#include "gpu_hw_opengl_es.h" #include "common/assert.h" #include "common/log.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->ClearDisplayTexture(); 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); m_shader_cache.Open(true, system->GetHostInterface()->GetUserDirectoryRelativePath("cache")); if (!GPU_HW::Initialize(host_display, system, dma, interrupt_controller, timers)) return false; if (!CreateFramebuffer()) { Log_ErrorPrintf("Failed to create framebuffer"); return false; } if (!CompilePrograms()) { Log_ErrorPrintf("Failed to compile programs"); return false; } 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]); m_supports_dual_source_blend = false; } bool GPU_HW_OpenGL_ES::CreateFramebuffer() { // save old vram texture/fbo, in case we're changing scale GL::Texture old_vram_texture = std::move(m_vram_texture); // scale vram size to internal resolution const u32 texture_width = VRAM_WIDTH * m_resolution_scale; const u32 texture_height = VRAM_HEIGHT * m_resolution_scale; if (!m_vram_texture.Create(texture_width, texture_height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false) || !m_vram_texture.CreateFramebuffer()) { return false; } // do we need to restore the framebuffer after a size change? if (old_vram_texture.IsValid()) { 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.Destroy(); } if (!m_vram_read_texture.Create(texture_width, texture_height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false) || !m_vram_read_texture.CreateFramebuffer() || !m_vram_encoding_texture.Create(VRAM_WIDTH, VRAM_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false) || !m_vram_encoding_texture.CreateFramebuffer() || !m_display_texture.Create(texture_width, texture_height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false) || !m_display_texture.CreateFramebuffer()) { return false; } m_vram_texture.BindFramebuffer(GL_DRAW_FRAMEBUFFER); SetFullVRAMDirtyRectangle(); return true; } 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(); } bool GPU_HW_OpenGL_ES::CompilePrograms() { GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_true_color, m_scaled_dithering, m_texture_filtering, 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++) { for (u8 interlacing = 0; interlacing < 2; interlacing++) { 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), ConvertToBoolUnchecked(interlacing)); std::optional prog = m_shader_cache.GetProgram(vs, fs, [this, textured](GL::Program& prog) { prog.BindAttribute(0, "a_pos"); prog.BindAttribute(1, "a_col0"); if (textured) { prog.BindAttribute(2, "a_texcoord"); prog.BindAttribute(3, "a_texpage"); } }); if (!prog) return false; prog->Bind(); 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"); prog->RegisterUniform("u_interlaced_displayed_field"); if (textured) prog->Uniform1i("samp0", 0); m_render_programs[render_mode][texture_mode][dithering][interlacing] = std::move(*prog); } } } } for (u8 depth_24bit = 0; depth_24bit < 2; depth_24bit++) { for (u8 interlaced = 0; interlaced < 2; interlaced++) { const std::string vs = shadergen.GenerateScreenQuadVertexShader(); const std::string fs = shadergen.GenerateDisplayFragmentShader(ConvertToBoolUnchecked(depth_24bit), ConvertToBoolUnchecked(interlaced)); std::optional prog = m_shader_cache.GetProgram(vs, fs); if (!prog) return false; prog->Bind(); prog->RegisterUniform("u_base_coords"); prog->Uniform1i("samp0", 0); m_display_programs[depth_24bit][interlaced] = std::move(*prog); } } std::optional prog = m_shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), shadergen.GenerateVRAMReadFragmentShader()); if (!prog) return false; prog->Bind(); prog->RegisterUniform("u_base_coords"); prog->RegisterUniform("u_size"); prog->Uniform1i("samp0", 0); m_vram_read_program = std::move(*prog); 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].u); 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)][BoolToUInt8(m_batch.interlacing)]; 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.Uniform2uiv(0, m_batch_ubo_data.u_texture_window_mask); prog.Uniform2uiv(1, m_batch_ubo_data.u_texture_window_offset); prog.Uniform1f(2, m_batch_ubo_data.u_src_alpha_factor); prog.Uniform1f(3, m_batch_ubo_data.u_dst_alpha_factor); prog.Uniform1i(4, static_cast(m_batch_ubo_data.u_set_mask_while_drawing)); prog.Uniform1i(5, static_cast(m_batch_ubo_data.u_interlaced_displayed_field)); 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())), m_vram_texture.GetWidth(), static_cast(m_vram_texture.GetHeight()), 0, m_vram_texture.GetHeight(), m_vram_texture.GetWidth(), -static_cast(m_vram_texture.GetHeight())); m_host_display->SetDisplayParameters(VRAM_WIDTH, VRAM_HEIGHT, 0, 0, VRAM_WIDTH, VRAM_HEIGHT, static_cast(VRAM_WIDTH) / static_cast(VRAM_HEIGHT)); } else { const u32 vram_offset_x = m_crtc_state.display_vram_left; const u32 vram_offset_y = m_crtc_state.display_vram_top; 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 = m_crtc_state.display_vram_width; const u32 display_height = m_crtc_state.display_vram_height; const u32 scaled_display_width = display_width * m_resolution_scale; const u32 scaled_display_height = display_height * m_resolution_scale; const bool interlaced = IsDisplayInterlaced(); if (m_GPUSTAT.display_disable) { m_host_display->ClearDisplayTexture(); } else if (!m_GPUSTAT.display_area_color_depth_24 && !interlaced) { m_host_display->SetDisplayTexture(reinterpret_cast(static_cast(m_vram_texture.GetGLId())), m_vram_texture.GetWidth(), m_vram_texture.GetHeight(), scaled_vram_offset_x, m_vram_texture.GetHeight() - scaled_vram_offset_y, scaled_display_width, -static_cast(scaled_display_height)); } else { glDisable(GL_BLEND); glDisable(GL_SCISSOR_TEST); GL::Program& prog = m_display_programs[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)][BoolToUInt8(interlaced)]; prog.Bind(); m_display_texture.BindFramebuffer(GL_DRAW_FRAMEBUFFER); m_vram_texture.Bind(); 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 reinterpret_field_offset = BoolToUInt32(m_GPUSTAT.displaying_odd_line); const u32 reinterpret_start_x = m_crtc_state.regs.X * m_resolution_scale; const u32 reinterpret_width = scaled_display_width + (m_crtc_state.display_vram_left - m_crtc_state.regs.X); prog.Uniform2i(0, reinterpret_field_offset, reinterpret_start_x); m_batch_ubo_dirty = true; glViewport(reinterpret_start_x, scaled_flipped_vram_offset_y, reinterpret_width, scaled_display_height); glDrawArrays(GL_TRIANGLES, 0, 3); m_host_display->SetDisplayTexture(reinterpret_cast(static_cast(m_display_texture.GetGLId())), m_display_texture.GetWidth(), m_display_texture.GetHeight(), scaled_vram_offset_x, m_vram_texture.GetHeight() - scaled_vram_offset_y, scaled_display_width, -static_cast(scaled_display_height)); } // restore state m_vram_texture.BindFramebuffer(GL_DRAW_FRAMEBUFFER); glViewport(0, 0, m_vram_texture.GetWidth(), m_vram_texture.GetHeight()); glEnable(GL_SCISSOR_TEST); } m_host_display->SetDisplayParameters(m_crtc_state.display_width, m_crtc_state.display_height, m_crtc_state.display_origin_left, m_crtc_state.display_origin_top, m_crtc_state.display_vram_width, m_crtc_state.display_vram_height, m_crtc_state.display_aspect_ratio); } 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() + 1) / 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) { if ((x + width) > VRAM_WIDTH || (y + height) > VRAM_HEIGHT) { // CPU round trip if oversized for now. Log_WarningPrintf("Oversized VRAM fill (%u-%u, %u-%u), CPU round trip", x, x + width, y, y + height); ReadVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT); GPU::FillVRAM(x, y, width, height, color); UpdateVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT, m_vram_shadow.data()); return; } 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) { 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); ReadVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT); GPU::UpdateVRAM(x, y, width, height, data); UpdateVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT, m_vram_shadow.data()); return; } GPU_HW::UpdateVRAM(x, y, width, height, data); 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) { if ((src_x + width) > VRAM_WIDTH || (src_y + height) > VRAM_HEIGHT || (dst_x + width) > VRAM_WIDTH || (dst_y + height) > VRAM_HEIGHT) { Log_WarningPrintf("Oversized VRAM copy (%u,%u, %u,%u, %u,%u), CPU round trip", src_x, src_y, dst_x, dst_y, width, height); ReadVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT); GPU::CopyVRAM(src_x, src_y, dst_x, dst_y, width, height); UpdateVRAM(0, 0, VRAM_WIDTH, VRAM_HEIGHT, m_vram_shadow.data()); return; } 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); } } void GPU_HW_OpenGL_ES::FlushRender() { static constexpr std::array gl_primitives = {{GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP}}; if (!m_batch_current_vertex_ptr) return; const u32 vertex_count = GetBatchVertexCount(); m_batch_start_vertex_ptr = nullptr; m_batch_end_vertex_ptr = nullptr; m_batch_current_vertex_ptr = nullptr; if (vertex_count == 0) return; m_renderer_stats.num_batches++; 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(); }