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				https://github.com/yuzu-emu/yuzu.git
				synced 2025-11-04 06:53:43 +00:00 
			
		
		
		
	
						commit
						e4905143c8
					
				@ -42,12 +42,9 @@ EmuWindow_GLFW::EmuWindow_GLFW() {
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    }
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    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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#if EMU_PLATFORM == PLATFORM_MACOSX
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    // GLFW on OSX requires these window hints to be set to create a 3.2+ GL context.
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    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#endif
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    m_render_window = glfwCreateWindow(VideoCore::kScreenTopWidth, 
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        (VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight), 
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@ -113,10 +113,10 @@ GRenderWindow::GRenderWindow(QWidget* parent) : QWidget(parent), emu_thread(this
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    // TODO: One of these flags might be interesting: WA_OpaquePaintEvent, WA_NoBackground, WA_DontShowOnScreen, WA_DeleteOnClose
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    QGLFormat fmt;
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    fmt.setProfile(QGLFormat::CoreProfile);
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    fmt.setVersion(3,2);
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    fmt.setSampleBuffers(true);
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    fmt.setSamples(4);
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    fmt.setProfile(QGLFormat::CoreProfile);
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    // Requests a forward-compatible context, which is required to get a 3.2+ context on OS X
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    fmt.setOption(QGL::NoDeprecatedFunctions);
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    child = new GGLWidgetInternal(fmt, this);
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    QBoxLayout* layout = new QHBoxLayout(this);
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@ -89,7 +89,7 @@ inline void Write(u32 addr, const T data) {
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                    } source_color = { 0, 0, 0, 0 };
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                    switch (config.input_format) {
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                    case Regs::FramebufferFormat::RGBA8:
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                    case Regs::PixelFormat::RGBA8:
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                    {
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                        // TODO: Most likely got the component order messed up.
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                        u8* srcptr = source_pointer + x * 4 + y * config.input_width * 4;
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@ -106,7 +106,7 @@ inline void Write(u32 addr, const T data) {
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                    }
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                    switch (config.output_format) {
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                    /*case Regs::FramebufferFormat::RGBA8:
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                    /*case Regs::PixelFormat::RGBA8:
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                    {
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                        // TODO: Untested
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                        u8* dstptr = (u32*)(dest_pointer + x * 4 + y * config.output_width * 4);
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@ -117,7 +117,7 @@ inline void Write(u32 addr, const T data) {
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                        break;
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                    }*/
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                    case Regs::FramebufferFormat::RGB8:
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                    case Regs::PixelFormat::RGB8:
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                    {
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                        // TODO: Most likely got the component order messed up.
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                        u8* dstptr = dest_pointer + x * 3 + y * config.output_width * 3;
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@ -236,13 +236,13 @@ void Init() {
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    framebuffer_top.width = 240;
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    framebuffer_top.height = 400;
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    framebuffer_top.stride = 3 * 240;
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    framebuffer_top.color_format = Regs::FramebufferFormat::RGB8;
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    framebuffer_top.color_format = Regs::PixelFormat::RGB8;
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    framebuffer_top.active_fb = 0;
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    framebuffer_sub.width = 240;
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    framebuffer_sub.height = 320;
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    framebuffer_sub.stride = 3 * 240;
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    framebuffer_sub.color_format = Regs::FramebufferFormat::RGB8;
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    framebuffer_sub.color_format = Regs::PixelFormat::RGB8;
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    framebuffer_sub.active_fb = 0;
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    NOTICE_LOG(GPU, "initialized OK");
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@ -56,7 +56,7 @@ struct Regs {
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                  "Structure size and register block length don't match")
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#endif
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    enum class FramebufferFormat : u32 {
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    enum class PixelFormat : u32 {
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        RGBA8  = 0,
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        RGB8   = 1,
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        RGB565 = 2,
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@ -84,9 +84,7 @@ struct Regs {
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    INSERT_PADDING_WORDS(0x10b);
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    struct {
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        using Format = Regs::FramebufferFormat;
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    struct FramebufferConfig {
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        union {
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            u32 size;
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@ -102,7 +100,7 @@ struct Regs {
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        union {
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            u32 format;
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            BitField< 0, 3, Format> color_format;
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            BitField< 0, 3, PixelFormat> color_format;
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        };
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        INSERT_PADDING_WORDS(0x1);
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@ -130,8 +128,6 @@ struct Regs {
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    INSERT_PADDING_WORDS(0x169);
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    struct {
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        using Format = Regs::FramebufferFormat;
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        u32 input_address;
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        u32 output_address;
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@ -161,8 +157,8 @@ struct Regs {
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            u32 flags;
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            BitField< 0, 1, u32> flip_data;        // flips input data horizontally (TODO) if true
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            BitField< 8, 3, Format> input_format;
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            BitField<12, 3, Format> output_format;
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            BitField< 8, 3, PixelFormat> input_format;
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            BitField<12, 3, PixelFormat> output_format;
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            BitField<16, 1, u32> output_tiled;     // stores output in a tiled format
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        };
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@ -19,7 +19,7 @@ public:
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    RendererBase() : m_current_fps(0), m_current_frame(0) {
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    }
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    ~RendererBase() {
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    virtual ~RendererBase() {
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    }
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    /// Swap buffers (render frame)
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@ -6,34 +6,40 @@
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namespace GLShaders {
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static const char g_vertex_shader[] = R"(
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const char g_vertex_shader[] = R"(
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#version 150 core
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in vec3 position;
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in vec2 texCoord;
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out vec2 UV;
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in vec2 vert_position;
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in vec2 vert_tex_coord;
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out vec2 frag_tex_coord;
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mat3 window_scale = mat3(
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                         vec3(1.0, 0.0, 0.0),
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                         vec3(0.0, 5.0/6.0, 0.0), // TODO(princesspeachum): replace hard-coded aspect with uniform
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                         vec3(0.0, 0.0, 1.0)
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                         );
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// This is a truncated 3x3 matrix for 2D transformations:
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// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
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// The third column performs translation.
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// The third row could be used for projection, which we don't need in 2D. It hence is assumed to
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// implicitly be [0, 0, 1]
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uniform mat3x2 modelview_matrix;
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void main() {
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    gl_Position.xyz = window_scale * position;
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    gl_Position.w = 1.0;
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    // Multiply input position by the rotscale part of the matrix and then manually translate by
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    // the last column. This is equivalent to using a full 3x3 matrix and expanding the vector
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    // to `vec3(vert_position.xy, 1.0)`
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    gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0);
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    frag_tex_coord = vert_tex_coord;
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}
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)";
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    UV = texCoord;
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})";
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static const char g_fragment_shader[] = R"(
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const char g_fragment_shader[] = R"(
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#version 150 core
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in vec2 UV;
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out vec3 color;
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uniform sampler2D sampler;
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in vec2 frag_tex_coord;
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out vec4 color;
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uniform sampler2D color_texture;
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void main() {
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    color = texture(sampler, UV).rgb;
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})";
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    color = texture(color_texture, frag_tex_coord);
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}
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)";
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}
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@ -3,64 +3,51 @@
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// Refer to the license.txt file included.
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#include "core/hw/gpu.h"
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#include "core/mem_map.h"
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#include "common/emu_window.h"
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#include "video_core/video_core.h"
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#include "video_core/renderer_opengl/renderer_opengl.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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#include "video_core/renderer_opengl/gl_shaders.h"
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#include "core/mem_map.h"
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#include <algorithm>
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static const GLfloat kViewportAspectRatio =
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    (static_cast<float>(VideoCore::kScreenTopHeight) + VideoCore::kScreenBottomHeight) / VideoCore::kScreenTopWidth;
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/**
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 * Vertex structure that the drawn screen rectangles are composed of.
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 */
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struct ScreenRectVertex {
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    ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) {
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        position[0] = x;
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        position[1] = y;
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        tex_coord[0] = u;
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        tex_coord[1] = v;
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    }
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// Fullscreen quad dimensions
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static const GLfloat kTopScreenWidthNormalized = 2;
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static const GLfloat kTopScreenHeightNormalized    = kTopScreenWidthNormalized    * (static_cast<float>(VideoCore::kScreenTopHeight)    / VideoCore::kScreenTopWidth);
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static const GLfloat kBottomScreenWidthNormalized  = kTopScreenWidthNormalized    * (static_cast<float>(VideoCore::kScreenBottomWidth)  / VideoCore::kScreenTopWidth);
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static const GLfloat kBottomScreenHeightNormalized = kBottomScreenWidthNormalized * (static_cast<float>(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth);
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static const GLfloat g_vbuffer_top[] = {
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    // x,   y                           z     u     v
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    -1.0f, 0.0f,                       0.0f, 0.0f, 1.0f,
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     1.0f, 0.0f,                       0.0f, 1.0f, 1.0f,
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     1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f,
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     1.0f, kTopScreenHeightNormalized, 0.0f, 1.0f, 0.0f,
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    -1.0f, kTopScreenHeightNormalized, 0.0f, 0.0f, 0.0f,
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    -1.0f, 0.0f,                       0.0f, 0.0f, 1.0f
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    GLfloat position[2];
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    GLfloat tex_coord[2];
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};
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static const GLfloat g_vbuffer_bottom[] = {
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    // x                                   y                              z     u     v
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    -(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f,
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     (kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 1.0f, 1.0f,
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     (kBottomScreenWidthNormalized / 2),  0.0f,                          0.0f, 1.0f, 0.0f,
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     (kBottomScreenWidthNormalized / 2),  0.0f,                          0.0f, 1.0f, 0.0f,
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    -(kBottomScreenWidthNormalized / 2),  0.0f,                          0.0f, 0.0f, 0.0f,
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    -(kBottomScreenWidthNormalized / 2), -kBottomScreenHeightNormalized, 0.0f, 0.0f, 1.0f
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};
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/**
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 * Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left
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 * corner and (width, height) on the lower-bottom.
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 *
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 * The projection part of the matrix is trivial, hence these operations are represented
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 * by a 3x2 matrix.
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 */
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static std::array<GLfloat, 3*2> MakeOrthographicMatrix(const float width, const float height) {
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    std::array<GLfloat, 3*2> matrix;
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    matrix[0] = 2.f / width; matrix[2] = 0.f;           matrix[4] = -1.f;
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    matrix[1] = 0.f;         matrix[3] = -2.f / height; matrix[5] = 1.f;
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    // Last matrix row is implicitly assumed to be [0, 0, 1].
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    return matrix;
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}
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/// RendererOpenGL constructor
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RendererOpenGL::RendererOpenGL() {
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    resolution_width  = std::max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth);
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    resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight;
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    // Initialize screen info
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    const auto& framebuffer_top = GPU::g_regs.framebuffer_config[0];
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    const auto& framebuffer_sub = GPU::g_regs.framebuffer_config[1];
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    screen_info.Top().width               = VideoCore::kScreenTopWidth;
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    screen_info.Top().height              = VideoCore::kScreenTopHeight;
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    screen_info.Top().stride              = framebuffer_top.stride;
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    screen_info.Top().flipped_xfb_data    = xfb_top_flipped;
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    screen_info.Bottom().width            = VideoCore::kScreenBottomWidth;
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    screen_info.Bottom().height           = VideoCore::kScreenBottomHeight;
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    screen_info.Bottom().stride           = framebuffer_sub.stride;
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    screen_info.Bottom().flipped_xfb_data = xfb_bottom_flipped;
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}
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/// RendererOpenGL destructor
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@ -71,17 +58,24 @@ RendererOpenGL::~RendererOpenGL() {
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void RendererOpenGL::SwapBuffers() {
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    render_window->MakeCurrent();
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    // EFB->XFB copy
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    // TODO(bunnei): This is a hack and does not belong here. The copy should be triggered by some
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    // register write.
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    //
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    // TODO(princesspeachum): (related to above^) this should only be called when there's new data, not every frame.
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    // Currently this uploads data that shouldn't have changed.
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    Common::Rect framebuffer_size(0, 0, resolution_width, resolution_height);
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    RenderXFB(framebuffer_size, framebuffer_size);
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    for(int i : {0, 1}) {
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        const auto& framebuffer = GPU::g_regs.framebuffer_config[i];
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    // XFB->Window copy
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    RenderFramebuffer();
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        if (textures[i].width != framebuffer.width || textures[i].height != framebuffer.height) {
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            // Reallocate texture if the framebuffer size has changed.
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            // This is expected to not happen very often and hence should not be a
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            // performance problem.
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            glBindTexture(GL_TEXTURE_2D, textures[i].handle);
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            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, framebuffer.width, framebuffer.height, 0,
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                GL_BGR, GL_UNSIGNED_BYTE, nullptr);
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            textures[i].width = framebuffer.width;
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            textures[i].height = framebuffer.height;
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        }
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        LoadFBToActiveGLTexture(GPU::g_regs.framebuffer_config[i], textures[i]);
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    }
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    DrawScreens();
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    // Swap buffers
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    render_window->PollEvents();
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@ -89,144 +83,135 @@ void RendererOpenGL::SwapBuffers() {
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}
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/**
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 * Helper function to flip framebuffer from left-to-right to top-to-bottom
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 * @param raw_data Pointer to input raw framebuffer in V/RAM
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 * @param screen_info ScreenInfo structure with screen size and output buffer pointer
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 * @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei
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 * Loads framebuffer from emulated memory into the active OpenGL texture.
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 */
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void RendererOpenGL::FlipFramebuffer(const u8* raw_data, ScreenInfo& screen_info) {
 | 
			
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    for (int x = 0; x < screen_info.width; x++) {
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        int in_coord = x * screen_info.stride;
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		||||
        for (int y = screen_info.height-1; y >= 0; y--) {
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            // TODO: Properly support other framebuffer formats
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            int out_coord = (x + y * screen_info.width) * 3;
 | 
			
		||||
            screen_info.flipped_xfb_data[out_coord] = raw_data[in_coord + 2];       // Red
 | 
			
		||||
            screen_info.flipped_xfb_data[out_coord + 1] = raw_data[in_coord + 1];   // Green
 | 
			
		||||
            screen_info.flipped_xfb_data[out_coord + 2] = raw_data[in_coord];       // Blue
 | 
			
		||||
            in_coord += 3;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
 | 
			
		||||
                                             const TextureInfo& texture) {
 | 
			
		||||
    const VAddr framebuffer_vaddr = Memory::PhysicalToVirtualAddress(
 | 
			
		||||
        framebuffer.active_fb == 1 ? framebuffer.address_left2 : framebuffer.address_left1);
 | 
			
		||||
 | 
			
		||||
    DEBUG_LOG(GPU, "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);
 | 
			
		||||
 | 
			
		||||
    // TODO: Handle other pixel formats
 | 
			
		||||
    _dbg_assert_msg_(RENDER, framebuffer.color_format == GPU::Regs::PixelFormat::RGB8,
 | 
			
		||||
                     "Unsupported 3DS pixel format.");
 | 
			
		||||
 | 
			
		||||
    size_t pixel_stride = framebuffer.stride / 3;
 | 
			
		||||
    // OpenGL only supports specifying a stride in units of pixels, not bytes, unfortunately
 | 
			
		||||
    _dbg_assert_(RENDER, pixel_stride * 3 == framebuffer.stride);
 | 
			
		||||
    // Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default
 | 
			
		||||
    // only allows rows to have a memory alignement of 4.
 | 
			
		||||
    _dbg_assert_(RENDER, 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,
 | 
			
		||||
        GL_BGR, GL_UNSIGNED_BYTE, framebuffer_data);
 | 
			
		||||
 | 
			
		||||
    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
 | 
			
		||||
 | 
			
		||||
    glBindTexture(GL_TEXTURE_2D, 0);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/**
 | 
			
		||||
 * Renders external framebuffer (XFB)
 | 
			
		||||
 * @param src_rect Source rectangle in XFB to copy
 | 
			
		||||
 * @param dst_rect Destination rectangle in output framebuffer to copy to
 | 
			
		||||
 * Initializes the OpenGL state and creates persistent objects.
 | 
			
		||||
 */
 | 
			
		||||
void RendererOpenGL::RenderXFB(const Common::Rect& src_rect, const Common::Rect& dst_rect) {
 | 
			
		||||
    const auto& framebuffer_top = GPU::g_regs.framebuffer_config[0];
 | 
			
		||||
    const auto& framebuffer_sub = GPU::g_regs.framebuffer_config[1];
 | 
			
		||||
    const u32 active_fb_top = (framebuffer_top.active_fb == 1)
 | 
			
		||||
                            ? Memory::PhysicalToVirtualAddress(framebuffer_top.address_left2)
 | 
			
		||||
                            : Memory::PhysicalToVirtualAddress(framebuffer_top.address_left1);
 | 
			
		||||
    const u32 active_fb_sub = (framebuffer_sub.active_fb == 1)
 | 
			
		||||
                            ? Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left2)
 | 
			
		||||
                            : Memory::PhysicalToVirtualAddress(framebuffer_sub.address_left1);
 | 
			
		||||
void RendererOpenGL::InitOpenGLObjects() {
 | 
			
		||||
    glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
 | 
			
		||||
    glDisable(GL_DEPTH_TEST);
 | 
			
		||||
 | 
			
		||||
    DEBUG_LOG(GPU, "RenderXFB: 0x%08x bytes from 0x%08x(%dx%d), fmt %x",
 | 
			
		||||
              framebuffer_top.stride * framebuffer_top.height,
 | 
			
		||||
              active_fb_top, (int)framebuffer_top.width,
 | 
			
		||||
              (int)framebuffer_top.height, (int)framebuffer_top.format);
 | 
			
		||||
 | 
			
		||||
    FlipFramebuffer(Memory::GetPointer(active_fb_top), screen_info.Top());
 | 
			
		||||
    FlipFramebuffer(Memory::GetPointer(active_fb_sub), screen_info.Bottom());
 | 
			
		||||
 | 
			
		||||
    for (int i = 0; i < 2; i++) {
 | 
			
		||||
        ScreenInfo* current_screen = &screen_info[i];
 | 
			
		||||
 | 
			
		||||
        glBindTexture(GL_TEXTURE_2D, current_screen->texture_id);
 | 
			
		||||
 | 
			
		||||
        // TODO: This should consider the GPU registers for framebuffer width, height and stride.
 | 
			
		||||
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, current_screen->width, current_screen->height,
 | 
			
		||||
                        GL_RGB, GL_UNSIGNED_BYTE, current_screen->flipped_xfb_data);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    glBindTexture(GL_TEXTURE_2D, 0);
 | 
			
		||||
 | 
			
		||||
    // TODO(princesspeachum):
 | 
			
		||||
    // Only the subset src_rect of the GPU buffer
 | 
			
		||||
    // should be copied into the texture of the relevant screen.
 | 
			
		||||
    //
 | 
			
		||||
    // The method's parameters also only include src_rect and dest_rec for one screen,
 | 
			
		||||
    // so this may need to be changed (pair for each screen).
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/// Initialize the FBO
 | 
			
		||||
void RendererOpenGL::InitFramebuffer() {
 | 
			
		||||
    // Link shaders and get variable locations
 | 
			
		||||
    program_id = ShaderUtil::LoadShaders(GLShaders::g_vertex_shader, GLShaders::g_fragment_shader);
 | 
			
		||||
    sampler_id = glGetUniformLocation(program_id, "sampler");
 | 
			
		||||
    attrib_position = glGetAttribLocation(program_id, "position");
 | 
			
		||||
    attrib_texcoord = glGetAttribLocation(program_id, "texCoord");
 | 
			
		||||
    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 vertex buffers for both screens
 | 
			
		||||
    glGenBuffers(1, &screen_info.Top().vertex_buffer_id);
 | 
			
		||||
    glGenBuffers(1, &screen_info.Bottom().vertex_buffer_id);
 | 
			
		||||
    // Generate VBO handle for drawing
 | 
			
		||||
    glGenBuffers(1, &vertex_buffer_handle);
 | 
			
		||||
 | 
			
		||||
    // Attach vertex data for top screen
 | 
			
		||||
    glBindBuffer(GL_ARRAY_BUFFER, screen_info.Top().vertex_buffer_id);
 | 
			
		||||
    glBufferData(GL_ARRAY_BUFFER, sizeof(g_vbuffer_top), g_vbuffer_top, GL_STATIC_DRAW);
 | 
			
		||||
    // Generate VAO
 | 
			
		||||
    glGenVertexArrays(1, &vertex_array_handle);
 | 
			
		||||
    glBindVertexArray(vertex_array_handle);
 | 
			
		||||
 | 
			
		||||
    // Attach vertex data for bottom screen
 | 
			
		||||
    glBindBuffer(GL_ARRAY_BUFFER, screen_info.Bottom().vertex_buffer_id);
 | 
			
		||||
    glBufferData(GL_ARRAY_BUFFER, sizeof(g_vbuffer_bottom), g_vbuffer_bottom, GL_STATIC_DRAW);
 | 
			
		||||
    // 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);
 | 
			
		||||
 | 
			
		||||
    // Create color buffers for both screens
 | 
			
		||||
    glGenTextures(1, &screen_info.Top().texture_id);
 | 
			
		||||
    glGenTextures(1, &screen_info.Bottom().texture_id);
 | 
			
		||||
    // Allocate textures for each screen
 | 
			
		||||
    for (auto& texture : textures) {
 | 
			
		||||
        glGenTextures(1, &texture.handle);
 | 
			
		||||
 | 
			
		||||
    for (int i = 0; i < 2; i++) {
 | 
			
		||||
 | 
			
		||||
        ScreenInfo* current_screen = &screen_info[i];
 | 
			
		||||
 | 
			
		||||
        // Allocate texture
 | 
			
		||||
        glBindTexture(GL_TEXTURE_2D, current_screen->vertex_buffer_id);
 | 
			
		||||
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, current_screen->width, current_screen->height,
 | 
			
		||||
                     0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
 | 
			
		||||
        // 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::RenderFramebuffer() {
 | 
			
		||||
/**
 | 
			
		||||
 * 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() {
 | 
			
		||||
    glViewport(0, 0, resolution_width, resolution_height);
 | 
			
		||||
    glClear(GL_COLOR_BUFFER_BIT);
 | 
			
		||||
 | 
			
		||||
    glUseProgram(program_id);
 | 
			
		||||
 | 
			
		||||
    // Set projection matrix
 | 
			
		||||
    std::array<GLfloat, 3*2> ortho_matrix = MakeOrthographicMatrix((float)resolution_width, (float)resolution_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);
 | 
			
		||||
 | 
			
		||||
    glEnableVertexAttribArray(attrib_position);
 | 
			
		||||
    glEnableVertexAttribArray(attrib_texcoord);
 | 
			
		||||
    const float max_width = std::max((float)VideoCore::kScreenTopWidth, (float)VideoCore::kScreenBottomWidth);
 | 
			
		||||
    const float top_x = 0.5f * (max_width - VideoCore::kScreenTopWidth);
 | 
			
		||||
    const float bottom_x = 0.5f * (max_width - VideoCore::kScreenBottomWidth);
 | 
			
		||||
 | 
			
		||||
    for (int i = 0; i < 2; i++) {
 | 
			
		||||
 | 
			
		||||
        ScreenInfo* current_screen = &screen_info[i];
 | 
			
		||||
 | 
			
		||||
        glBindTexture(GL_TEXTURE_2D, current_screen->texture_id);
 | 
			
		||||
 | 
			
		||||
        // Set sampler on Texture Unit 0
 | 
			
		||||
        glUniform1i(sampler_id, 0);
 | 
			
		||||
 | 
			
		||||
        glBindBuffer(GL_ARRAY_BUFFER, current_screen->vertex_buffer_id);
 | 
			
		||||
 | 
			
		||||
        // Vertex buffer layout
 | 
			
		||||
        const GLsizei stride = 5 * sizeof(GLfloat);
 | 
			
		||||
        const GLvoid* uv_offset = (const GLvoid*)(3 * sizeof(GLfloat));
 | 
			
		||||
 | 
			
		||||
        // Configure vertex buffer
 | 
			
		||||
        glVertexAttribPointer(attrib_position, 3, GL_FLOAT, GL_FALSE, stride, NULL);
 | 
			
		||||
        glVertexAttribPointer(attrib_texcoord, 2, GL_FLOAT, GL_FALSE, stride, uv_offset);
 | 
			
		||||
 | 
			
		||||
        // Draw screen
 | 
			
		||||
        glDrawArrays(GL_TRIANGLES, 0, 6);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    glDisableVertexAttribArray(attrib_position);
 | 
			
		||||
    glDisableVertexAttribArray(attrib_texcoord);
 | 
			
		||||
    DrawSingleScreenRotated(textures[0], top_x, 0,
 | 
			
		||||
        (float)VideoCore::kScreenTopWidth, (float)VideoCore::kScreenTopHeight);
 | 
			
		||||
    DrawSingleScreenRotated(textures[1], bottom_x, (float)VideoCore::kScreenTopHeight,
 | 
			
		||||
        (float)VideoCore::kScreenBottomWidth, (float)VideoCore::kScreenBottomHeight);
 | 
			
		||||
 | 
			
		||||
    m_current_frame++;
 | 
			
		||||
}
 | 
			
		||||
@ -253,20 +238,8 @@ void RendererOpenGL::Init() {
 | 
			
		||||
        exit(-1);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Generate VAO
 | 
			
		||||
    glGenVertexArrays(1, &vertex_array_id);
 | 
			
		||||
    glBindVertexArray(vertex_array_id);
 | 
			
		||||
 | 
			
		||||
    glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
 | 
			
		||||
    glDisable(GL_DEPTH_TEST);
 | 
			
		||||
 | 
			
		||||
    glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
 | 
			
		||||
 | 
			
		||||
    // Initialize everything else
 | 
			
		||||
    // --------------------------
 | 
			
		||||
    InitFramebuffer();
 | 
			
		||||
 | 
			
		||||
    NOTICE_LOG(RENDER, "GL_VERSION: %s\n", glGetString(GL_VERSION));
 | 
			
		||||
    InitOpenGLObjects();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
/// Shutdown the renderer
 | 
			
		||||
 | 
			
		||||
@ -7,28 +7,22 @@
 | 
			
		||||
#include "generated/gl_3_2_core.h"
 | 
			
		||||
 | 
			
		||||
#include "common/common.h"
 | 
			
		||||
#include "common/emu_window.h"
 | 
			
		||||
 | 
			
		||||
#include "core/hw/gpu.h"
 | 
			
		||||
#include "video_core/renderer_base.h"
 | 
			
		||||
 | 
			
		||||
#include <array>
 | 
			
		||||
 | 
			
		||||
class RendererOpenGL : virtual public RendererBase {
 | 
			
		||||
class EmuWindow;
 | 
			
		||||
 | 
			
		||||
class RendererOpenGL : public RendererBase {
 | 
			
		||||
public:
 | 
			
		||||
 | 
			
		||||
    RendererOpenGL();
 | 
			
		||||
    ~RendererOpenGL();
 | 
			
		||||
    ~RendererOpenGL() override;
 | 
			
		||||
 | 
			
		||||
    /// Swap buffers (render frame)
 | 
			
		||||
    void SwapBuffers();
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Renders external framebuffer (XFB)
 | 
			
		||||
     * @param src_rect Source rectangle in XFB to copy
 | 
			
		||||
     * @param dst_rect Destination rectangle in output framebuffer to copy to
 | 
			
		||||
     */
 | 
			
		||||
    void RenderXFB(const Common::Rect& src_rect, const Common::Rect& dst_rect);
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
     * Set the emulator window to use for renderer
 | 
			
		||||
     * @param window EmuWindow handle to emulator window to use for rendering
 | 
			
		||||
@ -42,38 +36,21 @@ public:
 | 
			
		||||
    void ShutDown();
 | 
			
		||||
 | 
			
		||||
private:
 | 
			
		||||
 | 
			
		||||
    /// Initialize the FBO
 | 
			
		||||
    void InitFramebuffer();
 | 
			
		||||
 | 
			
		||||
    // Blit the FBO to the OpenGL default framebuffer
 | 
			
		||||
    void RenderFramebuffer();
 | 
			
		||||
 | 
			
		||||
    /// Updates the framerate
 | 
			
		||||
    void UpdateFramerate();
 | 
			
		||||
 | 
			
		||||
    /// Structure used for storing information for rendering each 3DS screen
 | 
			
		||||
    struct ScreenInfo {
 | 
			
		||||
        // Properties
 | 
			
		||||
        int width;
 | 
			
		||||
        int height;
 | 
			
		||||
        int stride; ///< Number of bytes between the coordinates (0,0) and (1,0)
 | 
			
		||||
 | 
			
		||||
        // OpenGL object IDs
 | 
			
		||||
        GLuint texture_id;
 | 
			
		||||
        GLuint vertex_buffer_id;
 | 
			
		||||
 | 
			
		||||
        // Temporary
 | 
			
		||||
        u8* flipped_xfb_data;
 | 
			
		||||
    /// Structure used for storing information about the textures for each 3DS screen
 | 
			
		||||
    struct TextureInfo {
 | 
			
		||||
        GLuint handle;
 | 
			
		||||
        GLsizei width;
 | 
			
		||||
        GLsizei height;
 | 
			
		||||
    };
 | 
			
		||||
 | 
			
		||||
    /**
 | 
			
		||||
    * Helper function to flip framebuffer from left-to-right to top-to-bottom
 | 
			
		||||
    * @param raw_data Pointer to input raw framebuffer in V/RAM
 | 
			
		||||
    * @param screen_info ScreenInfo structure with screen size and output buffer pointer
 | 
			
		||||
    * @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei
 | 
			
		||||
    */
 | 
			
		||||
    void FlipFramebuffer(const u8* raw_data, ScreenInfo& screen_info);
 | 
			
		||||
    void InitOpenGLObjects();
 | 
			
		||||
    void DrawScreens();
 | 
			
		||||
    void DrawSingleScreenRotated(const TextureInfo& texture, float x, float y, float w, float h);
 | 
			
		||||
    void UpdateFramerate();
 | 
			
		||||
 | 
			
		||||
    // Loads framebuffer from emulated memory into the active OpenGL texture.
 | 
			
		||||
    static void LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
 | 
			
		||||
                                        const TextureInfo& texture);
 | 
			
		||||
 | 
			
		||||
    EmuWindow*  render_window;                    ///< Handle to render window
 | 
			
		||||
    u32         last_mode;                        ///< Last render mode
 | 
			
		||||
@ -81,22 +58,15 @@ private:
 | 
			
		||||
    int resolution_width;                         ///< Current resolution width
 | 
			
		||||
    int resolution_height;                        ///< Current resolution height
 | 
			
		||||
 | 
			
		||||
    // OpenGL global object IDs
 | 
			
		||||
    GLuint vertex_array_id;
 | 
			
		||||
    // OpenGL object IDs
 | 
			
		||||
    GLuint vertex_array_handle;
 | 
			
		||||
    GLuint vertex_buffer_handle;
 | 
			
		||||
    GLuint program_id;
 | 
			
		||||
    GLuint sampler_id;
 | 
			
		||||
    std::array<TextureInfo, 2> textures;
 | 
			
		||||
    // Shader uniform location indices
 | 
			
		||||
    GLuint uniform_modelview_matrix;
 | 
			
		||||
    GLuint uniform_color_texture;
 | 
			
		||||
    // Shader attribute input indices
 | 
			
		||||
    GLuint attrib_position;
 | 
			
		||||
    GLuint attrib_texcoord;
 | 
			
		||||
 | 
			
		||||
    struct : std::array<ScreenInfo, 2> {
 | 
			
		||||
        ScreenInfo& Top() { return (*this)[0]; }
 | 
			
		||||
        ScreenInfo& Bottom() { return (*this)[1]; }
 | 
			
		||||
    } screen_info;
 | 
			
		||||
 | 
			
		||||
    // "Flipped" framebuffers translate scanlines from native 3DS left-to-right to top-to-bottom
 | 
			
		||||
    // as OpenGL expects them in a texture. There probably is a more efficient way of doing this:
 | 
			
		||||
    u8 xfb_top_flipped[VideoCore::kScreenTopWidth * VideoCore::kScreenTopHeight * 4];
 | 
			
		||||
    u8 xfb_bottom_flipped[VideoCore::kScreenBottomWidth * VideoCore::kScreenBottomHeight * 4];
 | 
			
		||||
 | 
			
		||||
    GLuint attrib_tex_coord;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
@ -17,6 +17,10 @@ namespace VideoCore {
 | 
			
		||||
// 3DS Video Constants
 | 
			
		||||
// -------------------
 | 
			
		||||
 | 
			
		||||
// NOTE: The LCDs actually rotate the image 90 degrees when displaying. Because of that the
 | 
			
		||||
// framebuffers in video memory are stored in column-major order and rendered sideways, causing
 | 
			
		||||
// the widths and heights of the framebuffers read by the LCD to be switched compared to the
 | 
			
		||||
// heights and widths of the screens listed here.
 | 
			
		||||
static const int kScreenTopWidth        = 400;  ///< 3DS top screen width
 | 
			
		||||
static const int kScreenTopHeight       = 240;  ///< 3DS top screen height
 | 
			
		||||
static const int kScreenBottomWidth     = 320;  ///< 3DS bottom screen width
 | 
			
		||||
 | 
			
		||||
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