diff --git a/src/core/CMakeLists.txt b/src/core/CMakeLists.txt
index 2a3fe9cf0..4f54d38f8 100644
--- a/src/core/CMakeLists.txt
+++ b/src/core/CMakeLists.txt
@@ -28,6 +28,8 @@ add_library(core
gpu_hw.h
gpu_hw_opengl.cpp
gpu_hw_opengl.h
+ gpu_hw_opengl_es.cpp
+ gpu_hw_opengl_es.h
gpu_hw_shadergen.cpp
gpu_hw_shadergen.h
gpu_sw.cpp
diff --git a/src/core/core.vcxproj b/src/core/core.vcxproj
index 16a0f70e8..51f663d90 100644
--- a/src/core/core.vcxproj
+++ b/src/core/core.vcxproj
@@ -61,6 +61,7 @@
+
@@ -93,6 +94,7 @@
+
diff --git a/src/core/core.vcxproj.filters b/src/core/core.vcxproj.filters
index b1858b3f8..23a97837f 100644
--- a/src/core/core.vcxproj.filters
+++ b/src/core/core.vcxproj.filters
@@ -35,6 +35,7 @@
+
@@ -72,6 +73,7 @@
+
diff --git a/src/core/gpu.h b/src/core/gpu.h
index c62f1e8db..f7ede1803 100644
--- a/src/core/gpu.h
+++ b/src/core/gpu.h
@@ -136,6 +136,9 @@ public:
// gpu_hw_opengl.cpp
static std::unique_ptr CreateHardwareOpenGLRenderer();
+ // gpu_hw_opengl_es.cpp
+ static std::unique_ptr CreateHardwareOpenGLESRenderer();
+
// gpu_sw.cpp
static std::unique_ptr CreateSoftwareRenderer();
diff --git a/src/core/gpu_hw_opengl.cpp b/src/core/gpu_hw_opengl.cpp
index 42bb74f0d..d771c79a2 100644
--- a/src/core/gpu_hw_opengl.cpp
+++ b/src/core/gpu_hw_opengl.cpp
@@ -114,6 +114,9 @@ void GPU_HW_OpenGL::SetCapabilities(HostDisplay* host_display)
{
m_is_gles = (host_display->GetRenderAPI() == HostDisplay::RenderAPI::OpenGLES);
+ Log_InfoPrintf("GL_VERSION: %s", glGetString(GL_VERSION));
+ Log_InfoPrintf("GL_RENDERER: %s", glGetString(GL_VERSION));
+
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);
diff --git a/src/core/gpu_hw_opengl_es.cpp b/src/core/gpu_hw_opengl_es.cpp
new file mode 100644
index 000000000..9aa03ff15
--- /dev/null
+++ b/src/core/gpu_hw_opengl_es.cpp
@@ -0,0 +1,649 @@
+#include "gpu_hw_opengl_es.h"
+#include "YBaseLib/Assert.h"
+#include "YBaseLib/Log.h"
+#include "YBaseLib/String.h"
+#include "gpu_hw_shadergen.h"
+#include "host_display.h"
+#include "system.h"
+Log_SetChannel(GPU_HW_OpenGL_ES);
+
+GPU_HW_OpenGL_ES::GPU_HW_OpenGL_ES() : GPU_HW(), m_vertex_buffer(VERTEX_BUFFER_SIZE / sizeof(BatchVertex)) {}
+
+GPU_HW_OpenGL_ES::~GPU_HW_OpenGL_ES()
+{
+ // TODO: Destroy objects...
+ if (m_host_display)
+ {
+ m_host_display->SetDisplayTexture(nullptr, 0, 0, 0, 0, 0, 0, 1.0f);
+ ResetGraphicsAPIState();
+ }
+}
+
+bool GPU_HW_OpenGL_ES::Initialize(HostDisplay* host_display, System* system, DMA* dma,
+ InterruptController* interrupt_controller, Timers* timers)
+{
+ if (host_display->GetRenderAPI() != HostDisplay::RenderAPI::OpenGLES)
+ {
+ Log_ErrorPrintf("Host render API type is incompatible");
+ return false;
+ }
+
+ SetCapabilities(host_display);
+
+ if (!GPU_HW::Initialize(host_display, system, dma, interrupt_controller, timers))
+ return false;
+
+ CreateFramebuffer();
+ if (!CompilePrograms())
+ return false;
+
+ m_host_display->SetDisplayTexture(reinterpret_cast(static_cast(m_vram_texture->GetGLId())), 0, 0,
+ m_display_texture->GetWidth(), m_display_texture->GetHeight(),
+ m_display_texture->GetWidth(), m_display_texture->GetHeight(), 1.0f);
+ RestoreGraphicsAPIState();
+ return true;
+}
+
+void GPU_HW_OpenGL_ES::Reset()
+{
+ GPU_HW::Reset();
+
+ ClearFramebuffer();
+}
+
+void GPU_HW_OpenGL_ES::ResetGraphicsAPIState()
+{
+ GPU_HW::ResetGraphicsAPIState();
+
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_BLEND);
+ glDepthMask(GL_TRUE);
+ glLineWidth(1.0f);
+
+ glDisableVertexAttribArray(0);
+ glDisableVertexAttribArray(1);
+ glDisableVertexAttribArray(2);
+ glDisableVertexAttribArray(3);
+}
+
+void GPU_HW_OpenGL_ES::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(m_resolution_scale));
+ glBindVertexArray(0);
+
+ SetScissorFromDrawingArea();
+ SetVertexPointers();
+}
+
+void GPU_HW_OpenGL_ES::UpdateSettings()
+{
+ GPU_HW::UpdateSettings();
+
+ CreateFramebuffer();
+ CompilePrograms();
+ UpdateDisplay();
+}
+
+void GPU_HW_OpenGL_ES::MapBatchVertexPointer(u32 required_vertices)
+{
+ Assert(!m_batch_start_vertex_ptr);
+
+ m_batch_start_vertex_ptr = m_vertex_buffer.data();
+ m_batch_current_vertex_ptr = m_batch_start_vertex_ptr;
+ m_batch_end_vertex_ptr = m_vertex_buffer.data() + m_vertex_buffer.size();
+ m_batch_base_vertex = 0;
+}
+
+std::tuple GPU_HW_OpenGL_ES::ConvertToFramebufferCoordinates(s32 x, s32 y)
+{
+ return std::make_tuple(x, static_cast(static_cast(VRAM_HEIGHT) - y));
+}
+
+void GPU_HW_OpenGL_ES::SetCapabilities(HostDisplay* host_display)
+{
+ Log_InfoPrintf("GL_VERSION: %s", glGetString(GL_VERSION));
+ Log_InfoPrintf("GL_RENDERER: %s", glGetString(GL_VERSION));
+
+ 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 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_supports_dual_source_blend = false;
+}
+
+void GPU_HW_OpenGL_ES::CreateFramebuffer()
+{
+ // 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;
+
+ m_vram_texture =
+ std::make_unique(texture_width, texture_height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false, true);
+
+ // 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);
+ 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);
+ old_vram_texture.reset();
+ }
+
+ m_vram_read_texture =
+ std::make_unique(texture_width, texture_height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false, true);
+
+ m_vram_encoding_texture =
+ std::make_unique(VRAM_WIDTH, VRAM_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false, true);
+
+ m_display_texture =
+ std::make_unique(texture_width, texture_height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false, true);
+
+ m_vram_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
+ SetFullVRAMDirtyRectangle();
+}
+
+void GPU_HW_OpenGL_ES::ClearFramebuffer()
+{
+ glDisable(GL_SCISSOR_TEST);
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glEnable(GL_SCISSOR_TEST);
+ SetFullVRAMDirtyRectangle();
+}
+
+void GPU_HW_OpenGL_ES::DestroyFramebuffer()
+{
+ m_vram_read_texture.reset();
+ m_vram_texture.reset();
+ m_vram_encoding_texture.reset();
+ m_display_texture.reset();
+}
+
+bool GPU_HW_OpenGL_ES::CompilePrograms()
+{
+ GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_true_color,
+ m_supports_dual_source_blend);
+
+ for (u32 render_mode = 0; render_mode < 4; render_mode++)
+ {
+ for (u32 texture_mode = 0; texture_mode < 9; texture_mode++)
+ {
+ for (u8 dithering = 0; dithering < 2; dithering++)
+ {
+ const bool textured = (static_cast(texture_mode) != TextureMode::Disabled);
+ const std::string vs = shadergen.GenerateBatchVertexShader(textured);
+ const std::string fs = shadergen.GenerateBatchFragmentShader(static_cast(render_mode),
+ static_cast(texture_mode),
+ ConvertToBoolUnchecked(dithering));
+
+ GL::Program& prog = m_render_programs[render_mode][texture_mode][dithering];
+ if (!prog.Compile(vs, fs))
+ return false;
+
+ prog.BindAttribute(0, "a_pos");
+ prog.BindAttribute(1, "a_col0");
+ if (textured)
+ {
+ prog.BindAttribute(2, "a_texcoord");
+ prog.BindAttribute(3, "a_texpage");
+ }
+
+ if (!prog.Link())
+ return false;
+
+ prog.Bind();
+
+ prog.RegisterUniform("u_pos_offset");
+ prog.RegisterUniform("u_texture_window_mask");
+ prog.RegisterUniform("u_texture_window_offset");
+ prog.RegisterUniform("u_src_alpha_factor");
+ prog.RegisterUniform("u_dst_alpha_factor");
+ prog.RegisterUniform("u_set_mask_while_drawing");
+
+ if (textured)
+ prog.Uniform1i("samp0", 0);
+ }
+ }
+ }
+
+ for (u8 depth_24bit = 0; depth_24bit < 2; depth_24bit++)
+ {
+ for (u8 interlaced = 0; interlaced < 2; interlaced++)
+ {
+ GL::Program& prog = m_display_programs[depth_24bit][interlaced];
+ const std::string vs = shadergen.GenerateScreenQuadVertexShader();
+ const std::string fs = shadergen.GenerateDisplayFragmentShader(ConvertToBoolUnchecked(depth_24bit),
+ ConvertToBoolUnchecked(interlaced));
+ if (!prog.Compile(vs, fs))
+ return false;
+
+ if (!prog.Link())
+ return false;
+
+ prog.Bind();
+ prog.RegisterUniform("u_base_coords");
+ prog.Uniform1i("samp0", 0);
+ }
+ }
+
+ if (!m_vram_read_program.Compile(shadergen.GenerateScreenQuadVertexShader(),
+ shadergen.GenerateVRAMReadFragmentShader()))
+ {
+ return false;
+ }
+
+ if (!m_vram_read_program.Link())
+ return false;
+
+ m_vram_read_program.Bind();
+ m_vram_read_program.RegisterUniform("u_base_coords");
+ m_vram_read_program.RegisterUniform("u_size");
+ m_vram_read_program.Uniform1i("samp0", 0);
+ return true;
+}
+
+void GPU_HW_OpenGL_ES::SetVertexPointers()
+{
+ glEnableVertexAttribArray(0);
+ glEnableVertexAttribArray(1);
+ glEnableVertexAttribArray(2);
+ glEnableVertexAttribArray(3);
+ glVertexAttribIPointer(0, 2, GL_INT, sizeof(BatchVertex), &m_vertex_buffer[0].x);
+ glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, sizeof(BatchVertex), &m_vertex_buffer[0].color);
+ glVertexAttribIPointer(2, 1, GL_INT, sizeof(BatchVertex), &m_vertex_buffer[0].texcoord);
+ glVertexAttribIPointer(3, 1, GL_INT, sizeof(BatchVertex), &m_vertex_buffer[0].texpage);
+}
+
+void GPU_HW_OpenGL_ES::SetDrawState(BatchRenderMode render_mode)
+{
+ const GL::Program& prog = m_render_programs[static_cast(render_mode)][static_cast(m_batch.texture_mode)]
+ [BoolToUInt8(m_batch.dithering)];
+ m_batch_ubo_dirty |= !prog.IsBound();
+ prog.Bind();
+
+ if (m_batch.texture_mode != TextureMode::Disabled)
+ m_vram_read_texture->Bind();
+
+ if (m_batch.transparency_mode == TransparencyMode::Disabled || render_mode == BatchRenderMode::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;
+ m_vram_dirty_rect.Include(m_drawing_area);
+ SetScissorFromDrawingArea();
+ }
+
+ if (m_batch_ubo_dirty)
+ {
+ prog.Uniform2iv(0, m_batch_ubo_data.u_pos_offset);
+ prog.Uniform2uiv(1, m_batch_ubo_data.u_texture_window_mask);
+ prog.Uniform2uiv(2, m_batch_ubo_data.u_texture_window_offset);
+ prog.Uniform1f(3, m_batch_ubo_data.u_src_alpha_factor);
+ prog.Uniform1f(4, m_batch_ubo_data.u_dst_alpha_factor);
+ prog.Uniform1i(5, static_cast(m_batch_ubo_data.u_set_mask_while_drawing));
+ m_batch_ubo_dirty = false;
+ }
+}
+
+void GPU_HW_OpenGL_ES::SetScissorFromDrawingArea()
+{
+ 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);
+}
+
+void GPU_HW_OpenGL_ES::UpdateDisplay()
+{
+ GPU_HW::UpdateDisplay();
+
+ if (m_system->GetSettings().debugging.show_vram)
+ {
+ m_host_display->SetDisplayTexture(reinterpret_cast(static_cast(m_vram_texture->GetGLId())), 0,
+ m_vram_texture->GetHeight(), m_vram_texture->GetWidth(),
+ -static_cast(m_vram_texture->GetHeight()), m_vram_texture->GetWidth(),
+ m_vram_texture->GetHeight(), 1.0f);
+ }
+ else
+ {
+ 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(m_crtc_state.display_width, VRAM_WIDTH - vram_offset_x);
+ const u32 display_height = std::min(m_crtc_state.display_height, 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;
+
+ if (m_GPUSTAT.display_disable)
+ {
+ m_host_display->SetDisplayTexture(nullptr, 0, 0, 0, 0, 0, 0, m_crtc_state.display_aspect_ratio);
+ }
+ else if (!m_GPUSTAT.display_area_color_depth_24 && !m_GPUSTAT.vertical_interlace)
+ {
+ m_host_display->SetDisplayTexture(reinterpret_cast(static_cast(m_vram_texture->GetGLId())),
+ scaled_vram_offset_x, m_vram_texture->GetHeight() - scaled_vram_offset_y,
+ scaled_display_width, -static_cast(scaled_display_height),
+ m_vram_texture->GetWidth(), m_vram_texture->GetHeight(),
+ m_crtc_state.display_aspect_ratio);
+ }
+ else
+ {
+ 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;
+ const u32 field_offset = BoolToUInt8(m_GPUSTAT.vertical_interlace && m_GPUSTAT.interlaced_field);
+
+ glDisable(GL_BLEND);
+ glDisable(GL_SCISSOR_TEST);
+
+ const GL::Program& prog = m_display_programs[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)]
+ [BoolToUInt8(m_GPUSTAT.vertical_interlace)];
+ prog.Bind();
+
+ // Because of how the reinterpret shader works, we need to use the downscaled version.
+ if (m_GPUSTAT.display_area_color_depth_24 && m_resolution_scale > 1)
+ {
+ const u32 copy_width = std::min((display_width * 3) / 2, VRAM_WIDTH - vram_offset_x);
+ const u32 scaled_copy_width = copy_width * m_resolution_scale;
+ m_vram_encoding_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_copy_width,
+ scaled_flipped_vram_offset_y + scaled_display_height, vram_offset_x, flipped_vram_offset_y,
+ vram_offset_x + copy_width, flipped_vram_offset_y + display_height, GL_COLOR_BUFFER_BIT,
+ GL_NEAREST);
+
+ m_display_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
+ m_vram_encoding_texture->Bind();
+
+ glViewport(0, field_offset, display_width, display_height);
+
+ prog.Uniform3i(0, static_cast(vram_offset_x), static_cast(flipped_vram_offset_y),
+ static_cast(field_offset));
+ m_batch_ubo_dirty = true;
+
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+
+ m_host_display->SetDisplayTexture(reinterpret_cast(static_cast(m_display_texture->GetGLId())),
+ 0, display_height, display_width, -static_cast(display_height),
+ m_display_texture->GetWidth(), m_display_texture->GetHeight(),
+ m_crtc_state.display_aspect_ratio);
+ }
+ else
+ {
+ m_display_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
+ m_vram_texture->Bind();
+
+ glViewport(0, field_offset, scaled_display_width, scaled_display_height);
+
+ prog.Uniform3i(0, static_cast(scaled_vram_offset_x), static_cast(scaled_flipped_vram_offset_y),
+ static_cast(field_offset));
+ m_batch_ubo_dirty = true;
+
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+
+ m_host_display->SetDisplayTexture(reinterpret_cast(static_cast(m_display_texture->GetGLId())),
+ 0, scaled_display_height, scaled_display_width,
+ -static_cast(scaled_display_height), m_display_texture->GetWidth(),
+ m_display_texture->GetHeight(), m_crtc_state.display_aspect_ratio);
+ }
+
+ // restore state
+ m_vram_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
+ glViewport(0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight());
+ glEnable(GL_SCISSOR_TEST);
+ }
+ }
+}
+
+void GPU_HW_OpenGL_ES::ReadVRAM(u32 x, u32 y, u32 width, u32 height)
+{
+ // Get bounds with wrap-around handled.
+ const Common::Rectangle copy_rect = GetVRAMTransferBounds(x, y, width, height);
+ const u32 encoded_width = copy_rect.GetWidth() / 2;
+ const u32 encoded_height = copy_rect.GetHeight();
+
+ // Encode the 24-bit texture as 16-bit.
+ m_vram_encoding_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
+ m_vram_texture->Bind();
+ m_vram_read_program.Bind();
+ m_vram_read_program.Uniform2i(0, copy_rect.left, VRAM_HEIGHT - copy_rect.top - copy_rect.GetHeight());
+ m_vram_read_program.Uniform2i(1, copy_rect.GetWidth(), copy_rect.GetHeight());
+ glDisable(GL_BLEND);
+ glDisable(GL_SCISSOR_TEST);
+ glViewport(0, 0, encoded_width, encoded_height);
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+
+ // Readback encoded texture.
+ m_vram_encoding_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
+ glPixelStorei(GL_PACK_ALIGNMENT, 2);
+ glPixelStorei(GL_PACK_ROW_LENGTH, VRAM_WIDTH / 2);
+ glReadPixels(0, 0, encoded_width, encoded_height, GL_RGBA, GL_UNSIGNED_BYTE,
+ &m_vram_shadow[copy_rect.top * VRAM_WIDTH + copy_rect.left]);
+ glPixelStorei(GL_PACK_ALIGNMENT, 4);
+ glPixelStorei(GL_PACK_ROW_LENGTH, 0);
+ RestoreGraphicsAPIState();
+}
+
+void GPU_HW_OpenGL_ES::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color)
+{
+ GPU_HW::FillVRAM(x, y, width, height, color);
+
+ // scale coordinates
+ x *= m_resolution_scale;
+ y *= m_resolution_scale;
+ width *= m_resolution_scale;
+ height *= m_resolution_scale;
+
+ glScissor(x, m_vram_texture->GetHeight() - y - height, width, height);
+
+ // drop precision unless true colour is enabled
+ if (!m_true_color)
+ color = RGBA5551ToRGBA8888(RGBA8888ToRGBA5551(color));
+
+ const auto [r, g, b, a] = RGBA8ToFloat(color);
+ glClearColor(r, g, b, a);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ SetScissorFromDrawingArea();
+}
+
+void GPU_HW_OpenGL_ES::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)
+{
+ GPU_HW::UpdateVRAM(x, y, width, height, data);
+
+ if ((x + width) > VRAM_WIDTH || (y + height) > VRAM_HEIGHT)
+ {
+ // CPU round trip if oversized for now.
+ Log_WarningPrintf("Oversized VRAM update (%u-%u, %u-%u), CPU round trip", x, x + width, y, y + height);
+ GPU::UpdateVRAM(x, y, width, height, data);
+ ReadVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT);
+ UpdateVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT, m_vram_shadow.data());
+ return;
+ }
+
+ const u32 num_pixels = width * height;
+ std::vector staging_buffer(num_pixels);
+
+ // 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(data) + (source_stride * (height - 1));
+ u32* dest_ptr = static_cast(staging_buffer.data());
+ for (u32 row = 0; row < height; row++)
+ {
+ 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);
+
+ *(dest_ptr++) = RGBA5551ToRGBA8888(src_col);
+ }
+
+ source_ptr -= source_stride;
+ }
+
+ // have to write to the 1x texture first
+ if (m_resolution_scale > 1)
+ m_vram_encoding_texture->Bind();
+ else
+ m_vram_texture->Bind();
+
+ // lower-left origin flip happens here
+ const u32 flipped_y = VRAM_HEIGHT - y - height;
+
+ // update texture data
+ glTexSubImage2D(GL_TEXTURE_2D, 0, x, flipped_y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, staging_buffer.data());
+
+ 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_encoding_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
+ 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);
+ }
+}
+
+void GPU_HW_OpenGL_ES::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height)
+{
+ GPU_HW::CopyVRAM(src_x, src_y, dst_x, dst_y, width, height);
+
+ 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;
+
+ // lower-left origin flip
+ src_y = m_vram_texture->GetHeight() - src_y - height;
+ dst_y = m_vram_texture->GetHeight() - dst_y - height;
+
+ if (GLAD_GL_EXT_copy_image)
+ {
+ glCopyImageSubDataEXT(m_vram_texture->GetGLId(), GL_TEXTURE_2D, 0, src_x, src_y, 0, m_vram_texture->GetGLId(),
+ GL_TEXTURE_2D, 0, dst_x, dst_y, 0, width, height, 1);
+ }
+ else
+ {
+ glDisable(GL_SCISSOR_TEST);
+ m_vram_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
+ 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);
+ }
+}
+
+void GPU_HW_OpenGL_ES::UpdateVRAMReadTexture()
+{
+ const auto scaled_rect = m_vram_dirty_rect * m_resolution_scale;
+ const u32 width = scaled_rect.GetWidth();
+ const u32 height = scaled_rect.GetHeight();
+ const u32 x = scaled_rect.left;
+ const u32 y = m_vram_texture->GetHeight() - scaled_rect.top - height;
+
+ if (GLAD_GL_EXT_copy_image)
+ {
+ glCopyImageSubDataEXT(m_vram_texture->GetGLId(), GL_TEXTURE_2D, 0, x, y, 0, m_vram_read_texture->GetGLId(),
+ GL_TEXTURE_2D, 0, x, y, 0, width, height, 1);
+ }
+ else
+ {
+ m_vram_read_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
+ m_vram_texture->BindFramebuffer(GL_READ_FRAMEBUFFER);
+ glDisable(GL_SCISSOR_TEST);
+ glBlitFramebuffer(x, y, x + width, y + height, x, y, x + width, y + height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ glEnable(GL_SCISSOR_TEST);
+ m_vram_texture->BindFramebuffer(GL_FRAMEBUFFER);
+ }
+
+ m_renderer_stats.num_vram_read_texture_updates++;
+ ClearVRAMDirtyRectangle();
+}
+
+void GPU_HW_OpenGL_ES::FlushRender()
+{
+ const u32 vertex_count = GetBatchVertexCount();
+ if (vertex_count == 0)
+ return;
+
+ m_renderer_stats.num_batches++;
+
+ m_batch_start_vertex_ptr = nullptr;
+ m_batch_end_vertex_ptr = nullptr;
+ m_batch_current_vertex_ptr = nullptr;
+
+ static constexpr std::array gl_primitives = {{GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP}};
+
+ if (m_batch.NeedsTwoPassRendering())
+ {
+ SetDrawState(BatchRenderMode::OnlyTransparent);
+ glDrawArrays(gl_primitives[static_cast(m_batch.primitive)], m_batch_base_vertex, vertex_count);
+ SetDrawState(BatchRenderMode::OnlyOpaque);
+ glDrawArrays(gl_primitives[static_cast(m_batch.primitive)], m_batch_base_vertex, vertex_count);
+ }
+ else
+ {
+ SetDrawState(m_batch.GetRenderMode());
+ glDrawArrays(gl_primitives[static_cast(m_batch.primitive)], m_batch_base_vertex, vertex_count);
+ }
+}
+
+std::unique_ptr GPU::CreateHardwareOpenGLESRenderer()
+{
+ return std::make_unique();
+}
diff --git a/src/core/gpu_hw_opengl_es.h b/src/core/gpu_hw_opengl_es.h
new file mode 100644
index 000000000..5f49374e3
--- /dev/null
+++ b/src/core/gpu_hw_opengl_es.h
@@ -0,0 +1,69 @@
+#pragma once
+#include "common/gl/program.h"
+#include "common/gl/stream_buffer.h"
+#include "common/gl/texture.h"
+#include "glad.h"
+#include "gpu_hw.h"
+#include
+#include
+#include
+
+class GPU_HW_OpenGL_ES : public GPU_HW
+{
+public:
+ GPU_HW_OpenGL_ES();
+ ~GPU_HW_OpenGL_ES() override;
+
+ bool Initialize(HostDisplay* host_display, System* system, DMA* dma, InterruptController* interrupt_controller,
+ Timers* timers) override;
+ void Reset() override;
+
+ void ResetGraphicsAPIState() override;
+ void RestoreGraphicsAPIState() override;
+ void UpdateSettings() override;
+
+protected:
+ void UpdateDisplay() override;
+ void ReadVRAM(u32 x, u32 y, u32 width, u32 height) override;
+ void FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 color) override;
+ void UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data) override;
+ void CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) override;
+ void FlushRender() override;
+ void MapBatchVertexPointer(u32 required_vertices) override;
+ void UpdateVRAMReadTexture() override;
+
+private:
+ struct GLStats
+ {
+ u32 num_batches;
+ u32 num_vertices;
+ u32 num_vram_reads;
+ u32 num_vram_writes;
+ u32 num_vram_read_texture_updates;
+ u32 num_uniform_buffer_updates;
+ };
+
+ std::tuple ConvertToFramebufferCoordinates(s32 x, s32 y);
+
+ void SetCapabilities(HostDisplay* host_display);
+ void CreateFramebuffer();
+ void ClearFramebuffer();
+ void DestroyFramebuffer();
+
+ bool CompilePrograms();
+ void SetVertexPointers();
+ void SetDrawState(BatchRenderMode render_mode);
+ void SetScissorFromDrawingArea();
+
+ // downsample texture - used for readbacks at >1xIR.
+ std::unique_ptr m_vram_texture;
+ std::unique_ptr m_vram_read_texture;
+ std::unique_ptr m_vram_encoding_texture;
+ std::unique_ptr m_display_texture;
+
+ std::vector m_vertex_buffer;
+
+ std::array, 9>, 4> m_render_programs; // [render_mode][texture_mode][dithering]
+ std::array, 2> m_display_programs; // [depth_24][interlaced]
+ GL::Program m_vram_read_program;
+};
diff --git a/src/core/gpu_hw_shadergen.cpp b/src/core/gpu_hw_shadergen.cpp
index a45939268..511e016fd 100644
--- a/src/core/gpu_hw_shadergen.cpp
+++ b/src/core/gpu_hw_shadergen.cpp
@@ -22,13 +22,13 @@ static void DefineMacro(std::stringstream& ss, const char* name, bool enabled)
ss << "#define " << name << " " << BoolToUInt32(enabled) << "\n";
}
-void GPU_HW_ShaderGen::SetGLSLVersionString() {
- const char *glsl_version = reinterpret_cast(glGetString(
- GL_SHADING_LANGUAGE_VERSION));
+void GPU_HW_ShaderGen::SetGLSLVersionString()
+{
+ const char* glsl_version = reinterpret_cast(glGetString(GL_SHADING_LANGUAGE_VERSION));
Assert(glsl_version != nullptr);
// Skip any strings in front of the version code.
- const char *glsl_version_start = glsl_version;
+ const char* glsl_version_start = glsl_version;
while (*glsl_version_start != '\0' && (*glsl_version_start < '0' || *glsl_version_start > '9'))
glsl_version_start++;
@@ -36,10 +36,13 @@ void GPU_HW_ShaderGen::SetGLSLVersionString() {
if (std::sscanf(glsl_version_start, "%d.%d", &major_version, &minor_version) == 2)
{
// Cap at GLSL 3.3, we're not using anything newer for now.
- if (!m_glsl_es && major_version >= 4) {
+ if (!m_glsl_es && major_version >= 4)
+ {
major_version = 3;
minor_version = 30;
- } else if (m_glsl_es && (major_version > 3 || minor_version > 20)) {
+ }
+ else if (m_glsl_es && (major_version > 3 || minor_version > 20))
+ {
major_version = 3;
minor_version = 20;
}
@@ -47,17 +50,17 @@ void GPU_HW_ShaderGen::SetGLSLVersionString() {
else
{
Log_ErrorPrintf("Invalid GLSL version string: '%s' ('%s')", glsl_version, glsl_version_start);
- if (m_glsl_es) {
+ if (m_glsl_es)
+ {
major_version = 3;
minor_version = 0;
}
m_glsl_version_string = m_glsl_es ? "300" : "130";
}
-
char buf[128];
std::snprintf(buf, sizeof(buf), "#version %d%02d %s", major_version, minor_version,
- (!m_glsl_es && major_version >= 3 && minor_version >= 3) ? "core" : (m_glsl_es ? "es" : ""));
+ (!m_glsl_es && major_version >= 3 && minor_version >= 3) ? "core" : (m_glsl_es ? "es" : ""));
m_glsl_version_string = buf;
}
@@ -168,15 +171,23 @@ float4 RGBA5551ToRGBA8(uint v)
void GPU_HW_ShaderGen::DeclareUniformBuffer(std::stringstream& ss, const std::initializer_list& members)
{
- if (m_glsl)
- ss << "layout(std140) uniform UBOBlock\n";
+ if (m_glsl_es)
+ {
+ for (const char* member : members)
+ ss << "uniform " << member << ";\n";
+ }
else
- ss << "cbuffer UBOBlock : register(b0)\n";
+ {
+ if (m_glsl)
+ ss << "layout(std140) uniform UBOBlock\n";
+ else
+ ss << "cbuffer UBOBlock : register(b0)\n";
- ss << "{\n";
- for (const char* member : members)
- ss << member << ";\n";
- ss << "};\n\n";
+ ss << "{\n";
+ for (const char* member : members)
+ ss << member << ";\n";
+ ss << "};\n\n";
+ }
}
void GPU_HW_ShaderGen::DeclareTexture(std::stringstream& ss, const char* name, u32 index)
diff --git a/src/core/system.cpp b/src/core/system.cpp
index 7687fcd84..2412acbde 100644
--- a/src/core/system.cpp
+++ b/src/core/system.cpp
@@ -10,6 +10,7 @@
#include "dma.h"
#include "game_list.h"
#include "gpu.h"
+#include "host_display.h"
#include "host_interface.h"
#include "interrupt_controller.h"
#include "mdec.h"
@@ -194,7 +195,9 @@ bool System::CreateGPU()
switch (m_host_interface->GetSettings().gpu_renderer)
{
case GPURenderer::HardwareOpenGL:
- m_gpu = GPU::CreateHardwareOpenGLRenderer();
+ m_gpu = m_host_interface->GetDisplay()->GetRenderAPI() == HostDisplay::RenderAPI::OpenGLES ?
+ GPU::CreateHardwareOpenGLESRenderer() :
+ GPU::CreateHardwareOpenGLRenderer();
break;
#ifdef WIN32