#include "gpu_hw_opengl.h" #include "YBaseLib/Assert.h" #include "YBaseLib/Log.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) { if (!GPU_HW::Initialize(system, dma, interrupt_controller, timers)) return false; CreateFramebuffer(); CreateVertexBuffer(); if (!CompilePrograms()) return false; return true; } void GPU_HW_OpenGL::Reset() { GPU_HW::Reset(); ClearFramebuffer(); } void GPU_HW_OpenGL::RenderUI() { GPU_HW::RenderUI(); if (ImGui::Begin("GL Render Statistics")) { ImGui::Columns(2); ImGui::TextUnformatted("Texture Page Updates:"); ImGui::NextColumn(); ImGui::Text("%u", m_stats.num_vram_read_texture_updates); ImGui::NextColumn(); ImGui::TextUnformatted("Batches Drawn:"); ImGui::NextColumn(); ImGui::Text("%u", m_stats.num_batches); ImGui::NextColumn(); ImGui::TextUnformatted("Vertices Drawn: "); ImGui::NextColumn(); ImGui::Text("%u", m_stats.num_vertices); ImGui::NextColumn(); ImGui::Columns(1); } ImGui::End(); // skip update when no batches were drawn in that frame.. for now if (m_stats.num_batches > 0) m_stats = {}; } void GPU_HW_OpenGL::InvalidateVRAMReadCache() { m_vram_read_texture_dirty = true; } 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::CreateFramebuffer() { m_framebuffer_texture = std::make_unique(VRAM_WIDTH, VRAM_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false); glGenFramebuffers(1, &m_framebuffer_fbo_id); glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_framebuffer_texture->GetGLId(), 0); Assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); m_vram_read_texture = std::make_unique(VRAM_WIDTH, VRAM_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false); glGenFramebuffers(1, &m_vram_read_fbo_id); glBindFramebuffer(GL_FRAMEBUFFER, m_vram_read_fbo_id); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_vram_read_texture->GetGLId(), 0); Assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); } void GPU_HW_OpenGL::ClearFramebuffer() { // TODO: get rid of the FBO switches glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); glBindFramebuffer(GL_FRAMEBUFFER, 0); m_system->GetHostInterface()->SetDisplayTexture(m_framebuffer_texture.get(), 0, 0, VRAM_WIDTH, VRAM_HEIGHT); } void GPU_HW_OpenGL::DestroyFramebuffer() { glDeleteFramebuffers(1, &m_vram_read_fbo_id); m_vram_read_fbo_id = 0; m_vram_read_texture.reset(); glDeleteFramebuffers(1, &m_framebuffer_fbo_id); m_framebuffer_fbo_id = 0; m_framebuffer_texture.reset(); } void GPU_HW_OpenGL::CreateVertexBuffer() { glGenBuffers(1, &m_vertex_buffer); glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer); glBufferData(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE, nullptr, GL_STREAM_DRAW); glGenVertexArrays(1, &m_vao_id); glBindVertexArray(m_vao_id); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); 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))); glVertexAttribPointer(2, 2, GL_UNSIGNED_BYTE, true, sizeof(HWVertex), reinterpret_cast(offsetof(HWVertex, texcoord))); glBindVertexArray(0); glGenVertexArrays(1, &m_attributeless_vao_id); } bool GPU_HW_OpenGL::CompilePrograms() { for (u32 textured = 0; textured < 2; textured++) { for (u32 blending = 0; blending < 2; blending++) { for (u32 transparent = 0; transparent < 2; transparent++) { for (u32 format = 0; format < 3; format++) { // TODO: eliminate duplicate shaders here if (!CompileProgram(m_render_programs[textured][blending][transparent][format], ConvertToBoolUnchecked(textured), ConvertToBoolUnchecked(blending), ConvertToBoolUnchecked(transparent), static_cast(format))) { return false; } } } } } return true; } bool GPU_HW_OpenGL::CompileProgram(GL::Program& prog, bool textured, bool blending, bool transparent, TextureColorMode texture_color_mode) { const std::string vs = GenerateVertexShader(textured); const std::string fs = GenerateFragmentShader(textured, blending, transparent, texture_color_mode); 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.BindFragData(0, "o_col0"); if (!prog.Link()) return false; 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) { prog.RegisterUniform("samp0"); prog.RegisterUniform("u_texture_page_base"); prog.RegisterUniform("u_texture_palette_base"); prog.Uniform1i(2, 0); } return true; } void GPU_HW_OpenGL::SetProgram() { const GL::Program& prog = m_render_programs[BoolToUInt32(m_batch.texture_enable)][BoolToUInt32(m_batch.texture_blending_enable)] [BoolToUInt32(m_batch.transparency_enable)][static_cast(m_batch.texture_color_mode)]; 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(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) { m_vram_read_texture->Bind(); prog.Uniform2i(3, m_batch.texture_page_x, m_batch.texture_page_y); prog.Uniform2i(4, m_batch.texture_palette_x, m_batch.texture_palette_y); } } void GPU_HW_OpenGL::SetViewport() { glViewport(0, 0, VRAM_WIDTH, VRAM_HEIGHT); } void GPU_HW_OpenGL::SetScissor() { 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 = VRAM_HEIGHT - bottom; Log_DebugPrintf("SetScissor: (%d-%d, %d-%d)", x, x + width, y, y + height); glScissor(x, y, width, height); } void GPU_HW_OpenGL::SetBlendState() { if (!m_batch.transparency_enable) { glDisable(GL_BLEND); return; } glEnable(GL_BLEND); glBlendEquationSeparate(m_batch.transparency_mode == GPU::TransparencyMode::BackgroundMinusForeground ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD, GL_FUNC_ADD); glBlendFuncSeparate(GL_ONE, GL_SRC_ALPHA, GL_ONE, GL_ZERO); } void GPU_HW_OpenGL::UpdateDisplay() { GPU_HW::UpdateDisplay(); m_system->GetHostInterface()->SetDisplayTexture(m_framebuffer_texture.get(), 0, 0, VRAM_WIDTH, VRAM_HEIGHT); } 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); glBindFramebuffer(GL_READ_FRAMEBUFFER, m_framebuffer_fbo_id); glReadPixels(x, VRAM_HEIGHT - y - height, 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; } } void GPU_HW_OpenGL::FillVRAM(u32 x, u32 y, u32 width, u32 height, u16 color) { glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id); glEnable(GL_SCISSOR_TEST); glScissor(x, VRAM_HEIGHT - y - height, width, height); const auto [r, g, b, a] = RGBA8ToFloat(RGBA5551ToRGBA8888(color)); glClearColor(r, g, b, a); glClear(GL_COLOR_BUFFER_BIT); InvalidateVRAMReadCache(); } void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data) { std::vector rgba_data; rgba_data.reserve(width * height); // 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)); 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); const u32 dst_col = RGBA5551ToRGBA8888(src_col); rgba_data.push_back(dst_col); } source_ptr -= source_stride; } m_framebuffer_texture->Bind(); // lower-left origin flip happens here glTexSubImage2D(GL_TEXTURE_2D, 0, x, VRAM_HEIGHT - y - height, width, height, GL_RGBA, GL_UNSIGNED_BYTE, rgba_data.data()); InvalidateVRAMReadCache(); } void GPU_HW_OpenGL::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height) { glDisable(GL_SCISSOR_TEST); // lower-left origin flip src_y = VRAM_HEIGHT - src_y - height; dst_y = VRAM_HEIGHT - dst_y - height; glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id); 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); 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_framebuffer_texture->GetGLId(), GL_TEXTURE_2D, 0, 0, 0, 0, m_vram_read_texture->GetGLId(), GL_TEXTURE_2D, 0, 0, 0, 0, VRAM_WIDTH, VRAM_HEIGHT, 1); } void GPU_HW_OpenGL::FlushRender() { if (m_batch.vertices.empty()) return; if (m_vram_read_texture_dirty) UpdateVRAMReadTexture(); m_stats.num_batches++; m_stats.num_vertices += static_cast(m_batch.vertices.size()); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glEnable(GL_SCISSOR_TEST); glDepthMask(GL_FALSE); SetProgram(); SetViewport(); SetScissor(); SetBlendState(); glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id); glBindVertexArray(m_vao_id); Assert((m_batch.vertices.size() * sizeof(HWVertex)) <= VERTEX_BUFFER_SIZE); glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer); glBufferSubData(GL_ARRAY_BUFFER, 0, static_cast(sizeof(HWVertex) * m_batch.vertices.size()), m_batch.vertices.data()); static constexpr std::array gl_primitives = {{GL_LINES, GL_TRIANGLES, GL_TRIANGLE_STRIP}}; glDrawArrays(gl_primitives[static_cast(m_batch.primitive)], 0, static_cast(m_batch.vertices.size())); m_batch.vertices.clear(); } std::unique_ptr GPU::CreateHardwareOpenGLRenderer() { return std::make_unique(); }