renderer_opengl: isolate core presentation code

This commit is contained in:
Liam 2024-01-12 00:46:17 -05:00
parent 453091f611
commit 2b1dd3bef5
6 changed files with 639 additions and 577 deletions

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@ -118,6 +118,8 @@ add_library(video_core STATIC
renderer_null/renderer_null.h
renderer_opengl/blit_image.cpp
renderer_opengl/blit_image.h
renderer_opengl/gl_blit_screen.cpp
renderer_opengl/gl_blit_screen.h
renderer_opengl/gl_buffer_cache_base.cpp
renderer_opengl/gl_buffer_cache.cpp
renderer_opengl/gl_buffer_cache.h

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@ -0,0 +1,519 @@
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "video_core/framebuffer_config.h"
#include "video_core/host_shaders/ffx_a_h.h"
#include "video_core/host_shaders/ffx_fsr1_h.h"
#include "video_core/host_shaders/full_screen_triangle_vert.h"
#include "video_core/host_shaders/fxaa_frag.h"
#include "video_core/host_shaders/fxaa_vert.h"
#include "video_core/host_shaders/opengl_fidelityfx_fsr_easu_frag.h"
#include "video_core/host_shaders/opengl_fidelityfx_fsr_frag.h"
#include "video_core/host_shaders/opengl_fidelityfx_fsr_rcas_frag.h"
#include "video_core/host_shaders/opengl_present_frag.h"
#include "video_core/host_shaders/opengl_present_scaleforce_frag.h"
#include "video_core/host_shaders/opengl_present_vert.h"
#include "video_core/host_shaders/opengl_smaa_glsl.h"
#include "video_core/host_shaders/present_bicubic_frag.h"
#include "video_core/host_shaders/present_gaussian_frag.h"
#include "video_core/host_shaders/smaa_blending_weight_calculation_frag.h"
#include "video_core/host_shaders/smaa_blending_weight_calculation_vert.h"
#include "video_core/host_shaders/smaa_edge_detection_frag.h"
#include "video_core/host_shaders/smaa_edge_detection_vert.h"
#include "video_core/host_shaders/smaa_neighborhood_blending_frag.h"
#include "video_core/host_shaders/smaa_neighborhood_blending_vert.h"
#include "video_core/renderer_opengl/gl_blit_screen.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/gl_state_tracker.h"
#include "video_core/smaa_area_tex.h"
#include "video_core/smaa_search_tex.h"
#include "video_core/textures/decoders.h"
namespace OpenGL {
namespace {
constexpr GLint PositionLocation = 0;
constexpr GLint TexCoordLocation = 1;
constexpr GLint ModelViewMatrixLocation = 0;
struct ScreenRectVertex {
constexpr ScreenRectVertex(u32 x, u32 y, GLfloat u, GLfloat v)
: position{{static_cast<GLfloat>(x), static_cast<GLfloat>(y)}}, tex_coord{{u, v}} {}
std::array<GLfloat, 2> position;
std::array<GLfloat, 2> tex_coord;
};
/**
* Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left
* corner and (width, height) on the lower-bottom.
*
* The projection part of the matrix is trivial, hence these operations are represented
* by a 3x2 matrix.
*/
std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(float width, float height) {
std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
// clang-format off
matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f;
// Last matrix row is implicitly assumed to be [0, 0, 1].
// clang-format on
return matrix;
}
} // namespace
BlitScreen::BlitScreen(RasterizerOpenGL& rasterizer_,
Tegra::MaxwellDeviceMemoryManager& device_memory_,
StateTracker& state_tracker_, ProgramManager& program_manager_,
Device& device_)
: rasterizer(rasterizer_), device_memory(device_memory_), state_tracker(state_tracker_),
program_manager(program_manager_), device(device_) {
// Create shader programs
fxaa_vertex = CreateProgram(HostShaders::FXAA_VERT, GL_VERTEX_SHADER);
fxaa_fragment = CreateProgram(HostShaders::FXAA_FRAG, GL_FRAGMENT_SHADER);
const auto replace_include = [](std::string& shader_source, std::string_view include_name,
std::string_view include_content) {
const std::string include_string = fmt::format("#include \"{}\"", include_name);
const std::size_t pos = shader_source.find(include_string);
ASSERT(pos != std::string::npos);
shader_source.replace(pos, include_string.size(), include_content);
};
const auto SmaaShader = [&](std::string_view specialized_source, GLenum stage) {
std::string shader_source{specialized_source};
replace_include(shader_source, "opengl_smaa.glsl", HostShaders::OPENGL_SMAA_GLSL);
return CreateProgram(shader_source, stage);
};
smaa_edge_detection_vert = SmaaShader(HostShaders::SMAA_EDGE_DETECTION_VERT, GL_VERTEX_SHADER);
smaa_edge_detection_frag =
SmaaShader(HostShaders::SMAA_EDGE_DETECTION_FRAG, GL_FRAGMENT_SHADER);
smaa_blending_weight_calculation_vert =
SmaaShader(HostShaders::SMAA_BLENDING_WEIGHT_CALCULATION_VERT, GL_VERTEX_SHADER);
smaa_blending_weight_calculation_frag =
SmaaShader(HostShaders::SMAA_BLENDING_WEIGHT_CALCULATION_FRAG, GL_FRAGMENT_SHADER);
smaa_neighborhood_blending_vert =
SmaaShader(HostShaders::SMAA_NEIGHBORHOOD_BLENDING_VERT, GL_VERTEX_SHADER);
smaa_neighborhood_blending_frag =
SmaaShader(HostShaders::SMAA_NEIGHBORHOOD_BLENDING_FRAG, GL_FRAGMENT_SHADER);
present_vertex = CreateProgram(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER);
present_bilinear_fragment = CreateProgram(HostShaders::OPENGL_PRESENT_FRAG, GL_FRAGMENT_SHADER);
present_bicubic_fragment = CreateProgram(HostShaders::PRESENT_BICUBIC_FRAG, GL_FRAGMENT_SHADER);
present_gaussian_fragment =
CreateProgram(HostShaders::PRESENT_GAUSSIAN_FRAG, GL_FRAGMENT_SHADER);
present_scaleforce_fragment =
CreateProgram(fmt::format("#version 460\n{}", HostShaders::OPENGL_PRESENT_SCALEFORCE_FRAG),
GL_FRAGMENT_SHADER);
std::string fsr_source{HostShaders::OPENGL_FIDELITYFX_FSR_FRAG};
replace_include(fsr_source, "ffx_a.h", HostShaders::FFX_A_H);
replace_include(fsr_source, "ffx_fsr1.h", HostShaders::FFX_FSR1_H);
std::string fsr_easu_frag_source{HostShaders::OPENGL_FIDELITYFX_FSR_EASU_FRAG};
std::string fsr_rcas_frag_source{HostShaders::OPENGL_FIDELITYFX_FSR_RCAS_FRAG};
replace_include(fsr_easu_frag_source, "opengl_fidelityfx_fsr.frag", fsr_source);
replace_include(fsr_rcas_frag_source, "opengl_fidelityfx_fsr.frag", fsr_source);
fsr = std::make_unique<FSR>(HostShaders::FULL_SCREEN_TRIANGLE_VERT, fsr_easu_frag_source,
fsr_rcas_frag_source);
// Generate presentation sampler
present_sampler.Create();
glSamplerParameteri(present_sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(present_sampler.handle, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(present_sampler.handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(present_sampler.handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameteri(present_sampler.handle, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
present_sampler_nn.Create();
glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
// Generate VBO handle for drawing
vertex_buffer.Create();
// Attach vertex data to VAO
glNamedBufferData(vertex_buffer.handle, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
// Allocate textures for the screen
framebuffer_texture.resource.Create(GL_TEXTURE_2D);
const GLuint texture = framebuffer_texture.resource.handle;
glTextureStorage2D(texture, 1, GL_RGBA8, 1, 1);
// Clear screen to black
const u8 framebuffer_data[4] = {0, 0, 0, 0};
glClearTexImage(framebuffer_texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE,
framebuffer_data);
aa_framebuffer.Create();
smaa_area_tex.Create(GL_TEXTURE_2D);
glTextureStorage2D(smaa_area_tex.handle, 1, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT);
glTextureSubImage2D(smaa_area_tex.handle, 0, 0, 0, AREATEX_WIDTH, AREATEX_HEIGHT, GL_RG,
GL_UNSIGNED_BYTE, areaTexBytes);
smaa_search_tex.Create(GL_TEXTURE_2D);
glTextureStorage2D(smaa_search_tex.handle, 1, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT);
glTextureSubImage2D(smaa_search_tex.handle, 0, 0, 0, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, GL_RED,
GL_UNSIGNED_BYTE, searchTexBytes);
// Enable unified vertex attributes and query vertex buffer address when the driver supports it
if (device.HasVertexBufferUnifiedMemory()) {
glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV);
glEnableClientState(GL_ELEMENT_ARRAY_UNIFIED_NV);
glMakeNamedBufferResidentNV(vertex_buffer.handle, GL_READ_ONLY);
glGetNamedBufferParameterui64vNV(vertex_buffer.handle, GL_BUFFER_GPU_ADDRESS_NV,
&vertex_buffer_address);
}
}
FramebufferTextureInfo BlitScreen::PrepareRenderTarget(
const Tegra::FramebufferConfig& framebuffer) {
// If framebuffer is provided, reload it from memory to a texture
if (framebuffer_texture.width != static_cast<GLsizei>(framebuffer.width) ||
framebuffer_texture.height != static_cast<GLsizei>(framebuffer.height) ||
framebuffer_texture.pixel_format != framebuffer.pixel_format ||
gl_framebuffer_data.empty()) {
// 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(framebuffer);
}
// Load the framebuffer from memory if needed
return LoadFBToScreenInfo(framebuffer);
}
FramebufferTextureInfo BlitScreen::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) {
const DAddr framebuffer_addr{framebuffer.address + framebuffer.offset};
const auto accelerated_info =
rasterizer.AccelerateDisplay(framebuffer, framebuffer_addr, framebuffer.stride);
if (accelerated_info) {
return *accelerated_info;
}
// Reset the screen info's display texture to its own permanent texture
FramebufferTextureInfo info{};
info.display_texture = framebuffer_texture.resource.handle;
info.width = framebuffer.width;
info.height = framebuffer.height;
info.scaled_width = framebuffer.width;
info.scaled_height = framebuffer.height;
// TODO(Rodrigo): Read this from HLE
constexpr u32 block_height_log2 = 4;
const auto pixel_format{
VideoCore::Surface::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format)};
const u32 bytes_per_pixel{VideoCore::Surface::BytesPerBlock(pixel_format)};
const u64 size_in_bytes{Tegra::Texture::CalculateSize(
true, bytes_per_pixel, framebuffer.stride, framebuffer.height, 1, block_height_log2, 0)};
const u8* const host_ptr{device_memory.GetPointer<u8>(framebuffer_addr)};
const std::span<const u8> input_data(host_ptr, size_in_bytes);
Tegra::Texture::UnswizzleTexture(gl_framebuffer_data, input_data, bytes_per_pixel,
framebuffer.width, framebuffer.height, 1, block_height_log2,
0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast<GLint>(framebuffer.stride));
// Update existing texture
// TODO: Test what happens on hardware when you change the framebuffer dimensions so that
// they differ from the LCD resolution.
// TODO: Applications could theoretically crash yuzu here by specifying too large
// framebuffer sizes. We should make sure that this cannot happen.
glTextureSubImage2D(framebuffer_texture.resource.handle, 0, 0, 0, framebuffer.width,
framebuffer.height, framebuffer_texture.gl_format,
framebuffer_texture.gl_type, gl_framebuffer_data.data());
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
return info;
}
void BlitScreen::ConfigureFramebufferTexture(const Tegra::FramebufferConfig& framebuffer) {
framebuffer_texture.width = framebuffer.width;
framebuffer_texture.height = framebuffer.height;
framebuffer_texture.pixel_format = framebuffer.pixel_format;
const auto pixel_format{
VideoCore::Surface::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format)};
const u32 bytes_per_pixel{VideoCore::Surface::BytesPerBlock(pixel_format)};
gl_framebuffer_data.resize(framebuffer_texture.width * framebuffer_texture.height *
bytes_per_pixel);
GLint internal_format;
switch (framebuffer.pixel_format) {
case Service::android::PixelFormat::Rgba8888:
internal_format = GL_RGBA8;
framebuffer_texture.gl_format = GL_RGBA;
framebuffer_texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
case Service::android::PixelFormat::Rgb565:
internal_format = GL_RGB565;
framebuffer_texture.gl_format = GL_RGB;
framebuffer_texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
break;
default:
internal_format = GL_RGBA8;
framebuffer_texture.gl_format = GL_RGBA;
framebuffer_texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV;
// UNIMPLEMENTED_MSG("Unknown framebuffer pixel format: {}",
// static_cast<u32>(framebuffer.pixel_format));
break;
}
framebuffer_texture.resource.Release();
framebuffer_texture.resource.Create(GL_TEXTURE_2D);
glTextureStorage2D(framebuffer_texture.resource.handle, 1, internal_format,
framebuffer_texture.width, framebuffer_texture.height);
aa_texture.Release();
aa_texture.Create(GL_TEXTURE_2D);
glTextureStorage2D(aa_texture.handle, 1, GL_RGBA16F,
Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0, aa_texture.handle, 0);
smaa_edges_tex.Release();
smaa_edges_tex.Create(GL_TEXTURE_2D);
glTextureStorage2D(smaa_edges_tex.handle, 1, GL_RG16F,
Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
smaa_blend_tex.Release();
smaa_blend_tex.Create(GL_TEXTURE_2D);
glTextureStorage2D(smaa_blend_tex.handle, 1, GL_RGBA16F,
Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
}
void BlitScreen::DrawScreen(const Tegra::FramebufferConfig& framebuffer,
const Layout::FramebufferLayout& layout) {
FramebufferTextureInfo info = PrepareRenderTarget(framebuffer);
const auto crop = Tegra::NormalizeCrop(framebuffer, info.width, info.height);
// TODO: Signal state tracker about these changes
state_tracker.NotifyScreenDrawVertexArray();
state_tracker.NotifyPolygonModes();
state_tracker.NotifyViewport0();
state_tracker.NotifyScissor0();
state_tracker.NotifyColorMask(0);
state_tracker.NotifyBlend0();
state_tracker.NotifyFramebuffer();
state_tracker.NotifyFrontFace();
state_tracker.NotifyCullTest();
state_tracker.NotifyDepthTest();
state_tracker.NotifyStencilTest();
state_tracker.NotifyPolygonOffset();
state_tracker.NotifyRasterizeEnable();
state_tracker.NotifyFramebufferSRGB();
state_tracker.NotifyLogicOp();
state_tracker.NotifyClipControl();
state_tracker.NotifyAlphaTest();
state_tracker.ClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
glEnable(GL_CULL_FACE);
glDisable(GL_COLOR_LOGIC_OP);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_POLYGON_OFFSET_FILL);
glDisable(GL_RASTERIZER_DISCARD);
glDisable(GL_ALPHA_TEST);
glDisablei(GL_BLEND, 0);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glCullFace(GL_BACK);
glFrontFace(GL_CW);
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthRangeIndexed(0, 0.0, 0.0);
glBindTextureUnit(0, info.display_texture);
auto anti_aliasing = Settings::values.anti_aliasing.GetValue();
if (anti_aliasing >= Settings::AntiAliasing::MaxEnum) {
LOG_ERROR(Render_OpenGL, "Invalid antialiasing option selected {}", anti_aliasing);
anti_aliasing = Settings::AntiAliasing::None;
Settings::values.anti_aliasing.SetValue(anti_aliasing);
}
if (anti_aliasing != Settings::AntiAliasing::None) {
glEnablei(GL_SCISSOR_TEST, 0);
auto scissor_width = Settings::values.resolution_info.ScaleUp(framebuffer_texture.width);
auto viewport_width = static_cast<GLfloat>(scissor_width);
auto scissor_height = Settings::values.resolution_info.ScaleUp(framebuffer_texture.height);
auto viewport_height = static_cast<GLfloat>(scissor_height);
glScissorIndexed(0, 0, 0, scissor_width, scissor_height);
glViewportIndexedf(0, 0.0f, 0.0f, viewport_width, viewport_height);
glBindSampler(0, present_sampler.handle);
GLint old_read_fb;
GLint old_draw_fb;
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old_read_fb);
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_fb);
switch (anti_aliasing) {
case Settings::AntiAliasing::Fxaa: {
program_manager.BindPresentPrograms(fxaa_vertex.handle, fxaa_fragment.handle);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, aa_framebuffer.handle);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
} break;
case Settings::AntiAliasing::Smaa: {
glClearColor(0, 0, 0, 0);
glFrontFace(GL_CCW);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, aa_framebuffer.handle);
glBindSampler(1, present_sampler.handle);
glBindSampler(2, present_sampler.handle);
glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0,
smaa_edges_tex.handle, 0);
glClear(GL_COLOR_BUFFER_BIT);
program_manager.BindPresentPrograms(smaa_edge_detection_vert.handle,
smaa_edge_detection_frag.handle);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindTextureUnit(0, smaa_edges_tex.handle);
glBindTextureUnit(1, smaa_area_tex.handle);
glBindTextureUnit(2, smaa_search_tex.handle);
glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0,
smaa_blend_tex.handle, 0);
glClear(GL_COLOR_BUFFER_BIT);
program_manager.BindPresentPrograms(smaa_blending_weight_calculation_vert.handle,
smaa_blending_weight_calculation_frag.handle);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindTextureUnit(0, info.display_texture);
glBindTextureUnit(1, smaa_blend_tex.handle);
glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0,
aa_texture.handle, 0);
program_manager.BindPresentPrograms(smaa_neighborhood_blending_vert.handle,
smaa_neighborhood_blending_frag.handle);
glDrawArrays(GL_TRIANGLES, 0, 3);
glFrontFace(GL_CW);
} break;
default:
UNREACHABLE();
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, old_read_fb);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb);
glBindTextureUnit(0, aa_texture.handle);
}
glDisablei(GL_SCISSOR_TEST, 0);
if (Settings::values.scaling_filter.GetValue() == Settings::ScalingFilter::Fsr) {
if (!fsr->AreBuffersInitialized()) {
fsr->InitBuffers();
}
glBindSampler(0, present_sampler.handle);
fsr->Draw(program_manager, layout.screen, info.scaled_width, info.scaled_height, crop);
} else {
if (fsr->AreBuffersInitialized()) {
fsr->ReleaseBuffers();
}
}
const std::array ortho_matrix =
MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height));
const auto fragment_handle = [this]() {
switch (Settings::values.scaling_filter.GetValue()) {
case Settings::ScalingFilter::NearestNeighbor:
case Settings::ScalingFilter::Bilinear:
return present_bilinear_fragment.handle;
case Settings::ScalingFilter::Bicubic:
return present_bicubic_fragment.handle;
case Settings::ScalingFilter::Gaussian:
return present_gaussian_fragment.handle;
case Settings::ScalingFilter::ScaleForce:
return present_scaleforce_fragment.handle;
case Settings::ScalingFilter::Fsr:
return fsr->GetPresentFragmentProgram().handle;
default:
return present_bilinear_fragment.handle;
}
}();
program_manager.BindPresentPrograms(present_vertex.handle, fragment_handle);
glProgramUniformMatrix3x2fv(present_vertex.handle, ModelViewMatrixLocation, 1, GL_FALSE,
ortho_matrix.data());
f32 left, top, right, bottom;
if (Settings::values.scaling_filter.GetValue() == Settings::ScalingFilter::Fsr) {
// FSR has already applied the crop, so we just want to render the image
// it has produced.
left = 0;
top = 0;
right = 1;
bottom = 1;
} else {
// Apply the precomputed crop.
left = crop.left;
top = crop.top;
right = crop.right;
bottom = crop.bottom;
}
// Map the coordinates to the screen.
const auto& screen = layout.screen;
const auto x = screen.left;
const auto y = screen.top;
const auto w = screen.GetWidth();
const auto h = screen.GetHeight();
const std::array vertices = {
ScreenRectVertex(x, y, left, top),
ScreenRectVertex(x + w, y, right, top),
ScreenRectVertex(x, y + h, left, bottom),
ScreenRectVertex(x + w, y + h, right, bottom),
};
glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices));
glDisable(GL_FRAMEBUFFER_SRGB);
glViewportIndexedf(0, 0.0f, 0.0f, static_cast<GLfloat>(layout.width),
static_cast<GLfloat>(layout.height));
glEnableVertexAttribArray(PositionLocation);
glEnableVertexAttribArray(TexCoordLocation);
glVertexAttribDivisor(PositionLocation, 0);
glVertexAttribDivisor(TexCoordLocation, 0);
glVertexAttribFormat(PositionLocation, 2, GL_FLOAT, GL_FALSE,
offsetof(ScreenRectVertex, position));
glVertexAttribFormat(TexCoordLocation, 2, GL_FLOAT, GL_FALSE,
offsetof(ScreenRectVertex, tex_coord));
glVertexAttribBinding(PositionLocation, 0);
glVertexAttribBinding(TexCoordLocation, 0);
if (device.HasVertexBufferUnifiedMemory()) {
glBindVertexBuffer(0, 0, 0, sizeof(ScreenRectVertex));
glBufferAddressRangeNV(GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV, 0, vertex_buffer_address,
sizeof(vertices));
} else {
glBindVertexBuffer(0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex));
}
if (Settings::values.scaling_filter.GetValue() != Settings::ScalingFilter::NearestNeighbor) {
glBindSampler(0, present_sampler.handle);
} else {
glBindSampler(0, present_sampler_nn.handle);
}
// Update background color before drawing
glClearColor(Settings::values.bg_red.GetValue() / 255.0f,
Settings::values.bg_green.GetValue() / 255.0f,
Settings::values.bg_blue.GetValue() / 255.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// TODO
// program_manager.RestoreGuestPipeline();
}
} // namespace OpenGL

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@ -0,0 +1,110 @@
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <memory>
#include <vector>
#include "core/hle/service/nvnflinger/pixel_format.h"
#include "video_core/host1x/gpu_device_memory_manager.h"
#include "video_core/renderer_opengl/gl_fsr.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
namespace Layout {
struct FramebufferLayout;
}
namespace Tegra {
struct FramebufferConfig;
}
namespace OpenGL {
class Device;
class RasterizerOpenGL;
class StateTracker;
/// Structure used for storing information about the textures for the Switch screen
struct TextureInfo {
OGLTexture resource;
GLsizei width;
GLsizei height;
GLenum gl_format;
GLenum gl_type;
Service::android::PixelFormat pixel_format;
};
/// Structure used for storing information about the display target for the Switch screen
struct FramebufferTextureInfo {
GLuint display_texture{};
u32 width;
u32 height;
u32 scaled_width;
u32 scaled_height;
};
class BlitScreen {
public:
explicit BlitScreen(RasterizerOpenGL& rasterizer,
Tegra::MaxwellDeviceMemoryManager& device_memory,
StateTracker& state_tracker, ProgramManager& program_manager,
Device& device);
void ConfigureFramebufferTexture(const Tegra::FramebufferConfig& framebuffer);
/// Draws the emulated screens to the emulator window.
void DrawScreen(const Tegra::FramebufferConfig& framebuffer,
const Layout::FramebufferLayout& layout);
void RenderScreenshot(const Tegra::FramebufferConfig& framebuffer);
/// Loads framebuffer from emulated memory into the active OpenGL texture.
FramebufferTextureInfo LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer);
FramebufferTextureInfo PrepareRenderTarget(const Tegra::FramebufferConfig& framebuffer);
private:
RasterizerOpenGL& rasterizer;
Tegra::MaxwellDeviceMemoryManager& device_memory;
StateTracker& state_tracker;
ProgramManager& program_manager;
Device& device;
OGLSampler present_sampler;
OGLSampler present_sampler_nn;
OGLBuffer vertex_buffer;
OGLProgram fxaa_vertex;
OGLProgram fxaa_fragment;
OGLProgram present_vertex;
OGLProgram present_bilinear_fragment;
OGLProgram present_bicubic_fragment;
OGLProgram present_gaussian_fragment;
OGLProgram present_scaleforce_fragment;
/// Display information for Switch screen
TextureInfo framebuffer_texture;
OGLTexture aa_texture;
OGLFramebuffer aa_framebuffer;
OGLProgram smaa_edge_detection_vert;
OGLProgram smaa_blending_weight_calculation_vert;
OGLProgram smaa_neighborhood_blending_vert;
OGLProgram smaa_edge_detection_frag;
OGLProgram smaa_blending_weight_calculation_frag;
OGLProgram smaa_neighborhood_blending_frag;
OGLTexture smaa_area_tex;
OGLTexture smaa_search_tex;
OGLTexture smaa_edges_tex;
OGLTexture smaa_blend_tex;
std::unique_ptr<FSR> fsr;
/// OpenGL framebuffer data
std::vector<u8> gl_framebuffer_data;
// GPU address of the vertex buffer
GLuint64EXT vertex_buffer_address = 0;
};
} // namespace OpenGL

View file

@ -16,6 +16,7 @@
#include "video_core/engines/maxwell_dma.h"
#include "video_core/rasterizer_interface.h"
#include "video_core/renderer_opengl/blit_image.h"
#include "video_core/renderer_opengl/gl_blit_screen.h"
#include "video_core/renderer_opengl/gl_buffer_cache.h"
#include "video_core/renderer_opengl/gl_device.h"
#include "video_core/renderer_opengl/gl_fence_manager.h"

View file

@ -16,68 +16,16 @@
#include "core/core_timing.h"
#include "core/frontend/emu_window.h"
#include "core/telemetry_session.h"
#include "video_core/host_shaders/ffx_a_h.h"
#include "video_core/host_shaders/ffx_fsr1_h.h"
#include "video_core/host_shaders/full_screen_triangle_vert.h"
#include "video_core/host_shaders/fxaa_frag.h"
#include "video_core/host_shaders/fxaa_vert.h"
#include "video_core/host_shaders/opengl_fidelityfx_fsr_easu_frag.h"
#include "video_core/host_shaders/opengl_fidelityfx_fsr_frag.h"
#include "video_core/host_shaders/opengl_fidelityfx_fsr_rcas_frag.h"
#include "video_core/host_shaders/opengl_present_frag.h"
#include "video_core/host_shaders/opengl_present_scaleforce_frag.h"
#include "video_core/host_shaders/opengl_present_vert.h"
#include "video_core/host_shaders/opengl_smaa_glsl.h"
#include "video_core/host_shaders/present_bicubic_frag.h"
#include "video_core/host_shaders/present_gaussian_frag.h"
#include "video_core/host_shaders/smaa_blending_weight_calculation_frag.h"
#include "video_core/host_shaders/smaa_blending_weight_calculation_vert.h"
#include "video_core/host_shaders/smaa_edge_detection_frag.h"
#include "video_core/host_shaders/smaa_edge_detection_vert.h"
#include "video_core/host_shaders/smaa_neighborhood_blending_frag.h"
#include "video_core/host_shaders/smaa_neighborhood_blending_vert.h"
#include "video_core/renderer_opengl/gl_blit_screen.h"
#include "video_core/renderer_opengl/gl_fsr.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/renderer_opengl.h"
#include "video_core/smaa_area_tex.h"
#include "video_core/smaa_search_tex.h"
#include "video_core/textures/decoders.h"
namespace OpenGL {
namespace {
constexpr GLint PositionLocation = 0;
constexpr GLint TexCoordLocation = 1;
constexpr GLint ModelViewMatrixLocation = 0;
struct ScreenRectVertex {
constexpr ScreenRectVertex(u32 x, u32 y, GLfloat u, GLfloat v)
: position{{static_cast<GLfloat>(x), static_cast<GLfloat>(y)}}, tex_coord{{u, v}} {}
std::array<GLfloat, 2> position;
std::array<GLfloat, 2> tex_coord;
};
/**
* Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left
* corner and (width, height) on the lower-bottom.
*
* The projection part of the matrix is trivial, hence these operations are represented
* by a 3x2 matrix.
*/
std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(float width, float height) {
std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
// clang-format off
matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f;
// Last matrix row is implicitly assumed to be [0, 0, 1].
// clang-format on
return matrix;
}
const char* GetSource(GLenum source) {
switch (source) {
case GL_DEBUG_SOURCE_API:
@ -155,7 +103,6 @@ RendererOpenGL::RendererOpenGL(Core::TelemetrySession& telemetry_session_,
glDebugMessageCallback(DebugHandler, nullptr);
}
AddTelemetryFields();
InitOpenGLObjects();
// Initialize default attributes to match hardware's disabled attributes
GLint max_attribs{};
@ -167,14 +114,8 @@ RendererOpenGL::RendererOpenGL(Core::TelemetrySession& telemetry_session_,
if (!GLAD_GL_ARB_seamless_cubemap_per_texture && !GLAD_GL_AMD_seamless_cubemap_per_texture) {
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
}
// Enable unified vertex attributes and query vertex buffer address when the driver supports it
if (device.HasVertexBufferUnifiedMemory()) {
glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV);
glEnableClientState(GL_ELEMENT_ARRAY_UNIFIED_NV);
glMakeNamedBufferResidentNV(vertex_buffer.handle, GL_READ_ONLY);
glGetNamedBufferParameterui64vNV(vertex_buffer.handle, GL_BUFFER_GPU_ADDRESS_NV,
&vertex_buffer_address);
}
blit_screen = std::make_unique<BlitScreen>(rasterizer, device_memory, state_tracker,
program_manager, device);
}
RendererOpenGL::~RendererOpenGL() = default;
@ -187,7 +128,7 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
RenderScreenshot(*framebuffer);
state_tracker.BindFramebuffer(0);
DrawScreen(*framebuffer, emu_window.GetFramebufferLayout());
blit_screen->DrawScreen(*framebuffer, emu_window.GetFramebufferLayout());
++m_current_frame;
@ -198,166 +139,6 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
render_window.OnFrameDisplayed();
}
FramebufferTextureInfo RendererOpenGL::PrepareRenderTarget(
const Tegra::FramebufferConfig& framebuffer) {
// If framebuffer is provided, reload it from memory to a texture
if (framebuffer_texture.width != static_cast<GLsizei>(framebuffer.width) ||
framebuffer_texture.height != static_cast<GLsizei>(framebuffer.height) ||
framebuffer_texture.pixel_format != framebuffer.pixel_format ||
gl_framebuffer_data.empty()) {
// 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(framebuffer);
}
// Load the framebuffer from memory if needed
return LoadFBToScreenInfo(framebuffer);
}
FramebufferTextureInfo RendererOpenGL::LoadFBToScreenInfo(
const Tegra::FramebufferConfig& framebuffer) {
const VAddr framebuffer_addr{framebuffer.address + framebuffer.offset};
const auto accelerated_info =
rasterizer.AccelerateDisplay(framebuffer, framebuffer_addr, framebuffer.stride);
if (accelerated_info) {
return *accelerated_info;
}
// Reset the screen info's display texture to its own permanent texture
FramebufferTextureInfo info{};
info.display_texture = framebuffer_texture.resource.handle;
info.width = framebuffer.width;
info.height = framebuffer.height;
info.scaled_width = framebuffer.width;
info.scaled_height = framebuffer.height;
// TODO(Rodrigo): Read this from HLE
constexpr u32 block_height_log2 = 4;
const auto pixel_format{
VideoCore::Surface::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format)};
const u32 bytes_per_pixel{VideoCore::Surface::BytesPerBlock(pixel_format)};
const u64 size_in_bytes{Tegra::Texture::CalculateSize(
true, bytes_per_pixel, framebuffer.stride, framebuffer.height, 1, block_height_log2, 0)};
const u8* const host_ptr{device_memory.GetPointer<u8>(framebuffer_addr)};
const std::span<const u8> input_data(host_ptr, size_in_bytes);
Tegra::Texture::UnswizzleTexture(gl_framebuffer_data, input_data, bytes_per_pixel,
framebuffer.width, framebuffer.height, 1, block_height_log2,
0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast<GLint>(framebuffer.stride));
// Update existing texture
// TODO: Test what happens on hardware when you change the framebuffer dimensions so that
// they differ from the LCD resolution.
// TODO: Applications could theoretically crash yuzu here by specifying too large
// framebuffer sizes. We should make sure that this cannot happen.
glTextureSubImage2D(framebuffer_texture.resource.handle, 0, 0, 0, framebuffer.width,
framebuffer.height, framebuffer_texture.gl_format,
framebuffer_texture.gl_type, gl_framebuffer_data.data());
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
return info;
}
void RendererOpenGL::InitOpenGLObjects() {
// Create shader programs
fxaa_vertex = CreateProgram(HostShaders::FXAA_VERT, GL_VERTEX_SHADER);
fxaa_fragment = CreateProgram(HostShaders::FXAA_FRAG, GL_FRAGMENT_SHADER);
const auto replace_include = [](std::string& shader_source, std::string_view include_name,
std::string_view include_content) {
const std::string include_string = fmt::format("#include \"{}\"", include_name);
const std::size_t pos = shader_source.find(include_string);
ASSERT(pos != std::string::npos);
shader_source.replace(pos, include_string.size(), include_content);
};
const auto SmaaShader = [&](std::string_view specialized_source, GLenum stage) {
std::string shader_source{specialized_source};
replace_include(shader_source, "opengl_smaa.glsl", HostShaders::OPENGL_SMAA_GLSL);
return CreateProgram(shader_source, stage);
};
smaa_edge_detection_vert = SmaaShader(HostShaders::SMAA_EDGE_DETECTION_VERT, GL_VERTEX_SHADER);
smaa_edge_detection_frag =
SmaaShader(HostShaders::SMAA_EDGE_DETECTION_FRAG, GL_FRAGMENT_SHADER);
smaa_blending_weight_calculation_vert =
SmaaShader(HostShaders::SMAA_BLENDING_WEIGHT_CALCULATION_VERT, GL_VERTEX_SHADER);
smaa_blending_weight_calculation_frag =
SmaaShader(HostShaders::SMAA_BLENDING_WEIGHT_CALCULATION_FRAG, GL_FRAGMENT_SHADER);
smaa_neighborhood_blending_vert =
SmaaShader(HostShaders::SMAA_NEIGHBORHOOD_BLENDING_VERT, GL_VERTEX_SHADER);
smaa_neighborhood_blending_frag =
SmaaShader(HostShaders::SMAA_NEIGHBORHOOD_BLENDING_FRAG, GL_FRAGMENT_SHADER);
present_vertex = CreateProgram(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER);
present_bilinear_fragment = CreateProgram(HostShaders::OPENGL_PRESENT_FRAG, GL_FRAGMENT_SHADER);
present_bicubic_fragment = CreateProgram(HostShaders::PRESENT_BICUBIC_FRAG, GL_FRAGMENT_SHADER);
present_gaussian_fragment =
CreateProgram(HostShaders::PRESENT_GAUSSIAN_FRAG, GL_FRAGMENT_SHADER);
present_scaleforce_fragment =
CreateProgram(fmt::format("#version 460\n{}", HostShaders::OPENGL_PRESENT_SCALEFORCE_FRAG),
GL_FRAGMENT_SHADER);
std::string fsr_source{HostShaders::OPENGL_FIDELITYFX_FSR_FRAG};
replace_include(fsr_source, "ffx_a.h", HostShaders::FFX_A_H);
replace_include(fsr_source, "ffx_fsr1.h", HostShaders::FFX_FSR1_H);
std::string fsr_easu_frag_source{HostShaders::OPENGL_FIDELITYFX_FSR_EASU_FRAG};
std::string fsr_rcas_frag_source{HostShaders::OPENGL_FIDELITYFX_FSR_RCAS_FRAG};
replace_include(fsr_easu_frag_source, "opengl_fidelityfx_fsr.frag", fsr_source);
replace_include(fsr_rcas_frag_source, "opengl_fidelityfx_fsr.frag", fsr_source);
fsr = std::make_unique<FSR>(HostShaders::FULL_SCREEN_TRIANGLE_VERT, fsr_easu_frag_source,
fsr_rcas_frag_source);
// Generate presentation sampler
present_sampler.Create();
glSamplerParameteri(present_sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(present_sampler.handle, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(present_sampler.handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(present_sampler.handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameteri(present_sampler.handle, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
present_sampler_nn.Create();
glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
// Generate VBO handle for drawing
vertex_buffer.Create();
// Attach vertex data to VAO
glNamedBufferData(vertex_buffer.handle, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
// Allocate textures for the screen
framebuffer_texture.resource.Create(GL_TEXTURE_2D);
const GLuint texture = framebuffer_texture.resource.handle;
glTextureStorage2D(texture, 1, GL_RGBA8, 1, 1);
// Clear screen to black
const u8 framebuffer_data[4] = {0, 0, 0, 0};
glClearTexImage(framebuffer_texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE,
framebuffer_data);
aa_framebuffer.Create();
smaa_area_tex.Create(GL_TEXTURE_2D);
glTextureStorage2D(smaa_area_tex.handle, 1, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT);
glTextureSubImage2D(smaa_area_tex.handle, 0, 0, 0, AREATEX_WIDTH, AREATEX_HEIGHT, GL_RG,
GL_UNSIGNED_BYTE, areaTexBytes);
smaa_search_tex.Create(GL_TEXTURE_2D);
glTextureStorage2D(smaa_search_tex.handle, 1, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT);
glTextureSubImage2D(smaa_search_tex.handle, 0, 0, 0, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, GL_RED,
GL_UNSIGNED_BYTE, searchTexBytes);
}
void RendererOpenGL::AddTelemetryFields() {
const char* const gl_version{reinterpret_cast<char const*>(glGetString(GL_VERSION))};
const char* const gpu_vendor{reinterpret_cast<char const*>(glGetString(GL_VENDOR))};
@ -373,283 +154,6 @@ void RendererOpenGL::AddTelemetryFields() {
telemetry_session.AddField(user_system, "GPU_OpenGL_Version", std::string(gl_version));
}
void RendererOpenGL::ConfigureFramebufferTexture(const Tegra::FramebufferConfig& framebuffer) {
framebuffer_texture.width = framebuffer.width;
framebuffer_texture.height = framebuffer.height;
framebuffer_texture.pixel_format = framebuffer.pixel_format;
const auto pixel_format{
VideoCore::Surface::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format)};
const u32 bytes_per_pixel{VideoCore::Surface::BytesPerBlock(pixel_format)};
gl_framebuffer_data.resize(framebuffer_texture.width * framebuffer_texture.height *
bytes_per_pixel);
GLint internal_format;
switch (framebuffer.pixel_format) {
case Service::android::PixelFormat::Rgba8888:
internal_format = GL_RGBA8;
framebuffer_texture.gl_format = GL_RGBA;
framebuffer_texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
case Service::android::PixelFormat::Rgb565:
internal_format = GL_RGB565;
framebuffer_texture.gl_format = GL_RGB;
framebuffer_texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
break;
default:
internal_format = GL_RGBA8;
framebuffer_texture.gl_format = GL_RGBA;
framebuffer_texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV;
// UNIMPLEMENTED_MSG("Unknown framebuffer pixel format: {}",
// static_cast<u32>(framebuffer.pixel_format));
break;
}
framebuffer_texture.resource.Release();
framebuffer_texture.resource.Create(GL_TEXTURE_2D);
glTextureStorage2D(framebuffer_texture.resource.handle, 1, internal_format,
framebuffer_texture.width, framebuffer_texture.height);
aa_texture.Release();
aa_texture.Create(GL_TEXTURE_2D);
glTextureStorage2D(aa_texture.handle, 1, GL_RGBA16F,
Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0, aa_texture.handle, 0);
smaa_edges_tex.Release();
smaa_edges_tex.Create(GL_TEXTURE_2D);
glTextureStorage2D(smaa_edges_tex.handle, 1, GL_RG16F,
Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
smaa_blend_tex.Release();
smaa_blend_tex.Create(GL_TEXTURE_2D);
glTextureStorage2D(smaa_blend_tex.handle, 1, GL_RGBA16F,
Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
}
void RendererOpenGL::DrawScreen(const Tegra::FramebufferConfig& framebuffer,
const Layout::FramebufferLayout& layout) {
FramebufferTextureInfo info = PrepareRenderTarget(framebuffer);
const auto crop = Tegra::NormalizeCrop(framebuffer, info.width, info.height);
// TODO: Signal state tracker about these changes
state_tracker.NotifyScreenDrawVertexArray();
state_tracker.NotifyPolygonModes();
state_tracker.NotifyViewport0();
state_tracker.NotifyScissor0();
state_tracker.NotifyColorMask(0);
state_tracker.NotifyBlend0();
state_tracker.NotifyFramebuffer();
state_tracker.NotifyFrontFace();
state_tracker.NotifyCullTest();
state_tracker.NotifyDepthTest();
state_tracker.NotifyStencilTest();
state_tracker.NotifyPolygonOffset();
state_tracker.NotifyRasterizeEnable();
state_tracker.NotifyFramebufferSRGB();
state_tracker.NotifyLogicOp();
state_tracker.NotifyClipControl();
state_tracker.NotifyAlphaTest();
state_tracker.ClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
glEnable(GL_CULL_FACE);
glDisable(GL_COLOR_LOGIC_OP);
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_POLYGON_OFFSET_FILL);
glDisable(GL_RASTERIZER_DISCARD);
glDisable(GL_ALPHA_TEST);
glDisablei(GL_BLEND, 0);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glCullFace(GL_BACK);
glFrontFace(GL_CW);
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthRangeIndexed(0, 0.0, 0.0);
glBindTextureUnit(0, info.display_texture);
auto anti_aliasing = Settings::values.anti_aliasing.GetValue();
if (anti_aliasing >= Settings::AntiAliasing::MaxEnum) {
LOG_ERROR(Render_OpenGL, "Invalid antialiasing option selected {}", anti_aliasing);
anti_aliasing = Settings::AntiAliasing::None;
Settings::values.anti_aliasing.SetValue(anti_aliasing);
}
if (anti_aliasing != Settings::AntiAliasing::None) {
glEnablei(GL_SCISSOR_TEST, 0);
auto scissor_width = Settings::values.resolution_info.ScaleUp(framebuffer_texture.width);
auto viewport_width = static_cast<GLfloat>(scissor_width);
auto scissor_height = Settings::values.resolution_info.ScaleUp(framebuffer_texture.height);
auto viewport_height = static_cast<GLfloat>(scissor_height);
glScissorIndexed(0, 0, 0, scissor_width, scissor_height);
glViewportIndexedf(0, 0.0f, 0.0f, viewport_width, viewport_height);
glBindSampler(0, present_sampler.handle);
GLint old_read_fb;
GLint old_draw_fb;
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old_read_fb);
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_fb);
switch (anti_aliasing) {
case Settings::AntiAliasing::Fxaa: {
program_manager.BindPresentPrograms(fxaa_vertex.handle, fxaa_fragment.handle);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, aa_framebuffer.handle);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
} break;
case Settings::AntiAliasing::Smaa: {
glClearColor(0, 0, 0, 0);
glFrontFace(GL_CCW);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, aa_framebuffer.handle);
glBindSampler(1, present_sampler.handle);
glBindSampler(2, present_sampler.handle);
glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0,
smaa_edges_tex.handle, 0);
glClear(GL_COLOR_BUFFER_BIT);
program_manager.BindPresentPrograms(smaa_edge_detection_vert.handle,
smaa_edge_detection_frag.handle);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindTextureUnit(0, smaa_edges_tex.handle);
glBindTextureUnit(1, smaa_area_tex.handle);
glBindTextureUnit(2, smaa_search_tex.handle);
glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0,
smaa_blend_tex.handle, 0);
glClear(GL_COLOR_BUFFER_BIT);
program_manager.BindPresentPrograms(smaa_blending_weight_calculation_vert.handle,
smaa_blending_weight_calculation_frag.handle);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindTextureUnit(0, info.display_texture);
glBindTextureUnit(1, smaa_blend_tex.handle);
glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0,
aa_texture.handle, 0);
program_manager.BindPresentPrograms(smaa_neighborhood_blending_vert.handle,
smaa_neighborhood_blending_frag.handle);
glDrawArrays(GL_TRIANGLES, 0, 3);
glFrontFace(GL_CW);
} break;
default:
UNREACHABLE();
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, old_read_fb);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb);
glBindTextureUnit(0, aa_texture.handle);
}
glDisablei(GL_SCISSOR_TEST, 0);
if (Settings::values.scaling_filter.GetValue() == Settings::ScalingFilter::Fsr) {
if (!fsr->AreBuffersInitialized()) {
fsr->InitBuffers();
}
glBindSampler(0, present_sampler.handle);
fsr->Draw(program_manager, layout.screen, info.scaled_width, info.scaled_height, crop);
} else {
if (fsr->AreBuffersInitialized()) {
fsr->ReleaseBuffers();
}
}
const std::array ortho_matrix =
MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height));
const auto fragment_handle = [this]() {
switch (Settings::values.scaling_filter.GetValue()) {
case Settings::ScalingFilter::NearestNeighbor:
case Settings::ScalingFilter::Bilinear:
return present_bilinear_fragment.handle;
case Settings::ScalingFilter::Bicubic:
return present_bicubic_fragment.handle;
case Settings::ScalingFilter::Gaussian:
return present_gaussian_fragment.handle;
case Settings::ScalingFilter::ScaleForce:
return present_scaleforce_fragment.handle;
case Settings::ScalingFilter::Fsr:
return fsr->GetPresentFragmentProgram().handle;
default:
return present_bilinear_fragment.handle;
}
}();
program_manager.BindPresentPrograms(present_vertex.handle, fragment_handle);
glProgramUniformMatrix3x2fv(present_vertex.handle, ModelViewMatrixLocation, 1, GL_FALSE,
ortho_matrix.data());
f32 left, top, right, bottom;
if (Settings::values.scaling_filter.GetValue() == Settings::ScalingFilter::Fsr) {
// FSR has already applied the crop, so we just want to render the image
// it has produced.
left = 0;
top = 0;
right = 1;
bottom = 1;
} else {
// Apply the precomputed crop.
left = crop.left;
top = crop.top;
right = crop.right;
bottom = crop.bottom;
}
// Map the coordinates to the screen.
const auto& screen = layout.screen;
const auto x = screen.left;
const auto y = screen.top;
const auto w = screen.GetWidth();
const auto h = screen.GetHeight();
const std::array vertices = {
ScreenRectVertex(x, y, left, top),
ScreenRectVertex(x + w, y, right, top),
ScreenRectVertex(x, y + h, left, bottom),
ScreenRectVertex(x + w, y + h, right, bottom),
};
glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices));
glDisable(GL_FRAMEBUFFER_SRGB);
glViewportIndexedf(0, 0.0f, 0.0f, static_cast<GLfloat>(layout.width),
static_cast<GLfloat>(layout.height));
glEnableVertexAttribArray(PositionLocation);
glEnableVertexAttribArray(TexCoordLocation);
glVertexAttribDivisor(PositionLocation, 0);
glVertexAttribDivisor(TexCoordLocation, 0);
glVertexAttribFormat(PositionLocation, 2, GL_FLOAT, GL_FALSE,
offsetof(ScreenRectVertex, position));
glVertexAttribFormat(TexCoordLocation, 2, GL_FLOAT, GL_FALSE,
offsetof(ScreenRectVertex, tex_coord));
glVertexAttribBinding(PositionLocation, 0);
glVertexAttribBinding(TexCoordLocation, 0);
if (device.HasVertexBufferUnifiedMemory()) {
glBindVertexBuffer(0, 0, 0, sizeof(ScreenRectVertex));
glBufferAddressRangeNV(GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV, 0, vertex_buffer_address,
sizeof(vertices));
} else {
glBindVertexBuffer(0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex));
}
if (Settings::values.scaling_filter.GetValue() != Settings::ScalingFilter::NearestNeighbor) {
glBindSampler(0, present_sampler.handle);
} else {
glBindSampler(0, present_sampler_nn.handle);
}
// Update background color before drawing
glClearColor(Settings::values.bg_red.GetValue() / 255.0f,
Settings::values.bg_green.GetValue() / 255.0f,
Settings::values.bg_blue.GetValue() / 255.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// TODO
// program_manager.RestoreGuestPipeline();
}
void RendererOpenGL::RenderScreenshot(const Tegra::FramebufferConfig& framebuffer) {
if (!renderer_settings.screenshot_requested) {
return;
@ -672,7 +176,7 @@ void RendererOpenGL::RenderScreenshot(const Tegra::FramebufferConfig& framebuffe
glRenderbufferStorage(GL_RENDERBUFFER, GL_SRGB8, layout.width, layout.height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer);
DrawScreen(framebuffer, layout);
blit_screen->DrawScreen(framebuffer, layout);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
glPixelStorei(GL_PACK_ROW_LENGTH, 0);

View file

@ -25,38 +25,13 @@ namespace Core::Frontend {
class EmuWindow;
}
namespace Core::Memory {
class Memory;
}
namespace Layout {
struct FramebufferLayout;
}
namespace Tegra {
class GPU;
}
namespace OpenGL {
/// Structure used for storing information about the textures for the Switch screen
struct TextureInfo {
OGLTexture resource;
GLsizei width;
GLsizei height;
GLenum gl_format;
GLenum gl_type;
Service::android::PixelFormat pixel_format;
};
/// Structure used for storing information about the display target for the Switch screen
struct FramebufferTextureInfo {
GLuint display_texture{};
u32 width;
u32 height;
u32 scaled_width;
u32 scaled_height;
};
class BlitScreen;
class RendererOpenGL final : public VideoCore::RendererBase {
public:
@ -77,24 +52,9 @@ public:
}
private:
/// Initializes the OpenGL state and creates persistent objects.
void InitOpenGLObjects();
void AddTelemetryFields();
void ConfigureFramebufferTexture(const Tegra::FramebufferConfig& framebuffer);
/// Draws the emulated screens to the emulator window.
void DrawScreen(const Tegra::FramebufferConfig& framebuffer,
const Layout::FramebufferLayout& layout);
void RenderScreenshot(const Tegra::FramebufferConfig& framebuffer);
/// Loads framebuffer from emulated memory into the active OpenGL texture.
FramebufferTextureInfo LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer);
FramebufferTextureInfo PrepareRenderTarget(const Tegra::FramebufferConfig& framebuffer);
Core::TelemetrySession& telemetry_session;
Core::Frontend::EmuWindow& emu_window;
Tegra::MaxwellDeviceMemoryManager& device_memory;
@ -104,43 +64,9 @@ private:
StateTracker state_tracker;
ProgramManager program_manager;
RasterizerOpenGL rasterizer;
// OpenGL object IDs
OGLSampler present_sampler;
OGLSampler present_sampler_nn;
OGLBuffer vertex_buffer;
OGLProgram fxaa_vertex;
OGLProgram fxaa_fragment;
OGLProgram present_vertex;
OGLProgram present_bilinear_fragment;
OGLProgram present_bicubic_fragment;
OGLProgram present_gaussian_fragment;
OGLProgram present_scaleforce_fragment;
OGLFramebuffer screenshot_framebuffer;
// GPU address of the vertex buffer
GLuint64EXT vertex_buffer_address = 0;
/// Display information for Switch screen
TextureInfo framebuffer_texture;
OGLTexture aa_texture;
OGLFramebuffer aa_framebuffer;
OGLProgram smaa_edge_detection_vert;
OGLProgram smaa_blending_weight_calculation_vert;
OGLProgram smaa_neighborhood_blending_vert;
OGLProgram smaa_edge_detection_frag;
OGLProgram smaa_blending_weight_calculation_frag;
OGLProgram smaa_neighborhood_blending_frag;
OGLTexture smaa_area_tex;
OGLTexture smaa_search_tex;
OGLTexture smaa_edges_tex;
OGLTexture smaa_blend_tex;
std::unique_ptr<FSR> fsr;
/// OpenGL framebuffer data
std::vector<u8> gl_framebuffer_data;
std::unique_ptr<BlitScreen> blit_screen;
};
} // namespace OpenGL