#include "gpu_hw_opengl.h" #include "YBaseLib/Assert.h" #include "YBaseLib/Log.h" #include "YBaseLib/String.h" #include "host_interface.h" #include "imgui.h" #include "system.h" Log_SetChannel(GPU_HW_OpenGL); GPU_HW_OpenGL::GPU_HW_OpenGL() : GPU_HW() {} GPU_HW_OpenGL::~GPU_HW_OpenGL() { DestroyFramebuffer(); } bool GPU_HW_OpenGL::Initialize(System* system, DMA* dma, InterruptController* interrupt_controller, Timers* timers) { SetCapabilities(); if (!GPU_HW::Initialize(system, dma, interrupt_controller, timers)) return false; CreateFramebuffer(); CreateVertexBuffer(); CreateUniformBuffer(); CreateTextureBuffer(); if (!CompilePrograms()) return false; m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, VRAM_WIDTH, VRAM_HEIGHT, 1.0f); RestoreGraphicsAPIState(); 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(m_resolution_scale)); UpdateDrawingArea(); glBindVertexArray(m_vao_id); } void GPU_HW_OpenGL::UpdateSettings() { GPU_HW::UpdateSettings(); CreateFramebuffer(); CompilePrograms(); UpdateDisplay(); } void GPU_HW_OpenGL::DrawRendererStatsWindow() { GPU_HW::DrawRendererStatsWindow(); ImGui::SetNextWindowSize(ImVec2(300.0f, 150.0f), ImGuiCond_FirstUseEver); const bool is_null_frame = m_stats.num_batches == 0; if (!is_null_frame) { m_last_stats = m_stats; m_stats = {}; } if (ImGui::Begin("GPU Renderer Statistics", &m_show_renderer_statistics)) { ImGui::Columns(2); ImGui::SetColumnWidth(0, 200.0f); ImGui::TextUnformatted("GPU Active In This Frame: "); ImGui::NextColumn(); ImGui::Text("%s", is_null_frame ? "Yes" : "No"); ImGui::NextColumn(); ImGui::TextUnformatted("VRAM Reads: "); ImGui::NextColumn(); ImGui::Text("%u", m_last_stats.num_vram_reads); ImGui::NextColumn(); ImGui::TextUnformatted("VRAM Writes: "); ImGui::NextColumn(); ImGui::Text("%u", m_last_stats.num_vram_writes); ImGui::NextColumn(); ImGui::TextUnformatted("VRAM Read Texture Updates:"); ImGui::NextColumn(); ImGui::Text("%u", m_last_stats.num_vram_read_texture_updates); ImGui::NextColumn(); ImGui::TextUnformatted("Batches Drawn:"); ImGui::NextColumn(); ImGui::Text("%u", m_last_stats.num_batches); ImGui::NextColumn(); ImGui::TextUnformatted("Vertices Drawn: "); ImGui::NextColumn(); ImGui::Text("%u", m_last_stats.num_vertices); ImGui::NextColumn(); } ImGui::End(); } void GPU_HW_OpenGL::InvalidateVRAMReadCache() { m_vram_read_texture_dirty = true; } void GPU_HW_OpenGL::MapBatchVertexPointer(u32 required_vertices) { Assert(!m_batch_start_vertex_ptr); const GL::StreamBuffer::MappingResult res = m_vertex_stream_buffer->Map(sizeof(HWVertex), required_vertices * sizeof(HWVertex)); m_batch_start_vertex_ptr = static_cast(res.pointer); m_batch_current_vertex_ptr = m_batch_start_vertex_ptr; m_batch_end_vertex_ptr = m_batch_start_vertex_ptr + res.space_aligned; m_batch_base_vertex = res.index_aligned; } std::tuple GPU_HW_OpenGL::ConvertToFramebufferCoordinates(s32 x, s32 y) { return std::make_tuple(x, static_cast(static_cast(VRAM_HEIGHT) - y)); } void GPU_HW_OpenGL::SetCapabilities() { 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); glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, reinterpret_cast(&m_uniform_buffer_alignment)); Log_InfoPrintf("Uniform buffer offset alignment: %u", m_uniform_buffer_alignment); } void GPU_HW_OpenGL::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); if (m_resolution_scale > 1) { m_vram_downsample_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); m_vram_read_texture_dirty = true; } void GPU_HW_OpenGL::ClearFramebuffer() { glDisable(GL_SCISSOR_TEST); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); glEnable(GL_SCISSOR_TEST); m_vram_read_texture_dirty = true; } void GPU_HW_OpenGL::DestroyFramebuffer() { m_vram_read_texture.reset(); m_vram_texture.reset(); m_vram_downsample_texture.reset(); m_display_texture.reset(); } void GPU_HW_OpenGL::CreateVertexBuffer() { m_vertex_stream_buffer = GL::StreamBuffer::Create(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE); if (!m_vertex_stream_buffer) Panic("Failed to create vertex streaming buffer"); m_vertex_stream_buffer->Bind(); 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(offsetof(HWVertex, x))); glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, sizeof(HWVertex), reinterpret_cast(offsetof(HWVertex, color))); glVertexAttribIPointer(2, 2, GL_INT, sizeof(HWVertex), reinterpret_cast(offsetof(HWVertex, texcoord))); glVertexAttribIPointer(3, 1, GL_INT, sizeof(HWVertex), reinterpret_cast(offsetof(HWVertex, texpage))); glBindVertexArray(0); glGenVertexArrays(1, &m_attributeless_vao_id); } void GPU_HW_OpenGL::CreateUniformBuffer() { m_uniform_stream_buffer = GL::StreamBuffer::Create(GL_UNIFORM_BUFFER, UNIFORM_BUFFER_SIZE); if (!m_uniform_stream_buffer) Panic("Failed to create uniform buffer"); } void GPU_HW_OpenGL::CreateTextureBuffer() { // const GLenum target = GL_PIXEL_UNPACK_BUFFER; const GLenum target = GL_TEXTURE_BUFFER; m_texture_stream_buffer = GL::StreamBuffer::Create(target, VRAM_UPDATE_TEXTURE_BUFFER_SIZE); if (!m_texture_stream_buffer) Panic("Failed to create texture stream buffer"); glGenTextures(1, &m_texture_buffer_r16ui_texture); glBindTexture(GL_TEXTURE_BUFFER, m_texture_buffer_r16ui_texture); glTexBuffer(GL_TEXTURE_BUFFER, GL_R16UI, m_texture_stream_buffer->GetGLBufferId()); m_texture_stream_buffer->Unbind(); } bool GPU_HW_OpenGL::CompilePrograms() { 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++) { if (!CompileProgram(m_render_programs[render_mode][texture_mode][dithering], static_cast(render_mode), static_cast(texture_mode), ConvertToBoolUnchecked(dithering))) { return false; } } } } // TODO: Use string_view 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 = GenerateScreenQuadVertexShader(); const std::string fs = GenerateDisplayFragmentShader(ConvertToBoolUnchecked(depth_24bit), ConvertToBoolUnchecked(interlaced)); if (!prog.Compile(vs, fs)) 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); } } if (!m_vram_write_program.Compile(GenerateScreenQuadVertexShader(), GenerateVRAMWriteFragmentShader())) return false; m_vram_write_program.BindFragData(0, "o_col0"); if (!m_vram_write_program.Link()) return false; m_vram_write_program.Bind(); m_vram_write_program.RegisterUniform("u_base_coords"); m_vram_write_program.RegisterUniform("u_size"); m_vram_write_program.RegisterUniform("samp0"); m_vram_write_program.Uniform1i(2, 0); return true; } bool GPU_HW_OpenGL::CompileProgram(GL::Program& prog, HWBatchRenderMode render_mode, TextureMode texture_mode, bool dithering) { const bool textured = texture_mode != TextureMode::Disabled; const std::string vs = GenerateVertexShader(textured); const std::string fs = GenerateFragmentShader(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"); } prog.BindFragData(0, "o_col0"); if (!prog.Link()) return false; prog.BindUniformBlock("UBOBlock", 1); if (textured) { prog.Bind(); prog.RegisterUniform("samp0"); prog.Uniform1i(0, 0); } return true; } void GPU_HW_OpenGL::SetDrawState(HWBatchRenderMode render_mode) { const GL::Program& prog = m_render_programs[static_cast(render_mode)][static_cast(m_batch.texture_mode)] [BoolToUInt8(m_batch.dithering)]; prog.Bind(); if (m_batch.texture_mode != TextureMode::Disabled) m_vram_read_texture->Bind(); if (m_batch.transparency_mode == TransparencyMode::Disabled || render_mode == HWBatchRenderMode::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); } if (m_batch_ubo_dirty) { UploadUniformBlock(&m_batch_ubo_data, sizeof(m_batch_ubo_data)); m_batch_ubo_dirty = false; } } void GPU_HW_OpenGL::UploadUniformBlock(const void* data, u32 data_size) { const GL::StreamBuffer::MappingResult res = m_uniform_stream_buffer->Map(m_uniform_buffer_alignment, data_size); std::memcpy(res.pointer, data, data_size); m_uniform_stream_buffer->Unmap(data_size); glBindBufferRange(GL_UNIFORM_BUFFER, 1, m_uniform_stream_buffer->GetGLBufferId(), res.buffer_offset, data_size); m_stats.num_uniform_buffer_updates++; } void GPU_HW_OpenGL::UpdateDrawingArea() { m_drawing_area_changed = true; } 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 { 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 << 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; if (m_GPUSTAT.display_disable) { m_system->GetHostInterface()->SetDisplayTexture(nullptr, 0, 0, 0, 0, m_crtc_state.display_aspect_ratio); } else if (!m_GPUSTAT.display_area_color_depth_24 && !m_GPUSTAT.vertical_interlace) { // fast path when both interlacing and 24-bit depth is off 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 { const u32 field_offset = BoolToUInt8(m_GPUSTAT.vertical_interlace && !m_GPUSTAT.drawing_even_line); const u32 scaled_field_offset = field_offset * m_resolution_scale; 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 * 4) / 3, VRAM_WIDTH - vram_offset_x); const u32 scaled_copy_width = copy_width * m_resolution_scale; 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_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_downsample_texture->Bind(); glViewport(0, field_offset, display_width, display_height); prog.Uniform3i(0, vram_offset_x, flipped_vram_offset_y, field_offset); glDrawArrays(GL_TRIANGLES, 0, 3); m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, display_width, display_height, m_crtc_state.display_aspect_ratio); } else { m_display_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER); m_vram_texture->Bind(); glViewport(0, scaled_field_offset, scaled_display_width, scaled_display_height); prog.Uniform3i(0, scaled_vram_offset_x, scaled_flipped_vram_offset_y, scaled_field_offset); glDrawArrays(GL_TRIANGLES, 0, 3); m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, scaled_display_width, scaled_display_height, 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::ReadVRAM(u32 x, u32 y, u32 width, u32 height, void* buffer) { // we need to convert RGBA8 -> RGBA5551 std::vector temp_buffer(width * height); const u32 flipped_y = VRAM_HEIGHT - y - height; // 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; 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); 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()); } // reverse copy because of lower-left origin const u32 source_stride = width * sizeof(u32); const u8* source_ptr = reinterpret_cast(temp_buffer.data()) + (source_stride * (height - 1)); const u32 dst_stride = width * sizeof(u16); u8* dst_ptr = static_cast(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); std::memcpy(dst_row_ptr, &dst_col, sizeof(dst_col)); dst_row_ptr += sizeof(dst_col); } source_ptr -= source_stride; dst_ptr += dst_stride; } m_stats.num_vram_reads++; } void GPU_HW_OpenGL::FillVRAM(u32 x, u32 y, u32 width, u32 height, u32 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); UpdateDrawingArea(); InvalidateVRAMReadCache(); } void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data) { const u32 num_pixels = width * height; #if 0 const auto map_result = m_texture_stream_buffer->Map(sizeof(u32), num_pixels * sizeof(u32)); // 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(map_result.pointer); 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; } m_texture_stream_buffer->Unmap(num_pixels * sizeof(u32)); m_texture_stream_buffer->Bind(); // 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 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, reinterpret_cast(map_result.index_aligned * sizeof(u32))); m_texture_stream_buffer->Unbind(); 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); 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); } #else const auto map_result = m_texture_stream_buffer->Map(sizeof(u16), num_pixels * sizeof(u16)); std::memcpy(map_result.pointer, data, num_pixels * sizeof(u16)); m_texture_stream_buffer->Unmap(num_pixels * sizeof(u16)); // viewport should be set to the whole VRAM size, so we can just set the scissor const u32 flipped_y = VRAM_HEIGHT - y - height; 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; glScissor(scaled_x, scaled_flipped_y, scaled_width, scaled_height); m_vram_write_program.Bind(); glBindTexture(GL_TEXTURE_BUFFER, m_texture_buffer_r16ui_texture); m_vram_write_program.Uniform2i(0, x, flipped_y); m_vram_write_program.Uniform2i(1, width, height); glDrawArrays(GL_TRIANGLES, 0, 3); UpdateDrawingArea(); #endif InvalidateVRAMReadCache(); m_stats.num_vram_writes++; } void GPU_HW_OpenGL::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 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; 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); InvalidateVRAMReadCache(); } void GPU_HW_OpenGL::UpdateVRAMReadTexture() { m_stats.num_vram_read_texture_updates++; m_vram_read_texture_dirty = false; // TODO: Fallback blit path, and partial updates. 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() { const u32 vertex_count = GetBatchVertexCount(); if (vertex_count == 0) return; if (m_vram_read_texture_dirty) UpdateVRAMReadTexture(); m_stats.num_batches++; m_stats.num_vertices += vertex_count; m_vertex_stream_buffer->Unmap(vertex_count * sizeof(HWVertex)); m_vertex_stream_buffer->Bind(); 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(HWBatchRenderMode::OnlyTransparent); glDrawArrays(gl_primitives[static_cast(m_batch.primitive)], 0, vertex_count); SetDrawState(HWBatchRenderMode::OnlyOpaque); glDrawArrays(gl_primitives[static_cast(m_batch.primitive)], 0, vertex_count); } else { SetDrawState(m_batch.GetRenderMode()); glDrawArrays(gl_primitives[static_cast(m_batch.primitive)], 0, vertex_count); } } std::unique_ptr GPU::CreateHardwareOpenGLRenderer() { return std::make_unique(); }