HWRasterizer: Texture forwarding

This commit is contained in:
tfarley 2016-04-16 18:57:57 -04:00
parent e46d086189
commit 22f3a7e94c
20 changed files with 1749 additions and 970 deletions

View file

@ -114,6 +114,7 @@ ResultVal<bool> File::SyncRequest() {
return read.Code();
}
cmd_buff[2] = static_cast<u32>(*read);
Memory::RasterizerFlushAndInvalidateRegion(Memory::VirtualToPhysicalAddress(address), length);
break;
}

View file

@ -4,6 +4,7 @@
#include "common/bit_field.h"
#include "common/microprofile.h"
#include "common/profiler.h"
#include "core/memory.h"
#include "core/hle/kernel/event.h"
@ -15,8 +16,6 @@
#include "video_core/gpu_debugger.h"
#include "video_core/debug_utils/debug_utils.h"
#include "video_core/renderer_base.h"
#include "video_core/video_core.h"
#include "gsp_gpu.h"
@ -291,8 +290,6 @@ static void FlushDataCache(Service::Interface* self) {
u32 size = cmd_buff[2];
u32 process = cmd_buff[4];
VideoCore::g_renderer->Rasterizer()->InvalidateRegion(Memory::VirtualToPhysicalAddress(address), size);
// TODO(purpasmart96): Verify return header on HW
cmd_buff[1] = RESULT_SUCCESS.raw; // No error
@ -408,6 +405,8 @@ void SignalInterrupt(InterruptId interrupt_id) {
g_interrupt_event->Signal();
}
MICROPROFILE_DEFINE(GPU_GSP_DMA, "GPU", "GSP DMA", MP_RGB(100, 0, 255));
/// Executes the next GSP command
static void ExecuteCommand(const Command& command, u32 thread_id) {
// Utility function to convert register ID to address
@ -419,18 +418,21 @@ static void ExecuteCommand(const Command& command, u32 thread_id) {
// GX request DMA - typically used for copying memory from GSP heap to VRAM
case CommandId::REQUEST_DMA:
VideoCore::g_renderer->Rasterizer()->FlushRegion(Memory::VirtualToPhysicalAddress(command.dma_request.source_address),
{
MICROPROFILE_SCOPE(GPU_GSP_DMA);
// TODO: Consider attempting rasterizer-accelerated surface blit if that usage is ever possible/likely
Memory::RasterizerFlushRegion(Memory::VirtualToPhysicalAddress(command.dma_request.source_address),
command.dma_request.size);
Memory::RasterizerFlushAndInvalidateRegion(Memory::VirtualToPhysicalAddress(command.dma_request.dest_address),
command.dma_request.size);
memcpy(Memory::GetPointer(command.dma_request.dest_address),
Memory::GetPointer(command.dma_request.source_address),
command.dma_request.size);
SignalInterrupt(InterruptId::DMA);
VideoCore::g_renderer->Rasterizer()->InvalidateRegion(Memory::VirtualToPhysicalAddress(command.dma_request.dest_address),
command.dma_request.size);
break;
}
// TODO: This will need some rework in the future. (why?)
case CommandId::SUBMIT_GPU_CMDLIST:
{
@ -517,13 +519,8 @@ static void ExecuteCommand(const Command& command, u32 thread_id) {
case CommandId::CACHE_FLUSH:
{
for (auto& region : command.cache_flush.regions) {
if (region.size == 0)
break;
VideoCore::g_renderer->Rasterizer()->InvalidateRegion(
Memory::VirtualToPhysicalAddress(region.address), region.size);
}
// NOTE: Rasterizer flushing handled elsewhere in CPU read/write and other GPU handlers
// Use command.cache_flush.regions to implement this handler
break;
}

View file

@ -12,9 +12,6 @@
#include "core/hle/service/y2r_u.h"
#include "core/hw/y2r.h"
#include "video_core/renderer_base.h"
#include "video_core/video_core.h"
////////////////////////////////////////////////////////////////////////////////////////////////////
// Namespace Y2R_U
@ -262,13 +259,12 @@ static void SetAlpha(Service::Interface* self) {
static void StartConversion(Service::Interface* self) {
u32* cmd_buff = Kernel::GetCommandBuffer();
HW::Y2R::PerformConversion(conversion);
// dst_image_size would seem to be perfect for this, but it doesn't include the gap :(
u32 total_output_size = conversion.input_lines *
(conversion.dst.transfer_unit + conversion.dst.gap);
VideoCore::g_renderer->Rasterizer()->InvalidateRegion(
Memory::VirtualToPhysicalAddress(conversion.dst.address), total_output_size);
Memory::RasterizerFlushAndInvalidateRegion(Memory::VirtualToPhysicalAddress(conversion.dst.address), total_output_size);
HW::Y2R::PerformConversion(conversion);
LOG_DEBUG(Service_Y2R, "called");
completion_event->Signal();

View file

@ -115,6 +115,18 @@ inline void Write(u32 addr, const T data) {
u8* start = Memory::GetPhysicalPointer(config.GetStartAddress());
u8* end = Memory::GetPhysicalPointer(config.GetEndAddress());
// TODO: Consider always accelerating and returning vector of
// regions that the accelerated fill did not cover to
// reduce/eliminate the fill that the cpu has to do.
// This would also mean that the flush below is not needed.
// Fill should first flush all surfaces that touch but are
// not completely within the fill range.
// Then fill all completely covered surfaces, and return the
// regions that were between surfaces or within the touching
// ones for cpu to manually fill here.
if (!VideoCore::g_renderer->Rasterizer()->AccelerateFill(config)) {
Memory::RasterizerFlushAndInvalidateRegion(config.GetStartAddress(), config.GetEndAddress() - config.GetStartAddress());
if (config.fill_24bit) {
// fill with 24-bit values
for (u8* ptr = start; ptr < end; ptr += 3) {
@ -124,12 +136,18 @@ inline void Write(u32 addr, const T data) {
}
} else if (config.fill_32bit) {
// fill with 32-bit values
for (u32* ptr = (u32*)start; ptr < (u32*)end; ++ptr)
*ptr = config.value_32bit;
if (end > start) {
u32 value = config.value_32bit;
size_t len = (end - start) / sizeof(u32);
for (size_t i = 0; i < len; ++i)
memcpy(&start[i * sizeof(u32)], &value, sizeof(u32));
}
} else {
// fill with 16-bit values
for (u16* ptr = (u16*)start; ptr < (u16*)end; ++ptr)
*ptr = config.value_16bit;
u16 value_16bit = config.value_16bit.Value();
for (u8* ptr = start; ptr < end; ptr += sizeof(u16))
memcpy(ptr, &value_16bit, sizeof(u16));
}
}
LOG_TRACE(HW_GPU, "MemoryFill from 0x%08x to 0x%08x", config.GetStartAddress(), config.GetEndAddress());
@ -139,8 +157,6 @@ inline void Write(u32 addr, const T data) {
} else {
GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PSC1);
}
VideoCore::g_renderer->Rasterizer()->InvalidateRegion(config.GetStartAddress(), config.GetEndAddress() - config.GetStartAddress());
}
// Reset "trigger" flag and set the "finish" flag
@ -161,6 +177,7 @@ inline void Write(u32 addr, const T data) {
if (Pica::g_debug_context)
Pica::g_debug_context->OnEvent(Pica::DebugContext::Event::IncomingDisplayTransfer, nullptr);
if (!VideoCore::g_renderer->Rasterizer()->AccelerateDisplayTransfer(config)) {
u8* src_pointer = Memory::GetPhysicalPointer(config.GetPhysicalInputAddress());
u8* dst_pointer = Memory::GetPhysicalPointer(config.GetPhysicalOutputAddress());
@ -171,7 +188,10 @@ inline void Write(u32 addr, const T data) {
u32 output_gap = config.texture_copy.output_gap * 16;
size_t contiguous_input_size = config.texture_copy.size / input_width * (input_width + input_gap);
VideoCore::g_renderer->Rasterizer()->FlushRegion(config.GetPhysicalInputAddress(), contiguous_input_size);
Memory::RasterizerFlushRegion(config.GetPhysicalInputAddress(), contiguous_input_size);
size_t contiguous_output_size = config.texture_copy.size / output_width * (output_width + output_gap);
Memory::RasterizerFlushAndInvalidateRegion(config.GetPhysicalOutputAddress(), contiguous_output_size);
u32 remaining_size = config.texture_copy.size;
u32 remaining_input = input_width;
@ -203,9 +223,6 @@ inline void Write(u32 addr, const T data) {
config.GetPhysicalOutputAddress(), output_width, output_gap,
config.flags);
size_t contiguous_output_size = config.texture_copy.size / output_width * (output_width + output_gap);
VideoCore::g_renderer->Rasterizer()->InvalidateRegion(config.GetPhysicalOutputAddress(), contiguous_output_size);
GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PPF);
break;
}
@ -222,8 +239,8 @@ inline void Write(u32 addr, const T data) {
break;
}
bool horizontal_scale = config.scaling != config.NoScale;
bool vertical_scale = config.scaling == config.ScaleXY;
int horizontal_scale = config.scaling != config.NoScale ? 1 : 0;
int vertical_scale = config.scaling == config.ScaleXY ? 1 : 0;
u32 output_width = config.output_width >> horizontal_scale;
u32 output_height = config.output_height >> vertical_scale;
@ -231,7 +248,8 @@ inline void Write(u32 addr, const T data) {
u32 input_size = config.input_width * config.input_height * GPU::Regs::BytesPerPixel(config.input_format);
u32 output_size = output_width * output_height * GPU::Regs::BytesPerPixel(config.output_format);
VideoCore::g_renderer->Rasterizer()->FlushRegion(config.GetPhysicalInputAddress(), input_size);
Memory::RasterizerFlushRegion(config.GetPhysicalInputAddress(), input_size);
Memory::RasterizerFlushAndInvalidateRegion(config.GetPhysicalOutputAddress(), output_size);
for (u32 y = 0; y < output_height; ++y) {
for (u32 x = 0; x < output_width; ++x) {
@ -334,11 +352,10 @@ inline void Write(u32 addr, const T data) {
config.GetPhysicalInputAddress(), config.input_width.Value(), config.input_height.Value(),
config.GetPhysicalOutputAddress(), output_width, output_height,
config.output_format.Value(), config.flags);
}
g_regs.display_transfer_config.trigger = 0;
GSP_GPU::SignalInterrupt(GSP_GPU::InterruptId::PPF);
VideoCore::g_renderer->Rasterizer()->InvalidateRegion(config.GetPhysicalOutputAddress(), output_size);
}
break;
}

View file

@ -78,7 +78,7 @@ struct Regs {
INSERT_PADDING_WORDS(0x4);
struct {
struct MemoryFillConfig {
u32 address_start;
u32 address_end;
@ -165,7 +165,7 @@ struct Regs {
INSERT_PADDING_WORDS(0x169);
struct {
struct DisplayTransferConfig {
u32 input_address;
u32 output_address;

View file

@ -15,6 +15,9 @@
#include "core/memory_setup.h"
#include "core/mmio.h"
#include "video_core/renderer_base.h"
#include "video_core/video_core.h"
namespace Memory {
enum class PageType {
@ -22,8 +25,12 @@ enum class PageType {
Unmapped,
/// Page is mapped to regular memory. This is the only type you can get pointers to.
Memory,
/// Page is mapped to regular memory, but also needs to check for rasterizer cache flushing and invalidation
RasterizerCachedMemory,
/// Page is mapped to a I/O region. Writing and reading to this page is handled by functions.
Special,
/// Page is mapped to a I/O region, but also needs to check for rasterizer cache flushing and invalidation
RasterizerCachedSpecial,
};
struct SpecialRegion {
@ -57,6 +64,12 @@ struct PageTable {
* the corresponding entry in `pointers` MUST be set to null.
*/
std::array<PageType, NUM_ENTRIES> attributes;
/**
* Indicates the number of externally cached resources touching a page that should be
* flushed before the memory is accessed
*/
std::array<u8, NUM_ENTRIES> cached_res_count;
};
/// Singular page table used for the singleton process
@ -72,8 +85,15 @@ static void MapPages(u32 base, u32 size, u8* memory, PageType type) {
while (base != end) {
ASSERT_MSG(base < PageTable::NUM_ENTRIES, "out of range mapping at %08X", base);
// Since pages are unmapped on shutdown after video core is shutdown, the renderer may be null here
if (current_page_table->attributes[base] == PageType::RasterizerCachedMemory ||
current_page_table->attributes[base] == PageType::RasterizerCachedSpecial) {
RasterizerFlushAndInvalidateRegion(VirtualToPhysicalAddress(base << PAGE_BITS), PAGE_SIZE);
}
current_page_table->attributes[base] = type;
current_page_table->pointers[base] = memory;
current_page_table->cached_res_count[base] = 0;
base += 1;
if (memory != nullptr)
@ -84,6 +104,7 @@ static void MapPages(u32 base, u32 size, u8* memory, PageType type) {
void InitMemoryMap() {
main_page_table.pointers.fill(nullptr);
main_page_table.attributes.fill(PageType::Unmapped);
main_page_table.cached_res_count.fill(0);
}
void MapMemoryRegion(VAddr base, u32 size, u8* target) {
@ -106,6 +127,28 @@ void UnmapRegion(VAddr base, u32 size) {
MapPages(base / PAGE_SIZE, size / PAGE_SIZE, nullptr, PageType::Unmapped);
}
/**
* Gets a pointer to the exact memory at the virtual address (i.e. not page aligned)
* using a VMA from the current process
*/
static u8* GetPointerFromVMA(VAddr vaddr) {
u8* direct_pointer = nullptr;
auto& vma = Kernel::g_current_process->vm_manager.FindVMA(vaddr)->second;
switch (vma.type) {
case Kernel::VMAType::AllocatedMemoryBlock:
direct_pointer = vma.backing_block->data() + vma.offset;
break;
case Kernel::VMAType::BackingMemory:
direct_pointer = vma.backing_memory;
break;
default:
UNREACHABLE();
}
return direct_pointer + (vaddr - vma.base);
}
/**
* This function should only be called for virtual addreses with attribute `PageType::Special`.
*/
@ -126,6 +169,7 @@ template <typename T>
T Read(const VAddr vaddr) {
const u8* page_pointer = current_page_table->pointers[vaddr >> PAGE_BITS];
if (page_pointer) {
// NOTE: Avoid adding any extra logic to this fast-path block
T value;
std::memcpy(&value, &page_pointer[vaddr & PAGE_MASK], sizeof(T));
return value;
@ -139,8 +183,22 @@ T Read(const VAddr vaddr) {
case PageType::Memory:
ASSERT_MSG(false, "Mapped memory page without a pointer @ %08X", vaddr);
break;
case PageType::RasterizerCachedMemory:
{
RasterizerFlushRegion(VirtualToPhysicalAddress(vaddr), sizeof(T));
T value;
std::memcpy(&value, GetPointerFromVMA(vaddr), sizeof(T));
return value;
}
case PageType::Special:
return ReadMMIO<T>(GetMMIOHandler(vaddr), vaddr);
case PageType::RasterizerCachedSpecial:
{
RasterizerFlushRegion(VirtualToPhysicalAddress(vaddr), sizeof(T));
return ReadMMIO<T>(GetMMIOHandler(vaddr), vaddr);
}
default:
UNREACHABLE();
}
@ -153,6 +211,7 @@ template <typename T>
void Write(const VAddr vaddr, const T data) {
u8* page_pointer = current_page_table->pointers[vaddr >> PAGE_BITS];
if (page_pointer) {
// NOTE: Avoid adding any extra logic to this fast-path block
std::memcpy(&page_pointer[vaddr & PAGE_MASK], &data, sizeof(T));
return;
}
@ -165,9 +224,23 @@ void Write(const VAddr vaddr, const T data) {
case PageType::Memory:
ASSERT_MSG(false, "Mapped memory page without a pointer @ %08X", vaddr);
break;
case PageType::RasterizerCachedMemory:
{
RasterizerFlushAndInvalidateRegion(VirtualToPhysicalAddress(vaddr), sizeof(T));
std::memcpy(GetPointerFromVMA(vaddr), &data, sizeof(T));
break;
}
case PageType::Special:
WriteMMIO<T>(GetMMIOHandler(vaddr), vaddr, data);
break;
case PageType::RasterizerCachedSpecial:
{
RasterizerFlushAndInvalidateRegion(VirtualToPhysicalAddress(vaddr), sizeof(T));
WriteMMIO<T>(GetMMIOHandler(vaddr), vaddr, data);
break;
}
default:
UNREACHABLE();
}
@ -179,6 +252,10 @@ u8* GetPointer(const VAddr vaddr) {
return page_pointer + (vaddr & PAGE_MASK);
}
if (current_page_table->attributes[vaddr >> PAGE_BITS] == PageType::RasterizerCachedMemory) {
return GetPointerFromVMA(vaddr);
}
LOG_ERROR(HW_Memory, "unknown GetPointer @ 0x%08x", vaddr);
return nullptr;
}
@ -187,6 +264,69 @@ u8* GetPhysicalPointer(PAddr address) {
return GetPointer(PhysicalToVirtualAddress(address));
}
void RasterizerMarkRegionCached(PAddr start, u32 size, int count_delta) {
if (start == 0) {
return;
}
u32 num_pages = ((start + size - 1) >> PAGE_BITS) - (start >> PAGE_BITS) + 1;
PAddr paddr = start;
for (unsigned i = 0; i < num_pages; ++i) {
VAddr vaddr = PhysicalToVirtualAddress(paddr);
u8& res_count = current_page_table->cached_res_count[vaddr >> PAGE_BITS];
ASSERT_MSG(count_delta <= UINT8_MAX - res_count, "Rasterizer resource cache counter overflow!");
ASSERT_MSG(count_delta >= -res_count, "Rasterizer resource cache counter underflow!");
// Switch page type to cached if now cached
if (res_count == 0) {
PageType& page_type = current_page_table->attributes[vaddr >> PAGE_BITS];
switch (page_type) {
case PageType::Memory:
page_type = PageType::RasterizerCachedMemory;
current_page_table->pointers[vaddr >> PAGE_BITS] = nullptr;
break;
case PageType::Special:
page_type = PageType::RasterizerCachedSpecial;
break;
default:
UNREACHABLE();
}
}
res_count += count_delta;
// Switch page type to uncached if now uncached
if (res_count == 0) {
PageType& page_type = current_page_table->attributes[vaddr >> PAGE_BITS];
switch (page_type) {
case PageType::RasterizerCachedMemory:
page_type = PageType::Memory;
current_page_table->pointers[vaddr >> PAGE_BITS] = GetPointerFromVMA(vaddr & ~PAGE_MASK);
break;
case PageType::RasterizerCachedSpecial:
page_type = PageType::Special;
break;
default:
UNREACHABLE();
}
}
paddr += PAGE_SIZE;
}
}
void RasterizerFlushRegion(PAddr start, u32 size) {
if (VideoCore::g_renderer != nullptr) {
VideoCore::g_renderer->Rasterizer()->FlushRegion(start, size);
}
}
void RasterizerFlushAndInvalidateRegion(PAddr start, u32 size) {
if (VideoCore::g_renderer != nullptr) {
VideoCore::g_renderer->Rasterizer()->FlushAndInvalidateRegion(start, size);
}
}
u8 Read8(const VAddr addr) {
return Read<u8>(addr);
}

View file

@ -148,4 +148,20 @@ VAddr PhysicalToVirtualAddress(PAddr addr);
*/
u8* GetPhysicalPointer(PAddr address);
/**
* Adds the supplied value to the rasterizer resource cache counter of each
* page touching the region.
*/
void RasterizerMarkRegionCached(PAddr start, u32 size, int count_delta);
/**
* Flushes any externally cached rasterizer resources touching the given region.
*/
void RasterizerFlushRegion(PAddr start, u32 size);
/**
* Flushes and invalidates any externally cached rasterizer resources touching the given region.
*/
void RasterizerFlushAndInvalidateRegion(PAddr start, u32 size);
}

View file

@ -47,8 +47,8 @@ void DebugContext::OnEvent(Event event, void* data) {
{
std::unique_lock<std::mutex> lock(breakpoint_mutex);
// Commit the hardware renderer's framebuffer so it will show on debug widgets
VideoCore::g_renderer->Rasterizer()->FlushFramebuffer();
// Commit the rasterizer's caches so framebuffers, render targets, etc. will show on debug widgets
VideoCore::g_renderer->Rasterizer()->FlushAll();
// TODO: Should stop the CPU thread here once we multithread emulation.

View file

@ -577,7 +577,7 @@ struct Regs {
}
}
struct {
struct FramebufferConfig {
INSERT_PADDING_WORDS(0x3);
union {

View file

@ -6,6 +6,10 @@
#include "common/common_types.h"
#include "core/hw/gpu.h"
struct ScreenInfo;
namespace Pica {
namespace Shader {
struct OutputVertex;
@ -18,12 +22,6 @@ class RasterizerInterface {
public:
virtual ~RasterizerInterface() {}
/// Initialize API-specific GPU objects
virtual void InitObjects() = 0;
/// Reset the rasterizer, such as flushing all caches and updating all state
virtual void Reset() = 0;
/// Queues the primitive formed by the given vertices for rendering
virtual void AddTriangle(const Pica::Shader::OutputVertex& v0,
const Pica::Shader::OutputVertex& v1,
@ -32,17 +30,26 @@ public:
/// Draw the current batch of triangles
virtual void DrawTriangles() = 0;
/// Commit the rasterizer's framebuffer contents immediately to the current 3DS memory framebuffer
virtual void FlushFramebuffer() = 0;
/// Notify rasterizer that the specified PICA register has been changed
virtual void NotifyPicaRegisterChanged(u32 id) = 0;
/// Notify rasterizer that any caches of the specified region should be flushed to 3DS memory.
/// Notify rasterizer that all caches should be flushed to 3DS memory
virtual void FlushAll() = 0;
/// Notify rasterizer that any caches of the specified region should be flushed to 3DS memory
virtual void FlushRegion(PAddr addr, u32 size) = 0;
/// Notify rasterizer that any caches of the specified region should be discraded and reloaded from 3DS memory.
virtual void InvalidateRegion(PAddr addr, u32 size) = 0;
/// Notify rasterizer that any caches of the specified region should be flushed to 3DS memory and invalidated
virtual void FlushAndInvalidateRegion(PAddr addr, u32 size) = 0;
/// Attempt to use a faster method to perform a display transfer
virtual bool AccelerateDisplayTransfer(const GPU::Regs::DisplayTransferConfig& config) { return false; }
/// Attempt to use a faster method to fill a region
virtual bool AccelerateFill(const GPU::Regs::MemoryFillConfig& config) { return false; }
/// Attempt to use a faster method to display the framebuffer to screen
virtual bool AccelerateDisplay(const GPU::Regs::FramebufferConfig& config, PAddr framebuffer_addr, u32 pixel_stride, ScreenInfo& screen_info) { return false; }
};
}

View file

@ -21,7 +21,5 @@ void RendererBase::RefreshRasterizerSetting() {
} else {
rasterizer = std::make_unique<VideoCore::SWRasterizer>();
}
rasterizer->InitObjects();
rasterizer->Reset();
}
}

View file

@ -36,10 +36,7 @@ static bool IsPassThroughTevStage(const Pica::Regs::TevStageConfig& stage) {
stage.GetAlphaMultiplier() == 1);
}
RasterizerOpenGL::RasterizerOpenGL() : cached_fb_color_addr(0), cached_fb_depth_addr(0) { }
RasterizerOpenGL::~RasterizerOpenGL() { }
void RasterizerOpenGL::InitObjects() {
RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
// Create sampler objects
for (size_t i = 0; i < texture_samplers.size(); ++i) {
texture_samplers[i].Create();
@ -61,6 +58,10 @@ void RasterizerOpenGL::InitObjects() {
uniform_block_data.dirty = true;
for (unsigned index = 0; index < lighting_luts.size(); index++) {
uniform_block_data.lut_dirty[index] = true;
}
// Set vertex attributes
glVertexAttribPointer(GLShader::ATTRIBUTE_POSITION, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position));
glEnableVertexAttribArray(GLShader::ATTRIBUTE_POSITION);
@ -81,70 +82,24 @@ void RasterizerOpenGL::InitObjects() {
glVertexAttribPointer(GLShader::ATTRIBUTE_VIEW, 3, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, view));
glEnableVertexAttribArray(GLShader::ATTRIBUTE_VIEW);
SetShader();
// Create textures for OGL framebuffer that will be rendered to, initially 1x1 to succeed in framebuffer creation
fb_color_texture.texture.Create();
ReconfigureColorTexture(fb_color_texture, Pica::Regs::ColorFormat::RGBA8, 1, 1);
state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
state.Apply();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
state.texture_units[0].texture_2d = 0;
state.Apply();
fb_depth_texture.texture.Create();
ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1);
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
state.Apply();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
state.texture_units[0].texture_2d = 0;
state.Apply();
// Configure OpenGL framebuffer
// Create render framebuffer
framebuffer.Create();
state.draw.framebuffer = framebuffer.handle;
// Allocate and bind lighting lut textures
for (size_t i = 0; i < lighting_luts.size(); ++i) {
lighting_luts[i].Create();
state.lighting_luts[i].texture_1d = lighting_luts[i].handle;
}
state.Apply();
glActiveTexture(GL_TEXTURE0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_color_texture.texture.handle, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, fb_depth_texture.texture.handle, 0);
for (size_t i = 0; i < lighting_lut.size(); ++i) {
lighting_lut[i].Create();
state.lighting_lut[i].texture_1d = lighting_lut[i].handle;
for (size_t i = 0; i < lighting_luts.size(); ++i) {
glActiveTexture(GL_TEXTURE3 + i);
glBindTexture(GL_TEXTURE_1D, state.lighting_lut[i].texture_1d);
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
state.Apply();
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
ASSERT_MSG(status == GL_FRAMEBUFFER_COMPLETE,
"OpenGL rasterizer framebuffer setup failed, status %X", status);
}
void RasterizerOpenGL::Reset() {
// Sync fixed function OpenGL state
SyncCullMode();
SyncDepthModifiers();
SyncBlendEnabled();
@ -156,10 +111,10 @@ void RasterizerOpenGL::Reset() {
SyncColorWriteMask();
SyncStencilWriteMask();
SyncDepthWriteMask();
}
SetShader();
RasterizerOpenGL::~RasterizerOpenGL() {
res_cache.InvalidateAll();
}
/**
@ -196,47 +151,98 @@ void RasterizerOpenGL::DrawTriangles() {
if (vertex_batch.empty())
return;
SyncFramebuffer();
SyncDrawState();
const auto& regs = Pica::g_state.regs;
if (state.draw.shader_dirty) {
SetShader();
state.draw.shader_dirty = false;
// Sync and bind the framebuffer surfaces
CachedSurface* color_surface;
CachedSurface* depth_surface;
MathUtil::Rectangle<int> rect;
std::tie(color_surface, depth_surface, rect) = res_cache.GetFramebufferSurfaces(regs.framebuffer);
state.draw.draw_framebuffer = framebuffer.handle;
state.Apply();
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color_surface != nullptr ? color_surface->texture.handle : 0, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_surface != nullptr ? depth_surface->texture.handle : 0, 0);
bool has_stencil = regs.framebuffer.depth_format == Pica::Regs::DepthFormat::D24S8;
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, (has_stencil && depth_surface != nullptr) ? depth_surface->texture.handle : 0, 0);
if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
return;
}
for (unsigned index = 0; index < lighting_lut.size(); index++) {
// Sync the viewport
// These registers hold half-width and half-height, so must be multiplied by 2
GLsizei viewport_width = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_x).ToFloat32() * 2;
GLsizei viewport_height = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_y).ToFloat32() * 2;
glViewport((GLint)(rect.left + regs.viewport_corner.x * color_surface->res_scale_width),
(GLint)(rect.bottom + regs.viewport_corner.y * color_surface->res_scale_height),
(GLsizei)(viewport_width * color_surface->res_scale_width), (GLsizei)(viewport_height * color_surface->res_scale_height));
// Sync and bind the texture surfaces
const auto pica_textures = regs.GetTextures();
for (unsigned texture_index = 0; texture_index < pica_textures.size(); ++texture_index) {
const auto& texture = pica_textures[texture_index];
if (texture.enabled) {
texture_samplers[texture_index].SyncWithConfig(texture.config);
CachedSurface* surface = res_cache.GetTextureSurface(texture);
if (surface != nullptr) {
state.texture_units[texture_index].texture_2d = surface->texture.handle;
} else {
// Can occur when texture addr is null or its memory is unmapped/invalid
state.texture_units[texture_index].texture_2d = 0;
}
} else {
state.texture_units[texture_index].texture_2d = 0;
}
}
// Sync and bind the shader
if (shader_dirty) {
SetShader();
shader_dirty = false;
}
// Sync the lighting luts
for (unsigned index = 0; index < lighting_luts.size(); index++) {
if (uniform_block_data.lut_dirty[index]) {
SyncLightingLUT(index);
uniform_block_data.lut_dirty[index] = false;
}
}
// Sync the uniform data
if (uniform_block_data.dirty) {
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformData), &uniform_block_data.data, GL_STATIC_DRAW);
uniform_block_data.dirty = false;
}
state.Apply();
// Draw the vertex batch
glBufferData(GL_ARRAY_BUFFER, vertex_batch.size() * sizeof(HardwareVertex), vertex_batch.data(), GL_STREAM_DRAW);
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)vertex_batch.size());
// Mark framebuffer surfaces as dirty
// TODO: Restrict invalidation area to the viewport
if (color_surface != nullptr) {
color_surface->dirty = true;
res_cache.FlushRegion(color_surface->addr, color_surface->size, color_surface, true);
}
if (depth_surface != nullptr) {
depth_surface->dirty = true;
res_cache.FlushRegion(depth_surface->addr, depth_surface->size, depth_surface, true);
}
vertex_batch.clear();
// Flush the resource cache at the current depth and color framebuffer addresses for render-to-texture
const auto& regs = Pica::g_state.regs;
u32 cached_fb_color_size = Pica::Regs::BytesPerColorPixel(fb_color_texture.format)
* fb_color_texture.width * fb_color_texture.height;
u32 cached_fb_depth_size = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format)
* fb_depth_texture.width * fb_depth_texture.height;
res_cache.InvalidateInRange(cached_fb_color_addr, cached_fb_color_size, true);
res_cache.InvalidateInRange(cached_fb_depth_addr, cached_fb_depth_size, true);
}
void RasterizerOpenGL::FlushFramebuffer() {
CommitColorBuffer();
CommitDepthBuffer();
// Unbind textures for potential future use as framebuffer attachments
for (unsigned texture_index = 0; texture_index < pica_textures.size(); ++texture_index) {
state.texture_units[texture_index].texture_2d = 0;
}
state.Apply();
}
void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
@ -268,7 +274,7 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
// Alpha test
case PICA_REG_INDEX(output_merger.alpha_test):
SyncAlphaTest();
state.draw.shader_dirty = true;
shader_dirty = true;
break;
// Sync GL stencil test + stencil write mask
@ -334,7 +340,7 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
case PICA_REG_INDEX(tev_stage5.color_op):
case PICA_REG_INDEX(tev_stage5.color_scale):
case PICA_REG_INDEX(tev_combiner_buffer_input):
state.draw.shader_dirty = true;
shader_dirty = true;
break;
case PICA_REG_INDEX(tev_stage0.const_r):
SyncTevConstColor(0, regs.tev_stage0);
@ -521,41 +527,257 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
}
}
void RasterizerOpenGL::FlushRegion(PAddr addr, u32 size) {
const auto& regs = Pica::g_state.regs;
u32 cached_fb_color_size = Pica::Regs::BytesPerColorPixel(fb_color_texture.format)
* fb_color_texture.width * fb_color_texture.height;
u32 cached_fb_depth_size = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format)
* fb_depth_texture.width * fb_depth_texture.height;
// If source memory region overlaps 3DS framebuffers, commit them before the copy happens
if (MathUtil::IntervalsIntersect(addr, size, cached_fb_color_addr, cached_fb_color_size))
CommitColorBuffer();
if (MathUtil::IntervalsIntersect(addr, size, cached_fb_depth_addr, cached_fb_depth_size))
CommitDepthBuffer();
void RasterizerOpenGL::FlushAll() {
res_cache.FlushAll();
}
void RasterizerOpenGL::InvalidateRegion(PAddr addr, u32 size) {
const auto& regs = Pica::g_state.regs;
void RasterizerOpenGL::FlushRegion(PAddr addr, u32 size) {
res_cache.FlushRegion(addr, size, nullptr, false);
}
u32 cached_fb_color_size = Pica::Regs::BytesPerColorPixel(fb_color_texture.format)
* fb_color_texture.width * fb_color_texture.height;
void RasterizerOpenGL::FlushAndInvalidateRegion(PAddr addr, u32 size) {
res_cache.FlushRegion(addr, size, nullptr, true);
}
u32 cached_fb_depth_size = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format)
* fb_depth_texture.width * fb_depth_texture.height;
bool RasterizerOpenGL::AccelerateDisplayTransfer(const GPU::Regs::DisplayTransferConfig& config) {
using PixelFormat = CachedSurface::PixelFormat;
using SurfaceType = CachedSurface::SurfaceType;
// If modified memory region overlaps 3DS framebuffers, reload their contents into OpenGL
if (MathUtil::IntervalsIntersect(addr, size, cached_fb_color_addr, cached_fb_color_size))
ReloadColorBuffer();
if (config.is_texture_copy) {
// TODO(tfarley): Try to hardware accelerate this
return false;
}
if (MathUtil::IntervalsIntersect(addr, size, cached_fb_depth_addr, cached_fb_depth_size))
ReloadDepthBuffer();
CachedSurface src_params;
src_params.addr = config.GetPhysicalInputAddress();
src_params.width = config.output_width;
src_params.height = config.output_height;
src_params.is_tiled = !config.input_linear;
src_params.pixel_format = CachedSurface::PixelFormatFromGPUPixelFormat(config.input_format);
// Notify cache of flush in case the region touches a cached resource
res_cache.InvalidateInRange(addr, size);
CachedSurface dst_params;
dst_params.addr = config.GetPhysicalOutputAddress();
dst_params.width = config.scaling != config.NoScale ? config.output_width / 2 : config.output_width.Value();
dst_params.height = config.scaling == config.ScaleXY ? config.output_height / 2 : config.output_height.Value();
dst_params.is_tiled = config.input_linear != config.dont_swizzle;
dst_params.pixel_format = CachedSurface::PixelFormatFromGPUPixelFormat(config.output_format);
MathUtil::Rectangle<int> src_rect;
CachedSurface* src_surface = res_cache.GetSurfaceRect(src_params, false, true, src_rect);
if (src_surface == nullptr) {
return false;
}
// Require destination surface to have same resolution scale as source to preserve scaling
dst_params.res_scale_width = src_surface->res_scale_width;
dst_params.res_scale_height = src_surface->res_scale_height;
MathUtil::Rectangle<int> dst_rect;
CachedSurface* dst_surface = res_cache.GetSurfaceRect(dst_params, true, false, dst_rect);
if (dst_surface == nullptr) {
return false;
}
// Don't accelerate if the src and dst surfaces are the same
if (src_surface == dst_surface) {
return false;
}
if (config.flip_vertically) {
std::swap(dst_rect.top, dst_rect.bottom);
}
if (!res_cache.TryBlitSurfaces(src_surface, src_rect, dst_surface, dst_rect)) {
return false;
}
u32 dst_size = dst_params.width * dst_params.height * CachedSurface::GetFormatBpp(dst_params.pixel_format) / 8;
dst_surface->dirty = true;
res_cache.FlushRegion(config.GetPhysicalOutputAddress(), dst_size, dst_surface, true);
return true;
}
bool RasterizerOpenGL::AccelerateFill(const GPU::Regs::MemoryFillConfig& config) {
using PixelFormat = CachedSurface::PixelFormat;
using SurfaceType = CachedSurface::SurfaceType;
CachedSurface* dst_surface = res_cache.TryGetFillSurface(config);
if (dst_surface == nullptr) {
return false;
}
OpenGLState cur_state = OpenGLState::GetCurState();
SurfaceType dst_type = CachedSurface::GetFormatType(dst_surface->pixel_format);
GLuint old_fb = cur_state.draw.draw_framebuffer;
cur_state.draw.draw_framebuffer = framebuffer.handle;
// TODO: When scissor test is implemented, need to disable scissor test in cur_state here so Clear call isn't affected
cur_state.Apply();
if (dst_type == SurfaceType::Color || dst_type == SurfaceType::Texture) {
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_surface->texture.handle, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
return false;
}
GLfloat color_values[4] = {0.0f, 0.0f, 0.0f, 0.0f};
// TODO: Handle additional pixel format and fill value size combinations to accelerate more cases
// For instance, checking if fill value's bytes/bits repeat to allow filling I8/A8/I4/A4/...
// Currently only handles formats that are multiples of the fill value size
if (config.fill_24bit) {
switch (dst_surface->pixel_format) {
case PixelFormat::RGB8:
color_values[0] = config.value_24bit_r / 255.0f;
color_values[1] = config.value_24bit_g / 255.0f;
color_values[2] = config.value_24bit_b / 255.0f;
break;
default:
return false;
}
} else if (config.fill_32bit) {
u32 value = config.value_32bit;
switch (dst_surface->pixel_format) {
case PixelFormat::RGBA8:
color_values[0] = (value >> 24) / 255.0f;
color_values[1] = ((value >> 16) & 0xFF) / 255.0f;
color_values[2] = ((value >> 8) & 0xFF) / 255.0f;
color_values[3] = (value & 0xFF) / 255.0f;
break;
default:
return false;
}
} else {
u16 value_16bit = config.value_16bit.Value();
Math::Vec4<u8> color;
switch (dst_surface->pixel_format) {
case PixelFormat::RGBA8:
color_values[0] = (value_16bit >> 8) / 255.0f;
color_values[1] = (value_16bit & 0xFF) / 255.0f;
color_values[2] = color_values[0];
color_values[3] = color_values[1];
break;
case PixelFormat::RGB5A1:
color = Color::DecodeRGB5A1((const u8*)&value_16bit);
color_values[0] = color[0] / 31.0f;
color_values[1] = color[1] / 31.0f;
color_values[2] = color[2] / 31.0f;
color_values[3] = color[3];
break;
case PixelFormat::RGB565:
color = Color::DecodeRGB565((const u8*)&value_16bit);
color_values[0] = color[0] / 31.0f;
color_values[1] = color[1] / 63.0f;
color_values[2] = color[2] / 31.0f;
break;
case PixelFormat::RGBA4:
color = Color::DecodeRGBA4((const u8*)&value_16bit);
color_values[0] = color[0] / 15.0f;
color_values[1] = color[1] / 15.0f;
color_values[2] = color[2] / 15.0f;
color_values[3] = color[3] / 15.0f;
break;
case PixelFormat::IA8:
case PixelFormat::RG8:
color_values[0] = (value_16bit >> 8) / 255.0f;
color_values[1] = (value_16bit & 0xFF) / 255.0f;
break;
default:
return false;
}
}
cur_state.color_mask.red_enabled = true;
cur_state.color_mask.green_enabled = true;
cur_state.color_mask.blue_enabled = true;
cur_state.color_mask.alpha_enabled = true;
cur_state.Apply();
glClearBufferfv(GL_COLOR, 0, color_values);
} else if (dst_type == SurfaceType::Depth) {
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, dst_surface->texture.handle, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
return false;
}
GLfloat value_float;
if (dst_surface->pixel_format == CachedSurface::PixelFormat::D16) {
value_float = config.value_32bit / 65535.0f; // 2^16 - 1
} else if (dst_surface->pixel_format == CachedSurface::PixelFormat::D24) {
value_float = config.value_32bit / 16777215.0f; // 2^24 - 1
}
cur_state.depth.write_mask = true;
cur_state.Apply();
glClearBufferfv(GL_DEPTH, 0, &value_float);
} else if (dst_type == SurfaceType::DepthStencil) {
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, dst_surface->texture.handle, 0);
if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
return false;
}
GLfloat value_float = (config.value_32bit & 0xFFFFFF) / 16777215.0f; // 2^24 - 1
GLint value_int = (config.value_32bit >> 24);
cur_state.depth.write_mask = true;
cur_state.stencil.write_mask = true;
cur_state.Apply();
glClearBufferfi(GL_DEPTH_STENCIL, 0, value_float, value_int);
}
cur_state.draw.draw_framebuffer = old_fb;
// TODO: Return scissor test to previous value when scissor test is implemented
cur_state.Apply();
dst_surface->dirty = true;
res_cache.FlushRegion(dst_surface->addr, dst_surface->size, dst_surface, true);
return true;
}
bool RasterizerOpenGL::AccelerateDisplay(const GPU::Regs::FramebufferConfig& config, PAddr framebuffer_addr, u32 pixel_stride, ScreenInfo& screen_info) {
if (framebuffer_addr == 0) {
return false;
}
CachedSurface src_params;
src_params.addr = framebuffer_addr;
src_params.width = config.width;
src_params.height = config.height;
src_params.stride = pixel_stride;
src_params.is_tiled = false;
src_params.pixel_format = CachedSurface::PixelFormatFromGPUPixelFormat(config.color_format);
MathUtil::Rectangle<int> src_rect;
CachedSurface* src_surface = res_cache.GetSurfaceRect(src_params, false, true, src_rect);
if (src_surface == nullptr) {
return false;
}
u32 scaled_width = src_surface->GetScaledWidth();
u32 scaled_height = src_surface->GetScaledHeight();
screen_info.display_texcoords = MathUtil::Rectangle<float>((float)src_rect.top / (float)scaled_height,
(float)src_rect.left / (float)scaled_width,
(float)src_rect.bottom / (float)scaled_height,
(float)src_rect.right / (float)scaled_width);
screen_info.display_texture = src_surface->texture.handle;
return true;
}
void RasterizerOpenGL::SamplerInfo::Create() {
@ -597,108 +819,6 @@ void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Pica::Regs::TextureConf
}
}
void RasterizerOpenGL::ReconfigureColorTexture(TextureInfo& texture, Pica::Regs::ColorFormat format, u32 width, u32 height) {
GLint internal_format;
texture.format = format;
texture.width = width;
texture.height = height;
switch (format) {
case Pica::Regs::ColorFormat::RGBA8:
internal_format = GL_RGBA;
texture.gl_format = GL_RGBA;
texture.gl_type = GL_UNSIGNED_INT_8_8_8_8;
break;
case Pica::Regs::ColorFormat::RGB8:
// This pixel format uses BGR since GL_UNSIGNED_BYTE specifies byte-order, unlike every
// specific OpenGL type used in this function using native-endian (that is, little-endian
// mostly everywhere) for words or half-words.
// TODO: check how those behave on big-endian processors.
internal_format = GL_RGB;
texture.gl_format = GL_BGR;
texture.gl_type = GL_UNSIGNED_BYTE;
break;
case Pica::Regs::ColorFormat::RGB5A1:
internal_format = GL_RGBA;
texture.gl_format = GL_RGBA;
texture.gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
break;
case Pica::Regs::ColorFormat::RGB565:
internal_format = GL_RGB;
texture.gl_format = GL_RGB;
texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
break;
case Pica::Regs::ColorFormat::RGBA4:
internal_format = GL_RGBA;
texture.gl_format = GL_RGBA;
texture.gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
break;
default:
LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer texture color format %x", format);
UNIMPLEMENTED();
break;
}
state.texture_units[0].texture_2d = texture.texture.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
texture.gl_format, texture.gl_type, nullptr);
state.texture_units[0].texture_2d = 0;
state.Apply();
}
void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::Regs::DepthFormat format, u32 width, u32 height) {
GLint internal_format;
texture.format = format;
texture.width = width;
texture.height = height;
switch (format) {
case Pica::Regs::DepthFormat::D16:
internal_format = GL_DEPTH_COMPONENT16;
texture.gl_format = GL_DEPTH_COMPONENT;
texture.gl_type = GL_UNSIGNED_SHORT;
break;
case Pica::Regs::DepthFormat::D24:
internal_format = GL_DEPTH_COMPONENT24;
texture.gl_format = GL_DEPTH_COMPONENT;
texture.gl_type = GL_UNSIGNED_INT;
break;
case Pica::Regs::DepthFormat::D24S8:
internal_format = GL_DEPTH24_STENCIL8;
texture.gl_format = GL_DEPTH_STENCIL;
texture.gl_type = GL_UNSIGNED_INT_24_8;
break;
default:
LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer texture depth format %x", format);
UNIMPLEMENTED();
break;
}
state.texture_units[0].texture_2d = texture.texture.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
texture.gl_format, texture.gl_type, nullptr);
state.texture_units[0].texture_2d = 0;
state.Apply();
}
void RasterizerOpenGL::SetShader() {
PicaShaderConfig config = PicaShaderConfig::CurrentConfig();
std::unique_ptr<PicaShader> shader = std::make_unique<PicaShader>();
@ -761,83 +881,6 @@ void RasterizerOpenGL::SetShader() {
}
}
void RasterizerOpenGL::SyncFramebuffer() {
const auto& regs = Pica::g_state.regs;
PAddr new_fb_color_addr = regs.framebuffer.GetColorBufferPhysicalAddress();
Pica::Regs::ColorFormat new_fb_color_format = regs.framebuffer.color_format;
PAddr new_fb_depth_addr = regs.framebuffer.GetDepthBufferPhysicalAddress();
Pica::Regs::DepthFormat new_fb_depth_format = regs.framebuffer.depth_format;
bool fb_size_changed = fb_color_texture.width != static_cast<GLsizei>(regs.framebuffer.GetWidth()) ||
fb_color_texture.height != static_cast<GLsizei>(regs.framebuffer.GetHeight());
bool color_fb_prop_changed = fb_color_texture.format != new_fb_color_format ||
fb_size_changed;
bool depth_fb_prop_changed = fb_depth_texture.format != new_fb_depth_format ||
fb_size_changed;
bool color_fb_modified = cached_fb_color_addr != new_fb_color_addr ||
color_fb_prop_changed;
bool depth_fb_modified = cached_fb_depth_addr != new_fb_depth_addr ||
depth_fb_prop_changed;
// Commit if framebuffer modified in any way
if (color_fb_modified)
CommitColorBuffer();
if (depth_fb_modified)
CommitDepthBuffer();
// Reconfigure framebuffer textures if any property has changed
if (color_fb_prop_changed) {
ReconfigureColorTexture(fb_color_texture, new_fb_color_format,
regs.framebuffer.GetWidth(), regs.framebuffer.GetHeight());
}
if (depth_fb_prop_changed) {
ReconfigureDepthTexture(fb_depth_texture, new_fb_depth_format,
regs.framebuffer.GetWidth(), regs.framebuffer.GetHeight());
// Only attach depth buffer as stencil if it supports stencil
switch (new_fb_depth_format) {
case Pica::Regs::DepthFormat::D16:
case Pica::Regs::DepthFormat::D24:
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
break;
case Pica::Regs::DepthFormat::D24S8:
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, fb_depth_texture.texture.handle, 0);
break;
default:
LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer depth format %x", new_fb_depth_format);
UNIMPLEMENTED();
break;
}
}
// Load buffer data again if fb modified in any way
if (color_fb_modified) {
cached_fb_color_addr = new_fb_color_addr;
ReloadColorBuffer();
}
if (depth_fb_modified) {
cached_fb_depth_addr = new_fb_depth_addr;
ReloadDepthBuffer();
}
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
ASSERT_MSG(status == GL_FRAMEBUFFER_COMPLETE,
"OpenGL rasterizer framebuffer setup failed, status %X", status);
}
void RasterizerOpenGL::SyncCullMode() {
const auto& regs = Pica::g_state.regs;
@ -1034,229 +1077,3 @@ void RasterizerOpenGL::SyncLightPosition(int light_index) {
uniform_block_data.dirty = true;
}
}
void RasterizerOpenGL::SyncDrawState() {
const auto& regs = Pica::g_state.regs;
// Sync the viewport
GLsizei viewport_width = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_x).ToFloat32() * 2;
GLsizei viewport_height = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_y).ToFloat32() * 2;
// OpenGL uses different y coordinates, so negate corner offset and flip origin
// TODO: Ensure viewport_corner.x should not be negated or origin flipped
// TODO: Use floating-point viewports for accuracy if supported
glViewport((GLsizei)regs.viewport_corner.x,
(GLsizei)regs.viewport_corner.y,
viewport_width, viewport_height);
// Sync bound texture(s), upload if not cached
const auto pica_textures = regs.GetTextures();
for (unsigned texture_index = 0; texture_index < pica_textures.size(); ++texture_index) {
const auto& texture = pica_textures[texture_index];
if (texture.enabled) {
texture_samplers[texture_index].SyncWithConfig(texture.config);
res_cache.LoadAndBindTexture(state, texture_index, texture);
} else {
state.texture_units[texture_index].texture_2d = 0;
}
}
state.draw.uniform_buffer = uniform_buffer.handle;
state.Apply();
}
MICROPROFILE_DEFINE(OpenGL_FramebufferReload, "OpenGL", "FB Reload", MP_RGB(70, 70, 200));
void RasterizerOpenGL::ReloadColorBuffer() {
u8* color_buffer = Memory::GetPhysicalPointer(cached_fb_color_addr);
if (color_buffer == nullptr)
return;
MICROPROFILE_SCOPE(OpenGL_FramebufferReload);
u32 bytes_per_pixel = Pica::Regs::BytesPerColorPixel(fb_color_texture.format);
std::unique_ptr<u8[]> temp_fb_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]);
// Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
for (int y = 0; y < fb_color_texture.height; ++y) {
for (int x = 0; x < fb_color_texture.width; ++x) {
const u32 coarse_y = y & ~7;
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
u32 gl_pixel_index = (x + (fb_color_texture.height - 1 - y) * fb_color_texture.width) * bytes_per_pixel;
u8* pixel = color_buffer + dst_offset;
memcpy(&temp_fb_color_buffer[gl_pixel_index], pixel, bytes_per_pixel);
}
}
state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_color_texture.width, fb_color_texture.height,
fb_color_texture.gl_format, fb_color_texture.gl_type, temp_fb_color_buffer.get());
state.texture_units[0].texture_2d = 0;
state.Apply();
}
void RasterizerOpenGL::ReloadDepthBuffer() {
if (cached_fb_depth_addr == 0)
return;
// TODO: Appears to work, but double-check endianness of depth values and order of depth-stencil
u8* depth_buffer = Memory::GetPhysicalPointer(cached_fb_depth_addr);
if (depth_buffer == nullptr)
return;
MICROPROFILE_SCOPE(OpenGL_FramebufferReload);
u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format);
// OpenGL needs 4 bpp alignment for D24
u32 gl_bpp = bytes_per_pixel == 3 ? 4 : bytes_per_pixel;
std::unique_ptr<u8[]> temp_fb_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]);
u8* temp_fb_depth_data = bytes_per_pixel == 3 ? (temp_fb_depth_buffer.get() + 1) : temp_fb_depth_buffer.get();
if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
for (int y = 0; y < fb_depth_texture.height; ++y) {
for (int x = 0; x < fb_depth_texture.width; ++x) {
const u32 coarse_y = y & ~7;
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width);
u8* pixel = depth_buffer + dst_offset;
u32 depth_stencil = *(u32*)pixel;
((u32*)temp_fb_depth_data)[gl_pixel_index] = (depth_stencil << 8) | (depth_stencil >> 24);
}
}
} else {
for (int y = 0; y < fb_depth_texture.height; ++y) {
for (int x = 0; x < fb_depth_texture.width; ++x) {
const u32 coarse_y = y & ~7;
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width) * gl_bpp;
u8* pixel = depth_buffer + dst_offset;
memcpy(&temp_fb_depth_data[gl_pixel_index], pixel, bytes_per_pixel);
}
}
}
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
// TODO(Subv): There is a bug with Intel Windows drivers that makes glTexSubImage2D not change the stencil buffer.
// The bug has been reported to Intel (https://communities.intel.com/message/324464)
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, fb_depth_texture.width, fb_depth_texture.height, 0,
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, temp_fb_depth_buffer.get());
} else {
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height,
fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
}
state.texture_units[0].texture_2d = 0;
state.Apply();
}
Common::Profiling::TimingCategory buffer_commit_category("Framebuffer Commit");
MICROPROFILE_DEFINE(OpenGL_FramebufferCommit, "OpenGL", "FB Commit", MP_RGB(70, 70, 200));
void RasterizerOpenGL::CommitColorBuffer() {
if (cached_fb_color_addr != 0) {
u8* color_buffer = Memory::GetPhysicalPointer(cached_fb_color_addr);
if (color_buffer != nullptr) {
Common::Profiling::ScopeTimer timer(buffer_commit_category);
MICROPROFILE_SCOPE(OpenGL_FramebufferCommit);
u32 bytes_per_pixel = Pica::Regs::BytesPerColorPixel(fb_color_texture.format);
std::unique_ptr<u8[]> temp_gl_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]);
state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
glGetTexImage(GL_TEXTURE_2D, 0, fb_color_texture.gl_format, fb_color_texture.gl_type, temp_gl_color_buffer.get());
state.texture_units[0].texture_2d = 0;
state.Apply();
// Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
for (int y = 0; y < fb_color_texture.height; ++y) {
for (int x = 0; x < fb_color_texture.width; ++x) {
const u32 coarse_y = y & ~7;
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
u32 gl_pixel_index = x * bytes_per_pixel + (fb_color_texture.height - 1 - y) * fb_color_texture.width * bytes_per_pixel;
u8* pixel = color_buffer + dst_offset;
memcpy(pixel, &temp_gl_color_buffer[gl_pixel_index], bytes_per_pixel);
}
}
}
}
}
void RasterizerOpenGL::CommitDepthBuffer() {
if (cached_fb_depth_addr != 0) {
// TODO: Output seems correct visually, but doesn't quite match sw renderer output. One of them is wrong.
u8* depth_buffer = Memory::GetPhysicalPointer(cached_fb_depth_addr);
if (depth_buffer != nullptr) {
Common::Profiling::ScopeTimer timer(buffer_commit_category);
MICROPROFILE_SCOPE(OpenGL_FramebufferCommit);
u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format);
// OpenGL needs 4 bpp alignment for D24
u32 gl_bpp = bytes_per_pixel == 3 ? 4 : bytes_per_pixel;
std::unique_ptr<u8[]> temp_gl_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]);
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
glGetTexImage(GL_TEXTURE_2D, 0, fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_gl_depth_buffer.get());
state.texture_units[0].texture_2d = 0;
state.Apply();
u8* temp_gl_depth_data = bytes_per_pixel == 3 ? (temp_gl_depth_buffer.get() + 1) : temp_gl_depth_buffer.get();
if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
for (int y = 0; y < fb_depth_texture.height; ++y) {
for (int x = 0; x < fb_depth_texture.width; ++x) {
const u32 coarse_y = y & ~7;
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width);
u8* pixel = depth_buffer + dst_offset;
u32 depth_stencil = ((u32*)temp_gl_depth_data)[gl_pixel_index];
*(u32*)pixel = (depth_stencil >> 8) | (depth_stencil << 24);
}
}
} else {
for (int y = 0; y < fb_depth_texture.height; ++y) {
for (int x = 0; x < fb_depth_texture.width; ++x) {
const u32 coarse_y = y & ~7;
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
u32 gl_pixel_index = (x + (fb_depth_texture.height - 1 - y) * fb_depth_texture.width) * gl_bpp;
u8* pixel = depth_buffer + dst_offset;
memcpy(pixel, &temp_gl_depth_data[gl_pixel_index], bytes_per_pixel);
}
}
}
}
}
}

View file

@ -19,6 +19,7 @@
#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/pica_to_gl.h"
#include "video_core/renderer_opengl/renderer_opengl.h"
#include "video_core/shader/shader_interpreter.h"
/**
@ -191,16 +192,17 @@ public:
RasterizerOpenGL();
~RasterizerOpenGL() override;
void InitObjects() override;
void Reset() override;
void AddTriangle(const Pica::Shader::OutputVertex& v0,
const Pica::Shader::OutputVertex& v1,
const Pica::Shader::OutputVertex& v2) override;
void DrawTriangles() override;
void FlushFramebuffer() override;
void NotifyPicaRegisterChanged(u32 id) override;
void FlushAll() override;
void FlushRegion(PAddr addr, u32 size) override;
void InvalidateRegion(PAddr addr, u32 size) override;
void FlushAndInvalidateRegion(PAddr addr, u32 size) override;
bool AccelerateDisplayTransfer(const GPU::Regs::DisplayTransferConfig& config) override;
bool AccelerateFill(const GPU::Regs::MemoryFillConfig& config) override;
bool AccelerateDisplay(const GPU::Regs::FramebufferConfig& config, PAddr framebuffer_addr, u32 pixel_stride, ScreenInfo& screen_info) override;
/// OpenGL shader generated for a given Pica register state
struct PicaShader {
@ -210,26 +212,6 @@ public:
private:
/// 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;
@ -311,18 +293,9 @@ private:
static_assert(sizeof(UniformData) == 0x310, "The size of the UniformData structure has changed, update the structure in the shader");
static_assert(sizeof(UniformData) < 16384, "UniformData structure must be less than 16kb as per the OpenGL spec");
/// 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();
@ -386,45 +359,15 @@ private:
/// Syncs the specified light's specular 1 color to match the PICA register
void SyncLightSpecular1(int light_index);
/// 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();
OpenGLState state;
RasterizerCacheOpenGL res_cache;
std::vector<HardwareVertex> vertex_batch;
OpenGLState state;
PAddr cached_fb_color_addr;
PAddr cached_fb_depth_addr;
// Hardware rasterizer
std::array<SamplerInfo, 3> texture_samplers;
TextureInfo fb_color_texture;
DepthTextureInfo fb_depth_texture;
std::unordered_map<PicaShaderConfig, std::unique_ptr<PicaShader>> shader_cache;
const PicaShader* current_shader = nullptr;
bool shader_dirty;
struct {
UniformData data;
@ -432,11 +375,12 @@ private:
bool dirty;
} uniform_block_data;
std::array<SamplerInfo, 3> texture_samplers;
OGLVertexArray vertex_array;
OGLBuffer vertex_buffer;
OGLBuffer uniform_buffer;
OGLFramebuffer framebuffer;
std::array<OGLTexture, 6> lighting_lut;
std::array<OGLTexture, 6> lighting_luts;
std::array<std::array<GLvec4, 256>, 6> lighting_lut_data;
};

View file

@ -2,8 +2,9 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <memory>
#include <unordered_set>
#include "common/emu_window.h"
#include "common/hash.h"
#include "common/math_util.h"
#include "common/microprofile.h"
@ -12,71 +13,693 @@
#include "core/memory.h"
#include "video_core/debug_utils/debug_utils.h"
#include "video_core/pica_state.h"
#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
#include "video_core/renderer_opengl/pica_to_gl.h"
#include "video_core/utils.h"
#include "video_core/video_core.h"
struct FormatTuple {
GLint internal_format;
GLenum format;
GLenum type;
};
static const std::array<FormatTuple, 5> fb_format_tuples = {{
{ GL_RGBA8, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8 }, // RGBA8
{ GL_RGB8, GL_BGR, GL_UNSIGNED_BYTE }, // RGB8
{ GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1 }, // RGB5A1
{ GL_RGB565, GL_RGB, GL_UNSIGNED_SHORT_5_6_5 }, // RGB565
{ GL_RGBA4, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4 }, // RGBA4
}};
static const std::array<FormatTuple, 4> depth_format_tuples = {{
{ GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT }, // D16
{},
{ GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT }, // D24
{ GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8 }, // D24S8
}};
RasterizerCacheOpenGL::RasterizerCacheOpenGL() {
transfer_framebuffers[0].Create();
transfer_framebuffers[1].Create();
}
RasterizerCacheOpenGL::~RasterizerCacheOpenGL() {
InvalidateAll();
FlushAll();
}
MICROPROFILE_DEFINE(OpenGL_TextureUpload, "OpenGL", "Texture Upload", MP_RGB(128, 64, 192));
static void MortonCopyPixels(CachedSurface::PixelFormat pixel_format, u32 width, u32 height, u32 bytes_per_pixel, u32 gl_bytes_per_pixel, u8* morton_data, u8* gl_data, bool morton_to_gl) {
using PixelFormat = CachedSurface::PixelFormat;
void RasterizerCacheOpenGL::LoadAndBindTexture(OpenGLState &state, unsigned texture_unit, const Pica::DebugUtils::TextureInfo& info) {
const auto cached_texture = texture_cache.find(info.physical_address);
u8* data_ptrs[2];
u32 depth_stencil_shifts[2] = {24, 8};
if (cached_texture != texture_cache.end()) {
state.texture_units[texture_unit].texture_2d = cached_texture->second->texture.handle;
state.Apply();
if (morton_to_gl) {
std::swap(depth_stencil_shifts[0], depth_stencil_shifts[1]);
}
if (pixel_format == PixelFormat::D24S8) {
for (unsigned y = 0; y < height; ++y) {
for (unsigned x = 0; x < width; ++x) {
const u32 coarse_y = y & ~7;
u32 morton_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * width * bytes_per_pixel;
u32 gl_pixel_index = (x + (height - 1 - y) * width) * gl_bytes_per_pixel;
data_ptrs[morton_to_gl] = morton_data + morton_offset;
data_ptrs[!morton_to_gl] = &gl_data[gl_pixel_index];
// Swap depth and stencil value ordering since 3DS does not match OpenGL
u32 depth_stencil;
memcpy(&depth_stencil, data_ptrs[1], sizeof(u32));
depth_stencil = (depth_stencil << depth_stencil_shifts[0]) | (depth_stencil >> depth_stencil_shifts[1]);
memcpy(data_ptrs[0], &depth_stencil, sizeof(u32));
}
}
} else {
MICROPROFILE_SCOPE(OpenGL_TextureUpload);
for (unsigned y = 0; y < height; ++y) {
for (unsigned x = 0; x < width; ++x) {
const u32 coarse_y = y & ~7;
u32 morton_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * width * bytes_per_pixel;
u32 gl_pixel_index = (x + (height - 1 - y) * width) * gl_bytes_per_pixel;
std::unique_ptr<CachedTexture> new_texture = std::make_unique<CachedTexture>();
data_ptrs[morton_to_gl] = morton_data + morton_offset;
data_ptrs[!morton_to_gl] = &gl_data[gl_pixel_index];
new_texture->texture.Create();
state.texture_units[texture_unit].texture_2d = new_texture->texture.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0 + texture_unit);
u8* texture_src_data = Memory::GetPhysicalPointer(info.physical_address);
new_texture->width = info.width;
new_texture->height = info.height;
new_texture->size = info.stride * info.height;
new_texture->addr = info.physical_address;
new_texture->hash = Common::ComputeHash64(texture_src_data, new_texture->size);
std::unique_ptr<Math::Vec4<u8>[]> temp_texture_buffer_rgba(new Math::Vec4<u8>[info.width * info.height]);
for (int y = 0; y < info.height; ++y) {
for (int x = 0; x < info.width; ++x) {
temp_texture_buffer_rgba[x + info.width * y] = Pica::DebugUtils::LookupTexture(texture_src_data, x, info.height - 1 - y, info);
memcpy(data_ptrs[0], data_ptrs[1], bytes_per_pixel);
}
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, info.width, info.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, temp_texture_buffer_rgba.get());
texture_cache.emplace(info.physical_address, std::move(new_texture));
}
}
void RasterizerCacheOpenGL::InvalidateInRange(PAddr addr, u32 size, bool ignore_hash) {
// TODO: Optimize by also inserting upper bound (addr + size) of each texture into the same map and also narrow using lower_bound
auto cache_upper_bound = texture_cache.upper_bound(addr + size);
bool RasterizerCacheOpenGL::BlitTextures(GLuint src_tex, GLuint dst_tex, CachedSurface::SurfaceType type, const MathUtil::Rectangle<int>& src_rect, const MathUtil::Rectangle<int>& dst_rect) {
using SurfaceType = CachedSurface::SurfaceType;
for (auto it = texture_cache.begin(); it != cache_upper_bound;) {
const auto& info = *it->second;
OpenGLState cur_state = OpenGLState::GetCurState();
// Flush the texture only if the memory region intersects and a change is detected
if (MathUtil::IntervalsIntersect(addr, size, info.addr, info.size) &&
(ignore_hash || info.hash != Common::ComputeHash64(Memory::GetPhysicalPointer(info.addr), info.size))) {
// Make sure textures aren't bound to texture units, since going to bind them to framebuffer components
OpenGLState::ResetTexture(src_tex);
OpenGLState::ResetTexture(dst_tex);
it = texture_cache.erase(it);
// Keep track of previous framebuffer bindings
GLuint old_fbs[2] = { cur_state.draw.read_framebuffer, cur_state.draw.draw_framebuffer };
cur_state.draw.read_framebuffer = transfer_framebuffers[0].handle;
cur_state.draw.draw_framebuffer = transfer_framebuffers[1].handle;
cur_state.Apply();
u32 buffers = 0;
if (type == SurfaceType::Color || type == SurfaceType::Texture) {
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, src_tex, 0);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_tex, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
buffers = GL_COLOR_BUFFER_BIT;
} else if (type == SurfaceType::Depth) {
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, src_tex, 0);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, dst_tex, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
buffers = GL_DEPTH_BUFFER_BIT;
} else if (type == SurfaceType::DepthStencil) {
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, src_tex, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, dst_tex, 0);
buffers = GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
}
if (OpenGLState::CheckFBStatus(GL_READ_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
return false;
}
if (OpenGLState::CheckFBStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
return false;
}
glBlitFramebuffer(src_rect.left, src_rect.top, src_rect.right, src_rect.bottom,
dst_rect.left, dst_rect.top, dst_rect.right, dst_rect.bottom,
buffers, buffers == GL_COLOR_BUFFER_BIT ? GL_LINEAR : GL_NEAREST);
// Restore previous framebuffer bindings
cur_state.draw.read_framebuffer = old_fbs[0];
cur_state.draw.draw_framebuffer = old_fbs[1];
cur_state.Apply();
return true;
}
bool RasterizerCacheOpenGL::TryBlitSurfaces(CachedSurface* src_surface, const MathUtil::Rectangle<int>& src_rect, CachedSurface* dst_surface, const MathUtil::Rectangle<int>& dst_rect) {
using SurfaceType = CachedSurface::SurfaceType;
if (!CachedSurface::CheckFormatsBlittable(src_surface->pixel_format, dst_surface->pixel_format)) {
return false;
}
return BlitTextures(src_surface->texture.handle, dst_surface->texture.handle, CachedSurface::GetFormatType(src_surface->pixel_format), src_rect, dst_rect);
}
static void AllocateSurfaceTexture(GLuint texture, CachedSurface::PixelFormat pixel_format, u32 width, u32 height) {
// Allocate an uninitialized texture of appropriate size and format for the surface
using SurfaceType = CachedSurface::SurfaceType;
OpenGLState cur_state = OpenGLState::GetCurState();
// Keep track of previous texture bindings
GLuint old_tex = cur_state.texture_units[0].texture_2d;
cur_state.texture_units[0].texture_2d = texture;
cur_state.Apply();
glActiveTexture(GL_TEXTURE0);
SurfaceType type = CachedSurface::GetFormatType(pixel_format);
FormatTuple tuple;
if (type == SurfaceType::Color) {
ASSERT((size_t)pixel_format < fb_format_tuples.size());
tuple = fb_format_tuples[(unsigned int)pixel_format];
} else if (type == SurfaceType::Depth || type == SurfaceType::DepthStencil) {
size_t tuple_idx = (size_t)pixel_format - 14;
ASSERT(tuple_idx < depth_format_tuples.size());
tuple = depth_format_tuples[tuple_idx];
} else {
++it;
tuple = { GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE };
}
glTexImage2D(GL_TEXTURE_2D, 0, tuple.internal_format, width, height, 0,
tuple.format, tuple.type, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Restore previous texture bindings
cur_state.texture_units[0].texture_2d = old_tex;
cur_state.Apply();
}
MICROPROFILE_DEFINE(OpenGL_SurfaceUpload, "OpenGL", "Surface Upload", MP_RGB(128, 64, 192));
CachedSurface* RasterizerCacheOpenGL::GetSurface(const CachedSurface& params, bool match_res_scale, bool load_if_create) {
using PixelFormat = CachedSurface::PixelFormat;
using SurfaceType = CachedSurface::SurfaceType;
if (params.addr == 0) {
return nullptr;
}
u32 params_size = params.width * params.height * CachedSurface::GetFormatBpp(params.pixel_format) / 8;
// Check for an exact match in existing surfaces
CachedSurface* best_exact_surface = nullptr;
float exact_surface_goodness = -1.f;
auto surface_interval = boost::icl::interval<PAddr>::right_open(params.addr, params.addr + params_size);
auto range = surface_cache.equal_range(surface_interval);
for (auto it = range.first; it != range.second; ++it) {
for (auto it2 = it->second.begin(); it2 != it->second.end(); ++it2) {
CachedSurface* surface = it2->get();
// Check if the request matches the surface exactly
if (params.addr == surface->addr &&
params.width == surface->width && params.height == surface->height &&
params.pixel_format == surface->pixel_format)
{
// Make sure optional param-matching criteria are fulfilled
bool tiling_match = (params.is_tiled == surface->is_tiled);
bool res_scale_match = (params.res_scale_width == surface->res_scale_width && params.res_scale_height == surface->res_scale_height);
if (!match_res_scale || res_scale_match) {
// Prioritize same-tiling and highest resolution surfaces
float match_goodness = (float)tiling_match + surface->res_scale_width * surface->res_scale_height;
if (match_goodness > exact_surface_goodness || surface->dirty) {
exact_surface_goodness = match_goodness;
best_exact_surface = surface;
}
}
}
}
}
// Return the best exact surface if found
if (best_exact_surface != nullptr) {
return best_exact_surface;
}
// No matching surfaces found, so create a new one
u8* texture_src_data = Memory::GetPhysicalPointer(params.addr);
if (texture_src_data == nullptr) {
return nullptr;
}
MICROPROFILE_SCOPE(OpenGL_SurfaceUpload);
std::shared_ptr<CachedSurface> new_surface = std::make_shared<CachedSurface>();
new_surface->addr = params.addr;
new_surface->size = params_size;
new_surface->texture.Create();
new_surface->width = params.width;
new_surface->height = params.height;
new_surface->stride = params.stride;
new_surface->res_scale_width = params.res_scale_width;
new_surface->res_scale_height = params.res_scale_height;
new_surface->is_tiled = params.is_tiled;
new_surface->pixel_format = params.pixel_format;
new_surface->dirty = false;
if (!load_if_create) {
// Don't load any data; just allocate the surface's texture
AllocateSurfaceTexture(new_surface->texture.handle, new_surface->pixel_format, new_surface->GetScaledWidth(), new_surface->GetScaledHeight());
} else {
// TODO: Consider attempting subrect match in existing surfaces and direct blit here instead of memory upload below if that's a common scenario in some game
Memory::RasterizerFlushRegion(params.addr, params_size);
// Load data from memory to the new surface
OpenGLState cur_state = OpenGLState::GetCurState();
GLuint old_tex = cur_state.texture_units[0].texture_2d;
cur_state.texture_units[0].texture_2d = new_surface->texture.handle;
cur_state.Apply();
glActiveTexture(GL_TEXTURE0);
glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)new_surface->stride);
if (!new_surface->is_tiled) {
// TODO: Ensure this will always be a color format, not a depth or other format
ASSERT((size_t)new_surface->pixel_format < fb_format_tuples.size());
const FormatTuple& tuple = fb_format_tuples[(unsigned int)params.pixel_format];
glTexImage2D(GL_TEXTURE_2D, 0, tuple.internal_format, params.width, params.height, 0,
tuple.format, tuple.type, texture_src_data);
} else {
SurfaceType type = CachedSurface::GetFormatType(new_surface->pixel_format);
if (type != SurfaceType::Depth && type != SurfaceType::DepthStencil) {
FormatTuple tuple;
if ((size_t)params.pixel_format < fb_format_tuples.size()) {
tuple = fb_format_tuples[(unsigned int)params.pixel_format];
} else {
// Texture
tuple = { GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE };
}
std::vector<Math::Vec4<u8>> tex_buffer(params.width * params.height);
Pica::DebugUtils::TextureInfo tex_info;
tex_info.width = params.width;
tex_info.height = params.height;
tex_info.stride = params.width * CachedSurface::GetFormatBpp(params.pixel_format) / 8;
tex_info.format = (Pica::Regs::TextureFormat)params.pixel_format;
tex_info.physical_address = params.addr;
for (unsigned y = 0; y < params.height; ++y) {
for (unsigned x = 0; x < params.width; ++x) {
tex_buffer[x + params.width * y] = Pica::DebugUtils::LookupTexture(texture_src_data, x, params.height - 1 - y, tex_info);
}
}
glTexImage2D(GL_TEXTURE_2D, 0, tuple.internal_format, params.width, params.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_buffer.data());
} else {
// Depth/Stencil formats need special treatment since they aren't sampleable using LookupTexture and can't use RGBA format
size_t tuple_idx = (size_t)params.pixel_format - 14;
ASSERT(tuple_idx < depth_format_tuples.size());
const FormatTuple& tuple = depth_format_tuples[tuple_idx];
u32 bytes_per_pixel = CachedSurface::GetFormatBpp(params.pixel_format) / 8;
// OpenGL needs 4 bpp alignment for D24 since using GL_UNSIGNED_INT as type
bool use_4bpp = (params.pixel_format == PixelFormat::D24);
u32 gl_bytes_per_pixel = use_4bpp ? 4 : bytes_per_pixel;
std::vector<u8> temp_fb_depth_buffer(params.width * params.height * gl_bytes_per_pixel);
u8* temp_fb_depth_buffer_ptr = use_4bpp ? temp_fb_depth_buffer.data() + 1 : temp_fb_depth_buffer.data();
MortonCopyPixels(params.pixel_format, params.width, params.height, bytes_per_pixel, gl_bytes_per_pixel, texture_src_data, temp_fb_depth_buffer_ptr, true);
glTexImage2D(GL_TEXTURE_2D, 0, tuple.internal_format, params.width, params.height, 0,
tuple.format, tuple.type, temp_fb_depth_buffer.data());
}
}
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
// If not 1x scale, blit 1x texture to a new scaled texture and replace texture in surface
if (new_surface->res_scale_width != 1.f || new_surface->res_scale_height != 1.f) {
OGLTexture scaled_texture;
scaled_texture.Create();
AllocateSurfaceTexture(scaled_texture.handle, new_surface->pixel_format, new_surface->GetScaledWidth(), new_surface->GetScaledHeight());
BlitTextures(new_surface->texture.handle, scaled_texture.handle, CachedSurface::GetFormatType(new_surface->pixel_format),
MathUtil::Rectangle<int>(0, 0, new_surface->width, new_surface->height),
MathUtil::Rectangle<int>(0, 0, new_surface->GetScaledWidth(), new_surface->GetScaledHeight()));
new_surface->texture.Release();
new_surface->texture.handle = scaled_texture.handle;
scaled_texture.handle = 0;
cur_state.texture_units[0].texture_2d = new_surface->texture.handle;
cur_state.Apply();
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
cur_state.texture_units[0].texture_2d = old_tex;
cur_state.Apply();
}
Memory::RasterizerMarkRegionCached(new_surface->addr, new_surface->size, 1);
surface_cache.add(std::make_pair(boost::icl::interval<PAddr>::right_open(new_surface->addr, new_surface->addr + new_surface->size), std::set<std::shared_ptr<CachedSurface>>({ new_surface })));
return new_surface.get();
}
CachedSurface* RasterizerCacheOpenGL::GetSurfaceRect(const CachedSurface& params, bool match_res_scale, bool load_if_create, MathUtil::Rectangle<int>& out_rect) {
if (params.addr == 0) {
return nullptr;
}
u32 total_pixels = params.width * params.height;
u32 params_size = total_pixels * CachedSurface::GetFormatBpp(params.pixel_format) / 8;
// Attempt to find encompassing surfaces
CachedSurface* best_subrect_surface = nullptr;
float subrect_surface_goodness = -1.f;
auto surface_interval = boost::icl::interval<PAddr>::right_open(params.addr, params.addr + params_size);
auto cache_upper_bound = surface_cache.upper_bound(surface_interval);
for (auto it = surface_cache.lower_bound(surface_interval); it != cache_upper_bound; ++it) {
for (auto it2 = it->second.begin(); it2 != it->second.end(); ++it2) {
CachedSurface* surface = it2->get();
// Check if the request is contained in the surface
if (params.addr >= surface->addr &&
params.addr + params_size - 1 <= surface->addr + surface->size - 1 &&
params.pixel_format == surface->pixel_format)
{
// Make sure optional param-matching criteria are fulfilled
bool tiling_match = (params.is_tiled == surface->is_tiled);
bool res_scale_match = (params.res_scale_width == surface->res_scale_width && params.res_scale_height == surface->res_scale_height);
if (!match_res_scale || res_scale_match) {
// Prioritize same-tiling and highest resolution surfaces
float match_goodness = (float)tiling_match + surface->res_scale_width * surface->res_scale_height;
if (match_goodness > subrect_surface_goodness || surface->dirty) {
subrect_surface_goodness = match_goodness;
best_subrect_surface = surface;
}
}
}
}
}
// Return the best subrect surface if found
if (best_subrect_surface != nullptr) {
unsigned int bytes_per_pixel = (CachedSurface::GetFormatBpp(best_subrect_surface->pixel_format) / 8);
int x0, y0;
if (!params.is_tiled) {
u32 begin_pixel_index = (params.addr - best_subrect_surface->addr) / bytes_per_pixel;
x0 = begin_pixel_index % best_subrect_surface->width;
y0 = begin_pixel_index / best_subrect_surface->width;
out_rect = MathUtil::Rectangle<int>(x0, y0, x0 + params.width, y0 + params.height);
} else {
u32 bytes_per_tile = 8 * 8 * bytes_per_pixel;
u32 tiles_per_row = best_subrect_surface->width / 8;
u32 begin_tile_index = (params.addr - best_subrect_surface->addr) / bytes_per_tile;
x0 = begin_tile_index % tiles_per_row * 8;
y0 = begin_tile_index / tiles_per_row * 8;
// Tiled surfaces are flipped vertically in the rasterizer vs. 3DS memory.
out_rect = MathUtil::Rectangle<int>(x0, best_subrect_surface->height - y0, x0 + params.width, best_subrect_surface->height - (y0 + params.height));
}
out_rect.left = (int)(out_rect.left * best_subrect_surface->res_scale_width);
out_rect.right = (int)(out_rect.right * best_subrect_surface->res_scale_width);
out_rect.top = (int)(out_rect.top * best_subrect_surface->res_scale_height);
out_rect.bottom = (int)(out_rect.bottom * best_subrect_surface->res_scale_height);
return best_subrect_surface;
}
// No subrect found - create and return a new surface
if (!params.is_tiled) {
out_rect = MathUtil::Rectangle<int>(0, 0, (int)(params.width * params.res_scale_width), (int)(params.height * params.res_scale_height));
} else {
out_rect = MathUtil::Rectangle<int>(0, (int)(params.height * params.res_scale_height), (int)(params.width * params.res_scale_width), 0);
}
return GetSurface(params, match_res_scale, load_if_create);
}
CachedSurface* RasterizerCacheOpenGL::GetTextureSurface(const Pica::Regs::FullTextureConfig& config) {
Pica::DebugUtils::TextureInfo info = Pica::DebugUtils::TextureInfo::FromPicaRegister(config.config, config.format);
CachedSurface params;
params.addr = info.physical_address;
params.width = info.width;
params.height = info.height;
params.is_tiled = true;
params.pixel_format = CachedSurface::PixelFormatFromTextureFormat(info.format);
return GetSurface(params, false, true);
}
std::tuple<CachedSurface*, CachedSurface*, MathUtil::Rectangle<int>> RasterizerCacheOpenGL::GetFramebufferSurfaces(const Pica::Regs::FramebufferConfig& config) {
const auto& regs = Pica::g_state.regs;
// Make sur that framebuffers don't overlap if both color and depth are being used
u32 fb_area = config.GetWidth() * config.GetHeight();
bool framebuffers_overlap = config.GetColorBufferPhysicalAddress() != 0 &&
config.GetDepthBufferPhysicalAddress() != 0 &&
MathUtil::IntervalsIntersect(config.GetColorBufferPhysicalAddress(), fb_area * GPU::Regs::BytesPerPixel(GPU::Regs::PixelFormat(config.color_format.Value())),
config.GetDepthBufferPhysicalAddress(), fb_area * Pica::Regs::BytesPerDepthPixel(config.depth_format));
bool using_color_fb = config.GetColorBufferPhysicalAddress() != 0;
bool using_depth_fb = config.GetDepthBufferPhysicalAddress() != 0 && (regs.output_merger.depth_test_enable || regs.output_merger.depth_write_enable || !framebuffers_overlap);
if (framebuffers_overlap && using_color_fb && using_depth_fb) {
LOG_CRITICAL(Render_OpenGL, "Color and depth framebuffer memory regions overlap; overlapping framebuffers not supported!");
using_depth_fb = false;
}
// get color and depth surfaces
CachedSurface color_params;
CachedSurface depth_params;
color_params.width = depth_params.width = config.GetWidth();
color_params.height = depth_params.height = config.GetHeight();
color_params.is_tiled = depth_params.is_tiled = true;
if (VideoCore::g_scaled_resolution_enabled) {
auto layout = VideoCore::g_emu_window->GetFramebufferLayout();
// Assume same scaling factor for top and bottom screens
color_params.res_scale_width = depth_params.res_scale_width = (float)layout.top_screen.GetWidth() / VideoCore::kScreenTopWidth;
color_params.res_scale_height = depth_params.res_scale_height = (float)layout.top_screen.GetHeight() / VideoCore::kScreenTopHeight;
}
color_params.addr = config.GetColorBufferPhysicalAddress();
color_params.pixel_format = CachedSurface::PixelFormatFromColorFormat(config.color_format);
depth_params.addr = config.GetDepthBufferPhysicalAddress();
depth_params.pixel_format = CachedSurface::PixelFormatFromDepthFormat(config.depth_format);
MathUtil::Rectangle<int> color_rect;
CachedSurface* color_surface = using_color_fb ? GetSurfaceRect(color_params, true, true, color_rect) : nullptr;
MathUtil::Rectangle<int> depth_rect;
CachedSurface* depth_surface = using_depth_fb ? GetSurfaceRect(depth_params, true, true, depth_rect) : nullptr;
// Sanity check to make sure found surfaces aren't the same
if (using_depth_fb && using_color_fb && color_surface == depth_surface) {
LOG_CRITICAL(Render_OpenGL, "Color and depth framebuffer surfaces overlap; overlapping surfaces not supported!");
using_depth_fb = false;
depth_surface = nullptr;
}
MathUtil::Rectangle<int> rect;
if (color_surface != nullptr && depth_surface != nullptr && (depth_rect.left != color_rect.left || depth_rect.top != color_rect.top)) {
// Can't specify separate color and depth viewport offsets in OpenGL, so re-zero both if they don't match
if (color_rect.left != 0 || color_rect.top != 0) {
color_surface = GetSurface(color_params, true, true);
}
if (depth_rect.left != 0 || depth_rect.top != 0) {
depth_surface = GetSurface(depth_params, true, true);
}
if (!color_surface->is_tiled) {
rect = MathUtil::Rectangle<int>(0, 0, (int)(color_params.width * color_params.res_scale_width), (int)(color_params.height * color_params.res_scale_height));
} else {
rect = MathUtil::Rectangle<int>(0, (int)(color_params.height * color_params.res_scale_height), (int)(color_params.width * color_params.res_scale_width), 0);
}
} else if (color_surface != nullptr) {
rect = color_rect;
} else if (depth_surface != nullptr) {
rect = depth_rect;
} else {
rect = MathUtil::Rectangle<int>(0, 0, 0, 0);
}
return std::make_tuple(color_surface, depth_surface, rect);
}
CachedSurface* RasterizerCacheOpenGL::TryGetFillSurface(const GPU::Regs::MemoryFillConfig& config) {
auto surface_interval = boost::icl::interval<PAddr>::right_open(config.GetStartAddress(), config.GetEndAddress());
auto range = surface_cache.equal_range(surface_interval);
for (auto it = range.first; it != range.second; ++it) {
for (auto it2 = it->second.begin(); it2 != it->second.end(); ++it2) {
int bits_per_value = 0;
if (config.fill_24bit) {
bits_per_value = 24;
} else if (config.fill_32bit) {
bits_per_value = 32;
} else {
bits_per_value = 16;
}
CachedSurface* surface = it2->get();
if (surface->addr == config.GetStartAddress() &&
CachedSurface::GetFormatBpp(surface->pixel_format) == bits_per_value &&
(surface->width * surface->height * CachedSurface::GetFormatBpp(surface->pixel_format) / 8) == (config.GetEndAddress() - config.GetStartAddress()))
{
return surface;
}
}
}
return nullptr;
}
MICROPROFILE_DEFINE(OpenGL_SurfaceDownload, "OpenGL", "Surface Download", MP_RGB(128, 192, 64));
void RasterizerCacheOpenGL::FlushSurface(CachedSurface* surface) {
using PixelFormat = CachedSurface::PixelFormat;
using SurfaceType = CachedSurface::SurfaceType;
if (!surface->dirty) {
return;
}
MICROPROFILE_SCOPE(OpenGL_SurfaceDownload);
u8* dst_buffer = Memory::GetPhysicalPointer(surface->addr);
if (dst_buffer == nullptr) {
return;
}
OpenGLState cur_state = OpenGLState::GetCurState();
GLuint old_tex = cur_state.texture_units[0].texture_2d;
OGLTexture unscaled_tex;
GLuint texture_to_flush = surface->texture.handle;
// If not 1x scale, blit scaled texture to a new 1x texture and use that to flush
if (surface->res_scale_width != 1.f || surface->res_scale_height != 1.f) {
unscaled_tex.Create();
AllocateSurfaceTexture(unscaled_tex.handle, surface->pixel_format, surface->width, surface->height);
BlitTextures(surface->texture.handle, unscaled_tex.handle, CachedSurface::GetFormatType(surface->pixel_format),
MathUtil::Rectangle<int>(0, 0, surface->GetScaledWidth(), surface->GetScaledHeight()),
MathUtil::Rectangle<int>(0, 0, surface->width, surface->height));
texture_to_flush = unscaled_tex.handle;
}
cur_state.texture_units[0].texture_2d = texture_to_flush;
cur_state.Apply();
glActiveTexture(GL_TEXTURE0);
glPixelStorei(GL_PACK_ROW_LENGTH, (GLint)surface->stride);
if (!surface->is_tiled) {
// TODO: Ensure this will always be a color format, not a depth or other format
ASSERT((size_t)surface->pixel_format < fb_format_tuples.size());
const FormatTuple& tuple = fb_format_tuples[(unsigned int)surface->pixel_format];
glGetTexImage(GL_TEXTURE_2D, 0, tuple.format, tuple.type, dst_buffer);
} else {
SurfaceType type = CachedSurface::GetFormatType(surface->pixel_format);
if (type != SurfaceType::Depth && type != SurfaceType::DepthStencil) {
ASSERT((size_t)surface->pixel_format < fb_format_tuples.size());
const FormatTuple& tuple = fb_format_tuples[(unsigned int)surface->pixel_format];
u32 bytes_per_pixel = CachedSurface::GetFormatBpp(surface->pixel_format) / 8;
std::vector<u8> temp_gl_buffer(surface->width * surface->height * bytes_per_pixel);
glGetTexImage(GL_TEXTURE_2D, 0, tuple.format, tuple.type, temp_gl_buffer.data());
// Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
MortonCopyPixels(surface->pixel_format, surface->width, surface->height, bytes_per_pixel, bytes_per_pixel, dst_buffer, temp_gl_buffer.data(), false);
} else {
// Depth/Stencil formats need special treatment since they aren't sampleable using LookupTexture and can't use RGBA format
size_t tuple_idx = (size_t)surface->pixel_format - 14;
ASSERT(tuple_idx < depth_format_tuples.size());
const FormatTuple& tuple = depth_format_tuples[tuple_idx];
u32 bytes_per_pixel = CachedSurface::GetFormatBpp(surface->pixel_format) / 8;
// OpenGL needs 4 bpp alignment for D24 since using GL_UNSIGNED_INT as type
bool use_4bpp = (surface->pixel_format == PixelFormat::D24);
u32 gl_bytes_per_pixel = use_4bpp ? 4 : bytes_per_pixel;
std::vector<u8> temp_gl_buffer(surface->width * surface->height * gl_bytes_per_pixel);
glGetTexImage(GL_TEXTURE_2D, 0, tuple.format, tuple.type, temp_gl_buffer.data());
u8* temp_gl_buffer_ptr = use_4bpp ? temp_gl_buffer.data() + 1 : temp_gl_buffer.data();
MortonCopyPixels(surface->pixel_format, surface->width, surface->height, bytes_per_pixel, gl_bytes_per_pixel, dst_buffer, temp_gl_buffer_ptr, false);
}
}
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
surface->dirty = false;
cur_state.texture_units[0].texture_2d = old_tex;
cur_state.Apply();
}
void RasterizerCacheOpenGL::FlushRegion(PAddr addr, u32 size, const CachedSurface* skip_surface, bool invalidate) {
if (size == 0) {
return;
}
// Gather up unique surfaces that touch the region
std::unordered_set<std::shared_ptr<CachedSurface>> touching_surfaces;
auto surface_interval = boost::icl::interval<PAddr>::right_open(addr, addr + size);
auto cache_upper_bound = surface_cache.upper_bound(surface_interval);
for (auto it = surface_cache.lower_bound(surface_interval); it != cache_upper_bound; ++it) {
std::copy_if(it->second.begin(), it->second.end(), std::inserter(touching_surfaces, touching_surfaces.end()),
[skip_surface](std::shared_ptr<CachedSurface> surface) { return (surface.get() != skip_surface); });
}
// Flush and invalidate surfaces
for (auto surface : touching_surfaces) {
FlushSurface(surface.get());
if (invalidate) {
Memory::RasterizerMarkRegionCached(surface->addr, surface->size, -1);
surface_cache.subtract(std::make_pair(boost::icl::interval<PAddr>::right_open(surface->addr, surface->addr + surface->size), std::set<std::shared_ptr<CachedSurface>>({ surface })));
}
}
}
void RasterizerCacheOpenGL::InvalidateAll() {
texture_cache.clear();
void RasterizerCacheOpenGL::FlushAll() {
for (auto& surfaces : surface_cache) {
for (auto& surface : surfaces.second) {
FlushSurface(surface.get());
}
}
}

View file

@ -6,38 +6,211 @@
#include <map>
#include <memory>
#include <set>
#include <boost/icl/interval_map.hpp>
#include "common/math_util.h"
#include "core/hw/gpu.h"
#include "video_core/pica.h"
#include "video_core/debug_utils/debug_utils.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_state.h"
class RasterizerCacheOpenGL : NonCopyable {
public:
~RasterizerCacheOpenGL();
struct CachedSurface;
/// Loads a texture from 3DS memory to OpenGL and caches it (if not already cached)
void LoadAndBindTexture(OpenGLState &state, unsigned texture_unit, const Pica::DebugUtils::TextureInfo& info);
using SurfaceCache = boost::icl::interval_map<PAddr, std::set<std::shared_ptr<CachedSurface>>>;
void LoadAndBindTexture(OpenGLState &state, unsigned texture_unit, const Pica::Regs::FullTextureConfig& config) {
LoadAndBindTexture(state, texture_unit, Pica::DebugUtils::TextureInfo::FromPicaRegister(config.config, config.format));
}
struct CachedSurface {
enum class PixelFormat {
// First 5 formats are shared between textures and color buffers
RGBA8 = 0,
RGB8 = 1,
RGB5A1 = 2,
RGB565 = 3,
RGBA4 = 4,
/// Invalidate any cached resource intersecting the specified region.
void InvalidateInRange(PAddr addr, u32 size, bool ignore_hash = false);
// Texture-only formats
IA8 = 5,
RG8 = 6,
I8 = 7,
A8 = 8,
IA4 = 9,
I4 = 10,
A4 = 11,
ETC1 = 12,
ETC1A4 = 13,
/// Invalidate all cached OpenGL resources tracked by this cache manager
void InvalidateAll();
// Depth buffer-only formats
D16 = 14,
// gap
D24 = 16,
D24S8 = 17,
private:
struct CachedTexture {
OGLTexture texture;
GLuint width;
GLuint height;
u32 size;
u64 hash;
PAddr addr;
Invalid = 255,
};
std::map<PAddr, std::unique_ptr<CachedTexture>> texture_cache;
enum class SurfaceType {
Color = 0,
Texture = 1,
Depth = 2,
DepthStencil = 3,
Invalid = 4,
};
static unsigned int GetFormatBpp(CachedSurface::PixelFormat format) {
static const std::array<unsigned int, 18> bpp_table = {
32, // RGBA8
24, // RGB8
16, // RGB5A1
16, // RGB565
16, // RGBA4
16, // IA8
16, // RG8
8, // I8
8, // A8
8, // IA4
4, // I4
4, // A4
4, // ETC1
8, // ETC1A4
16, // D16
0,
24, // D24
32, // D24S8
};
ASSERT((unsigned int)format < ARRAY_SIZE(bpp_table));
return bpp_table[(unsigned int)format];
}
static PixelFormat PixelFormatFromTextureFormat(Pica::Regs::TextureFormat format) {
return ((unsigned int)format < 14) ? (PixelFormat)format : PixelFormat::Invalid;
}
static PixelFormat PixelFormatFromColorFormat(Pica::Regs::ColorFormat format) {
return ((unsigned int)format < 5) ? (PixelFormat)format : PixelFormat::Invalid;
}
static PixelFormat PixelFormatFromDepthFormat(Pica::Regs::DepthFormat format) {
return ((unsigned int)format < 4) ? (PixelFormat)((unsigned int)format + 14) : PixelFormat::Invalid;
}
static PixelFormat PixelFormatFromGPUPixelFormat(GPU::Regs::PixelFormat format) {
switch (format) {
// RGB565 and RGB5A1 are switched in PixelFormat compared to ColorFormat
case GPU::Regs::PixelFormat::RGB565:
return PixelFormat::RGB565;
case GPU::Regs::PixelFormat::RGB5A1:
return PixelFormat::RGB5A1;
default:
return ((unsigned int)format < 5) ? (PixelFormat)format : PixelFormat::Invalid;
}
}
static bool CheckFormatsBlittable(PixelFormat pixel_format_a, PixelFormat pixel_format_b) {
SurfaceType a_type = GetFormatType(pixel_format_a);
SurfaceType b_type = GetFormatType(pixel_format_b);
if ((a_type == SurfaceType::Color || a_type == SurfaceType::Texture) && (b_type == SurfaceType::Color || b_type == SurfaceType::Texture)) {
return true;
}
if (a_type == SurfaceType::Depth && b_type == SurfaceType::Depth) {
return true;
}
if (a_type == SurfaceType::DepthStencil && b_type == SurfaceType::DepthStencil) {
return true;
}
return false;
}
static SurfaceType GetFormatType(PixelFormat pixel_format) {
if ((unsigned int)pixel_format < 5) {
return SurfaceType::Color;
}
if ((unsigned int)pixel_format < 14) {
return SurfaceType::Texture;
}
if (pixel_format == PixelFormat::D16 || pixel_format == PixelFormat::D24) {
return SurfaceType::Depth;
}
if (pixel_format == PixelFormat::D24S8) {
return SurfaceType::DepthStencil;
}
return SurfaceType::Invalid;
}
u32 GetScaledWidth() const {
return (u32)(width * res_scale_width);
}
u32 GetScaledHeight() const {
return (u32)(height * res_scale_height);
}
PAddr addr;
u32 size;
PAddr min_valid;
PAddr max_valid;
OGLTexture texture;
u32 width;
u32 height;
u32 stride = 0;
float res_scale_width = 1.f;
float res_scale_height = 1.f;
bool is_tiled;
PixelFormat pixel_format;
bool dirty;
};
class RasterizerCacheOpenGL : NonCopyable {
public:
RasterizerCacheOpenGL();
~RasterizerCacheOpenGL();
/// Blits one texture to another
bool BlitTextures(GLuint src_tex, GLuint dst_tex, CachedSurface::SurfaceType type, const MathUtil::Rectangle<int>& src_rect, const MathUtil::Rectangle<int>& dst_rect);
/// Attempt to blit one surface's texture to another
bool TryBlitSurfaces(CachedSurface* src_surface, const MathUtil::Rectangle<int>& src_rect, CachedSurface* dst_surface, const MathUtil::Rectangle<int>& dst_rect);
/// Loads a texture from 3DS memory to OpenGL and caches it (if not already cached)
CachedSurface* GetSurface(const CachedSurface& params, bool match_res_scale, bool load_if_create);
/// Attempt to find a subrect (resolution scaled) of a surface, otherwise loads a texture from 3DS memory to OpenGL and caches it (if not already cached)
CachedSurface* GetSurfaceRect(const CachedSurface& params, bool match_res_scale, bool load_if_create, MathUtil::Rectangle<int>& out_rect);
/// Gets a surface based on the texture configuration
CachedSurface* GetTextureSurface(const Pica::Regs::FullTextureConfig& config);
/// Gets the color and depth surfaces and rect (resolution scaled) based on the framebuffer configuration
std::tuple<CachedSurface*, CachedSurface*, MathUtil::Rectangle<int>> GetFramebufferSurfaces(const Pica::Regs::FramebufferConfig& config);
/// Attempt to get a surface that exactly matches the fill region and format
CachedSurface* TryGetFillSurface(const GPU::Regs::MemoryFillConfig& config);
/// Write the surface back to memory
void FlushSurface(CachedSurface* surface);
/// Write any cached resources overlapping the region back to memory (if dirty) and optionally invalidate them in the cache
void FlushRegion(PAddr addr, u32 size, const CachedSurface* skip_surface, bool invalidate);
/// Flush all cached resources tracked by this cache manager
void FlushAll();
private:
SurfaceCache surface_cache;
OGLFramebuffer transfer_framebuffers[2];
};

View file

@ -3,6 +3,7 @@
// Refer to the license.txt file included.
#include "video_core/pica.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_state.h"
OpenGLState OpenGLState::cur_state;
@ -48,17 +49,19 @@ OpenGLState::OpenGLState() {
texture_unit.sampler = 0;
}
for (auto& lut : lighting_lut) {
for (auto& lut : lighting_luts) {
lut.texture_1d = 0;
}
draw.framebuffer = 0;
draw.read_framebuffer = 0;
draw.draw_framebuffer = 0;
draw.vertex_array = 0;
draw.vertex_buffer = 0;
draw.uniform_buffer = 0;
draw.shader_program = 0;
}
void OpenGLState::Apply() {
void OpenGLState::Apply() const {
// Culling
if (cull.enabled != cur_state.cull.enabled) {
if (cull.enabled) {
@ -175,16 +178,19 @@ void OpenGLState::Apply() {
}
// Lighting LUTs
for (unsigned i = 0; i < ARRAY_SIZE(lighting_lut); ++i) {
if (lighting_lut[i].texture_1d != cur_state.lighting_lut[i].texture_1d) {
for (unsigned i = 0; i < ARRAY_SIZE(lighting_luts); ++i) {
if (lighting_luts[i].texture_1d != cur_state.lighting_luts[i].texture_1d) {
glActiveTexture(GL_TEXTURE3 + i);
glBindTexture(GL_TEXTURE_1D, lighting_lut[i].texture_1d);
glBindTexture(GL_TEXTURE_1D, lighting_luts[i].texture_1d);
}
}
// Framebuffer
if (draw.framebuffer != cur_state.draw.framebuffer) {
glBindFramebuffer(GL_FRAMEBUFFER, draw.framebuffer);
if (draw.read_framebuffer != cur_state.draw.read_framebuffer) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, draw.read_framebuffer);
}
if (draw.draw_framebuffer != cur_state.draw.draw_framebuffer) {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, draw.draw_framebuffer);
}
// Vertex array
@ -210,45 +216,58 @@ void OpenGLState::Apply() {
cur_state = *this;
}
void OpenGLState::ResetTexture(GLuint id) {
GLenum OpenGLState::CheckFBStatus(GLenum target) {
GLenum fb_status = glCheckFramebufferStatus(target);
if (fb_status != GL_FRAMEBUFFER_COMPLETE) {
const char* fb_description = (target == GL_READ_FRAMEBUFFER ? "READ" : (target == GL_DRAW_FRAMEBUFFER ? "DRAW" : "UNK"));
LOG_CRITICAL(Render_OpenGL, "OpenGL %s framebuffer check failed, status %X", fb_description, fb_status);
}
return fb_status;
}
void OpenGLState::ResetTexture(GLuint handle) {
for (auto& unit : cur_state.texture_units) {
if (unit.texture_2d == id) {
if (unit.texture_2d == handle) {
unit.texture_2d = 0;
}
}
}
void OpenGLState::ResetSampler(GLuint id) {
void OpenGLState::ResetSampler(GLuint handle) {
for (auto& unit : cur_state.texture_units) {
if (unit.sampler == id) {
if (unit.sampler == handle) {
unit.sampler = 0;
}
}
}
void OpenGLState::ResetProgram(GLuint id) {
if (cur_state.draw.shader_program == id) {
void OpenGLState::ResetProgram(GLuint handle) {
if (cur_state.draw.shader_program == handle) {
cur_state.draw.shader_program = 0;
}
}
void OpenGLState::ResetBuffer(GLuint id) {
if (cur_state.draw.vertex_buffer == id) {
void OpenGLState::ResetBuffer(GLuint handle) {
if (cur_state.draw.vertex_buffer == handle) {
cur_state.draw.vertex_buffer = 0;
}
if (cur_state.draw.uniform_buffer == id) {
if (cur_state.draw.uniform_buffer == handle) {
cur_state.draw.uniform_buffer = 0;
}
}
void OpenGLState::ResetVertexArray(GLuint id) {
if (cur_state.draw.vertex_array == id) {
void OpenGLState::ResetVertexArray(GLuint handle) {
if (cur_state.draw.vertex_array == handle) {
cur_state.draw.vertex_array = 0;
}
}
void OpenGLState::ResetFramebuffer(GLuint id) {
if (cur_state.draw.framebuffer == id) {
cur_state.draw.framebuffer = 0;
void OpenGLState::ResetFramebuffer(GLuint handle) {
if (cur_state.draw.read_framebuffer == handle) {
cur_state.draw.read_framebuffer = 0;
}
if (cur_state.draw.draw_framebuffer == handle) {
cur_state.draw.draw_framebuffer = 0;
}
}

View file

@ -5,6 +5,7 @@
#pragma once
#include <glad/glad.h>
#include <memory>
class OpenGLState {
public:
@ -63,15 +64,15 @@ public:
struct {
GLuint texture_1d; // GL_TEXTURE_BINDING_1D
} lighting_lut[6];
} lighting_luts[6];
struct {
GLuint framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
GLuint read_framebuffer; // GL_READ_FRAMEBUFFER_BINDING
GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING
GLuint vertex_buffer; // GL_ARRAY_BUFFER_BINDING
GLuint uniform_buffer; // GL_UNIFORM_BUFFER_BINDING
GLuint shader_program; // GL_CURRENT_PROGRAM
bool shader_dirty;
} draw;
OpenGLState();
@ -82,14 +83,18 @@ public:
}
/// Apply this state as the current OpenGL state
void Apply();
void Apply() const;
static void ResetTexture(GLuint id);
static void ResetSampler(GLuint id);
static void ResetProgram(GLuint id);
static void ResetBuffer(GLuint id);
static void ResetVertexArray(GLuint id);
static void ResetFramebuffer(GLuint id);
/// Check the status of the current OpenGL read or draw framebuffer configuration
static GLenum CheckFBStatus(GLenum target);
/// Resets and unbinds any references to the given resource in the current OpenGL state
static void ResetTexture(GLuint handle);
static void ResetSampler(GLuint handle);
static void ResetProgram(GLuint handle);
static void ResetBuffer(GLuint handle);
static void ResetVertexArray(GLuint handle);
static void ResetFramebuffer(GLuint handle);
private:
static OpenGLState cur_state;

View file

@ -107,7 +107,7 @@ void RendererOpenGL::SwapBuffers() {
OpenGLState prev_state = OpenGLState::GetCurState();
state.Apply();
for(int i : {0, 1}) {
for (int i : {0, 1}) {
const auto& framebuffer = GPU::g_regs.framebuffer_config[i];
// Main LCD (0): 0x1ED02204, Sub LCD (1): 0x1ED02A04
@ -117,25 +117,25 @@ void RendererOpenGL::SwapBuffers() {
LCD::Read(color_fill.raw, lcd_color_addr);
if (color_fill.is_enabled) {
LoadColorToActiveGLTexture(color_fill.color_r, color_fill.color_g, color_fill.color_b, textures[i]);
LoadColorToActiveGLTexture(color_fill.color_r, color_fill.color_g, color_fill.color_b, screen_infos[i].texture);
// Resize the texture in case the framebuffer size has changed
textures[i].width = 1;
textures[i].height = 1;
screen_infos[i].texture.width = 1;
screen_infos[i].texture.height = 1;
} else {
if (textures[i].width != (GLsizei)framebuffer.width ||
textures[i].height != (GLsizei)framebuffer.height ||
textures[i].format != framebuffer.color_format) {
if (screen_infos[i].texture.width != (GLsizei)framebuffer.width ||
screen_infos[i].texture.height != (GLsizei)framebuffer.height ||
screen_infos[i].texture.format != framebuffer.color_format) {
// Reallocate texture if the framebuffer size has changed.
// This is expected to not happen very often and hence should not be a
// performance problem.
ConfigureFramebufferTexture(textures[i], framebuffer);
ConfigureFramebufferTexture(screen_infos[i].texture, framebuffer);
}
LoadFBToActiveGLTexture(framebuffer, textures[i]);
LoadFBToScreenInfo(framebuffer, screen_infos[i]);
// Resize the texture in case the framebuffer size has changed
textures[i].width = framebuffer.width;
textures[i].height = framebuffer.height;
screen_infos[i].texture.width = framebuffer.width;
screen_infos[i].texture.height = framebuffer.height;
}
}
@ -166,8 +166,8 @@ void RendererOpenGL::SwapBuffers() {
/**
* Loads framebuffer from emulated memory into the active OpenGL texture.
*/
void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
const TextureInfo& texture) {
void RendererOpenGL::LoadFBToScreenInfo(const GPU::Regs::FramebufferConfig& framebuffer,
ScreenInfo& screen_info) {
const PAddr framebuffer_addr = framebuffer.active_fb == 0 ?
framebuffer.address_left1 : framebuffer.address_left2;
@ -177,8 +177,6 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
framebuffer_addr, (int)framebuffer.width,
(int)framebuffer.height, (int)framebuffer.format);
const u8* framebuffer_data = Memory::GetPhysicalPointer(framebuffer_addr);
int bpp = GPU::Regs::BytesPerPixel(framebuffer.color_format);
size_t pixel_stride = framebuffer.stride / bpp;
@ -189,7 +187,16 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
// only allows rows to have a memory alignement of 4.
ASSERT(pixel_stride % 4 == 0);
state.texture_units[0].texture_2d = texture.handle;
if (!Rasterizer()->AccelerateDisplay(framebuffer, framebuffer_addr, pixel_stride, screen_info)) {
// Reset the screen info's display texture to its own permanent texture
screen_info.display_texture = screen_info.texture.resource.handle;
screen_info.display_texcoords = MathUtil::Rectangle<float>(0.f, 0.f, 1.f, 1.f);
Memory::RasterizerFlushRegion(framebuffer_addr, framebuffer.stride * framebuffer.height);
const u8* framebuffer_data = Memory::GetPhysicalPointer(framebuffer_addr);
state.texture_units[0].texture_2d = screen_info.texture.resource.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
@ -201,12 +208,13 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
// TODO: Applications could theoretically crash Citra here by specifying too large
// framebuffer sizes. We should make sure that this cannot happen.
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer.width, framebuffer.height,
texture.gl_format, texture.gl_type, framebuffer_data);
screen_info.texture.gl_format, screen_info.texture.gl_type, framebuffer_data);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
state.texture_units[0].texture_2d = 0;
state.Apply();
}
}
/**
@ -216,7 +224,7 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
*/
void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b,
const TextureInfo& texture) {
state.texture_units[0].texture_2d = texture.handle;
state.texture_units[0].texture_2d = texture.resource.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
@ -224,6 +232,9 @@ void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color
// Update existing texture
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, framebuffer_data);
state.texture_units[0].texture_2d = 0;
state.Apply();
}
/**
@ -233,20 +244,22 @@ void RendererOpenGL::InitOpenGLObjects() {
glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue, 0.0f);
// Link shaders and get variable locations
program_id = GLShader::LoadProgram(vertex_shader, fragment_shader);
uniform_modelview_matrix = glGetUniformLocation(program_id, "modelview_matrix");
uniform_color_texture = glGetUniformLocation(program_id, "color_texture");
attrib_position = glGetAttribLocation(program_id, "vert_position");
attrib_tex_coord = glGetAttribLocation(program_id, "vert_tex_coord");
shader.Create(vertex_shader, fragment_shader);
state.draw.shader_program = shader.handle;
state.Apply();
uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture");
attrib_position = glGetAttribLocation(shader.handle, "vert_position");
attrib_tex_coord = glGetAttribLocation(shader.handle, "vert_tex_coord");
// Generate VBO handle for drawing
glGenBuffers(1, &vertex_buffer_handle);
vertex_buffer.Create();
// Generate VAO
glGenVertexArrays(1, &vertex_array_handle);
vertex_array.Create();
state.draw.vertex_array = vertex_array_handle;
state.draw.vertex_buffer = vertex_buffer_handle;
state.draw.vertex_array = vertex_array.handle;
state.draw.vertex_buffer = vertex_buffer.handle;
state.draw.uniform_buffer = 0;
state.Apply();
@ -258,13 +271,13 @@ void RendererOpenGL::InitOpenGLObjects() {
glEnableVertexAttribArray(attrib_tex_coord);
// Allocate textures for each screen
for (auto& texture : textures) {
glGenTextures(1, &texture.handle);
for (auto& screen_info : screen_infos) {
screen_info.texture.resource.Create();
// Allocation of storage is deferred until the first frame, when we
// know the framebuffer size.
state.texture_units[0].texture_2d = texture.handle;
state.texture_units[0].texture_2d = screen_info.texture.resource.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
@ -273,6 +286,8 @@ void RendererOpenGL::InitOpenGLObjects() {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
screen_info.display_texture = screen_info.texture.resource.handle;
}
state.texture_units[0].texture_2d = 0;
@ -327,30 +342,38 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
UNIMPLEMENTED();
}
state.texture_units[0].texture_2d = texture.handle;
state.texture_units[0].texture_2d = texture.resource.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
texture.gl_format, texture.gl_type, nullptr);
state.texture_units[0].texture_2d = 0;
state.Apply();
}
/**
* Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD rotation.
*/
void RendererOpenGL::DrawSingleScreenRotated(const TextureInfo& texture, float x, float y, float w, float h) {
void RendererOpenGL::DrawSingleScreenRotated(const ScreenInfo& screen_info, float x, float y, float w, float h) {
auto& texcoords = screen_info.display_texcoords;
std::array<ScreenRectVertex, 4> vertices = {{
ScreenRectVertex(x, y, 1.f, 0.f),
ScreenRectVertex(x+w, y, 1.f, 1.f),
ScreenRectVertex(x, y+h, 0.f, 0.f),
ScreenRectVertex(x+w, y+h, 0.f, 1.f),
ScreenRectVertex(x, y, texcoords.bottom, texcoords.left),
ScreenRectVertex(x+w, y, texcoords.bottom, texcoords.right),
ScreenRectVertex(x, y+h, texcoords.top, texcoords.left),
ScreenRectVertex(x+w, y+h, texcoords.top, texcoords.right),
}};
state.texture_units[0].texture_2d = texture.handle;
state.texture_units[0].texture_2d = screen_info.display_texture;
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
state.texture_units[0].texture_2d = 0;
state.Apply();
}
/**
@ -362,9 +385,6 @@ void RendererOpenGL::DrawScreens() {
glViewport(0, 0, layout.width, layout.height);
glClear(GL_COLOR_BUFFER_BIT);
state.draw.shader_program = program_id;
state.Apply();
// Set projection matrix
std::array<GLfloat, 3 * 2> ortho_matrix = MakeOrthographicMatrix((float)layout.width,
(float)layout.height);
@ -374,9 +394,9 @@ void RendererOpenGL::DrawScreens() {
glActiveTexture(GL_TEXTURE0);
glUniform1i(uniform_color_texture, 0);
DrawSingleScreenRotated(textures[0], (float)layout.top_screen.left, (float)layout.top_screen.top,
DrawSingleScreenRotated(screen_infos[0], (float)layout.top_screen.left, (float)layout.top_screen.top,
(float)layout.top_screen.GetWidth(), (float)layout.top_screen.GetHeight());
DrawSingleScreenRotated(textures[1], (float)layout.bottom_screen.left,(float)layout.bottom_screen.top,
DrawSingleScreenRotated(screen_infos[1], (float)layout.bottom_screen.left,(float)layout.bottom_screen.top,
(float)layout.bottom_screen.GetWidth(), (float)layout.bottom_screen.GetHeight());
m_current_frame++;

View file

@ -11,10 +11,28 @@
#include "core/hw/gpu.h"
#include "video_core/renderer_base.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_state.h"
class EmuWindow;
/// Structure used for storing information about the textures for each 3DS screen
struct TextureInfo {
OGLTexture resource;
GLsizei width;
GLsizei height;
GPU::Regs::PixelFormat format;
GLenum gl_format;
GLenum gl_type;
};
/// Structure used for storing information about the display target for each 3DS screen
struct ScreenInfo {
GLuint display_texture;
MathUtil::Rectangle<float> display_texcoords;
TextureInfo texture;
};
class RendererOpenGL : public RendererBase {
public:
@ -37,26 +55,16 @@ public:
void ShutDown() override;
private:
/// Structure used for storing information about the textures for each 3DS screen
struct TextureInfo {
GLuint handle;
GLsizei width;
GLsizei height;
GPU::Regs::PixelFormat format;
GLenum gl_format;
GLenum gl_type;
};
void InitOpenGLObjects();
void ConfigureFramebufferTexture(TextureInfo& texture,
const GPU::Regs::FramebufferConfig& framebuffer);
void DrawScreens();
void DrawSingleScreenRotated(const TextureInfo& texture, float x, float y, float w, float h);
void DrawSingleScreenRotated(const ScreenInfo& screen_info, float x, float y, float w, float h);
void UpdateFramerate();
// Loads framebuffer from emulated memory into the active OpenGL texture.
void LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
const TextureInfo& texture);
// Loads framebuffer from emulated memory into the display information structure
void LoadFBToScreenInfo(const GPU::Regs::FramebufferConfig& framebuffer,
ScreenInfo& screen_info);
// Fills active OpenGL texture with the given RGB color.
void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b,
const TextureInfo& texture);
@ -69,10 +77,10 @@ private:
OpenGLState state;
// OpenGL object IDs
GLuint vertex_array_handle;
GLuint vertex_buffer_handle;
GLuint program_id;
std::array<TextureInfo, 2> textures; ///< Textures for top and bottom screens respectively
OGLVertexArray vertex_array;
OGLBuffer vertex_buffer;
OGLShader shader;
std::array<ScreenInfo, 2> screen_infos; ///< Display information for top and bottom screens respectively
// Shader uniform location indices
GLuint uniform_modelview_matrix;
GLuint uniform_color_texture;

View file

@ -11,16 +11,14 @@
namespace VideoCore {
class SWRasterizer : public RasterizerInterface {
void InitObjects() override {}
void Reset() override {}
void AddTriangle(const Pica::Shader::OutputVertex& v0,
const Pica::Shader::OutputVertex& v1,
const Pica::Shader::OutputVertex& v2) override;
void DrawTriangles() override {}
void FlushFramebuffer() override {}
void NotifyPicaRegisterChanged(u32 id) override {}
void FlushAll() override {}
void FlushRegion(PAddr addr, u32 size) override {}
void InvalidateRegion(PAddr addr, u32 size) override {}
void FlushAndInvalidateRegion(PAddr addr, u32 size) override {}
};
}