The main advantage of switching to glad from glLoadGen is that, apart from being actively maintained, it supports a customizable entrypoint loader function, which makes it possible to also support OpenGL ES.
391 lines
14 KiB
C++
391 lines
14 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <cstddef>
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#include <cstdlib>
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#include "common/assert.h"
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#include "common/emu_window.h"
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#include "common/logging/log.h"
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#include "common/profiler_reporting.h"
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#include "core/hw/gpu.h"
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#include "core/hw/hw.h"
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#include "core/hw/lcd.h"
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#include "core/memory.h"
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#include "core/settings.h"
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#include "video_core/video_core.h"
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#include "video_core/renderer_opengl/renderer_opengl.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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#include "video_core/renderer_opengl/gl_shaders.h"
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#include "video_core/debug_utils/debug_utils.h"
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/**
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* Vertex structure that the drawn screen rectangles are composed of.
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*/
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struct ScreenRectVertex {
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ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) {
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position[0] = x;
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position[1] = y;
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tex_coord[0] = u;
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tex_coord[1] = v;
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}
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GLfloat position[2];
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GLfloat tex_coord[2];
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};
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/**
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* Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left
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* corner and (width, height) on the lower-bottom.
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*
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* The projection part of the matrix is trivial, hence these operations are represented
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* by a 3x2 matrix.
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*/
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static std::array<GLfloat, 3*2> MakeOrthographicMatrix(const float width, const float height) {
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std::array<GLfloat, 3*2> matrix;
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matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
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matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f;
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// Last matrix row is implicitly assumed to be [0, 0, 1].
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return matrix;
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}
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/// RendererOpenGL constructor
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RendererOpenGL::RendererOpenGL() {
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hw_rasterizer.reset(new RasterizerOpenGL());
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resolution_width = std::max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
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resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
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}
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/// RendererOpenGL destructor
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RendererOpenGL::~RendererOpenGL() {
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}
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/// Swap buffers (render frame)
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void RendererOpenGL::SwapBuffers() {
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// Maintain the rasterizer's state as a priority
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OpenGLState prev_state = OpenGLState::GetCurState();
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state.Apply();
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for(int i : {0, 1}) {
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const auto& framebuffer = GPU::g_regs.framebuffer_config[i];
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// Main LCD (0): 0x1ED02204, Sub LCD (1): 0x1ED02A04
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u32 lcd_color_addr = (i == 0) ? LCD_REG_INDEX(color_fill_top) : LCD_REG_INDEX(color_fill_bottom);
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lcd_color_addr = HW::VADDR_LCD + 4 * lcd_color_addr;
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LCD::Regs::ColorFill color_fill = {0};
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LCD::Read(color_fill.raw, lcd_color_addr);
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if (color_fill.is_enabled) {
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LoadColorToActiveGLTexture(color_fill.color_r, color_fill.color_g, color_fill.color_b, textures[i]);
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// Resize the texture in case the framebuffer size has changed
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textures[i].width = 1;
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textures[i].height = 1;
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} else {
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if (textures[i].width != (GLsizei)framebuffer.width ||
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textures[i].height != (GLsizei)framebuffer.height ||
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textures[i].format != framebuffer.color_format) {
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// Reallocate texture if the framebuffer size has changed.
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// This is expected to not happen very often and hence should not be a
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// performance problem.
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ConfigureFramebufferTexture(textures[i], framebuffer);
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}
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LoadFBToActiveGLTexture(framebuffer, textures[i]);
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// Resize the texture in case the framebuffer size has changed
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textures[i].width = framebuffer.width;
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textures[i].height = framebuffer.height;
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}
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}
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DrawScreens();
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auto& profiler = Common::Profiling::GetProfilingManager();
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profiler.FinishFrame();
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{
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auto aggregator = Common::Profiling::GetTimingResultsAggregator();
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aggregator->AddFrame(profiler.GetPreviousFrameResults());
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}
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// Swap buffers
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render_window->PollEvents();
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render_window->SwapBuffers();
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prev_state.Apply();
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profiler.BeginFrame();
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bool hw_renderer_enabled = VideoCore::g_hw_renderer_enabled;
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if (Settings::values.use_hw_renderer != hw_renderer_enabled) {
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// TODO: Save new setting value to config file for next startup
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Settings::values.use_hw_renderer = hw_renderer_enabled;
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if (Settings::values.use_hw_renderer) {
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hw_rasterizer->Reset();
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}
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}
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if (Pica::g_debug_context && Pica::g_debug_context->recorder) {
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Pica::g_debug_context->recorder->FrameFinished();
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}
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}
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/**
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* Loads framebuffer from emulated memory into the active OpenGL texture.
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*/
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void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
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const TextureInfo& texture) {
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const PAddr framebuffer_addr = framebuffer.active_fb == 0 ?
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framebuffer.address_left1 : framebuffer.address_left2;
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LOG_TRACE(Render_OpenGL, "0x%08x bytes from 0x%08x(%dx%d), fmt %x",
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framebuffer.stride * framebuffer.height,
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framebuffer_addr, (int)framebuffer.width,
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(int)framebuffer.height, (int)framebuffer.format);
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const u8* framebuffer_data = Memory::GetPhysicalPointer(framebuffer_addr);
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int bpp = GPU::Regs::BytesPerPixel(framebuffer.color_format);
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size_t pixel_stride = framebuffer.stride / bpp;
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// OpenGL only supports specifying a stride in units of pixels, not bytes, unfortunately
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ASSERT(pixel_stride * bpp == framebuffer.stride);
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// Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default
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// only allows rows to have a memory alignement of 4.
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ASSERT(pixel_stride % 4 == 0);
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state.texture_units[0].texture_2d = texture.handle;
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state.Apply();
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glActiveTexture(GL_TEXTURE0);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)pixel_stride);
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// Update existing texture
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// TODO: Test what happens on hardware when you change the framebuffer dimensions so that they
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// differ from the LCD resolution.
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// TODO: Applications could theoretically crash Citra here by specifying too large
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// framebuffer sizes. We should make sure that this cannot happen.
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer.width, framebuffer.height,
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texture.gl_format, texture.gl_type, framebuffer_data);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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}
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/**
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* Fills active OpenGL texture with the given RGB color.
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* Since the color is solid, the texture can be 1x1 but will stretch across whatever it's rendered on.
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* This has the added benefit of being *really fast*.
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*/
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void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b,
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const TextureInfo& texture) {
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state.texture_units[0].texture_2d = texture.handle;
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state.Apply();
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glActiveTexture(GL_TEXTURE0);
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u8 framebuffer_data[3] = { color_r, color_g, color_b };
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// Update existing texture
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, framebuffer_data);
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}
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/**
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* Initializes the OpenGL state and creates persistent objects.
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*/
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void RendererOpenGL::InitOpenGLObjects() {
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glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue, 0.0f);
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// Link shaders and get variable locations
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program_id = ShaderUtil::LoadShaders(GLShaders::g_vertex_shader, GLShaders::g_fragment_shader);
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uniform_modelview_matrix = glGetUniformLocation(program_id, "modelview_matrix");
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uniform_color_texture = glGetUniformLocation(program_id, "color_texture");
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attrib_position = glGetAttribLocation(program_id, "vert_position");
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attrib_tex_coord = glGetAttribLocation(program_id, "vert_tex_coord");
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// Generate VBO handle for drawing
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glGenBuffers(1, &vertex_buffer_handle);
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// Generate VAO
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glGenVertexArrays(1, &vertex_array_handle);
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state.draw.vertex_array = vertex_array_handle;
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state.draw.vertex_buffer = vertex_buffer_handle;
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state.Apply();
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// Attach vertex data to VAO
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glBufferData(GL_ARRAY_BUFFER, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
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glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex), (GLvoid*)offsetof(ScreenRectVertex, position));
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glVertexAttribPointer(attrib_tex_coord, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex), (GLvoid*)offsetof(ScreenRectVertex, tex_coord));
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glEnableVertexAttribArray(attrib_position);
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glEnableVertexAttribArray(attrib_tex_coord);
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// Allocate textures for each screen
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for (auto& texture : textures) {
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glGenTextures(1, &texture.handle);
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// Allocation of storage is deferred until the first frame, when we
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// know the framebuffer size.
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state.texture_units[0].texture_2d = texture.handle;
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state.Apply();
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glActiveTexture(GL_TEXTURE0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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hw_rasterizer->InitObjects();
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}
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void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
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const GPU::Regs::FramebufferConfig& framebuffer) {
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GPU::Regs::PixelFormat format = framebuffer.color_format;
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GLint internal_format;
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texture.format = format;
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texture.width = framebuffer.width;
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texture.height = framebuffer.height;
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switch (format) {
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case GPU::Regs::PixelFormat::RGBA8:
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internal_format = GL_RGBA;
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texture.gl_format = GL_RGBA;
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texture.gl_type = GL_UNSIGNED_INT_8_8_8_8;
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break;
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case GPU::Regs::PixelFormat::RGB8:
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// This pixel format uses BGR since GL_UNSIGNED_BYTE specifies byte-order, unlike every
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// specific OpenGL type used in this function using native-endian (that is, little-endian
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// mostly everywhere) for words or half-words.
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// TODO: check how those behave on big-endian processors.
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internal_format = GL_RGB;
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texture.gl_format = GL_BGR;
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texture.gl_type = GL_UNSIGNED_BYTE;
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break;
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case GPU::Regs::PixelFormat::RGB565:
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internal_format = GL_RGB;
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texture.gl_format = GL_RGB;
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texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
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break;
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case GPU::Regs::PixelFormat::RGB5A1:
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internal_format = GL_RGBA;
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texture.gl_format = GL_RGBA;
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texture.gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
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break;
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case GPU::Regs::PixelFormat::RGBA4:
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internal_format = GL_RGBA;
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texture.gl_format = GL_RGBA;
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texture.gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
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break;
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default:
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UNIMPLEMENTED();
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}
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state.texture_units[0].texture_2d = texture.handle;
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state.Apply();
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glActiveTexture(GL_TEXTURE0);
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glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
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texture.gl_format, texture.gl_type, nullptr);
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}
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/**
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* Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD rotation.
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*/
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void RendererOpenGL::DrawSingleScreenRotated(const TextureInfo& texture, float x, float y, float w, float h) {
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std::array<ScreenRectVertex, 4> vertices = {
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ScreenRectVertex(x, y, 1.f, 0.f),
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ScreenRectVertex(x+w, y, 1.f, 1.f),
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ScreenRectVertex(x, y+h, 0.f, 0.f),
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ScreenRectVertex(x+w, y+h, 0.f, 1.f),
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};
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state.texture_units[0].texture_2d = texture.handle;
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state.Apply();
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data());
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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/**
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* Draws the emulated screens to the emulator window.
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*/
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void RendererOpenGL::DrawScreens() {
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auto layout = render_window->GetFramebufferLayout();
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glViewport(0, 0, layout.width, layout.height);
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glClear(GL_COLOR_BUFFER_BIT);
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state.draw.shader_program = program_id;
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state.Apply();
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// Set projection matrix
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std::array<GLfloat, 3 * 2> ortho_matrix = MakeOrthographicMatrix((float)layout.width,
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(float)layout.height);
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glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
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// Bind texture in Texture Unit 0
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glActiveTexture(GL_TEXTURE0);
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glUniform1i(uniform_color_texture, 0);
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DrawSingleScreenRotated(textures[0], (float)layout.top_screen.left, (float)layout.top_screen.top,
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(float)layout.top_screen.GetWidth(), (float)layout.top_screen.GetHeight());
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DrawSingleScreenRotated(textures[1], (float)layout.bottom_screen.left,(float)layout.bottom_screen.top,
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(float)layout.bottom_screen.GetWidth(), (float)layout.bottom_screen.GetHeight());
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m_current_frame++;
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}
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/// Updates the framerate
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void RendererOpenGL::UpdateFramerate() {
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}
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/**
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* Set the emulator window to use for renderer
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* @param window EmuWindow handle to emulator window to use for rendering
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*/
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void RendererOpenGL::SetWindow(EmuWindow* window) {
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render_window = window;
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}
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/// Initialize the renderer
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void RendererOpenGL::Init() {
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render_window->MakeCurrent();
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// TODO: Make frontends initialize this, so they can use gladLoadGLLoader with their own loaders
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if (!gladLoadGL()) {
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LOG_CRITICAL(Render_OpenGL, "Failed to initialize GL functions! Exiting...");
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exit(-1);
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}
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LOG_INFO(Render_OpenGL, "GL_VERSION: %s", glGetString(GL_VERSION));
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LOG_INFO(Render_OpenGL, "GL_VENDOR: %s", glGetString(GL_VENDOR));
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LOG_INFO(Render_OpenGL, "GL_RENDERER: %s", glGetString(GL_RENDERER));
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InitOpenGLObjects();
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}
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/// Shutdown the renderer
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void RendererOpenGL::ShutDown() {
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}
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