yuzu/src/video_core/renderer_opengl/renderer_opengl.cpp
archshift cae89fb315 Allow the user to set the background clear color during emulation
The background color can be seen at the sides of the bottom screen or when the window is wider than normal.
2015-04-03 15:35:51 -07:00

344 lines
12 KiB
C++

// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "core/hw/gpu.h"
#include "core/hw/hw.h"
#include "core/hw/lcd.h"
#include "core/mem_map.h"
#include "core/settings.h"
#include "common/emu_window.h"
#include "common/profiler_reporting.h"
#include "video_core/video_core.h"
#include "video_core/renderer_opengl/renderer_opengl.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/gl_shaders.h"
#include <algorithm>
/**
* Vertex structure that the drawn screen rectangles are composed of.
*/
struct ScreenRectVertex {
ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) {
position[0] = x;
position[1] = y;
tex_coord[0] = u;
tex_coord[1] = v;
}
GLfloat position[2];
GLfloat tex_coord[2];
};
/**
* 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.
*/
static std::array<GLfloat, 3*2> MakeOrthographicMatrix(const float width, const float height) {
std::array<GLfloat, 3*2> matrix;
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].
return matrix;
}
/// RendererOpenGL constructor
RendererOpenGL::RendererOpenGL() {
resolution_width = std::max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
}
/// RendererOpenGL destructor
RendererOpenGL::~RendererOpenGL() {
}
/// Swap buffers (render frame)
void RendererOpenGL::SwapBuffers() {
render_window->MakeCurrent();
for(int i : {0, 1}) {
const auto& framebuffer = GPU::g_regs.framebuffer_config[i];
// Main LCD (0): 0x1ED02204, Sub LCD (1): 0x1ED02A04
u32 lcd_color_addr = (i == 0) ? LCD_REG_INDEX(color_fill_top) : LCD_REG_INDEX(color_fill_bottom);
lcd_color_addr = HW::VADDR_LCD + 4 * lcd_color_addr;
LCD::Regs::ColorFill color_fill = {0};
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]);
// Resize the texture in case the framebuffer size has changed
textures[i].width = 1;
textures[i].height = 1;
} else {
if (textures[i].width != (GLsizei)framebuffer.width ||
textures[i].height != (GLsizei)framebuffer.height ||
textures[i].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);
}
LoadFBToActiveGLTexture(framebuffer, textures[i]);
// Resize the texture in case the framebuffer size has changed
textures[i].width = framebuffer.width;
textures[i].height = framebuffer.height;
}
}
DrawScreens();
auto& profiler = Common::Profiling::GetProfilingManager();
profiler.FinishFrame();
{
auto aggregator = Common::Profiling::GetTimingResultsAggregator();
aggregator->AddFrame(profiler.GetPreviousFrameResults());
}
// Swap buffers
render_window->PollEvents();
render_window->SwapBuffers();
profiler.BeginFrame();
}
/**
* Loads framebuffer from emulated memory into the active OpenGL texture.
*/
void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
const TextureInfo& texture) {
const VAddr framebuffer_vaddr = Memory::PhysicalToVirtualAddress(
framebuffer.active_fb == 0 ? framebuffer.address_left1 : framebuffer.address_left2);
LOG_TRACE(Render_OpenGL, "0x%08x bytes from 0x%08x(%dx%d), fmt %x",
framebuffer.stride * framebuffer.height,
framebuffer_vaddr, (int)framebuffer.width,
(int)framebuffer.height, (int)framebuffer.format);
const u8* framebuffer_data = Memory::GetPointer(framebuffer_vaddr);
int bpp = GPU::Regs::BytesPerPixel(framebuffer.color_format);
size_t pixel_stride = framebuffer.stride / bpp;
// OpenGL only supports specifying a stride in units of pixels, not bytes, unfortunately
ASSERT(pixel_stride * bpp == framebuffer.stride);
// Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default
// only allows rows to have a memory alignement of 4.
ASSERT(pixel_stride % 4 == 0);
glBindTexture(GL_TEXTURE_2D, texture.handle);
glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)pixel_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 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);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glBindTexture(GL_TEXTURE_2D, 0);
}
/**
* Fills active OpenGL texture with the given RGB color.
* Since the color is solid, the texture can be 1x1 but will stretch across whatever it's rendered on.
* This has the added benefit of being *really fast*.
*/
void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b,
const TextureInfo& texture) {
glBindTexture(GL_TEXTURE_2D, texture.handle);
u8 framebuffer_data[3] = { color_r, color_g, color_b };
// Update existing texture
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, framebuffer_data);
glBindTexture(GL_TEXTURE_2D, 0);
}
/**
* Initializes the OpenGL state and creates persistent objects.
*/
void RendererOpenGL::InitOpenGLObjects() {
glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue, 0.0f);
glDisable(GL_DEPTH_TEST);
// Link shaders and get variable locations
program_id = ShaderUtil::LoadShaders(GLShaders::g_vertex_shader, GLShaders::g_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");
// Generate VBO handle for drawing
glGenBuffers(1, &vertex_buffer_handle);
// Generate VAO
glGenVertexArrays(1, &vertex_array_handle);
glBindVertexArray(vertex_array_handle);
// Attach vertex data to VAO
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_handle);
glBufferData(GL_ARRAY_BUFFER, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex), (GLvoid*)offsetof(ScreenRectVertex, position));
glVertexAttribPointer(attrib_tex_coord, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex), (GLvoid*)offsetof(ScreenRectVertex, tex_coord));
glEnableVertexAttribArray(attrib_position);
glEnableVertexAttribArray(attrib_tex_coord);
// Allocate textures for each screen
for (auto& texture : textures) {
glGenTextures(1, &texture.handle);
// Allocation of storage is deferred until the first frame, when we
// know the framebuffer size.
glBindTexture(GL_TEXTURE_2D, texture.handle);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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);
}
glBindTexture(GL_TEXTURE_2D, 0);
}
void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
const GPU::Regs::FramebufferConfig& framebuffer) {
GPU::Regs::PixelFormat format = framebuffer.color_format;
GLint internal_format;
texture.format = format;
texture.width = framebuffer.width;
texture.height = framebuffer.height;
switch (format) {
case GPU::Regs::PixelFormat::RGBA8:
internal_format = GL_RGBA;
texture.gl_format = GL_RGBA;
texture.gl_type = GL_UNSIGNED_INT_8_8_8_8;
break;
case GPU::Regs::PixelFormat::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 GPU::Regs::PixelFormat::RGB565:
internal_format = GL_RGB;
texture.gl_format = GL_RGB;
texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
break;
case GPU::Regs::PixelFormat::RGB5A1:
internal_format = GL_RGBA;
texture.gl_format = GL_RGBA;
texture.gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
break;
case GPU::Regs::PixelFormat::RGBA4:
internal_format = GL_RGBA;
texture.gl_format = GL_RGBA;
texture.gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
break;
default:
UNIMPLEMENTED();
}
glBindTexture(GL_TEXTURE_2D, texture.handle);
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
texture.gl_format, texture.gl_type, nullptr);
}
/**
* 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) {
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),
};
glBindTexture(GL_TEXTURE_2D, texture.handle);
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_handle);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
/**
* Draws the emulated screens to the emulator window.
*/
void RendererOpenGL::DrawScreens() {
auto layout = render_window->GetFramebufferLayout();
glViewport(0, 0, layout.width, layout.height);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program_id);
// Set projection matrix
std::array<GLfloat, 3 * 2> ortho_matrix = MakeOrthographicMatrix((float)layout.width,
(float)layout.height);
glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
// Bind texture in Texture Unit 0
glActiveTexture(GL_TEXTURE0);
glUniform1i(uniform_color_texture, 0);
DrawSingleScreenRotated(textures[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,
(float)layout.bottom_screen.GetWidth(), (float)layout.bottom_screen.GetHeight());
m_current_frame++;
}
/// Updates the framerate
void RendererOpenGL::UpdateFramerate() {
}
/**
* Set the emulator window to use for renderer
* @param window EmuWindow handle to emulator window to use for rendering
*/
void RendererOpenGL::SetWindow(EmuWindow* window) {
render_window = window;
}
/// Initialize the renderer
void RendererOpenGL::Init() {
render_window->MakeCurrent();
int err = ogl_LoadFunctions();
if (ogl_LOAD_SUCCEEDED != err) {
LOG_CRITICAL(Render_OpenGL, "Failed to initialize GL functions! Exiting...");
exit(-1);
}
LOG_INFO(Render_OpenGL, "GL_VERSION: %s", glGetString(GL_VERSION));
InitOpenGLObjects();
}
/// Shutdown the renderer
void RendererOpenGL::ShutDown() {
}