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