Duckstation/src/core/gpu_hw_opengl.cpp

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#include "gpu_hw_opengl.h"
#include "YBaseLib/Assert.h"
#include "YBaseLib/Log.h"
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#include "YBaseLib/String.h"
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#include "host_interface.h"
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#include "imgui.h"
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#include "system.h"
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Log_SetChannel(GPU_HW_OpenGL);
GPU_HW_OpenGL::GPU_HW_OpenGL() : GPU_HW() {}
GPU_HW_OpenGL::~GPU_HW_OpenGL()
{
DestroyFramebuffer();
}
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bool GPU_HW_OpenGL::Initialize(System* system, DMA* dma, InterruptController* interrupt_controller, Timers* timers)
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{
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if (!GPU_HW::Initialize(system, dma, interrupt_controller, timers))
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return false;
SetMaxResolutionScale();
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CreateFramebuffer();
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CreateVertexBuffer();
if (!CompilePrograms())
return false;
m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, VRAM_WIDTH, VRAM_HEIGHT, 1.0f);
RestoreGraphicsAPIState();
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return true;
}
void GPU_HW_OpenGL::Reset()
{
GPU_HW::Reset();
ClearFramebuffer();
}
void GPU_HW_OpenGL::ResetGraphicsAPIState()
{
GPU_HW::ResetGraphicsAPIState();
glEnable(GL_CULL_FACE);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glLineWidth(1.0f);
glBindVertexArray(0);
}
void GPU_HW_OpenGL::RestoreGraphicsAPIState()
{
m_vram_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
glViewport(0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight());
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glDepthMask(GL_FALSE);
glLineWidth(static_cast<float>(m_resolution_scale));
UpdateDrawingArea();
glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer);
glBindVertexArray(m_vao_id);
}
void GPU_HW_OpenGL::UpdateResolutionScale()
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{
GPU_HW::UpdateResolutionScale();
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CreateFramebuffer();
CompilePrograms();
UpdateDisplay();
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}
void GPU_HW_OpenGL::DrawRendererStatsWindow()
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{
GPU_HW::DrawRendererStatsWindow();
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ImGui::SetNextWindowSize(ImVec2(300.0f, 130.0f), ImGuiCond_FirstUseEver);
const bool is_null_frame = m_stats.num_batches == 0;
if (!is_null_frame)
{
m_last_stats = m_stats;
m_stats = {};
}
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if (ImGui::Begin("GPU Renderer Statistics", &m_show_renderer_statistics))
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{
ImGui::Columns(2);
ImGui::SetColumnWidth(0, 200.0f);
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ImGui::TextUnformatted("VRAM Read Texture Updates:");
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ImGui::NextColumn();
ImGui::Text("%u", m_last_stats.num_vram_read_texture_updates);
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ImGui::NextColumn();
ImGui::TextUnformatted("Batches Drawn:");
ImGui::NextColumn();
ImGui::Text("%u", m_last_stats.num_batches);
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ImGui::NextColumn();
ImGui::TextUnformatted("Vertices Drawn: ");
ImGui::NextColumn();
ImGui::Text("%u", m_last_stats.num_vertices);
ImGui::NextColumn();
ImGui::TextUnformatted("GPU Active In This Frame: ");
ImGui::NextColumn();
ImGui::Text("%s", is_null_frame ? "Yes" : "No");
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ImGui::NextColumn();
}
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ImGui::End();
}
void GPU_HW_OpenGL::InvalidateVRAMReadCache()
{
m_vram_read_texture_dirty = true;
}
std::tuple<s32, s32> GPU_HW_OpenGL::ConvertToFramebufferCoordinates(s32 x, s32 y)
{
return std::make_tuple(x, static_cast<s32>(static_cast<s32>(VRAM_HEIGHT) - y));
}
void GPU_HW_OpenGL::SetMaxResolutionScale()
{
GLint max_texture_size = VRAM_WIDTH;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
Log_InfoPrintf("Max texture size: %dx%d", max_texture_size, max_texture_size);
const int max_texture_scale = max_texture_size / VRAM_WIDTH;
std::array<int, 2> line_width_range = {{1, 1}};
glGetIntegerv(GL_ALIASED_LINE_WIDTH_RANGE, line_width_range.data());
Log_InfoPrintf("Max line width: %d", line_width_range[1]);
m_max_resolution_scale = std::min(max_texture_scale, line_width_range[1]);
Log_InfoPrintf("Maximum resolution scale is %u", m_max_resolution_scale);
m_resolution_scale = std::min(m_resolution_scale, m_max_resolution_scale);
}
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void GPU_HW_OpenGL::CreateFramebuffer()
{
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// save old vram texture/fbo, in case we're changing scale
auto old_vram_texture = std::move(m_vram_texture);
DestroyFramebuffer();
// scale vram size to internal resolution
const u32 texture_width = VRAM_WIDTH * m_resolution_scale;
const u32 texture_height = VRAM_HEIGHT * m_resolution_scale;
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m_vram_texture =
std::make_unique<GL::Texture>(texture_width, texture_height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false, true);
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// do we need to restore the framebuffer after a size change?
if (old_vram_texture)
{
const bool linear_filter = old_vram_texture->GetWidth() > m_vram_texture->GetWidth();
Log_DevPrintf("Scaling %ux%u VRAM texture to %ux%u using %s filter", old_vram_texture->GetWidth(),
old_vram_texture->GetHeight(), m_vram_texture->GetWidth(), m_vram_texture->GetHeight(),
linear_filter ? "linear" : "nearest");
glDisable(GL_SCISSOR_TEST);
old_vram_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
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glBlitFramebuffer(0, 0, old_vram_texture->GetWidth(), old_vram_texture->GetHeight(), 0, 0,
m_vram_texture->GetWidth(), m_vram_texture->GetHeight(), GL_COLOR_BUFFER_BIT,
linear_filter ? GL_LINEAR : GL_NEAREST);
glEnable(GL_SCISSOR_TEST);
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old_vram_texture.reset();
}
m_vram_read_texture =
std::make_unique<GL::Texture>(texture_width, texture_height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false, true);
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if (m_resolution_scale > 1)
{
m_vram_downsample_texture =
std::make_unique<GL::Texture>(VRAM_WIDTH, VRAM_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false, true);
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}
m_display_texture =
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std::make_unique<GL::Texture>(texture_width, texture_height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false, true);
m_vram_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
m_vram_read_texture_dirty = true;
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}
void GPU_HW_OpenGL::ClearFramebuffer()
{
glDisable(GL_SCISSOR_TEST);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
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m_vram_read_texture_dirty = true;
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}
void GPU_HW_OpenGL::DestroyFramebuffer()
{
m_vram_read_texture.reset();
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m_vram_texture.reset();
m_vram_downsample_texture.reset();
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m_display_texture.reset();
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}
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void GPU_HW_OpenGL::CreateVertexBuffer()
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{
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glGenBuffers(1, &m_vertex_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE, nullptr, GL_STREAM_DRAW);
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glGenVertexArrays(1, &m_vao_id);
glBindVertexArray(m_vao_id);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
glVertexAttribIPointer(0, 2, GL_INT, sizeof(HWVertex), reinterpret_cast<void*>(offsetof(HWVertex, x)));
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, sizeof(HWVertex),
reinterpret_cast<void*>(offsetof(HWVertex, color)));
glVertexAttribPointer(2, 2, GL_UNSIGNED_BYTE, true, sizeof(HWVertex),
reinterpret_cast<void*>(offsetof(HWVertex, texcoord)));
glVertexAttribIPointer(3, 1, GL_INT, sizeof(HWVertex), reinterpret_cast<void*>(offsetof(HWVertex, texpage)));
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glBindVertexArray(0);
glGenVertexArrays(1, &m_attributeless_vao_id);
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}
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bool GPU_HW_OpenGL::CompilePrograms()
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{
for (u32 transparent = 0; transparent < 4; transparent++)
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{
for (u32 textured = 0; textured < 2; textured++)
{
for (u32 format = 0; format < 3; format++)
{
for (u32 blending = 0; blending < 2; blending++)
{
// TODO: eliminate duplicate shaders here
if (!CompileProgram(m_render_programs[transparent][textured][format][blending],
static_cast<TransparencyRenderMode>(transparent), ConvertToBoolUnchecked(textured),
static_cast<TextureColorMode>(format), ConvertToBoolUnchecked(blending)))
{
return false;
}
}
}
}
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}
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// TODO: Use string_view
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for (u8 depth_24bit = 0; depth_24bit < 2; depth_24bit++)
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{
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for (u8 interlaced = 0; interlaced < 2; interlaced++)
{
GL::Program& prog = m_display_programs[depth_24bit][interlaced];
const std::string vs = GenerateScreenQuadVertexShader();
const std::string fs =
GenerateDisplayFragmentShader(ConvertToBoolUnchecked(depth_24bit), ConvertToBoolUnchecked(interlaced));
if (!prog.Compile(vs.c_str(), fs.c_str()))
return false;
prog.BindFragData(0, "o_col0");
if (!prog.Link())
return false;
prog.Bind();
prog.RegisterUniform("u_base_coords");
prog.RegisterUniform("samp0");
prog.Uniform1i(1, 0);
}
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}
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return true;
}
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bool GPU_HW_OpenGL::CompileProgram(GL::Program& prog, TransparencyRenderMode transparent, bool textured,
TextureColorMode texture_color_mode, bool blending)
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{
const std::string vs = GenerateVertexShader(textured);
const std::string fs = GenerateFragmentShader(transparent, textured, texture_color_mode, blending);
if (!prog.Compile(vs.c_str(), fs.c_str()))
return false;
prog.BindAttribute(0, "a_pos");
prog.BindAttribute(1, "a_col0");
if (textured)
{
prog.BindAttribute(2, "a_tex0");
prog.BindAttribute(3, "a_texpage");
}
prog.BindFragData(0, "o_col0");
if (!prog.Link())
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return false;
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prog.Bind();
prog.RegisterUniform("u_pos_offset");
prog.RegisterUniform("u_transparent_alpha");
prog.Uniform2i(0, 0, 0);
prog.Uniform2f(1, 1.0f, 0.0f);
if (textured)
{
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prog.RegisterUniform("u_texture_window");
prog.RegisterUniform("samp0");
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prog.Uniform1i(3, 0);
}
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return true;
}
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void GPU_HW_OpenGL::SetDrawState(TransparencyRenderMode render_mode)
{
const GL::Program& prog =
m_render_programs[static_cast<u32>(render_mode)][BoolToUInt32(m_batch.texture_enable)]
[static_cast<u32>(m_batch.texture_color_mode)][BoolToUInt32(m_batch.texture_blending_enable)];
prog.Bind();
prog.Uniform2i(0, m_drawing_offset.x, m_drawing_offset.y);
if (m_batch.transparency_enable)
{
static constexpr float transparent_alpha[4][2] = {{0.5f, 0.5f}, {1.0f, 1.0f}, {1.0f, 1.0f}, {0.25f, 1.0f}};
prog.Uniform2fv(1, transparent_alpha[static_cast<u32>(m_batch.transparency_mode)]);
}
else
{
static constexpr float disabled_alpha[2] = {1.0f, 0.0f};
prog.Uniform2fv(1, disabled_alpha);
}
if (m_batch.texture_enable)
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{
prog.Uniform4ui(2, m_batch.texture_window_values[0], m_batch.texture_window_values[1],
m_batch.texture_window_values[2], m_batch.texture_window_values[3]);
m_vram_read_texture->Bind();
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}
if (render_mode == TransparencyRenderMode::Off || render_mode == TransparencyRenderMode::OnlyOpaque)
{
glDisable(GL_BLEND);
}
else
{
glEnable(GL_BLEND);
glBlendEquationSeparate(
m_batch.transparency_mode == TransparencyMode::BackgroundMinusForeground ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD,
GL_FUNC_ADD);
glBlendFuncSeparate(GL_ONE, GL_SRC_ALPHA, GL_ONE, GL_ZERO);
}
if (m_drawing_area_changed)
{
m_drawing_area_changed = false;
int left, top, right, bottom;
CalcScissorRect(&left, &top, &right, &bottom);
const int width = right - left;
const int height = bottom - top;
const int x = left;
const int y = m_vram_texture->GetHeight() - bottom;
Log_DebugPrintf("SetScissor: (%d-%d, %d-%d)", x, x + width, y, y + height);
glScissor(x, y, width, height);
}
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}
void GPU_HW_OpenGL::UpdateDrawingArea()
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{
m_drawing_area_changed = true;
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}
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void GPU_HW_OpenGL::UpdateDisplay()
{
GPU_HW::UpdateDisplay();
if (m_system->GetSettings().debugging.show_vram)
{
m_system->GetHostInterface()->SetDisplayTexture(m_vram_texture.get(), 0, 0, m_vram_texture->GetWidth(),
m_vram_texture->GetHeight(), 1.0f);
}
else
{
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const u32 field_offset = BoolToUInt8(m_GPUSTAT.vertical_interlace && !m_GPUSTAT.drawing_even_line);
const u32 vram_offset_x = m_crtc_state.regs.X;
const u32 vram_offset_y = m_crtc_state.regs.Y;
const u32 scaled_vram_offset_x = vram_offset_x * m_resolution_scale;
const u32 scaled_vram_offset_y = vram_offset_y * m_resolution_scale;
const u32 display_width = std::min<u32>(m_crtc_state.display_width, VRAM_WIDTH - vram_offset_x);
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const u32 display_height = std::min<u32>(m_crtc_state.display_height << BoolToUInt8(m_GPUSTAT.vertical_interlace),
VRAM_HEIGHT - vram_offset_y);
const u32 scaled_display_width = display_width * m_resolution_scale;
const u32 scaled_display_height = display_height * m_resolution_scale;
const u32 flipped_vram_offset_y = VRAM_HEIGHT - vram_offset_y - display_height;
const u32 scaled_flipped_vram_offset_y = m_vram_texture->GetHeight() - scaled_vram_offset_y - scaled_display_height;
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// fast path when both interlacing and 24-bit depth is off
if (!m_GPUSTAT.display_area_color_depth_24 && !m_GPUSTAT.vertical_interlace)
{
glCopyImageSubData(m_vram_texture->GetGLId(), GL_TEXTURE_2D, 0, scaled_vram_offset_x,
scaled_flipped_vram_offset_y, 0, m_display_texture->GetGLId(), GL_TEXTURE_2D, 0, 0, 0, 0,
scaled_display_width, scaled_display_height, 1);
m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, scaled_display_width,
scaled_display_height, m_crtc_state.display_aspect_ratio);
}
else
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{
glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
// Because of how the reinterpret shader works, we need to use the downscaled version.
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if (m_GPUSTAT.display_area_color_depth_24 && m_resolution_scale > 1)
{
m_vram_downsample_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
m_vram_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
glBlitFramebuffer(
scaled_vram_offset_x, scaled_flipped_vram_offset_y, scaled_vram_offset_x + scaled_display_width,
scaled_flipped_vram_offset_y + scaled_display_height, vram_offset_x, flipped_vram_offset_y,
vram_offset_x + display_width, flipped_vram_offset_y + display_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
m_vram_downsample_texture->Bind();
}
else
{
m_vram_texture->Bind();
}
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const GL::Program& prog = m_display_programs[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)]
[BoolToUInt8(m_GPUSTAT.vertical_interlace)];
m_display_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
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glViewport(0, field_offset, display_width, display_height);
prog.Bind();
prog.Uniform3i(0, vram_offset_x, flipped_vram_offset_y, field_offset);
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glDrawArrays(GL_TRIANGLES, 0, 3);
// restore state
m_vram_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
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glViewport(0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight());
glEnable(GL_SCISSOR_TEST);
m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, display_width, display_height,
m_crtc_state.display_aspect_ratio);
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}
}
}
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void GPU_HW_OpenGL::ReadVRAM(u32 x, u32 y, u32 width, u32 height, void* buffer)
{
// we need to convert RGBA8 -> RGBA5551
std::vector<u32> temp_buffer(width * height);
const u32 flipped_y = VRAM_HEIGHT - y - height;
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// downscaling to 1xIR.
if (m_resolution_scale > 1)
{
const u32 texture_height = m_vram_texture->GetHeight();
const u32 scaled_x = x * m_resolution_scale;
const u32 scaled_y = y * m_resolution_scale;
const u32 scaled_width = width * m_resolution_scale;
const u32 scaled_height = height * m_resolution_scale;
const u32 scaled_flipped_y = texture_height - scaled_y - scaled_height;
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m_vram_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
m_vram_downsample_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
glDisable(GL_SCISSOR_TEST);
glBlitFramebuffer(scaled_x, scaled_flipped_y, scaled_x + scaled_width, scaled_flipped_y + scaled_height, 0, 0,
width, height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glEnable(GL_SCISSOR_TEST);
m_vram_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
m_vram_downsample_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
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glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, temp_buffer.data());
}
else
{
m_vram_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
glReadPixels(x, flipped_y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, temp_buffer.data());
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}
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// reverse copy because of lower-left origin
const u32 source_stride = width * sizeof(u32);
const u8* source_ptr = reinterpret_cast<const u8*>(temp_buffer.data()) + (source_stride * (height - 1));
const u32 dst_stride = width * sizeof(u16);
u8* dst_ptr = static_cast<u8*>(buffer);
for (u32 row = 0; row < height; row++)
{
const u8* source_row_ptr = source_ptr;
u8* dst_row_ptr = dst_ptr;
for (u32 col = 0; col < width; col++)
{
u32 src_col;
std::memcpy(&src_col, source_row_ptr, sizeof(src_col));
source_row_ptr += sizeof(src_col);
const u16 dst_col = RGBA8888ToRGBA5551(src_col);
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std::memcpy(dst_row_ptr, &dst_col, sizeof(dst_col));
dst_row_ptr += sizeof(dst_col);
}
source_ptr -= source_stride;
dst_ptr += dst_stride;
}
}
void GPU_HW_OpenGL::FillVRAM(u32 x, u32 y, u32 width, u32 height, u16 color)
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{
// scale coordinates
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x *= m_resolution_scale;
y *= m_resolution_scale;
width *= m_resolution_scale;
height *= m_resolution_scale;
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glEnable(GL_SCISSOR_TEST);
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glScissor(x, m_vram_texture->GetHeight() - y - height, width, height);
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const auto [r, g, b, a] = RGBA8ToFloat(RGBA5551ToRGBA8888(color));
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glClearColor(r, g, b, a);
glClear(GL_COLOR_BUFFER_BIT);
UpdateDrawingArea();
InvalidateVRAMReadCache();
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}
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void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)
{
std::vector<u32> rgba_data;
rgba_data.reserve(width * height);
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// reverse copy the rows so it matches opengl's lower-left origin
const u32 source_stride = width * sizeof(u16);
const u8* source_ptr = static_cast<const u8*>(data) + (source_stride * (height - 1));
for (u32 row = 0; row < height; row++)
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{
const u8* source_row_ptr = source_ptr;
for (u32 col = 0; col < width; col++)
{
u16 src_col;
std::memcpy(&src_col, source_row_ptr, sizeof(src_col));
source_row_ptr += sizeof(src_col);
const u32 dst_col = RGBA5551ToRGBA8888(src_col);
rgba_data.push_back(dst_col);
}
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source_ptr -= source_stride;
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}
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// have to write to the 1x texture first
if (m_resolution_scale > 1)
m_vram_downsample_texture->Bind();
else
m_vram_texture->Bind();
// lower-left origin flip happens here
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const u32 flipped_y = VRAM_HEIGHT - y - height;
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// update texture data
glTexSubImage2D(GL_TEXTURE_2D, 0, x, flipped_y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, rgba_data.data());
InvalidateVRAMReadCache();
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if (m_resolution_scale > 1)
{
// scale to internal resolution
const u32 scaled_width = width * m_resolution_scale;
const u32 scaled_height = height * m_resolution_scale;
const u32 scaled_x = x * m_resolution_scale;
const u32 scaled_y = y * m_resolution_scale;
const u32 scaled_flipped_y = m_vram_texture->GetHeight() - scaled_y - scaled_height;
glDisable(GL_SCISSOR_TEST);
m_vram_downsample_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
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glBlitFramebuffer(x, flipped_y, x + width, flipped_y + height, scaled_x, scaled_flipped_y, scaled_x + scaled_width,
scaled_flipped_y + scaled_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glEnable(GL_SCISSOR_TEST);
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}
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}
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void GPU_HW_OpenGL::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height)
{
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src_x *= m_resolution_scale;
src_y *= m_resolution_scale;
dst_x *= m_resolution_scale;
dst_y *= m_resolution_scale;
width *= m_resolution_scale;
height *= m_resolution_scale;
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// lower-left origin flip
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src_y = m_vram_texture->GetHeight() - src_y - height;
dst_y = m_vram_texture->GetHeight() - dst_y - height;
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glDisable(GL_SCISSOR_TEST);
m_vram_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
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glBlitFramebuffer(src_x, src_y, src_x + width, src_y + height, dst_x, dst_y, dst_x + width, dst_y + height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
glEnable(GL_SCISSOR_TEST);
InvalidateVRAMReadCache();
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}
void GPU_HW_OpenGL::UpdateVRAMReadTexture()
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{
m_stats.num_vram_read_texture_updates++;
m_vram_read_texture_dirty = false;
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// TODO: Fallback blit path, and partial updates.
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glCopyImageSubData(m_vram_texture->GetGLId(), GL_TEXTURE_2D, 0, 0, 0, 0, m_vram_read_texture->GetGLId(),
GL_TEXTURE_2D, 0, 0, 0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight(), 1);
}
void GPU_HW_OpenGL::FlushRender()
{
if (m_batch.vertices.empty())
return;
if (m_vram_read_texture_dirty)
UpdateVRAMReadTexture();
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m_stats.num_batches++;
m_stats.num_vertices += static_cast<u32>(m_batch.vertices.size());
Assert((m_batch.vertices.size() * sizeof(HWVertex)) <= VERTEX_BUFFER_SIZE);
glBufferSubData(GL_ARRAY_BUFFER, 0, static_cast<GLsizei>(sizeof(HWVertex) * m_batch.vertices.size()),
m_batch.vertices.data());
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static constexpr std::array<GLenum, 4> gl_primitives = {{GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP}};
if (m_batch.transparency_enable && m_batch.texture_enable &&
m_batch.transparency_mode == GPU::TransparencyMode::BackgroundMinusForeground)
{
SetDrawState(TransparencyRenderMode::OnlyTransparent);
glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, static_cast<GLsizei>(m_batch.vertices.size()));
SetDrawState(TransparencyRenderMode::OnlyOpaque);
glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, static_cast<GLsizei>(m_batch.vertices.size()));
}
else
{
SetDrawState(m_batch.transparency_enable ? TransparencyRenderMode::TransparentAndOpaque :
TransparencyRenderMode::Off);
glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, static_cast<GLsizei>(m_batch.vertices.size()));
}
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m_batch.vertices.clear();
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}
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std::unique_ptr<GPU> GPU::CreateHardwareOpenGLRenderer()
{
return std::make_unique<GPU_HW_OpenGL>();
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}