_INDEX(texturing.fog_lut_data[1]):
case PICA_REG_INDEX(texturing.fog_lut_data[2]):
case PICA_REG_INDEX(texturing.fog_lut_data[3]):
case PICA_REG_INDEX(texturing.fog_lut_data[4]):
case PICA_REG_INDEX(texturing.fog_lut_data[5]):
case PICA_REG_INDEX(texturing.fog_lut_data[6]):
case PICA_REG_INDEX(texturing.fog_lut_data[7]):
uniform_block_data.fog_lut_dirty = true;
break;
// ProcTex state
case PICA_REG_INDEX(texturing.proctex):
case PICA_REG_INDEX(texturing.proctex_lut):
case PICA_REG_INDEX(texturing.proctex_lut_offset):
SyncProcTexBias();
shader_dirty = true;
break;
case PICA_REG_INDEX(texturing.proctex_noise_u):
case PICA_REG_INDEX(texturing.proctex_noise_v):
case PICA_REG_INDEX(texturing.proctex_noise_frequency):
SyncProcTexNoise();
break;
case PICA_REG_INDEX(texturing.proctex_lut_data[0]):
case PICA_REG_INDEX(texturing.proctex_lut_data[1]):
case PICA_REG_INDEX(texturing.proctex_lut_data[2]):
case PICA_REG_INDEX(texturing.proctex_lut_data[3]):
case PICA_REG_INDEX(texturing.proctex_lut_data[4]):
case PICA_REG_INDEX(texturing.proctex_lut_data[5]):
case PICA_REG_INDEX(texturing.proctex_lut_data[6]):
case PICA_REG_INDEX(texturing.proctex_lut_data[7]):
using Pica::TexturingRegs;
switch (regs.texturing.proctex_lut_config.ref_table.Value()) {
case TexturingRegs::ProcTexLutTable::Noise:
uniform_block_data.proctex_noise_lut_dirty = true;
break;
case TexturingRegs::ProcTexLutTable::ColorMap:
uniform_block_data.proctex_color_map_dirty = true;
break;
case TexturingRegs::ProcTexLutTable::AlphaMap:
uniform_block_data.proctex_alpha_map_dirty = true;
break;
case TexturingRegs::ProcTexLutTable::Color:
uniform_block_data.proctex_lut_dirty = true;
break;
case TexturingRegs::ProcTexLutTable::ColorDiff:
uniform_block_data.proctex_diff_lut_dirty = true;
break;
}
break;
// Alpha test
case PICA_REG_INDEX(framebuffer.output_merger.alpha_test):
SyncAlphaTest();
shader_dirty = true;
break;
case PICA_REG_INDEX(framebuffer.shadow):
SyncShadowBias();
break;
// Scissor test
case PICA_REG_INDEX(rasterizer.scissor_test.mode):
shader_dirty = true;
break;
case PICA_REG_INDEX(texturing.main_config):
shader_dirty = true;
break;
// Texture 0 type
case PICA_REG_INDEX(texturing.texture0.type):
shader_dirty = true;
break;
// TEV stages
// (This also syncs fog_mode and fog_flip which are part of tev_combiner_buffer_input)
case PICA_REG_INDEX(texturing.tev_stage0.color_source1):
case PICA_REG_INDEX(texturing.tev_stage0.color_modifier1):
case PICA_REG_INDEX(texturing.tev_stage0.color_op):
case PICA_REG_INDEX(texturing.tev_stage0.color_scale):
case PICA_REG_INDEX(texturing.tev_stage1.color_source1):
case PICA_REG_INDEX(texturing.tev_stage1.color_modifier1):
case PICA_REG_INDEX(texturing.tev_stage1.color_op):
case PICA_REG_INDEX(texturing.tev_stage1.color_scale):
case PICA_REG_INDEX(texturing.tev_stage2.color_source1):
case PICA_REG_INDEX(texturing.tev_stage2.color_modifier1):
case PICA_REG_INDEX(texturing.tev_stage2.color_op):
case PICA_REG_INDEX(texturing.tev_stage2.color_scale):
case PICA_REG_INDEX(texturing.tev_stage3.color_source1):
case PICA_REG_INDEX(texturing.tev_stage3.color_modifier1):
case PICA_REG_INDEX(texturing.tev_stage3.color_op):
case PICA_REG_INDEX(texturing.tev_stage3.color_scale):
case PICA_REG_INDEX(texturing.tev_stage4.color_source1):
case PICA_REG_INDEX(texturing.tev_stage4.color_modifier1):
case PICA_REG_INDEX(texturing.tev_stage4.color_op):
case PICA_REG_INDEX(texturing.tev_stage4.color_scale):
case PICA_REG_INDEX(texturing.tev_stage5.color_source1):
case PICA_REG_INDEX(texturing.tev_stage5.color_modifier1):
case PICA_REG_INDEX(texturing.tev_stage5.color_op):
case PICA_REG_INDEX(texturing.tev_stage5.color_scale):
case PICA_REG_INDEX(texturing.tev_combiner_buffer_input):
shader_dirty = true;
break;
case PICA_REG_INDEX(texturing.tev_stage0.const_r):
SyncTevConstColor(0, regs.texturing.tev_stage0);
break;
case PICA_REG_INDEX(texturing.tev_stage1.const_r):
SyncTevConstColor(1, regs.texturing.tev_stage1);
break;
case PICA_REG_INDEX(texturing.tev_stage2.const_r):
SyncTevConstColor(2, regs.texturing.tev_stage2);
break;
case PICA_REG_INDEX(texturing.tev_stage3.const_r):
SyncTevConstColor(3, regs.texturing.tev_stage3);
break;
case PICA_REG_INDEX(texturing.tev_stage4.const_r):
SyncTevConstColor(4, regs.texturing.tev_stage4);
break;
case PICA_REG_INDEX(texturing.tev_stage5.const_r):
SyncTevConstColor(5, regs.texturing.tev_stage5);
break;
// TEV combiner buffer color
case PICA_REG_INDEX(texturing.tev_combiner_buffer_color):
SyncCombinerColor();
break;
// Fragment lighting switches
case PICA_REG_INDEX(lighting.disable):
case PICA_REG_INDEX(lighting.max_light_index):
case PICA_REG_INDEX(lighting.config0):
case PICA_REG_INDEX(lighting.config1):
case PICA_REG_INDEX(lighting.abs_lut_input):
case PICA_REG_INDEX(lighting.lut_input):
case PICA_REG_INDEX(lighting.lut_scale):
case PICA_REG_INDEX(lighting.light_enable):
break;
// Fragment lighting specular 0 color
case PICA_REG_INDEX(lighting.light[0].specular_0):
SyncLightSpecular0(0);
break;
case PICA_REG_INDEX(lighting.light[1].specular_0):
SyncLightSpecular0(1);
break;
case PICA_REG_INDEX(lighting.light[2].specular_0):
SyncLightSpecular0(2);
break;
case PICA_REG_INDEX(lighting.light[3].specular_0):
SyncLightSpecular0(3);
break;
case PICA_REG_INDEX(lighting.light[4].specular_0):
SyncLightSpecular0(4);
break;
case PICA_REG_INDEX(lighting.light[5].specular_0):
SyncLightSpecular0(5);
break;
case PICA_REG_INDEX(lighting.light[6].specular_0):
SyncLightSpecular0(6);
break;
case PICA_REG_INDEX(lighting.light[7].specular_0):
SyncLightSpecular0(7);
break;
// Fragment lighting specular 1 color
case PICA_REG_INDEX(lighting.light[0].specular_1):
SyncLightSpecular1(0);
break;
case PICA_REG_INDEX(lighting.light[1].specular_1):
SyncLightSpecular1(1);
break;
case PICA_REG_INDEX(lighting.light[2].specular_1):
SyncLightSpecular1(2);
break;
case PICA_REG_INDEX(lighting.light[3].specular_1):
SyncLightSpecular1(3);
break;
case PICA_REG_INDEX(lighting.light[4].specular_1):
SyncLightSpecular1(4);
break;
case PICA_REG_INDEX(lighting.light[5].specular_1):
SyncLightSpecular1(5);
break;
case PICA_REG_INDEX(lighting.light[6].specular_1):
SyncLightSpecular1(6);
break;
case PICA_REG_INDEX(lighting.light[7].specular_1):
SyncLightSpecular1(7);
break;
// Fragment lighting diffuse color
case PICA_REG_INDEX(lighting.light[0].diffuse):
SyncLightDiffuse(0);
break;
case PICA_REG_INDEX(lighting.light[1].diffuse):
SyncLightDiffuse(1);
break;
case PICA_REG_INDEX(lighting.light[2].diffuse):
SyncLightDiffuse(2);
break;
case PICA_REG_INDEX(lighting.light[3].diffuse):
SyncLightDiffuse(3);
break;
case PICA_REG_INDEX(lighting.light[4].diffuse):
SyncLightDiffuse(4);
break;
case PICA_REG_INDEX(lighting.light[5].diffuse):
SyncLightDiffuse(5);
break;
case PICA_REG_INDEX(lighting.light[6].diffuse):
SyncLightDiffuse(6);
break;
case PICA_REG_INDEX(lighting.light[7].diffuse):
SyncLightDiffuse(7);
break;
// Fragment lighting ambient color
case PICA_REG_INDEX(lighting.light[0].ambient):
SyncLightAmbient(0);
break;
case PICA_REG_INDEX(lighting.light[1].ambient):
SyncLightAmbient(1);
break;
case PICA_REG_INDEX(lighting.light[2].ambient):
SyncLightAmbient(2);
break;
case PICA_REG_INDEX(lighting.light[3].ambient):
SyncLightAmbient(3);
break;
case PICA_REG_INDEX(lighting.light[4].ambient):
SyncLightAmbient(4);
break;
case PICA_REG_INDEX(lighting.light[5].ambient):
SyncLightAmbient(5);
break;
case PICA_REG_INDEX(lighting.light[6].ambient):
SyncLightAmbient(6);
break;
case PICA_REG_INDEX(lighting.light[7].ambient):
SyncLightAmbient(7);
break;
// Fragment lighting position
case PICA_REG_INDEX(lighting.light[0].x):
case PICA_REG_INDEX(lighting.light[0].z):
SyncLightPosition(0);
break;
case PICA_REG_INDEX(lighting.light[1].x):
case PICA_REG_INDEX(lighting.light[1].z):
SyncLightPosition(1);
break;
case PICA_REG_INDEX(lighting.light[2].x):
case PICA_REG_INDEX(lighting.light[2].z):
SyncLightPosition(2);
break;
case PICA_REG_INDEX(lighting.light[3].x):
case PICA_REG_INDEX(lighting.light[3].z):
SyncLightPosition(3);
break;
case PICA_REG_INDEX(lighting.light[4].x):
case PICA_REG_INDEX(lighting.light[4].z):
SyncLightPosition(4);
break;
case PICA_REG_INDEX(lighting.light[5].x):
case PICA_REG_INDEX(lighting.light[5].z):
SyncLightPosition(5);
break;
case PICA_REG_INDEX(lighting.light[6].x):
case PICA_REG_INDEX(lighting.light[6].z):
SyncLightPosition(6);
break;
case PICA_REG_INDEX(lighting.light[7].x):
case PICA_REG_INDEX(lighting.light[7].z):
SyncLightPosition(7);
break;
// Fragment spot lighting direction
case PICA_REG_INDEX(lighting.light[0].spot_x):
case PICA_REG_INDEX(lighting.light[0].spot_z):
SyncLightSpotDirection(0);
break;
case PICA_REG_INDEX(lighting.light[1].spot_x):
case PICA_REG_INDEX(lighting.light[1].spot_z):
SyncLightSpotDirection(1);
break;
case PICA_REG_INDEX(lighting.light[2].spot_x):
case PICA_REG_INDEX(lighting.light[2].spot_z):
SyncLightSpotDirection(2);
break;
case PICA_REG_INDEX(lighting.light[3].spot_x):
case PICA_REG_INDEX(lighting.light[3].spot_z):
SyncLightSpotDirection(3);
break;
case PICA_REG_INDEX(lighting.light[4].spot_x):
case PICA_REG_INDEX(lighting.light[4].spot_z):
SyncLightSpotDirection(4);
break;
case PICA_REG_INDEX(lighting.light[5].spot_x):
case PICA_REG_INDEX(lighting.light[5].spot_z):
SyncLightSpotDirection(5);
break;
case PICA_REG_INDEX(lighting.light[6].spot_x):
case PICA_REG_INDEX(lighting.light[6].spot_z):
SyncLightSpotDirection(6);
break;
case PICA_REG_INDEX(lighting.light[7].spot_x):
case PICA_REG_INDEX(lighting.light[7].spot_z):
SyncLightSpotDirection(7);
break;
// Fragment lighting light source config
case PICA_REG_INDEX(lighting.light[0].config):
case PICA_REG_INDEX(lighting.light[1].config):
case PICA_REG_INDEX(lighting.light[2].config):
case PICA_REG_INDEX(lighting.light[3].config):
case PICA_REG_INDEX(lighting.light[4].config):
case PICA_REG_INDEX(lighting.light[5].config):
case PICA_REG_INDEX(lighting.light[6].config):
case PICA_REG_INDEX(lighting.light[7].config):
shader_dirty = true;
break;
// Fragment lighting distance attenuation bias
case PICA_REG_INDEX(lighting.light[0].dist_atten_bias):
SyncLightDistanceAttenuationBias(0);
break;
case PICA_REG_INDEX(lighting.light[1].dist_atten_bias):
SyncLightDistanceAttenuationBias(1);
break;
case PICA_REG_INDEX(lighting.light[2].dist_atten_bias):
SyncLightDistanceAttenuationBias(2);
break;
case PICA_REG_INDEX(lighting.light[3].dist_atten_bias):
SyncLightDistanceAttenuationBias(3);
break;
case PICA_REG_INDEX(lighting.light[4].dist_atten_bias):
SyncLightDistanceAttenuationBias(4);
break;
case PICA_REG_INDEX(lighting.light[5].dist_atten_bias):
SyncLightDistanceAttenuationBias(5);
break;
case PICA_REG_INDEX(lighting.light[6].dist_atten_bias):
SyncLightDistanceAttenuationBias(6);
break;
case PICA_REG_INDEX(lighting.light[7].dist_atten_bias):
SyncLightDistanceAttenuationBias(7);
break;
// Fragment lighting distance attenuation scale
case PICA_REG_INDEX(lighting.light[0].dist_atten_scale):
SyncLightDistanceAttenuationScale(0);
break;
case PICA_REG_INDEX(lighting.light[1].dist_atten_scale):
SyncLightDistanceAttenuationScale(1);
break;
case PICA_REG_INDEX(lighting.light[2].dist_atten_scale):
SyncLightDistanceAttenuationScale(2);
break;
case PICA_REG_INDEX(lighting.light[3].dist_atten_scale):
SyncLightDistanceAttenuationScale(3);
break;
case PICA_REG_INDEX(lighting.light[4].dist_atten_scale):
SyncLightDistanceAttenuationScale(4);
break;
case PICA_REG_INDEX(lighting.light[5].dist_atten_scale):
SyncLightDistanceAttenuationScale(5);
break;
case PICA_REG_INDEX(lighting.light[6].dist_atten_scale):
SyncLightDistanceAttenuationScale(6);
break;
case PICA_REG_INDEX(lighting.light[7].dist_atten_scale):
SyncLightDistanceAttenuationScale(7);
break;
// Fragment lighting global ambient color (emission + ambient * ambient)
case PICA_REG_INDEX(lighting.global_ambient):
SyncGlobalAmbient();
break;
// Fragment lighting lookup tables
case PICA_REG_INDEX(lighting.lut_data[0]):
case PICA_REG_INDEX(lighting.lut_data[1]):
case PICA_REG_INDEX(lighting.lut_data[2]):
case PICA_REG_INDEX(lighting.lut_data[3]):
case PICA_REG_INDEX(lighting.lut_data[4]):
case PICA_REG_INDEX(lighting.lut_data[5]):
case PICA_REG_INDEX(lighting.lut_data[6]):
case PICA_REG_INDEX(lighting.lut_data[7]): {
const auto& lut_config = regs.lighting.lut_config;
uniform_block_data.lighting_lut_dirty[lut_config.type] = true;
uniform_block_data.lighting_lut_dirty_any = true;
break;
}
// Texture LOD biases
case PICA_REG_INDEX(texturing.texture0.lod.bias):
SyncTextureLodBias(0);
break;
case PICA_REG_INDEX(texturing.texture1.lod.bias):
SyncTextureLodBias(1);
break;
case PICA_REG_INDEX(texturing.texture2.lod.bias):
SyncTextureLodBias(2);
break;
// Clipping plane
case PICA_REG_INDEX(rasterizer.clip_coef[0]):
case PICA_REG_INDEX(rasterizer.clip_coef[1]):
case PICA_REG_INDEX(rasterizer.clip_coef[2]):
case PICA_REG_INDEX(rasterizer.clip_coef[3]):
SyncClipCoef();
break;
default:
// Forward registers that map to fixed function API features to the video backend
NotifyFixedFunctionPicaRegisterChanged(id);
}
}
void RasterizerAccelerated::SyncDepthScale() {
float depth_scale = Pica::float24::FromRaw(regs.rasterizer.viewport_depth_range).ToFloat32();
if (depth_scale != uniform_block_data.data.depth_scale) {
uniform_block_data.data.depth_scale = depth_scale;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncDepthOffset() {
float depth_offset =
Pica::float24::FromRaw(regs.rasterizer.viewport_depth_near_plane).ToFloat32();
if (depth_offset != uniform_block_data.data.depth_offset) {
uniform_block_data.data.depth_offset = depth_offset;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncFogColor() {
const auto& fog_color_regs = regs.texturing.fog_color;
const Common::Vec3f fog_color = {
fog_color_regs.r.Value() / 255.0f,
fog_color_regs.g.Value() / 255.0f,
fog_color_regs.b.Value() / 255.0f,
};
if (fog_color != uniform_block_data.data.fog_color) {
uniform_block_data.data.fog_color = fog_color;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncProcTexNoise() {
const Common::Vec2f proctex_noise_f = {
Pica::float16::FromRaw(regs.texturing.proctex_noise_frequency.u).ToFloat32(),
Pica::float16::FromRaw(regs.texturing.proctex_noise_frequency.v).ToFloat32(),
};
const Common::Vec2f proctex_noise_a = {
regs.texturing.proctex_noise_u.amplitude / 4095.0f,
regs.texturing.proctex_noise_v.amplitude / 4095.0f,
};
const Common::Vec2f proctex_noise_p = {
Pica::float16::FromRaw(regs.texturing.proctex_noise_u.phase).ToFloat32(),
Pica::float16::FromRaw(regs.texturing.proctex_noise_v.phase).ToFloat32(),
};
if (proctex_noise_f != uniform_block_data.data.proctex_noise_f ||
proctex_noise_a != uniform_block_data.data.proctex_noise_a ||
proctex_noise_p != uniform_block_data.data.proctex_noise_p) {
uniform_block_data.data.proctex_noise_f = proctex_noise_f;
uniform_block_data.data.proctex_noise_a = proctex_noise_a;
uniform_block_data.data.proctex_noise_p = proctex_noise_p;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncProcTexBias() {
const auto proctex_bias = Pica::float16::FromRaw(regs.texturing.proctex.bias_low |
(regs.texturing.proctex_lut.bias_high << 8))
.ToFloat32();
if (proctex_bias != uniform_block_data.data.proctex_bias) {
uniform_block_data.data.proctex_bias = proctex_bias;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncAlphaTest() {
if (regs.framebuffer.output_merger.alpha_test.ref != uniform_block_data.data.alphatest_ref) {
uniform_block_data.data.alphatest_ref = regs.framebuffer.output_merger.alpha_test.ref;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncCombinerColor() {
auto combiner_color = ColorRGBA8(regs.texturing.tev_combiner_buffer_color.raw);
if (combiner_color != uniform_block_data.data.tev_combiner_buffer_color) {
uniform_block_data.data.tev_combiner_buffer_color = combiner_color;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncTevConstColor(
std::size_t stage_index, const Pica::TexturingRegs::TevStageConfig& tev_stage) {
const auto const_color = ColorRGBA8(tev_stage.const_color);
if (const_color == uniform_block_data.data.const_color[stage_index]) {
return;
}
uniform_block_data.data.const_color[stage_index] = const_color;
uniform_block_data.dirty = true;
}
void RasterizerAccelerated::SyncGlobalAmbient() {
auto color = LightColor(regs.lighting.global_ambient);
if (color != uniform_block_data.data.lighting_global_ambient) {
uniform_block_data.data.lighting_global_ambient = color;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncLightSpecular0(int light_index) {
auto color = LightColor(regs.lighting.light[light_index].specular_0);
if (color != uniform_block_data.data.light_src[light_index].specular_0) {
uniform_block_data.data.light_src[light_index].specular_0 = color;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncLightSpecular1(int light_index) {
auto color = LightColor(regs.lighting.light[light_index].specular_1);
if (color != uniform_block_data.data.light_src[light_index].specular_1) {
uniform_block_data.data.light_src[light_index].specular_1 = color;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncLightDiffuse(int light_index) {
auto color = LightColor(regs.lighting.light[light_index].diffuse);
if (color != uniform_block_data.data.light_src[light_index].diffuse) {
uniform_block_data.data.light_src[light_index].diffuse = color;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncLightAmbient(int light_index) {
auto color = LightColor(regs.lighting.light[light_index].ambient);
if (color != uniform_block_data.data.light_src[light_index].ambient) {
uniform_block_data.data.light_src[light_index].ambient = color;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncLightPosition(int light_index) {
const Common::Vec3f position = {
Pica::float16::FromRaw(regs.lighting.light[light_index].x).ToFloat32(),
Pica::float16::FromRaw(regs.lighting.light[light_index].y).ToFloat32(),
Pica::float16::FromRaw(regs.lighting.light[light_index].z).ToFloat32(),
};
if (position != uniform_block_data.data.light_src[light_index].position) {
uniform_block_data.data.light_src[light_index].position = position;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncLightSpotDirection(int light_index) {
const auto& light = regs.lighting.light[light_index];
const auto spot_direction =
Common::Vec3f{light.spot_x / 2047.0f, light.spot_y / 2047.0f, light.spot_z / 2047.0f};
if (spot_direction != uniform_block_data.data.light_src[light_index].spot_direction) {
uniform_block_data.data.light_src[light_index].spot_direction = spot_direction;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncLightDistanceAttenuationBias(int light_index) {
float dist_atten_bias =
Pica::float20::FromRaw(regs.lighting.light[light_index].dist_atten_bias).ToFloat32();
if (dist_atten_bias != uniform_block_data.data.light_src[light_index].dist_atten_bias) {
uniform_block_data.data.light_src[light_index].dist_atten_bias = dist_atten_bias;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncLightDistanceAttenuationScale(int light_index) {
float dist_atten_scale =
Pica::float20::FromRaw(regs.lighting.light[light_index].dist_atten_scale).ToFloat32();
if (dist_atten_scale != uniform_block_data.data.light_src[light_index].dist_atten_scale) {
uniform_block_data.data.light_src[light_index].dist_atten_scale = dist_atten_scale;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncShadowBias() {
const auto& shadow = regs.framebuffer.shadow;
float constant = Pica::float16::FromRaw(shadow.constant).ToFloat32();
float linear = Pica::float16::FromRaw(shadow.linear).ToFloat32();
if (constant != uniform_block_data.data.shadow_bias_constant ||
linear != uniform_block_data.data.shadow_bias_linear) {
uniform_block_data.data.shadow_bias_constant = constant;
uniform_block_data.data.shadow_bias_linear = linear;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncShadowTextureBias() {
int bias = regs.texturing.shadow.bias << 1;
if (bias != uniform_block_data.data.shadow_texture_bias) {
uniform_block_data.data.shadow_texture_bias = bias;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncTextureLodBias(int tex_index) {
const auto pica_textures = regs.texturing.GetTextures();
const float bias = pica_textures[tex_index].config.lod.bias / 256.0f;
if (bias != uniform_block_data.data.tex_lod_bias[tex_index]) {
uniform_block_data.data.tex_lod_bias[tex_index] = bias;
uniform_block_data.dirty = true;
}
}
void RasterizerAccelerated::SyncClipCoef() {
const auto raw_clip_coef = regs.rasterizer.GetClipCoef();
const Common::Vec4f new_clip_coef = {raw_clip_coef.x.ToFloat32(), raw_clip_coef.y.ToFloat32(),
raw_clip_coef.z.ToFloat32(), raw_clip_coef.w.ToFloat32()};
if (new_clip_coef != uniform_block_data.data.clip_coef) {
uniform_block_data.data.clip_coef = new_clip_coef;
uniform_block_data.dirty = true;
}
}
} // namespace VideoCore

View file

@ -0,0 +1,159 @@
// Copyright 2023 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "common/vector_math.h"
#include "video_core/rasterizer_interface.h"
#include "video_core/regs_texturing.h"
#include "video_core/shader/shader_uniforms.h"
namespace Memory {
class MemorySystem;
}
namespace Pica {
struct Regs;
}
namespace VideoCore {
class RasterizerAccelerated : public RasterizerInterface {
public:
RasterizerAccelerated(Memory::MemorySystem& memory);
virtual ~RasterizerAccelerated() = default;
void AddTriangle(const Pica::Shader::OutputVertex& v0, const Pica::Shader::OutputVertex& v1,
const Pica::Shader::OutputVertex& v2) override;
void NotifyPicaRegisterChanged(u32 id) override;
void SyncEntireState() override;
protected:
/// Sync fixed-function pipeline state
virtual void SyncFixedState() = 0;
/// Notifies that a fixed function PICA register changed to the video backend
virtual void NotifyFixedFunctionPicaRegisterChanged(u32 id) = 0;
/// Syncs the depth scale to match the PICA register
void SyncDepthScale();
/// Syncs the depth offset to match the PICA register
void SyncDepthOffset();
/// Syncs the fog states to match the PICA register
void SyncFogColor();
/// Sync the procedural texture noise configuration to match the PICA register
void SyncProcTexNoise();
/// Sync the procedural texture bias configuration to match the PICA register
void SyncProcTexBias();
/// Syncs the alpha test states to match the PICA register
void SyncAlphaTest();
/// Syncs the TEV combiner color buffer to match the PICA register
void SyncCombinerColor();
/// Syncs the TEV constant color to match the PICA register
void SyncTevConstColor(std::size_t tev_index,
const Pica::TexturingRegs::TevStageConfig& tev_stage);
/// Syncs the lighting global ambient color to match the PICA register
void SyncGlobalAmbient();
/// Syncs the specified light's specular 0 color to match the PICA register
void SyncLightSpecular0(int light_index);
/// Syncs the specified light's specular 1 color to match the PICA register
void SyncLightSpecular1(int light_index);
/// Syncs the specified light's diffuse color to match the PICA register
void SyncLightDiffuse(int light_index);
/// Syncs the specified light's ambient color to match the PICA register
void SyncLightAmbient(int light_index);
/// Syncs the specified light's position to match the PICA register
void SyncLightPosition(int light_index);
/// Syncs the specified spot light direcition to match the PICA register
void SyncLightSpotDirection(int light_index);
/// Syncs the specified light's distance attenuation bias to match the PICA register
void SyncLightDistanceAttenuationBias(int light_index);
/// Syncs the specified light's distance attenuation scale to match the PICA register
void SyncLightDistanceAttenuationScale(int light_index);
/// Syncs the shadow rendering bias to match the PICA register
void SyncShadowBias();
/// Syncs the shadow texture bias to match the PICA register
void SyncShadowTextureBias();
/// Syncs the texture LOD bias to match the PICA register
void SyncTextureLodBias(int tex_index);
/// Syncs the clip coefficients to match the PICA register
void SyncClipCoef();
protected:
/// Structure that keeps tracks of the uniform state
struct UniformBlockData {
Pica::Shader::UniformData data{};
std::array<bool, Pica::LightingRegs::NumLightingSampler> lighting_lut_dirty{};
bool lighting_lut_dirty_any = true;
bool fog_lut_dirty = true;
bool proctex_noise_lut_dirty = true;
bool proctex_color_map_dirty = true;
bool proctex_alpha_map_dirty = true;
bool proctex_lut_dirty = true;
bool proctex_diff_lut_dirty = true;
bool dirty = true;
};
/// Structure that the hardware rendered vertices are composed of
struct HardwareVertex {
HardwareVertex() = default;
HardwareVertex(const Pica::Shader::OutputVertex& v, bool flip_quaternion);
Common::Vec4f position;
Common::Vec4f color;
Common::Vec2f tex_coord0;
Common::Vec2f tex_coord1;
Common::Vec2f tex_coord2;
float tex_coord0_w;
Common::Vec4f normquat;
Common::Vec3f view;
};
struct VertexArrayInfo {
u32 vs_input_index_min;
u32 vs_input_index_max;
u32 vs_input_size;
};
/// Retrieve the range and the size of the input vertex
VertexArrayInfo AnalyzeVertexArray(bool is_indexed, u32 stride_alignment = 1);
protected:
Memory::MemorySystem& memory;
Pica::Regs& regs;
std::vector<HardwareVertex> vertex_batch;
bool shader_dirty = true;
UniformBlockData uniform_block_data{};
std::array<std::array<Common::Vec2f, 256>, Pica::LightingRegs::NumLightingSampler>
lighting_lut_data{};
std::array<Common::Vec2f, 128> fog_lut_data{};
std::array<Common::Vec2f, 128> proctex_noise_lut_data{};
std::array<Common::Vec2f, 128> proctex_color_map_data{};
std::array<Common::Vec2f, 128> proctex_alpha_map_data{};
std::array<Common::Vec4f, 256> proctex_lut_data{};
std::array<Common::Vec4f, 256> proctex_diff_lut_data{};
};
} // namespace VideoCore

View file

@ -2,15 +2,17 @@
// Licensed under GPLv2 or any later version // Licensed under GPLv2 or any later version
// Refer to the license.txt file included. // Refer to the license.txt file included.
#include <memory> #include "core/core.h"
#include "core/frontend/emu_window.h" #include "core/frontend/emu_window.h"
#include "core/tracer/recorder.h"
#include "video_core/debug_utils/debug_utils.h"
#include "video_core/renderer_base.h" #include "video_core/renderer_base.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/swrasterizer/swrasterizer.h"
#include "video_core/video_core.h"
RendererBase::RendererBase(Frontend::EmuWindow& window, Frontend::EmuWindow* secondary_window_) namespace VideoCore {
: render_window{window}, secondary_window{secondary_window_} {}
RendererBase::RendererBase(Core::System& system_, Frontend::EmuWindow& window,
Frontend::EmuWindow* secondary_window_)
: system{system_}, render_window{window}, secondary_window{secondary_window_} {}
RendererBase::~RendererBase() = default; RendererBase::~RendererBase() = default;
@ -25,19 +27,35 @@ void RendererBase::UpdateCurrentFramebufferLayout(bool is_portrait_mode) {
} }
} }
void RendererBase::RefreshRasterizerSetting() { void RendererBase::EndFrame() {
bool hw_renderer_enabled = VideoCore::g_hw_renderer_enabled; current_frame++;
if (rasterizer == nullptr || opengl_rasterizer_active != hw_renderer_enabled) {
opengl_rasterizer_active = hw_renderer_enabled;
if (hw_renderer_enabled) { system.perf_stats->EndSystemFrame();
rasterizer = std::make_unique<OpenGL::RasterizerOpenGL>(render_window);
} else { render_window.PollEvents();
rasterizer = std::make_unique<VideoCore::SWRasterizer>();
} system.frame_limiter.DoFrameLimiting(system.CoreTiming().GetGlobalTimeUs());
system.perf_stats->BeginSystemFrame();
if (Pica::g_debug_context && Pica::g_debug_context->recorder) {
Pica::g_debug_context->recorder->FrameFinished();
} }
} }
void RendererBase::Sync() { bool RendererBase::IsScreenshotPending() const {
rasterizer->SyncEntireState(); return renderer_settings.screenshot_requested;
} }
void RendererBase::RequestScreenshot(void* data, std::function<void()> callback,
const Layout::FramebufferLayout& layout) {
if (renderer_settings.screenshot_requested) {
LOG_ERROR(Render, "A screenshot is already requested or in progress, ignoring the request");
return;
}
renderer_settings.screenshot_bits = data;
renderer_settings.screenshot_complete_callback = callback;
renderer_settings.screenshot_framebuffer_layout = layout;
renderer_settings.screenshot_requested = true;
}
} // namespace VideoCore

View file

@ -4,25 +4,36 @@
#pragma once #pragma once
#include <memory>
#include "common/common_types.h" #include "common/common_types.h"
#include "core/frontend/framebuffer_layout.h"
#include "video_core/rasterizer_interface.h" #include "video_core/rasterizer_interface.h"
#include "video_core/video_core.h"
namespace Frontend { namespace Frontend {
class EmuWindow; class EmuWindow;
} }
namespace Core {
class System;
}
namespace VideoCore {
struct RendererSettings {
// Screenshot
std::atomic_bool screenshot_requested{false};
void* screenshot_bits{};
std::function<void()> screenshot_complete_callback;
Layout::FramebufferLayout screenshot_framebuffer_layout;
};
class RendererBase : NonCopyable { class RendererBase : NonCopyable {
public: public:
explicit RendererBase(Frontend::EmuWindow& window, Frontend::EmuWindow* secondary_window); explicit RendererBase(Core::System& system, Frontend::EmuWindow& window,
Frontend::EmuWindow* secondary_window);
virtual ~RendererBase(); virtual ~RendererBase();
/// Initialize the renderer /// Returns the rasterizer owned by the renderer
virtual VideoCore::ResultStatus Init() = 0; virtual VideoCore::RasterizerInterface* Rasterizer() const = 0;
/// Shutdown the renderer
virtual void ShutDown() = 0;
/// Finalize rendering the guest frame and draw into the presentation texture /// Finalize rendering the guest frame and draw into the presentation texture
virtual void SwapBuffers() = 0; virtual void SwapBuffers() = 0;
@ -35,27 +46,29 @@ public:
} }
/// Prepares for video dumping (e.g. create necessary buffers, etc) /// Prepares for video dumping (e.g. create necessary buffers, etc)
virtual void PrepareVideoDumping() = 0; virtual void PrepareVideoDumping() {}
/// Cleans up after video dumping is ended /// Cleans up after video dumping is ended
virtual void CleanupVideoDumping() = 0; virtual void CleanupVideoDumping() {}
/// Synchronizes fixed function renderer state
virtual void Sync() {}
/// Updates the framebuffer layout of the contained render window handle. /// Updates the framebuffer layout of the contained render window handle.
void UpdateCurrentFramebufferLayout(bool is_portrait_mode = {}); void UpdateCurrentFramebufferLayout(bool is_portrait_mode = {});
/// Ends the current frame
void EndFrame();
// Getter/setter functions: // Getter/setter functions:
// ------------------------ // ------------------------
f32 GetCurrentFPS() const { f32 GetCurrentFPS() const {
return m_current_fps; return current_fps;
} }
int GetCurrentFrame() const { int GetCurrentFrame() const {
return m_current_frame; return current_frame;
}
VideoCore::RasterizerInterface* Rasterizer() const {
return rasterizer.get();
} }
Frontend::EmuWindow& GetRenderWindow() { Frontend::EmuWindow& GetRenderWindow() {
@ -66,16 +79,28 @@ public:
return render_window; return render_window;
} }
void RefreshRasterizerSetting(); [[nodiscard]] RendererSettings& Settings() {
void Sync(); return renderer_settings;
}
[[nodiscard]] const RendererSettings& Settings() const {
return renderer_settings;
}
/// Returns true if a screenshot is being processed
[[nodiscard]] bool IsScreenshotPending() const;
/// Request a screenshot of the next frame
void RequestScreenshot(void* data, std::function<void()> callback,
const Layout::FramebufferLayout& layout);
protected: protected:
Core::System& system;
RendererSettings renderer_settings;
Frontend::EmuWindow& render_window; ///< Reference to the render window handle. Frontend::EmuWindow& render_window; ///< Reference to the render window handle.
Frontend::EmuWindow* secondary_window; ///< Reference to the secondary render window handle. Frontend::EmuWindow* secondary_window; ///< Reference to the secondary render window handle.
std::unique_ptr<VideoCore::RasterizerInterface> rasterizer; f32 current_fps = 0.0f; ///< Current framerate, should be set by the renderer
f32 m_current_fps = 0.0f; ///< Current framerate, should be set by the renderer int current_frame = 0; ///< Current frame, should be set by the renderer
int m_current_frame = 0; ///< Current frame, should be set by the renderer
private:
bool opengl_rasterizer_active = false;
}; };
} // namespace VideoCore

View file

@ -4,7 +4,6 @@
#include <glad/glad.h> #include <glad/glad.h>
#include "core/frontend/emu_window.h" #include "core/frontend/emu_window.h"
#include "core/frontend/scope_acquire_context.h"
#include "video_core/renderer_opengl/frame_dumper_opengl.h" #include "video_core/renderer_opengl/frame_dumper_opengl.h"
#include "video_core/renderer_opengl/renderer_opengl.h" #include "video_core/renderer_opengl/renderer_opengl.h"
@ -39,7 +38,7 @@ void FrameDumperOpenGL::StopDumping() {
} }
void FrameDumperOpenGL::PresentLoop() { void FrameDumperOpenGL::PresentLoop() {
Frontend::ScopeAcquireContext scope{*context}; const auto scope = context->Acquire();
InitializeOpenGLObjects(); InitializeOpenGLObjects();
const auto& layout = GetLayout(); const auto& layout = GetLayout();

View file

@ -0,0 +1,156 @@
// Copyright 2022 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <glad/glad.h>
#include "common/assert.h"
#include "common/settings.h"
#include "core/telemetry_session.h"
#include "video_core/renderer_opengl/gl_driver.h"
namespace OpenGL {
DECLARE_ENUM_FLAG_OPERATORS(DriverBug);
inline std::string_view GetSource(GLenum source) {
#define RET(s) \
case GL_DEBUG_SOURCE_##s: \
return #s
switch (source) {
RET(API);
RET(WINDOW_SYSTEM);
RET(SHADER_COMPILER);
RET(THIRD_PARTY);
RET(APPLICATION);
RET(OTHER);
default:
UNREACHABLE();
}
#undef RET
return std::string_view{};
}
inline std::string_view GetType(GLenum type) {
#define RET(t) \
case GL_DEBUG_TYPE_##t: \
return #t
switch (type) {
RET(ERROR);
RET(DEPRECATED_BEHAVIOR);
RET(UNDEFINED_BEHAVIOR);
RET(PORTABILITY);
RET(PERFORMANCE);
RET(OTHER);
RET(MARKER);
default:
UNREACHABLE();
}
#undef RET
return std::string_view{};
}
static void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severity,
GLsizei length, const GLchar* message, const void* user_param) {
Log::Level level = Log::Level::Info;
switch (severity) {
case GL_DEBUG_SEVERITY_HIGH:
level = Log::Level::Critical;
break;
case GL_DEBUG_SEVERITY_MEDIUM:
level = Log::Level::Warning;
break;
case GL_DEBUG_SEVERITY_NOTIFICATION:
case GL_DEBUG_SEVERITY_LOW:
level = Log::Level::Debug;
break;
}
LOG_GENERIC(Log::Class::Render_OpenGL, level, "{} {} {}: {}", GetSource(source), GetType(type),
id, message);
}
Driver::Driver(Core::TelemetrySession& telemetry_session_) : telemetry_session{telemetry_session_} {
const bool enable_debug = Settings::values.renderer_debug.GetValue();
if (enable_debug) {
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback(DebugHandler, nullptr);
}
ReportDriverInfo();
DeduceVendor();
CheckExtensionSupport();
FindBugs();
}
Driver::~Driver() = default;
bool Driver::HasBug(DriverBug bug) const {
return True(bugs & bug);
}
void Driver::ReportDriverInfo() {
// Report the context version and the vendor string
gl_version = std::string_view{reinterpret_cast<const char*>(glGetString(GL_VERSION))};
gpu_vendor = std::string_view{reinterpret_cast<const char*>(glGetString(GL_VENDOR))};
gpu_model = std::string_view{reinterpret_cast<const char*>(glGetString(GL_RENDERER))};
LOG_INFO(Render_OpenGL, "GL_VERSION: {}", gl_version);
LOG_INFO(Render_OpenGL, "GL_VENDOR: {}", gpu_vendor);
LOG_INFO(Render_OpenGL, "GL_RENDERER: {}", gpu_model);
// Add the information to the telemetry system
constexpr auto user_system = Common::Telemetry::FieldType::UserSystem;
telemetry_session.AddField(user_system, "GPU_Vendor", std::string{gpu_vendor});
telemetry_session.AddField(user_system, "GPU_Model", std::string{gpu_model});
telemetry_session.AddField(user_system, "GPU_OpenGL_Version", std::string{gl_version});
}
void Driver::DeduceVendor() {
if (gpu_vendor.find("NVIDIA") != gpu_vendor.npos) {
vendor = Vendor::Nvidia;
} else if ((gpu_vendor.find("ATI") != gpu_vendor.npos) ||
(gpu_vendor.find("AMD") != gpu_vendor.npos) ||
(gpu_vendor.find("Advanced Micro Devices") != gpu_vendor.npos)) {
vendor = Vendor::AMD;
} else if (gpu_vendor.find("Intel") != gpu_vendor.npos) {
vendor = Vendor::Intel;
} else if (gpu_vendor.find("ARM") != gpu_vendor.npos) {
vendor = Vendor::ARM;
} else if (gpu_vendor.find("Qualcomm") != gpu_vendor.npos) {
vendor = Vendor::Qualcomm;
} else if (gpu_vendor.find("Samsung") != gpu_vendor.npos) {
vendor = Vendor::Samsung;
} else if (gpu_vendor.find("GDI Generic") != gpu_vendor.npos) {
vendor = Vendor::Generic;
}
}
void Driver::CheckExtensionSupport() {
ext_buffer_storage = GLAD_GL_EXT_buffer_storage;
arb_buffer_storage = GLAD_GL_ARB_buffer_storage;
arb_clear_texture = GLAD_GL_ARB_clear_texture;
arb_get_texture_sub_image = GLAD_GL_ARB_get_texture_sub_image;
ext_clip_cull_distance = GLAD_GL_EXT_clip_cull_distance;
is_suitable = GLAD_GL_VERSION_4_3 || GLAD_GL_ES_VERSION_3_1;
}
void Driver::FindBugs() {
#ifdef __unix__
const bool is_linux = true;
#else
const bool is_linux = false;
#endif
// TODO: Check if these have been fixed in the newer driver
if (vendor == Vendor::AMD) {
bugs |= DriverBug::ShaderStageChangeFreeze | DriverBug::VertexArrayOutOfBound;
}
if (vendor == Vendor::AMD || (vendor == Vendor::Intel && !is_linux)) {
bugs |= DriverBug::BrokenTextureView;
}
}
} // namespace OpenGL

View file

@ -0,0 +1,114 @@
// Copyright 2022 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <string_view>
#include "common/common_types.h"
namespace Core {
class TelemetrySession;
}
namespace OpenGL {
enum class Vendor {
Unknown = 0,
AMD = 1,
Nvidia = 2,
Intel = 3,
ARM = 4,
Qualcomm = 5,
Samsung = 6,
Generic = 7,
};
enum class DriverBug {
// AMD drivers sometimes freezes when one shader stage is changed but not the others.
ShaderStageChangeFreeze = 1 << 0,
// On AMD drivers there is a strange crash in indexed drawing. The crash happens when the buffer
// read position is near the end and is an out-of-bound access to the vertex buffer. This is
// probably a bug in the driver and is related to the usage of vec3<byte> attributes in the
// vertex array. Doubling the allocation size for the vertex buffer seems to avoid the crash.
VertexArrayOutOfBound = 1 << 1,
// On AMD and Intel drivers on Windows glTextureView produces incorrect results
BrokenTextureView = 1 << 2,
};
/**
* Utility class that loads the OpenGL function pointers and reports
* information about the graphics device and driver used
*/
class Driver {
public:
Driver(Core::TelemetrySession& telemetry_session);
~Driver();
/// Returns true of the driver has a particular bug stated in the DriverBug enum
bool HasBug(DriverBug bug) const;
/// Returns the vendor of the currently selected physical device
Vendor GetVendor() const {
return vendor;
}
/// Returns the gpu vendor string returned by the driver
std::string_view GetVendorString() const {
return gpu_vendor;
}
/// Returns true if the implementation is suitable for emulation
bool IsSuitable() const {
return is_suitable;
}
/// Returns true if the implementation supports ARB_buffer_storage
bool HasArbBufferStorage() const {
return arb_buffer_storage;
}
/// Returns true if the implementation supports EXT_buffer_storage
bool HasExtBufferStorage() const {
return ext_buffer_storage;
}
/// Returns true if the implementation supports ARB_clear_texture
bool HasArbClearTexture() const {
return arb_clear_texture;
}
/// Returns true if the implementation supports ARB_get_texture_sub_image
bool HasArbGetTextureSubImage() const {
return arb_get_texture_sub_image;
}
/// Returns true if the implementation supports EXT_clip_cull_distance
bool HasExtClipCullDistance() const {
return ext_clip_cull_distance;
}
private:
void ReportDriverInfo();
void DeduceVendor();
void CheckExtensionSupport();
void FindBugs();
private:
Core::TelemetrySession& telemetry_session;
Vendor vendor = Vendor::Unknown;
DriverBug bugs{};
bool is_suitable{};
bool ext_buffer_storage{};
bool arb_buffer_storage{};
bool arb_clear_texture{};
bool arb_get_texture_sub_image{};
bool ext_clip_cull_distance{};
std::string_view gl_version{};
std::string_view gpu_vendor{};
std::string_view gpu_model{};
};
} // namespace OpenGL

File diff suppressed because it is too large Load diff

View file

@ -3,12 +3,11 @@
// Refer to the license.txt file included. // Refer to the license.txt file included.
#pragma once #pragma once
#include "common/vector_math.h"
#include "core/hw/gpu.h" #include "core/hw/gpu.h"
#include "video_core/pica_types.h" #include "video_core/rasterizer_accelerated.h"
#include "video_core/rasterizer_cache/rasterizer_cache.h" #include "video_core/rasterizer_cache/rasterizer_cache.h"
#include "video_core/rasterizer_interface.h" #include "video_core/rasterizer_interface.h"
#include "video_core/regs_lighting.h"
#include "video_core/regs_texturing.h" #include "video_core/regs_texturing.h"
#include "video_core/renderer_opengl/gl_shader_manager.h" #include "video_core/renderer_opengl/gl_shader_manager.h"
#include "video_core/renderer_opengl/gl_state.h" #include "video_core/renderer_opengl/gl_state.h"
@ -20,20 +19,20 @@ class EmuWindow;
} }
namespace OpenGL { namespace OpenGL {
class Driver;
class ShaderProgramManager; class ShaderProgramManager;
class RasterizerOpenGL : public VideoCore::RasterizerInterface { class RasterizerOpenGL : public VideoCore::RasterizerAccelerated {
public: public:
explicit RasterizerOpenGL(Frontend::EmuWindow& emu_window); explicit RasterizerOpenGL(Memory::MemorySystem& memory, Frontend::EmuWindow& emu_window,
Driver& driver);
~RasterizerOpenGL() override; ~RasterizerOpenGL() override;
void LoadDiskResources(const std::atomic_bool& stop_loading, void LoadDiskResources(const std::atomic_bool& stop_loading,
const VideoCore::DiskResourceLoadCallback& callback) override; const VideoCore::DiskResourceLoadCallback& callback) override;
void AddTriangle(const Pica::Shader::OutputVertex& v0, const Pica::Shader::OutputVertex& v1,
const Pica::Shader::OutputVertex& v2) override;
void DrawTriangles() override; void DrawTriangles() override;
void NotifyPicaRegisterChanged(u32 id) override;
void FlushAll() override; void FlushAll() override;
void FlushRegion(PAddr addr, u32 size) override; void FlushRegion(PAddr addr, u32 size) override;
void InvalidateRegion(PAddr addr, u32 size) override; void InvalidateRegion(PAddr addr, u32 size) override;
@ -46,10 +45,10 @@ public:
u32 pixel_stride, ScreenInfo& screen_info) override; u32 pixel_stride, ScreenInfo& screen_info) override;
bool AccelerateDrawBatch(bool is_indexed) override; bool AccelerateDrawBatch(bool is_indexed) override;
/// Syncs entire status to match PICA registers
void SyncEntireState() override;
private: private:
void SyncFixedState() override;
void NotifyFixedFunctionPicaRegisterChanged(u32 id) override;
struct SamplerInfo { struct SamplerInfo {
using TextureConfig = Pica::TexturingRegs::TextureConfig; using TextureConfig = Pica::TexturingRegs::TextureConfig;
@ -76,66 +75,15 @@ private:
bool supress_mipmap_for_cube = false; bool supress_mipmap_for_cube = false;
}; };
/// Structure that the hardware rendered vertices are composed of
struct HardwareVertex {
HardwareVertex() = default;
HardwareVertex(const Pica::Shader::OutputVertex& v, bool flip_quaternion) {
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();
tex_coord0_w = v.tc0_w.ToFloat32();
normquat[0] = v.quat.x.ToFloat32();
normquat[1] = v.quat.y.ToFloat32();
normquat[2] = v.quat.z.ToFloat32();
normquat[3] = v.quat.w.ToFloat32();
view[0] = v.view.x.ToFloat32();
view[1] = v.view.y.ToFloat32();
view[2] = v.view.z.ToFloat32();
if (flip_quaternion) {
normquat = -normquat;
}
}
Common::Vec4f position;
Common::Vec4f color;
Common::Vec2f tex_coord0;
Common::Vec2f tex_coord1;
Common::Vec2f tex_coord2;
float tex_coord0_w;
Common::Vec4f normquat;
Common::Vec3f view;
};
/// Syncs the clip enabled status to match the PICA register /// Syncs the clip enabled status to match the PICA register
void SyncClipEnabled(); void SyncClipEnabled();
/// Syncs the clip coefficients to match the PICA register
void SyncClipCoef();
/// Sets the OpenGL shader in accordance with the current PICA register state /// Sets the OpenGL shader in accordance with the current PICA register state
void SetShader(); void SetShader();
/// Syncs the cull mode to match the PICA register /// Syncs the cull mode to match the PICA register
void SyncCullMode(); void SyncCullMode();
/// Syncs the depth scale to match the PICA register
void SyncDepthScale();
/// Syncs the depth offset to match the PICA register
void SyncDepthOffset();
/// Syncs the blend enabled status to match the PICA register /// Syncs the blend enabled status to match the PICA register
void SyncBlendEnabled(); void SyncBlendEnabled();
@ -145,18 +93,6 @@ private:
/// Syncs the blend color to match the PICA register /// Syncs the blend color to match the PICA register
void SyncBlendColor(); void SyncBlendColor();
/// Syncs the fog states to match the PICA register
void SyncFogColor();
/// Sync the procedural texture noise configuration to match the PICA register
void SyncProcTexNoise();
/// Sync the procedural texture bias configuration to match the PICA register
void SyncProcTexBias();
/// Syncs the alpha test states to match the PICA register
void SyncAlphaTest();
/// Syncs the logic op states to match the PICA register /// Syncs the logic op states to match the PICA register
void SyncLogicOp(); void SyncLogicOp();
@ -175,46 +111,6 @@ private:
/// Syncs the depth test states to match the PICA register /// Syncs the depth test states to match the PICA register
void SyncDepthTest(); void SyncDepthTest();
/// Syncs the TEV combiner color buffer to match the PICA register
void SyncCombinerColor();
/// Syncs the TEV constant color to match the PICA register
void SyncTevConstColor(std::size_t tev_index,
const Pica::TexturingRegs::TevStageConfig& tev_stage);
/// Syncs the lighting global ambient color to match the PICA register
void SyncGlobalAmbient();
/// Syncs the specified light's specular 0 color to match the PICA register
void SyncLightSpecular0(int light_index);
/// Syncs the specified light's specular 1 color to match the PICA register
void SyncLightSpecular1(int light_index);
/// Syncs the specified light's diffuse color to match the PICA register
void SyncLightDiffuse(int light_index);
/// Syncs the specified light's ambient color to match the PICA register
void SyncLightAmbient(int light_index);
/// Syncs the specified light's position to match the PICA register
void SyncLightPosition(int light_index);
/// Syncs the specified spot light direcition to match the PICA register
void SyncLightSpotDirection(int light_index);
/// Syncs the specified light's distance attenuation bias to match the PICA register
void SyncLightDistanceAttenuationBias(int light_index);
/// Syncs the specified light's distance attenuation scale to match the PICA register
void SyncLightDistanceAttenuationScale(int light_index);
/// Syncs the shadow rendering bias to match the PICA register
void SyncShadowBias();
/// Syncs the shadow texture bias to match the PICA register
void SyncShadowTextureBias();
/// Syncs and uploads the lighting, fog and proctex LUTs /// Syncs and uploads the lighting, fog and proctex LUTs
void SyncAndUploadLUTs(); void SyncAndUploadLUTs();
void SyncAndUploadLUTsLF(); void SyncAndUploadLUTsLF();
@ -228,15 +124,6 @@ private:
/// Internal implementation for AccelerateDrawBatch /// Internal implementation for AccelerateDrawBatch
bool AccelerateDrawBatchInternal(bool is_indexed); bool AccelerateDrawBatchInternal(bool is_indexed);
struct VertexArrayInfo {
u32 vs_input_index_min;
u32 vs_input_index_max;
u32 vs_input_size;
};
/// Retrieve the range and the size of the input vertex
VertexArrayInfo AnalyzeVertexArray(bool is_indexed);
/// Setup vertex array for AccelerateDrawBatch /// Setup vertex array for AccelerateDrawBatch
void SetupVertexArray(u8* array_ptr, GLintptr buffer_offset, GLuint vs_input_index_min, void SetupVertexArray(u8* array_ptr, GLintptr buffer_offset, GLuint vs_input_index_min,
GLuint vs_input_index_max); GLuint vs_input_index_max);
@ -247,38 +134,13 @@ private:
/// Setup geometry shader for AccelerateDrawBatch /// Setup geometry shader for AccelerateDrawBatch
bool SetupGeometryShader(); bool SetupGeometryShader();
bool is_amd; private:
Driver& driver;
OpenGLState state; OpenGLState state;
GLuint default_texture; GLuint default_texture;
RasterizerCacheOpenGL res_cache; RasterizerCacheOpenGL res_cache;
std::vector<HardwareVertex> vertex_batch;
bool shader_dirty = true;
struct {
UniformData data;
std::array<bool, Pica::LightingRegs::NumLightingSampler> lighting_lut_dirty;
bool lighting_lut_dirty_any;
bool fog_lut_dirty;
bool proctex_noise_lut_dirty;
bool proctex_color_map_dirty;
bool proctex_alpha_map_dirty;
bool proctex_lut_dirty;
bool proctex_diff_lut_dirty;
bool dirty;
} uniform_block_data = {};
std::unique_ptr<ShaderProgramManager> shader_program_manager; std::unique_ptr<ShaderProgramManager> shader_program_manager;
// They shall be big enough for about one frame.
static constexpr std::size_t VERTEX_BUFFER_SIZE = 16 * 1024 * 1024;
static constexpr std::size_t INDEX_BUFFER_SIZE = 1 * 1024 * 1024;
static constexpr std::size_t UNIFORM_BUFFER_SIZE = 2 * 1024 * 1024;
static constexpr std::size_t TEXTURE_BUFFER_SIZE = 1 * 1024 * 1024;
OGLVertexArray sw_vao; // VAO for software shader draw OGLVertexArray sw_vao; // VAO for software shader draw
OGLVertexArray hw_vao; // VAO for hardware shader / accelerate draw OGLVertexArray hw_vao; // VAO for hardware shader / accelerate draw
std::array<bool, 16> hw_vao_enabled_attributes{}; std::array<bool, 16> hw_vao_enabled_attributes{};
@ -299,15 +161,6 @@ private:
OGLTexture texture_buffer_lut_lf; OGLTexture texture_buffer_lut_lf;
OGLTexture texture_buffer_lut_rg; OGLTexture texture_buffer_lut_rg;
OGLTexture texture_buffer_lut_rgba; OGLTexture texture_buffer_lut_rgba;
std::array<std::array<Common::Vec2f, 256>, Pica::LightingRegs::NumLightingSampler>
lighting_lut_data{};
std::array<Common::Vec2f, 128> fog_lut_data{};
std::array<Common::Vec2f, 128> proctex_noise_lut_data{};
std::array<Common::Vec2f, 128> proctex_color_map_data{};
std::array<Common::Vec2f, 128> proctex_alpha_map_data{};
std::array<Common::Vec4f, 256> proctex_lut_data{};
std::array<Common::Vec4f, 256> proctex_diff_lut_data{};
}; };
} // namespace OpenGL } // namespace OpenGL

View file

@ -12,6 +12,7 @@
#include "video_core/renderer_opengl/gl_shader_gen.h" #include "video_core/renderer_opengl/gl_shader_gen.h"
#include "video_core/renderer_opengl/gl_shader_util.h" #include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/gl_vars.h" #include "video_core/renderer_opengl/gl_vars.h"
#include "video_core/shader/shader_uniforms.h"
#include "video_core/video_core.h" #include "video_core/video_core.h"
using Pica::FramebufferRegs; using Pica::FramebufferRegs;
@ -23,53 +24,7 @@ using VSOutputAttributes = RasterizerRegs::VSOutputAttributes;
namespace OpenGL { namespace OpenGL {
constexpr std::string_view UniformBlockDef = R"( const std::string UniformBlockDef = Pica::Shader::BuildShaderUniformDefinitions();
#define NUM_TEV_STAGES 6
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
};
layout (std140) uniform shader_data {
int framebuffer_scale;
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
int shadow_texture_bias;
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec4 clip_coef;
};
)";
static std::string GetVertexInterfaceDeclaration(bool is_output, bool separable_shader) { static std::string GetVertexInterfaceDeclaration(bool is_output, bool separable_shader) {
std::string out; std::string out;

View file

@ -6,13 +6,13 @@
#include <set> #include <set>
#include <thread> #include <thread>
#include <unordered_map> #include <unordered_map>
#include <boost/variant.hpp> #include <variant>
#include "core/frontend/scope_acquire_context.h" #include "video_core/renderer_opengl/gl_driver.h"
#include "video_core/renderer_opengl/gl_resource_manager.h" #include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_shader_disk_cache.h" #include "video_core/renderer_opengl/gl_shader_disk_cache.h"
#include "video_core/renderer_opengl/gl_shader_manager.h" #include "video_core/renderer_opengl/gl_shader_manager.h"
#include "video_core/renderer_opengl/gl_state.h" #include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/gl_vars.h" #include "video_core/shader/shader_uniforms.h"
#include "video_core/video_core.h" #include "video_core/video_core.h"
namespace OpenGL { namespace OpenGL {
@ -85,7 +85,8 @@ static std::tuple<PicaVSConfig, Pica::Shader::ShaderSetup> BuildVSConfigFromRaw(
return {PicaVSConfig{raw.GetRawShaderConfig().vs, setup}, setup}; return {PicaVSConfig{raw.GetRawShaderConfig().vs, setup}, setup};
} }
static void SetShaderUniformBlockBinding(GLuint shader, const char* name, UniformBindings binding, static void SetShaderUniformBlockBinding(GLuint shader, const char* name,
Pica::Shader::UniformBindings binding,
std::size_t expected_size) { std::size_t expected_size) {
const GLuint ub_index = glGetUniformBlockIndex(shader, name); const GLuint ub_index = glGetUniformBlockIndex(shader, name);
if (ub_index == GL_INVALID_INDEX) { if (ub_index == GL_INVALID_INDEX) {
@ -100,9 +101,10 @@ static void SetShaderUniformBlockBinding(GLuint shader, const char* name, Unifor
} }
static void SetShaderUniformBlockBindings(GLuint shader) { static void SetShaderUniformBlockBindings(GLuint shader) {
SetShaderUniformBlockBinding(shader, "shader_data", UniformBindings::Common, SetShaderUniformBlockBinding(shader, "shader_data", Pica::Shader::UniformBindings::Common,
sizeof(UniformData)); sizeof(Pica::Shader::UniformData));
SetShaderUniformBlockBinding(shader, "vs_config", UniformBindings::VS, sizeof(VSUniformData)); SetShaderUniformBlockBinding(shader, "vs_config", Pica::Shader::UniformBindings::VS,
sizeof(Pica::Shader::VSUniformData));
} }
static void SetShaderSamplerBinding(GLuint shader, const char* name, static void SetShaderSamplerBinding(GLuint shader, const char* name,
@ -148,21 +150,6 @@ static void SetShaderSamplerBindings(GLuint shader) {
cur_state.Apply(); cur_state.Apply();
} }
void PicaUniformsData::SetFromRegs(const Pica::ShaderRegs& regs,
const Pica::Shader::ShaderSetup& setup) {
std::transform(std::begin(setup.uniforms.b), std::end(setup.uniforms.b), std::begin(bools),
[](bool value) -> BoolAligned { return {value ? GL_TRUE : GL_FALSE}; });
std::transform(std::begin(regs.int_uniforms), std::end(regs.int_uniforms), std::begin(i),
[](const auto& value) -> Common::Vec4u {
return {value.x.Value(), value.y.Value(), value.z.Value(), value.w.Value()};
});
std::transform(std::begin(setup.uniforms.f), std::end(setup.uniforms.f), std::begin(f),
[](const auto& value) -> Common::Vec4f {
return {value.x.ToFloat32(), value.y.ToFloat32(), value.z.ToFloat32(),
value.w.ToFloat32()};
});
}
/** /**
* An object representing a shader program staging. It can be either a shader object or a program * An object representing a shader program staging. It can be either a shader object or a program
* object, depending on whether separable program is used. * object, depending on whether separable program is used.
@ -178,12 +165,12 @@ public:
} }
void Create(const char* source, GLenum type) { void Create(const char* source, GLenum type) {
if (shader_or_program.which() == 0) { if (shader_or_program.index() == 0) {
boost::get<OGLShader>(shader_or_program).Create(source, type); std::get<OGLShader>(shader_or_program).Create(source, type);
} else { } else {
OGLShader shader; OGLShader shader;
shader.Create(source, type); shader.Create(source, type);
OGLProgram& program = boost::get<OGLProgram>(shader_or_program); OGLProgram& program = std::get<OGLProgram>(shader_or_program);
program.Create(true, {shader.handle}); program.Create(true, {shader.handle});
SetShaderUniformBlockBindings(program.handle); SetShaderUniformBlockBindings(program.handle);
@ -194,10 +181,10 @@ public:
} }
GLuint GetHandle() const { GLuint GetHandle() const {
if (shader_or_program.which() == 0) { if (shader_or_program.index() == 0) {
return boost::get<OGLShader>(shader_or_program).handle; return std::get<OGLShader>(shader_or_program).handle;
} else { } else {
return boost::get<OGLProgram>(shader_or_program).handle; return std::get<OGLProgram>(shader_or_program).handle;
} }
} }
@ -208,7 +195,7 @@ public:
} }
private: private:
boost::variant<OGLShader, OGLProgram> shader_or_program; std::variant<OGLShader, OGLProgram> shader_or_program;
}; };
class TrivialVertexShader { class TrivialVertexShader {
@ -329,8 +316,8 @@ using FragmentShaders = ShaderCache<PicaFSConfig, &GenerateFragmentShader, GL_FR
class ShaderProgramManager::Impl { class ShaderProgramManager::Impl {
public: public:
explicit Impl(bool separable, bool is_amd) explicit Impl(bool separable)
: is_amd(is_amd), separable(separable), programmable_vertex_shaders(separable), : separable(separable), programmable_vertex_shaders(separable),
trivial_vertex_shader(separable), fixed_geometry_shaders(separable), trivial_vertex_shader(separable), fixed_geometry_shaders(separable),
fragment_shaders(separable), disk_cache(separable) { fragment_shaders(separable), disk_cache(separable) {
if (separable) if (separable)
@ -363,7 +350,6 @@ public:
static_assert(offsetof(ShaderTuple, fs_hash) == sizeof(std::size_t) * 2, static_assert(offsetof(ShaderTuple, fs_hash) == sizeof(std::size_t) * 2,
"ShaderTuple layout changed!"); "ShaderTuple layout changed!");
bool is_amd;
bool separable; bool separable;
ShaderTuple current; ShaderTuple current;
@ -379,9 +365,9 @@ public:
ShaderDiskCache disk_cache; ShaderDiskCache disk_cache;
}; };
ShaderProgramManager::ShaderProgramManager(Frontend::EmuWindow& emu_window_, bool separable, ShaderProgramManager::ShaderProgramManager(Frontend::EmuWindow& emu_window_, const Driver& driver_,
bool is_amd) bool separable)
: impl(std::make_unique<Impl>(separable, is_amd)), emu_window{emu_window_} {} : impl(std::make_unique<Impl>(separable)), emu_window{emu_window_}, driver{driver_} {}
ShaderProgramManager::~ShaderProgramManager() = default; ShaderProgramManager::~ShaderProgramManager() = default;
@ -443,10 +429,7 @@ void ShaderProgramManager::UseFragmentShader(const Pica::Regs& regs) {
void ShaderProgramManager::ApplyTo(OpenGLState& state) { void ShaderProgramManager::ApplyTo(OpenGLState& state) {
if (impl->separable) { if (impl->separable) {
if (impl->is_amd) { if (driver.HasBug(DriverBug::ShaderStageChangeFreeze)) {
// Without this reseting, AMD sometimes freezes when one stage is changed but not
// for the others. On the other hand, including this reset seems to introduce memory
// leak in Intel Graphics.
glUseProgramStages( glUseProgramStages(
impl->pipeline.handle, impl->pipeline.handle,
GL_VERTEX_SHADER_BIT | GL_GEOMETRY_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, 0); GL_VERTEX_SHADER_BIT | GL_GEOMETRY_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, 0);
@ -641,7 +624,7 @@ void ShaderProgramManager::LoadDiskCache(const std::atomic_bool& stop_loading,
std::size_t built_shaders = 0; // It doesn't have be atomic since it's used behind a mutex std::size_t built_shaders = 0; // It doesn't have be atomic since it's used behind a mutex
const auto LoadRawSepareble = [&](Frontend::GraphicsContext* context, std::size_t begin, const auto LoadRawSepareble = [&](Frontend::GraphicsContext* context, std::size_t begin,
std::size_t end) { std::size_t end) {
Frontend::ScopeAcquireContext scope(*context); const auto scope = context->Acquire();
for (std::size_t i = begin; i < end; ++i) { for (std::size_t i = begin; i < end; ++i) {
if (stop_loading || compilation_failed) { if (stop_loading || compilation_failed) {
return; return;

View file

@ -5,13 +5,7 @@
#pragma once #pragma once
#include <memory> #include <memory>
#include "common/vector_math.h"
#include "video_core/rasterizer_interface.h" #include "video_core/rasterizer_interface.h"
#include "video_core/regs_lighting.h"
namespace Core {
class System;
}
namespace Frontend { namespace Frontend {
class EmuWindow; class EmuWindow;
@ -19,8 +13,7 @@ class EmuWindow;
namespace Pica { namespace Pica {
struct Regs; struct Regs;
struct ShaderRegs; }
} // namespace Pica
namespace Pica::Shader { namespace Pica::Shader {
struct ShaderSetup; struct ShaderSetup;
@ -28,87 +21,13 @@ struct ShaderSetup;
namespace OpenGL { namespace OpenGL {
enum class UniformBindings : u32 { Common, VS, GS }; class Driver;
struct LightSrc {
alignas(16) Common::Vec3f specular_0;
alignas(16) Common::Vec3f specular_1;
alignas(16) Common::Vec3f diffuse;
alignas(16) Common::Vec3f ambient;
alignas(16) Common::Vec3f position;
alignas(16) Common::Vec3f spot_direction; // negated
float dist_atten_bias;
float dist_atten_scale;
};
/// Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned
// NOTE: Always keep a vec4 at the end. The GL spec is not clear wether the alignment at
// the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
// Not following that rule will cause problems on some AMD drivers.
struct UniformData {
int framebuffer_scale;
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
int shadow_texture_bias;
alignas(16) Common::Vec4i lighting_lut_offset[Pica::LightingRegs::NumLightingSampler / 4];
alignas(16) Common::Vec3f fog_color;
alignas(8) Common::Vec2f proctex_noise_f;
alignas(8) Common::Vec2f proctex_noise_a;
alignas(8) Common::Vec2f proctex_noise_p;
alignas(16) Common::Vec3f lighting_global_ambient;
LightSrc light_src[8];
alignas(16) Common::Vec4f const_color[6]; // A vec4 color for each of the six tev stages
alignas(16) Common::Vec4f tev_combiner_buffer_color;
alignas(16) Common::Vec4f clip_coef;
};
static_assert(sizeof(UniformData) == 0x4F0,
"The size of the UniformData does not match the structure in the shader");
static_assert(sizeof(UniformData) < 16384,
"UniformData structure must be less than 16kb as per the OpenGL spec");
/// Uniform struct for the Uniform Buffer Object that contains PICA vertex/geometry shader uniforms.
// NOTE: the same rule from UniformData also applies here.
struct PicaUniformsData {
void SetFromRegs(const Pica::ShaderRegs& regs, const Pica::Shader::ShaderSetup& setup);
struct BoolAligned {
alignas(16) int b;
};
std::array<BoolAligned, 16> bools;
alignas(16) std::array<Common::Vec4u, 4> i;
alignas(16) std::array<Common::Vec4f, 96> f;
};
struct VSUniformData {
PicaUniformsData uniforms;
};
static_assert(sizeof(VSUniformData) == 1856,
"The size of the VSUniformData does not match the structure in the shader");
static_assert(sizeof(VSUniformData) < 16384,
"VSUniformData structure must be less than 16kb as per the OpenGL spec");
class OpenGLState; class OpenGLState;
/// A class that manage different shader stages and configures them with given config data. /// A class that manage different shader stages and configures them with given config data.
class ShaderProgramManager { class ShaderProgramManager {
public: public:
ShaderProgramManager(Frontend::EmuWindow& emu_window_, bool separable, bool is_amd); ShaderProgramManager(Frontend::EmuWindow& emu_window, const Driver& driver, bool separable);
~ShaderProgramManager(); ~ShaderProgramManager();
void LoadDiskCache(const std::atomic_bool& stop_loading, void LoadDiskCache(const std::atomic_bool& stop_loading,
@ -131,5 +50,6 @@ private:
std::unique_ptr<Impl> impl; std::unique_ptr<Impl> impl;
Frontend::EmuWindow& emu_window; Frontend::EmuWindow& emu_window;
const Driver& driver;
}; };
} // namespace OpenGL } // namespace OpenGL

View file

@ -5,6 +5,7 @@
#include "common/alignment.h" #include "common/alignment.h"
#include "common/assert.h" #include "common/assert.h"
#include "common/microprofile.h" #include "common/microprofile.h"
#include "video_core/renderer_opengl/gl_driver.h"
#include "video_core/renderer_opengl/gl_stream_buffer.h" #include "video_core/renderer_opengl/gl_stream_buffer.h"
MICROPROFILE_DEFINE(OpenGL_StreamBuffer, "OpenGL", "Stream Buffer Orphaning", MICROPROFILE_DEFINE(OpenGL_StreamBuffer, "OpenGL", "Stream Buffer Orphaning",
@ -12,19 +13,14 @@ MICROPROFILE_DEFINE(OpenGL_StreamBuffer, "OpenGL", "Stream Buffer Orphaning",
namespace OpenGL { namespace OpenGL {
OGLStreamBuffer::OGLStreamBuffer(GLenum target, GLsizeiptr size, bool array_buffer_for_amd, OGLStreamBuffer::OGLStreamBuffer(Driver& driver, GLenum target, GLsizeiptr size,
bool prefer_coherent) bool prefer_coherent)
: gl_target(target), buffer_size(size) { : gl_target(target), buffer_size(size) {
gl_buffer.Create(); gl_buffer.Create();
glBindBuffer(gl_target, gl_buffer.handle); glBindBuffer(gl_target, gl_buffer.handle);
GLsizeiptr allocate_size = size; GLsizeiptr allocate_size = size;
if (array_buffer_for_amd) { if (driver.HasBug(DriverBug::VertexArrayOutOfBound) && target == GL_ARRAY_BUFFER) {
// On AMD GPU there is a strange crash in indexed drawing. The crash happens when the buffer
// read position is near the end and is an out-of-bound access to the vertex buffer. This is
// probably a bug in the driver and is related to the usage of vec3<byte> attributes in the
// vertex array. Doubling the allocation size for the vertex buffer seems to avoid the
// crash.
allocate_size *= 2; allocate_size *= 2;
} }

View file

@ -3,14 +3,17 @@
// Refer to the license.txt file included. // Refer to the license.txt file included.
#pragma once #pragma once
#include <tuple> #include <tuple>
#include "video_core/renderer_opengl/gl_resource_manager.h" #include "video_core/renderer_opengl/gl_resource_manager.h"
namespace OpenGL { namespace OpenGL {
class Driver;
class OGLStreamBuffer : private NonCopyable { class OGLStreamBuffer : private NonCopyable {
public: public:
explicit OGLStreamBuffer(GLenum target, GLsizeiptr size, bool array_buffer_for_amd, explicit OGLStreamBuffer(Driver& driver, GLenum target, GLsizeiptr size,
bool prefer_coherent = false); bool prefer_coherent = false);
~OGLStreamBuffer(); ~OGLStreamBuffer();

View file

@ -13,8 +13,6 @@
#include "core/hw/hw.h" #include "core/hw/hw.h"
#include "core/hw/lcd.h" #include "core/hw/lcd.h"
#include "core/memory.h" #include "core/memory.h"
#include "core/tracer/recorder.h"
#include "video_core/debug_utils/debug_utils.h"
#include "video_core/rasterizer_interface.h" #include "video_core/rasterizer_interface.h"
#include "video_core/renderer_opengl/gl_shader_util.h" #include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/gl_state.h" #include "video_core/renderer_opengl/gl_state.h"
@ -352,14 +350,17 @@ static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, cons
return matrix; return matrix;
} }
RendererOpenGL::RendererOpenGL(Frontend::EmuWindow& window, Frontend::EmuWindow* secondary_window) RendererOpenGL::RendererOpenGL(Core::System& system, Frontend::EmuWindow& window,
: RendererBase{window, secondary_window}, Frontend::EmuWindow* secondary_window)
frame_dumper(Core::System::GetInstance().VideoDumper(), window) { : VideoCore::RendererBase{system, window, secondary_window}, driver{system.TelemetrySession()},
frame_dumper{system.VideoDumper(), window} {
window.mailbox = std::make_unique<OGLTextureMailbox>(); window.mailbox = std::make_unique<OGLTextureMailbox>();
if (secondary_window) { if (secondary_window) {
secondary_window->mailbox = std::make_unique<OGLTextureMailbox>(); secondary_window->mailbox = std::make_unique<OGLTextureMailbox>();
} }
frame_dumper.mailbox = std::make_unique<OGLVideoDumpingMailbox>(); frame_dumper.mailbox = std::make_unique<OGLVideoDumpingMailbox>();
InitOpenGLObjects();
rasterizer = std::make_unique<RasterizerOpenGL>(system.Memory(), render_window, driver);
} }
RendererOpenGL::~RendererOpenGL() = default; RendererOpenGL::~RendererOpenGL() = default;
@ -374,7 +375,6 @@ void RendererOpenGL::SwapBuffers() {
state.Apply(); state.Apply();
PrepareRendertarget(); PrepareRendertarget();
RenderScreenshot(); RenderScreenshot();
const auto& main_layout = render_window.GetFramebufferLayout(); const auto& main_layout = render_window.GetFramebufferLayout();
@ -396,26 +396,12 @@ void RendererOpenGL::SwapBuffers() {
} }
} }
m_current_frame++; EndFrame();
Core::System::GetInstance().perf_stats->EndSystemFrame();
render_window.PollEvents();
Core::System::GetInstance().frame_limiter.DoFrameLimiting(
Core::System::GetInstance().CoreTiming().GetGlobalTimeUs());
Core::System::GetInstance().perf_stats->BeginSystemFrame();
prev_state.Apply(); prev_state.Apply();
RefreshRasterizerSetting();
if (Pica::g_debug_context && Pica::g_debug_context->recorder) {
Pica::g_debug_context->recorder->FrameFinished();
}
} }
void RendererOpenGL::RenderScreenshot() { void RendererOpenGL::RenderScreenshot() {
if (VideoCore::g_renderer_screenshot_requested) { if (renderer_settings.screenshot_requested.exchange(false)) {
// Draw this frame to the screenshot framebuffer // Draw this frame to the screenshot framebuffer
screenshot_framebuffer.Create(); screenshot_framebuffer.Create();
GLuint old_read_fb = state.draw.read_framebuffer; GLuint old_read_fb = state.draw.read_framebuffer;
@ -423,7 +409,7 @@ void RendererOpenGL::RenderScreenshot() {
state.draw.read_framebuffer = state.draw.draw_framebuffer = screenshot_framebuffer.handle; state.draw.read_framebuffer = state.draw.draw_framebuffer = screenshot_framebuffer.handle;
state.Apply(); state.Apply();
Layout::FramebufferLayout layout{VideoCore::g_screenshot_framebuffer_layout}; const auto layout{renderer_settings.screenshot_framebuffer_layout};
GLuint renderbuffer; GLuint renderbuffer;
glGenRenderbuffers(1, &renderbuffer); glGenRenderbuffers(1, &renderbuffer);
@ -435,7 +421,7 @@ void RendererOpenGL::RenderScreenshot() {
DrawScreens(layout, false); DrawScreens(layout, false);
glReadPixels(0, 0, layout.width, layout.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, glReadPixels(0, 0, layout.width, layout.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
VideoCore::g_screenshot_bits); renderer_settings.screenshot_bits);
screenshot_framebuffer.Release(); screenshot_framebuffer.Release();
state.draw.read_framebuffer = old_read_fb; state.draw.read_framebuffer = old_read_fb;
@ -443,8 +429,7 @@ void RendererOpenGL::RenderScreenshot() {
state.Apply(); state.Apply();
glDeleteRenderbuffers(1, &renderbuffer); glDeleteRenderbuffers(1, &renderbuffer);
VideoCore::g_screenshot_complete_callback(); renderer_settings.screenshot_complete_callback();
VideoCore::g_renderer_screenshot_requested = false;
} }
} }
@ -1226,109 +1211,8 @@ void RendererOpenGL::CleanupVideoDumping() {
mailbox->free_cv.notify_one(); mailbox->free_cv.notify_one();
} }
static const char* GetSource(GLenum source) { void RendererOpenGL::Sync() {
#define RET(s) \ rasterizer->SyncEntireState();
case GL_DEBUG_SOURCE_##s: \
return #s
switch (source) {
RET(API);
RET(WINDOW_SYSTEM);
RET(SHADER_COMPILER);
RET(THIRD_PARTY);
RET(APPLICATION);
RET(OTHER);
default:
UNREACHABLE();
}
#undef RET
return "";
} }
static const char* GetType(GLenum type) {
#define RET(t) \
case GL_DEBUG_TYPE_##t: \
return #t
switch (type) {
RET(ERROR);
RET(DEPRECATED_BEHAVIOR);
RET(UNDEFINED_BEHAVIOR);
RET(PORTABILITY);
RET(PERFORMANCE);
RET(OTHER);
RET(MARKER);
default:
UNREACHABLE();
}
#undef RET
return "";
}
static void APIENTRY DebugHandler(GLenum source, GLenum type, GLuint id, GLenum severity,
GLsizei length, const GLchar* message, const void* user_param) {
Log::Level level;
switch (severity) {
case GL_DEBUG_SEVERITY_HIGH:
level = Log::Level::Critical;
break;
case GL_DEBUG_SEVERITY_MEDIUM:
level = Log::Level::Warning;
break;
case GL_DEBUG_SEVERITY_NOTIFICATION:
case GL_DEBUG_SEVERITY_LOW:
level = Log::Level::Debug;
break;
}
LOG_GENERIC(Log::Class::Render_OpenGL, level, "{} {} {}: {}", GetSource(source), GetType(type),
id, message);
}
/// Initialize the renderer
VideoCore::ResultStatus RendererOpenGL::Init() {
#ifndef ANDROID
if (!gladLoadGL()) {
return VideoCore::ResultStatus::ErrorBelowGL43;
}
// Qualcomm has some spammy info messages that are marked as errors but not important
// https://developer.qualcomm.com/comment/11845
if (GLAD_GL_KHR_debug) {
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback(DebugHandler, nullptr);
}
#endif
const std::string_view gl_version{reinterpret_cast<char const*>(glGetString(GL_VERSION))};
const std::string_view gpu_vendor{reinterpret_cast<char const*>(glGetString(GL_VENDOR))};
const std::string_view gpu_model{reinterpret_cast<char const*>(glGetString(GL_RENDERER))};
LOG_INFO(Render_OpenGL, "GL_VERSION: {}", gl_version);
LOG_INFO(Render_OpenGL, "GL_VENDOR: {}", gpu_vendor);
LOG_INFO(Render_OpenGL, "GL_RENDERER: {}", gpu_model);
auto& telemetry_session = Core::System::GetInstance().TelemetrySession();
constexpr auto user_system = Common::Telemetry::FieldType::UserSystem;
telemetry_session.AddField(user_system, "GPU_Vendor", std::string(gpu_vendor));
telemetry_session.AddField(user_system, "GPU_Model", std::string(gpu_model));
telemetry_session.AddField(user_system, "GPU_OpenGL_Version", std::string(gl_version));
if (gpu_vendor == "GDI Generic") {
return VideoCore::ResultStatus::ErrorGenericDrivers;
}
if (!(GLAD_GL_VERSION_4_3 || GLAD_GL_ES_VERSION_3_1)) {
return VideoCore::ResultStatus::ErrorBelowGL43;
}
InitOpenGLObjects();
RefreshRasterizerSetting();
return VideoCore::ResultStatus::Success;
}
/// Shutdown the renderer
void RendererOpenGL::ShutDown() {}
} // namespace OpenGL } // namespace OpenGL

View file

@ -8,6 +8,8 @@
#include "core/hw/gpu.h" #include "core/hw/gpu.h"
#include "video_core/renderer_base.h" #include "video_core/renderer_base.h"
#include "video_core/renderer_opengl/frame_dumper_opengl.h" #include "video_core/renderer_opengl/frame_dumper_opengl.h"
#include "video_core/renderer_opengl/gl_driver.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/renderer_opengl/gl_resource_manager.h" #include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_state.h" #include "video_core/renderer_opengl/gl_state.h"
@ -15,6 +17,10 @@ namespace Layout {
struct FramebufferLayout; struct FramebufferLayout;
} }
namespace Core {
class System;
}
namespace Frontend { namespace Frontend {
struct Frame { struct Frame {
@ -48,35 +54,21 @@ struct ScreenInfo {
TextureInfo texture; TextureInfo texture;
}; };
struct PresentationTexture { class RendererOpenGL : public VideoCore::RendererBase {
u32 width = 0;
u32 height = 0;
OGLTexture texture;
};
class RendererOpenGL : public RendererBase {
public: public:
explicit RendererOpenGL(Frontend::EmuWindow& window, Frontend::EmuWindow* secondary_window); explicit RendererOpenGL(Core::System& system, Frontend::EmuWindow& window,
Frontend::EmuWindow* secondary_window);
~RendererOpenGL() override; ~RendererOpenGL() override;
/// Initialize the renderer [[nodiscard]] VideoCore::RasterizerInterface* Rasterizer() const override {
VideoCore::ResultStatus Init() override; return rasterizer.get();
}
/// Shutdown the renderer
void ShutDown() override;
/// Finalizes rendering the guest frame
void SwapBuffers() override; void SwapBuffers() override;
/// Draws the latest frame from texture mailbox to the currently bound draw framebuffer in this
/// context
void TryPresent(int timeout_ms, bool is_secondary) override; void TryPresent(int timeout_ms, bool is_secondary) override;
/// Prepares for video dumping (e.g. create necessary buffers, etc)
void PrepareVideoDumping() override; void PrepareVideoDumping() override;
/// Cleans up after video dumping is ended
void CleanupVideoDumping() override; void CleanupVideoDumping() override;
void Sync() override;
private: private:
void InitOpenGLObjects(); void InitOpenGLObjects();
@ -111,7 +103,10 @@ private:
// Fills active OpenGL texture with the given RGB color. // Fills active OpenGL texture with the given RGB color.
void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, const TextureInfo& texture); void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, const TextureInfo& texture);
private:
Driver driver;
OpenGLState state; OpenGLState state;
std::unique_ptr<RasterizerOpenGL> rasterizer;
// OpenGL object IDs // OpenGL object IDs
OGLVertexArray vertex_array; OGLVertexArray vertex_array;

View file

@ -22,12 +22,12 @@
#include "video_core/regs_framebuffer.h" #include "video_core/regs_framebuffer.h"
#include "video_core/regs_rasterizer.h" #include "video_core/regs_rasterizer.h"
#include "video_core/regs_texturing.h" #include "video_core/regs_texturing.h"
#include "video_core/renderer_software/rasterizer.h"
#include "video_core/renderer_software/sw_framebuffer.h"
#include "video_core/renderer_software/sw_lighting.h"
#include "video_core/renderer_software/sw_proctex.h"
#include "video_core/renderer_software/sw_texturing.h"
#include "video_core/shader/shader.h" #include "video_core/shader/shader.h"
#include "video_core/swrasterizer/framebuffer.h"
#include "video_core/swrasterizer/lighting.h"
#include "video_core/swrasterizer/proctex.h"
#include "video_core/swrasterizer/rasterizer.h"
#include "video_core/swrasterizer/texturing.h"
#include "video_core/texture/texture_decode.h" #include "video_core/texture/texture_decode.h"
#include "video_core/utils.h" #include "video_core/utils.h"
#include "video_core/video_core.h" #include "video_core/video_core.h"

View file

@ -0,0 +1,19 @@
// Copyright 2023 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "video_core/renderer_software/renderer_software.h"
namespace VideoCore {
RendererSoftware::RendererSoftware(Core::System& system, Frontend::EmuWindow& window)
: VideoCore::RendererBase{system, window, nullptr},
rasterizer{std::make_unique<RasterizerSoftware>()} {}
RendererSoftware::~RendererSoftware() = default;
void RendererSoftware::SwapBuffers() {
EndFrame();
}
} // namespace VideoCore

View file

@ -0,0 +1,33 @@
// Copyright 2023 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "video_core/renderer_base.h"
#include "video_core/renderer_software/sw_rasterizer.h"
namespace Core {
class System;
}
namespace VideoCore {
class RendererSoftware : public VideoCore::RendererBase {
public:
explicit RendererSoftware(Core::System& system, Frontend::EmuWindow& window);
~RendererSoftware() override;
[[nodiscard]] VideoCore::RasterizerInterface* Rasterizer() const override {
return rasterizer.get();
}
void SwapBuffers() override;
void TryPresent(int timeout_ms, bool is_secondary) override {}
void Sync() override {}
private:
std::unique_ptr<RasterizerSoftware> rasterizer;
};
} // namespace VideoCore

View file

@ -12,9 +12,9 @@
#include "common/vector_math.h" #include "common/vector_math.h"
#include "video_core/pica_state.h" #include "video_core/pica_state.h"
#include "video_core/pica_types.h" #include "video_core/pica_types.h"
#include "video_core/renderer_software/rasterizer.h"
#include "video_core/renderer_software/sw_clipper.h"
#include "video_core/shader/shader.h" #include "video_core/shader/shader.h"
#include "video_core/swrasterizer/clipper.h"
#include "video_core/swrasterizer/rasterizer.h"
using Pica::Rasterizer::Vertex; using Pica::Rasterizer::Vertex;

View file

@ -12,7 +12,7 @@
#include "core/memory.h" #include "core/memory.h"
#include "video_core/pica_state.h" #include "video_core/pica_state.h"
#include "video_core/regs_framebuffer.h" #include "video_core/regs_framebuffer.h"
#include "video_core/swrasterizer/framebuffer.h" #include "video_core/renderer_software/sw_framebuffer.h"
#include "video_core/utils.h" #include "video_core/utils.h"
#include "video_core/video_core.h" #include "video_core/video_core.h"

View file

@ -3,7 +3,7 @@
// Refer to the license.txt file included. // Refer to the license.txt file included.
#include <algorithm> #include <algorithm>
#include "video_core/swrasterizer/lighting.h" #include "video_core/renderer_software/sw_lighting.h"
namespace Pica { namespace Pica {

View file

@ -5,7 +5,7 @@
#include <array> #include <array>
#include <cmath> #include <cmath>
#include "common/math_util.h" #include "common/math_util.h"
#include "video_core/swrasterizer/proctex.h" #include "video_core/renderer_software/sw_proctex.h"
namespace Pica::Rasterizer { namespace Pica::Rasterizer {

View file

@ -0,0 +1,16 @@
// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "video_core/renderer_software/sw_clipper.h"
#include "video_core/renderer_software/sw_rasterizer.h"
namespace VideoCore {
void RasterizerSoftware::AddTriangle(const Pica::Shader::OutputVertex& v0,
const Pica::Shader::OutputVertex& v1,
const Pica::Shader::OutputVertex& v2) {
Pica::Clipper::ProcessTriangle(v0, v1, v2);
}
} // namespace VideoCore

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@ -13,7 +13,7 @@ struct OutputVertex;
namespace VideoCore { namespace VideoCore {
class SWRasterizer : public RasterizerInterface { class RasterizerSoftware : public RasterizerInterface {
void AddTriangle(const Pica::Shader::OutputVertex& v0, const Pica::Shader::OutputVertex& v1, void AddTriangle(const Pica::Shader::OutputVertex& v0, const Pica::Shader::OutputVertex& v1,
const Pica::Shader::OutputVertex& v2) override; const Pica::Shader::OutputVertex& v2) override;
void DrawTriangles() override {} void DrawTriangles() override {}

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@ -7,7 +7,7 @@
#include "common/common_types.h" #include "common/common_types.h"
#include "common/vector_math.h" #include "common/vector_math.h"
#include "video_core/regs_texturing.h" #include "video_core/regs_texturing.h"
#include "video_core/swrasterizer/texturing.h" #include "video_core/renderer_software/sw_texturing.h"
namespace Pica::Rasterizer { namespace Pica::Rasterizer {

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@ -86,7 +86,7 @@ void UnitState::LoadInput(const ShaderRegs& config, const AttributeBuffer& input
} }
} }
static void CopyRegistersToOutput(const Common::Vec4<float24>* regs, u32 mask, static void CopyRegistersToOutput(std::span<Common::Vec4<float24>, 16> regs, u32 mask,
AttributeBuffer& buffer) { AttributeBuffer& buffer) {
int output_i = 0; int output_i = 0;
for (int reg : Common::BitSet<u32>(mask)) { for (int reg : Common::BitSet<u32>(mask)) {
@ -108,7 +108,7 @@ GSEmitter::~GSEmitter() {
delete handlers; delete handlers;
} }
void GSEmitter::Emit(Common::Vec4<float24> (&output_regs)[16]) { void GSEmitter::Emit(std::span<Common::Vec4<float24>, 16> output_regs) {
ASSERT(vertex_id < 3); ASSERT(vertex_id < 3);
// TODO: This should be merged with UnitState::WriteOutput somehow // TODO: This should be merged with UnitState::WriteOutput somehow
CopyRegistersToOutput(output_regs, output_mask, buffer[vertex_id]); CopyRegistersToOutput(output_regs, output_mask, buffer[vertex_id]);

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@ -7,6 +7,7 @@
#include <array> #include <array>
#include <cstddef> #include <cstddef>
#include <functional> #include <functional>
#include <span>
#include <type_traits> #include <type_traits>
#include <boost/serialization/access.hpp> #include <boost/serialization/access.hpp>
#include <boost/serialization/array.hpp> #include <boost/serialization/array.hpp>
@ -113,7 +114,7 @@ struct GSEmitter {
GSEmitter(); GSEmitter();
~GSEmitter(); ~GSEmitter();
void Emit(Common::Vec4<float24> (&output_regs)[16]); void Emit(std::span<Common::Vec4<float24>, 16> output_regs);
private: private:
friend class boost::serialization::access; friend class boost::serialization::access;
@ -140,9 +141,9 @@ struct UnitState {
struct Registers { struct Registers {
// The registers are accessed by the shader JIT using SSE instructions, and are therefore // The registers are accessed by the shader JIT using SSE instructions, and are therefore
// required to be 16-byte aligned. // required to be 16-byte aligned.
alignas(16) Common::Vec4<float24> input[16]; alignas(16) std::array<Common::Vec4<float24>, 16> input;
alignas(16) Common::Vec4<float24> temporary[16]; alignas(16) std::array<Common::Vec4<float24>, 16> temporary;
alignas(16) Common::Vec4<float24> output[16]; alignas(16) std::array<Common::Vec4<float24>, 16> output;
private: private:
friend class boost::serialization::access; friend class boost::serialization::access;

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@ -7,7 +7,6 @@
#include <cmath> #include <cmath>
#include <numeric> #include <numeric>
#include <boost/container/static_vector.hpp> #include <boost/container/static_vector.hpp>
#include <boost/range/algorithm/fill.hpp>
#include <nihstro/shader_bytecode.h> #include <nihstro/shader_bytecode.h>
#include "common/assert.h" #include "common/assert.h"
#include "common/common_types.h" #include "common/common_types.h"
@ -688,7 +687,7 @@ DebugData<true> InterpreterEngine::ProduceDebugInfo(const ShaderSetup& setup,
DebugData<true> debug_data; DebugData<true> debug_data;
// Setup input register table // Setup input register table
boost::fill(state.registers.input, Common::Vec4<float24>::AssignToAll(float24::Zero())); state.registers.input.fill(Common::Vec4<float24>::AssignToAll(float24::Zero()));
state.LoadInput(config, input); state.LoadInput(config, input);
RunInterpreter(setup, state, debug_data, setup.engine_data.entry_point); RunInterpreter(setup, state, debug_data, setup.engine_data.entry_point);
return debug_data; return debug_data;

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@ -0,0 +1,78 @@
// Copyright 2023 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include "video_core/shader/shader.h"
#include "video_core/shader/shader_uniforms.h"
namespace Pica::Shader {
void PicaUniformsData::SetFromRegs(const Pica::ShaderRegs& regs,
const Pica::Shader::ShaderSetup& setup) {
std::transform(std::begin(setup.uniforms.b), std::end(setup.uniforms.b), std::begin(bools),
[](bool value) -> BoolAligned { return {value ? 1 : 0}; });
std::transform(std::begin(regs.int_uniforms), std::end(regs.int_uniforms), std::begin(i),
[](const auto& value) -> Common::Vec4u {
return {value.x.Value(), value.y.Value(), value.z.Value(), value.w.Value()};
});
std::transform(std::begin(setup.uniforms.f), std::end(setup.uniforms.f), std::begin(f),
[](const auto& value) -> Common::Vec4f {
return {value.x.ToFloat32(), value.y.ToFloat32(), value.z.ToFloat32(),
value.w.ToFloat32()};
});
}
constexpr std::string_view UniformBlockDefFormat = R"(
#define NUM_TEV_STAGES 6
#define NUM_LIGHTS 8
#define NUM_LIGHTING_SAMPLERS 24
struct LightSrc {{
vec3 specular_0;
vec3 specular_1;
vec3 diffuse;
vec3 ambient;
vec3 position;
vec3 spot_direction;
float dist_atten_bias;
float dist_atten_scale;
}};
layout ({}std140) uniform shader_data {{
int framebuffer_scale;
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
int shadow_texture_bias;
bool enable_clip1;
ivec4 lighting_lut_offset[NUM_LIGHTING_SAMPLERS / 4];
vec3 fog_color;
vec2 proctex_noise_f;
vec2 proctex_noise_a;
vec2 proctex_noise_p;
vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS];
vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color;
vec3 tex_lod_bias;
vec4 clip_coef;
}};
)";
std::string BuildShaderUniformDefinitions(const std::string& extra_layout_parameters) {
return fmt::format(UniformBlockDefFormat, extra_layout_parameters);
}
} // namespace Pica::Shader

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@ -0,0 +1,101 @@
// Copyright 2023 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "common/vector_math.h"
#include "video_core/regs_lighting.h"
namespace Pica {
struct ShaderRegs;
}
namespace Pica::Shader {
struct ShaderSetup;
enum class UniformBindings : u32 { Common, VS, GS };
struct LightSrc {
alignas(16) Common::Vec3f specular_0;
alignas(16) Common::Vec3f specular_1;
alignas(16) Common::Vec3f diffuse;
alignas(16) Common::Vec3f ambient;
alignas(16) Common::Vec3f position;
alignas(16) Common::Vec3f spot_direction; // negated
float dist_atten_bias;
float dist_atten_scale;
};
/**
* Uniform structure for the Uniform Buffer Object, all vectors must be 16-byte aligned
* NOTE: Always keep a vec4 at the end. The GL spec is not clear wether the alignment at
* the end of a uniform block is included in UNIFORM_BLOCK_DATA_SIZE or not.
* Not following that rule will cause problems on some AMD drivers.
*/
struct UniformData {
int framebuffer_scale;
int alphatest_ref;
float depth_scale;
float depth_offset;
float shadow_bias_constant;
float shadow_bias_linear;
int scissor_x1;
int scissor_y1;
int scissor_x2;
int scissor_y2;
int fog_lut_offset;
int proctex_noise_lut_offset;
int proctex_color_map_offset;
int proctex_alpha_map_offset;
int proctex_lut_offset;
int proctex_diff_lut_offset;
float proctex_bias;
int shadow_texture_bias;
alignas(4) bool enable_clip1;
alignas(16) Common::Vec4i lighting_lut_offset[LightingRegs::NumLightingSampler / 4];
alignas(16) Common::Vec3f fog_color;
alignas(8) Common::Vec2f proctex_noise_f;
alignas(8) Common::Vec2f proctex_noise_a;
alignas(8) Common::Vec2f proctex_noise_p;
alignas(16) Common::Vec3f lighting_global_ambient;
LightSrc light_src[8];
alignas(16) Common::Vec4f const_color[6]; // A vec4 color for each of the six tev stages
alignas(16) Common::Vec4f tev_combiner_buffer_color;
alignas(16) Common::Vec3f tex_lod_bias;
alignas(16) Common::Vec4f clip_coef;
};
static_assert(sizeof(UniformData) == 0x500,
"The size of the UniformData does not match the structure in the shader");
static_assert(sizeof(UniformData) < 16384,
"UniformData structure must be less than 16kb as per the OpenGL spec");
/**
* Uniform struct for the Uniform Buffer Object that contains PICA vertex/geometry shader uniforms.
* NOTE: the same rule from UniformData also applies here.
*/
struct PicaUniformsData {
void SetFromRegs(const ShaderRegs& regs, const ShaderSetup& setup);
struct BoolAligned {
alignas(16) int b;
};
std::array<BoolAligned, 16> bools;
alignas(16) std::array<Common::Vec4u, 4> i;
alignas(16) std::array<Common::Vec4f, 96> f;
};
struct VSUniformData {
PicaUniformsData uniforms;
};
static_assert(sizeof(VSUniformData) == 1856,
"The size of the VSUniformData does not match the structure in the shader");
static_assert(sizeof(VSUniformData) < 16384,
"VSUniformData structure must be less than 16kb as per the OpenGL spec");
std::string BuildShaderUniformDefinitions(const std::string& extra_layout_parameters = "");
} // namespace Pica::Shader

View file

@ -1,16 +0,0 @@
// Copyright 2015 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "video_core/swrasterizer/clipper.h"
#include "video_core/swrasterizer/swrasterizer.h"
namespace VideoCore {
void SWRasterizer::AddTriangle(const Pica::Shader::OutputVertex& v0,
const Pica::Shader::OutputVertex& v1,
const Pica::Shader::OutputVertex& v2) {
Pica::Clipper::ProcessTriangle(v0, v1, v2);
}
} // namespace VideoCore

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@ -1,5 +1,4 @@
#include <memory> #include <memory>
#include <boost/range/algorithm/fill.hpp>
#include "common/alignment.h" #include "common/alignment.h"
#include "common/assert.h" #include "common/assert.h"
#include "common/bit_field.h" #include "common/bit_field.h"
@ -23,7 +22,7 @@ void VertexLoader::Setup(const PipelineRegs& regs) {
const auto& attribute_config = regs.vertex_attributes; const auto& attribute_config = regs.vertex_attributes;
num_total_attributes = attribute_config.GetNumTotalAttributes(); num_total_attributes = attribute_config.GetNumTotalAttributes();
boost::fill(vertex_attribute_sources, 0xdeadbeef); vertex_attribute_sources.fill(0xdeadbeef);
for (int i = 0; i < 16; i++) { for (int i = 0; i < 16; i++) {
vertex_attribute_is_default[i] = attribute_config.IsDefaultAttribute(i); vertex_attribute_is_default[i] = attribute_config.IsDefaultAttribute(i);

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@ -6,11 +6,13 @@
#include "common/archives.h" #include "common/archives.h"
#include "common/logging/log.h" #include "common/logging/log.h"
#include "common/settings.h" #include "common/settings.h"
#include "core/core.h"
#include "video_core/pica.h" #include "video_core/pica.h"
#include "video_core/pica_state.h" #include "video_core/pica_state.h"
#include "video_core/renderer_base.h" #include "video_core/renderer_base.h"
#include "video_core/renderer_opengl/gl_vars.h" #include "video_core/renderer_opengl/gl_vars.h"
#include "video_core/renderer_opengl/renderer_opengl.h" #include "video_core/renderer_opengl/renderer_opengl.h"
#include "video_core/renderer_software/renderer_software.h"
#include "video_core/video_core.h" #include "video_core/video_core.h"
//////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////////////////////
@ -18,9 +20,8 @@
namespace VideoCore { namespace VideoCore {
std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin std::unique_ptr<RendererBase> g_renderer{}; ///< Renderer plugin
std::atomic<bool> g_hw_renderer_enabled;
std::atomic<bool> g_shader_jit_enabled; std::atomic<bool> g_shader_jit_enabled;
std::atomic<bool> g_hw_shader_enabled; std::atomic<bool> g_hw_shader_enabled;
std::atomic<bool> g_separable_shader_enabled; std::atomic<bool> g_separable_shader_enabled;
@ -30,65 +31,49 @@ std::atomic<bool> g_renderer_bg_color_update_requested;
std::atomic<bool> g_renderer_sampler_update_requested; std::atomic<bool> g_renderer_sampler_update_requested;
std::atomic<bool> g_renderer_shader_update_requested; std::atomic<bool> g_renderer_shader_update_requested;
std::atomic<bool> g_texture_filter_update_requested; std::atomic<bool> g_texture_filter_update_requested;
// Screenshot
std::atomic<bool> g_renderer_screenshot_requested;
void* g_screenshot_bits;
std::function<void()> g_screenshot_complete_callback;
Layout::FramebufferLayout g_screenshot_framebuffer_layout;
Memory::MemorySystem* g_memory; Memory::MemorySystem* g_memory;
/// Initialize the video core /// Initialize the video core
ResultStatus Init(Frontend::EmuWindow& emu_window, Frontend::EmuWindow* secondary_window, void Init(Frontend::EmuWindow& emu_window, Frontend::EmuWindow* secondary_window,
Memory::MemorySystem& memory) { Core::System& system) {
g_memory = &memory; g_memory = &system.Memory();
Pica::Init(); Pica::Init();
const Settings::GraphicsAPI graphics_api = Settings::values.graphics_api.GetValue();
OpenGL::GLES = Settings::values.use_gles.GetValue(); OpenGL::GLES = Settings::values.use_gles.GetValue();
g_renderer = std::make_unique<OpenGL::RendererOpenGL>(emu_window, secondary_window); switch (graphics_api) {
ResultStatus result = g_renderer->Init(); case Settings::GraphicsAPI::Software:
g_renderer = std::make_unique<VideoCore::RendererSoftware>(system, emu_window);
if (result != ResultStatus::Success) { break;
LOG_ERROR(Render, "initialization failed !"); case Settings::GraphicsAPI::OpenGL:
} else { g_renderer = std::make_unique<OpenGL::RendererOpenGL>(system, emu_window, secondary_window);
LOG_DEBUG(Render, "initialized OK"); break;
default:
LOG_CRITICAL(Render, "Unknown graphics API {}, using OpenGL", graphics_api);
g_renderer = std::make_unique<OpenGL::RendererOpenGL>(system, emu_window, secondary_window);
} }
return result;
} }
/// Shutdown the video core /// Shutdown the video core
void Shutdown() { void Shutdown() {
Pica::Shutdown(); Pica::Shutdown();
g_renderer->ShutDown();
g_renderer.reset(); g_renderer.reset();
LOG_DEBUG(Render, "shutdown OK"); LOG_DEBUG(Render, "shutdown OK");
} }
void RequestScreenshot(void* data, std::function<void()> callback,
const Layout::FramebufferLayout& layout) {
if (g_renderer_screenshot_requested) {
LOG_ERROR(Render, "A screenshot is already requested or in progress, ignoring the request");
return;
}
g_screenshot_bits = data;
g_screenshot_complete_callback = std::move(callback);
g_screenshot_framebuffer_layout = layout;
g_renderer_screenshot_requested = true;
}
u16 GetResolutionScaleFactor() { u16 GetResolutionScaleFactor() {
if (g_hw_renderer_enabled) { const auto graphics_api = Settings::values.graphics_api.GetValue();
return Settings::values.resolution_factor.GetValue() if (graphics_api == Settings::GraphicsAPI::Software) {
? Settings::values.resolution_factor.GetValue()
: g_renderer->GetRenderWindow().GetFramebufferLayout().GetScalingRatio();
} else {
// Software renderer always render at native resolution // Software renderer always render at native resolution
return 1; return 1;
} }
return Settings::values.resolution_factor.GetValue()
? Settings::values.resolution_factor.GetValue()
: g_renderer->GetRenderWindow().GetFramebufferLayout().GetScalingRatio();
} }
template <class Archive> template <class Archive>

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@ -14,7 +14,9 @@ namespace Frontend {
class EmuWindow; class EmuWindow;
} }
class RendererBase; namespace Core {
class System;
}
namespace Memory { namespace Memory {
class MemorySystem; class MemorySystem;
@ -25,11 +27,12 @@ class MemorySystem;
namespace VideoCore { namespace VideoCore {
class RendererBase;
extern std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin extern std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin
// TODO: Wrap these in a user settings struct along with any other graphics settings (often set from // TODO: Wrap these in a user settings struct along with any other graphics settings (often set from
// qt ui) // qt ui)
extern std::atomic<bool> g_hw_renderer_enabled;
extern std::atomic<bool> g_shader_jit_enabled; extern std::atomic<bool> g_shader_jit_enabled;
extern std::atomic<bool> g_hw_shader_enabled; extern std::atomic<bool> g_hw_shader_enabled;
extern std::atomic<bool> g_separable_shader_enabled; extern std::atomic<bool> g_separable_shader_enabled;
@ -39,31 +42,16 @@ extern std::atomic<bool> g_renderer_bg_color_update_requested;
extern std::atomic<bool> g_renderer_sampler_update_requested; extern std::atomic<bool> g_renderer_sampler_update_requested;
extern std::atomic<bool> g_renderer_shader_update_requested; extern std::atomic<bool> g_renderer_shader_update_requested;
extern std::atomic<bool> g_texture_filter_update_requested; extern std::atomic<bool> g_texture_filter_update_requested;
// Screenshot
extern std::atomic<bool> g_renderer_screenshot_requested;
extern void* g_screenshot_bits;
extern std::function<void()> g_screenshot_complete_callback;
extern Layout::FramebufferLayout g_screenshot_framebuffer_layout;
extern Memory::MemorySystem* g_memory; extern Memory::MemorySystem* g_memory;
enum class ResultStatus {
Success,
ErrorGenericDrivers,
ErrorBelowGL43,
};
/// Initialize the video core /// Initialize the video core
ResultStatus Init(Frontend::EmuWindow& emu_window, Frontend::EmuWindow* secondary_window, void Init(Frontend::EmuWindow& emu_window, Frontend::EmuWindow* secondary_window,
Memory::MemorySystem& memory); Core::System& system);
/// Shutdown the video core /// Shutdown the video core
void Shutdown(); void Shutdown();
/// Request a screenshot of the next frame
void RequestScreenshot(void* data, std::function<void()> callback,
const Layout::FramebufferLayout& layout);
u16 GetResolutionScaleFactor(); u16 GetResolutionScaleFactor();
template <class Archive> template <class Archive>