mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-24 06:35:42 +00:00
1012 lines
38 KiB
C++
1012 lines
38 KiB
C++
#include "gpu_hw_opengl.h"
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#include "common/assert.h"
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#include "common/log.h"
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#include "common/timer.h"
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#include "gpu_hw_shadergen.h"
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#include "host_display.h"
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#include "system.h"
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Log_SetChannel(GPU_HW_OpenGL);
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GPU_HW_OpenGL::GPU_HW_OpenGL() : GPU_HW() {}
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GPU_HW_OpenGL::~GPU_HW_OpenGL()
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{
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// Destroy objects which don't have destructors to clean them up
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if (m_vram_fbo_id != 0)
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glDeleteFramebuffers(1, &m_vram_fbo_id);
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if (m_vao_id != 0)
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glDeleteVertexArrays(1, &m_vao_id);
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if (m_attributeless_vao_id != 0)
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glDeleteVertexArrays(1, &m_attributeless_vao_id);
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if (m_texture_buffer_r16ui_texture != 0)
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glDeleteTextures(1, &m_texture_buffer_r16ui_texture);
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if (m_host_display)
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{
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m_host_display->ClearDisplayTexture();
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ResetGraphicsAPIState();
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}
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// One of our programs might've been bound.
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GL::Program::ResetLastProgram();
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glUseProgram(0);
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}
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bool GPU_HW_OpenGL::Initialize(HostDisplay* host_display)
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{
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if (host_display->GetRenderAPI() != HostDisplay::RenderAPI::OpenGL &&
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host_display->GetRenderAPI() != HostDisplay::RenderAPI::OpenGLES)
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{
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Log_ErrorPrintf("Host render API type is incompatible");
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return false;
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}
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SetCapabilities(host_display);
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if (!GPU_HW::Initialize(host_display))
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return false;
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if (!CreateFramebuffer())
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{
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Log_ErrorPrintf("Failed to create framebuffer");
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return false;
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}
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if (!CreateVertexBuffer())
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{
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Log_ErrorPrintf("Failed to create vertex buffer");
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return false;
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}
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if (!CreateUniformBuffer())
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{
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Log_ErrorPrintf("Failed to create uniform buffer");
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return false;
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}
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if (!CreateTextureBuffer())
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{
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Log_ErrorPrintf("Failed to create texture buffer");
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return false;
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}
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if (!CompilePrograms())
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{
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Log_ErrorPrintf("Failed to compile programs");
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return false;
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}
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RestoreGraphicsAPIState();
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return true;
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}
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void GPU_HW_OpenGL::Reset()
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{
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GPU_HW::Reset();
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ClearFramebuffer();
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}
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void GPU_HW_OpenGL::ResetGraphicsAPIState()
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{
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GPU_HW::ResetGraphicsAPIState();
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glEnable(GL_CULL_FACE);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_BLEND);
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if (m_resolution_scale > 1 && !m_supports_geometry_shaders)
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glLineWidth(1.0f);
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glBindVertexArray(0);
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m_uniform_stream_buffer->Unbind();
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}
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void GPU_HW_OpenGL::RestoreGraphicsAPIState()
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{
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_fbo_id);
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glViewport(0, 0, m_vram_texture.GetWidth(), m_vram_texture.GetHeight());
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glDisable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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glDepthMask(GL_TRUE);
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glDepthFunc(GL_ALWAYS);
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if (m_resolution_scale > 1 && !m_supports_geometry_shaders)
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glLineWidth(static_cast<float>(m_resolution_scale));
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glBindVertexArray(m_vao_id);
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m_uniform_stream_buffer->Bind();
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SetScissorFromDrawingArea();
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m_batch_ubo_dirty = true;
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}
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void GPU_HW_OpenGL::UpdateSettings()
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{
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GPU_HW::UpdateSettings();
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bool framebuffer_changed, shaders_changed;
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UpdateHWSettings(&framebuffer_changed, &shaders_changed);
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if (framebuffer_changed)
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{
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m_host_display->ClearDisplayTexture();
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CreateFramebuffer();
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}
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if (shaders_changed)
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CompilePrograms();
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if (framebuffer_changed)
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{
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RestoreGraphicsAPIState();
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UpdateDepthBufferFromMaskBit();
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UpdateDisplay();
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ResetGraphicsAPIState();
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}
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}
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void GPU_HW_OpenGL::MapBatchVertexPointer(u32 required_vertices)
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{
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DebugAssert(!m_batch_start_vertex_ptr);
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const GL::StreamBuffer::MappingResult res =
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m_vertex_stream_buffer->Map(sizeof(BatchVertex), required_vertices * sizeof(BatchVertex));
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m_batch_start_vertex_ptr = static_cast<BatchVertex*>(res.pointer);
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m_batch_current_vertex_ptr = m_batch_start_vertex_ptr;
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m_batch_end_vertex_ptr = m_batch_start_vertex_ptr + res.space_aligned;
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m_batch_base_vertex = res.index_aligned;
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}
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void GPU_HW_OpenGL::UnmapBatchVertexPointer(u32 used_vertices)
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{
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DebugAssert(m_batch_start_vertex_ptr);
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m_vertex_stream_buffer->Unmap(used_vertices * sizeof(BatchVertex));
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m_vertex_stream_buffer->Bind();
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m_batch_start_vertex_ptr = nullptr;
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m_batch_end_vertex_ptr = nullptr;
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m_batch_current_vertex_ptr = nullptr;
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}
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std::tuple<s32, s32> GPU_HW_OpenGL::ConvertToFramebufferCoordinates(s32 x, s32 y)
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{
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return std::make_tuple(x, static_cast<s32>(static_cast<s32>(VRAM_HEIGHT) - y));
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}
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void GPU_HW_OpenGL::SetCapabilities(HostDisplay* host_display)
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{
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GLint max_texture_size = VRAM_WIDTH;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
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Log_InfoPrintf("Max texture size: %dx%d", max_texture_size, max_texture_size);
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m_max_resolution_scale = static_cast<u32>(max_texture_size / VRAM_WIDTH);
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glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, reinterpret_cast<GLint*>(&m_uniform_buffer_alignment));
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Log_InfoPrintf("Uniform buffer offset alignment: %u", m_uniform_buffer_alignment);
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if (!GLAD_GL_VERSION_4_3 && !GLAD_GL_EXT_copy_image)
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Log_WarningPrintf("GL_EXT_copy_image missing, this may affect performance.");
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#ifdef __APPLE__
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// Partial texture buffer uploads appear to be broken in macOS's OpenGL driver.
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m_supports_texture_buffer = false;
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#else
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m_supports_texture_buffer = (GLAD_GL_VERSION_3_1 || GLAD_GL_ES_VERSION_3_2);
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#endif
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if (m_supports_texture_buffer)
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{
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glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, reinterpret_cast<GLint*>(&m_max_texture_buffer_size));
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Log_InfoPrintf("Max texel buffer size: %u", m_max_texture_buffer_size);
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if (m_max_texture_buffer_size < VRAM_WIDTH * VRAM_HEIGHT)
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{
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Log_WarningPrintf("Maximum texture buffer size is less than VRAM size, not using texel buffers.");
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m_supports_texture_buffer = false;
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}
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}
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if (!m_supports_texture_buffer || m_max_texture_buffer_size < VRAM_WIDTH * VRAM_HEIGHT)
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{
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// Try SSBOs.
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GLint64 max_ssbo_size = 0;
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if (GLAD_GL_VERSION_4_3 || GLAD_GL_ES_VERSION_3_1 || GLAD_GL_ARB_shader_storage_buffer_object)
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glGetInteger64v(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &max_ssbo_size);
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Log_InfoPrintf("Max shader storage buffer size: %u", max_ssbo_size);
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m_use_ssbo_for_vram_writes = (max_ssbo_size >= (VRAM_WIDTH * VRAM_HEIGHT * sizeof(u16)));
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if (m_use_ssbo_for_vram_writes)
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Log_InfoPrintf("Using shader storage buffers for VRAM writes.");
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else
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Log_WarningPrintf("Texture buffers are not supported, VRAM writes will be slower.");
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}
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int max_dual_source_draw_buffers = 0;
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glGetIntegerv(GL_MAX_DUAL_SOURCE_DRAW_BUFFERS, &max_dual_source_draw_buffers);
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m_supports_dual_source_blend =
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(max_dual_source_draw_buffers > 0) && (GLAD_GL_VERSION_3_3 || GLAD_GL_ARB_blend_func_extended);
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if (!m_supports_dual_source_blend)
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Log_WarningPrintf("Dual-source blending is not supported, this may break some mask effects.");
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m_supports_geometry_shaders = GLAD_GL_VERSION_3_2 || GLAD_GL_ARB_geometry_shader4 || GLAD_GL_ES_VERSION_3_2;
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if (!m_supports_geometry_shaders)
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{
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Log_WarningPrintf("Geometry shaders are not supported, line rendering at higher resolutions may be incorrect. We "
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"will try to use glLineWidth() to emulate this, but the accuracy depends on your driver.");
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std::array<int, 2> line_width_range = {{1, 1}};
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glGetIntegerv(GL_ALIASED_LINE_WIDTH_RANGE, line_width_range.data());
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Log_InfoPrintf("Max line width: %d", line_width_range[1]);
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m_max_resolution_scale = std::min<int>(m_max_resolution_scale, line_width_range[1]);
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}
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}
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bool GPU_HW_OpenGL::CreateFramebuffer()
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{
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// save old vram texture/fbo, in case we're changing scale
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GL::Texture old_vram_texture = std::move(m_vram_texture);
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GLuint old_vram_fbo = m_vram_fbo_id;
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// scale vram size to internal resolution
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const u32 texture_width = VRAM_WIDTH * m_resolution_scale;
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const u32 texture_height = VRAM_HEIGHT * m_resolution_scale;
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if (!m_vram_texture.Create(texture_width, texture_height, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false,
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true) ||
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!m_vram_depth_texture.Create(texture_width, texture_height, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT,
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GL_UNSIGNED_SHORT, nullptr, false) ||
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!m_vram_read_texture.Create(texture_width, texture_height, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false,
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true) ||
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!m_vram_read_texture.CreateFramebuffer() ||
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!m_vram_encoding_texture.Create(VRAM_WIDTH, VRAM_HEIGHT, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false) ||
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!m_vram_encoding_texture.CreateFramebuffer() ||
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!m_display_texture.Create(texture_width, texture_height, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr, false) ||
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!m_display_texture.CreateFramebuffer())
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{
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return false;
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}
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glGenFramebuffers(1, &m_vram_fbo_id);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_fbo_id);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_vram_texture.GetGLId(), 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_vram_depth_texture.GetGLId(), 0);
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Assert(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
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// do we need to restore the framebuffer after a size change?
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if (old_vram_fbo != 0)
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{
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const bool linear_filter = old_vram_texture.GetWidth() > m_vram_texture.GetWidth();
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Log_DevPrintf("Scaling %ux%u VRAM texture to %ux%u using %s filter", old_vram_texture.GetWidth(),
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old_vram_texture.GetHeight(), m_vram_texture.GetWidth(), m_vram_texture.GetHeight(),
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linear_filter ? "linear" : "nearest");
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glDisable(GL_SCISSOR_TEST);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, old_vram_fbo);
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glBlitFramebuffer(0, 0, old_vram_texture.GetWidth(), old_vram_texture.GetHeight(), 0, 0, m_vram_texture.GetWidth(),
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m_vram_texture.GetHeight(), GL_COLOR_BUFFER_BIT, linear_filter ? GL_LINEAR : GL_NEAREST);
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glEnable(GL_SCISSOR_TEST);
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old_vram_texture.Destroy();
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glDeleteFramebuffers(1, &old_vram_fbo);
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}
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SetFullVRAMDirtyRectangle();
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return true;
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}
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void GPU_HW_OpenGL::ClearFramebuffer()
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{
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glDisable(GL_SCISSOR_TEST);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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IsGLES() ? glClearDepthf(0.0f) : glClearDepth(0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_SCISSOR_TEST);
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SetFullVRAMDirtyRectangle();
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}
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bool GPU_HW_OpenGL::CreateVertexBuffer()
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{
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m_vertex_stream_buffer = GL::StreamBuffer::Create(GL_ARRAY_BUFFER, VERTEX_BUFFER_SIZE);
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if (!m_vertex_stream_buffer)
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return false;
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m_vertex_stream_buffer->Bind();
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glGenVertexArrays(1, &m_vao_id);
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glBindVertexArray(m_vao_id);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glEnableVertexAttribArray(3);
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glEnableVertexAttribArray(4);
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glVertexAttribPointer(0, 4, GL_FLOAT, false, sizeof(BatchVertex), reinterpret_cast<void*>(offsetof(BatchVertex, x)));
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glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, sizeof(BatchVertex),
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reinterpret_cast<void*>(offsetof(BatchVertex, color)));
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glVertexAttribIPointer(2, 1, GL_UNSIGNED_INT, sizeof(BatchVertex), reinterpret_cast<void*>(offsetof(BatchVertex, u)));
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glVertexAttribIPointer(3, 1, GL_UNSIGNED_INT, sizeof(BatchVertex),
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reinterpret_cast<void*>(offsetof(BatchVertex, texpage)));
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glVertexAttribPointer(4, 4, GL_UNSIGNED_BYTE, true, sizeof(BatchVertex),
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reinterpret_cast<void*>(offsetof(BatchVertex, uv_limits)));
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glBindVertexArray(0);
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glGenVertexArrays(1, &m_attributeless_vao_id);
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return true;
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}
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bool GPU_HW_OpenGL::CreateUniformBuffer()
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{
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m_uniform_stream_buffer = GL::StreamBuffer::Create(GL_UNIFORM_BUFFER, UNIFORM_BUFFER_SIZE);
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if (!m_uniform_stream_buffer)
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return false;
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return true;
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}
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bool GPU_HW_OpenGL::CreateTextureBuffer()
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{
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// We use the pixel unpack buffer here because we share it with CPU-decoded VRAM writes.
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const GLenum target =
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(m_use_ssbo_for_vram_writes ? GL_SHADER_STORAGE_BUFFER :
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(m_supports_texture_buffer ? GL_TEXTURE_BUFFER : GL_PIXEL_UNPACK_BUFFER));
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m_texture_stream_buffer = GL::StreamBuffer::Create(target, VRAM_UPDATE_TEXTURE_BUFFER_SIZE);
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if (!m_texture_stream_buffer)
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return false;
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if (m_max_texture_buffer_size > 0)
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{
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glGenTextures(1, &m_texture_buffer_r16ui_texture);
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glBindTexture(GL_TEXTURE_BUFFER, m_texture_buffer_r16ui_texture);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R16UI, m_texture_stream_buffer->GetGLBufferId());
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}
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m_texture_stream_buffer->Unbind();
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return true;
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}
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bool GPU_HW_OpenGL::CompilePrograms()
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{
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GL::ShaderCache shader_cache;
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shader_cache.Open(IsGLES(), g_host_interface->GetShaderCacheBasePath());
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const bool use_binding_layout = GPU_HW_ShaderGen::UseGLSLBindingLayout();
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GPU_HW_ShaderGen shadergen(m_host_display->GetRenderAPI(), m_resolution_scale, m_true_color, m_scaled_dithering,
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m_texture_filtering, m_using_uv_limits, m_supports_dual_source_blend);
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Common::Timer compile_time;
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const int progress_total = (4 * 9 * 2 * 2) + (2 * 3) + 5;
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int progress_value = 0;
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#define UPDATE_PROGRESS() \
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do \
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{ \
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progress_value++; \
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if (compile_time.GetTimeSeconds() >= 1.0f) \
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{ \
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compile_time.Reset(); \
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g_host_interface->DisplayLoadingScreen("Compiling Shaders", 0, progress_total, progress_value); \
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} \
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} while (0)
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for (u32 render_mode = 0; render_mode < 4; render_mode++)
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{
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for (u32 texture_mode = 0; texture_mode < 9; texture_mode++)
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{
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for (u8 dithering = 0; dithering < 2; dithering++)
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{
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for (u8 interlacing = 0; interlacing < 2; interlacing++)
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{
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const bool textured = (static_cast<TextureMode>(texture_mode) != TextureMode::Disabled);
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const std::string batch_vs = shadergen.GenerateBatchVertexShader(textured);
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const std::string fs = shadergen.GenerateBatchFragmentShader(
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static_cast<BatchRenderMode>(render_mode), static_cast<TextureMode>(texture_mode),
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ConvertToBoolUnchecked(dithering), ConvertToBoolUnchecked(interlacing));
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const auto link_callback = [this, textured, use_binding_layout](GL::Program& prog) {
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if (!use_binding_layout)
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{
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prog.BindAttribute(0, "a_pos");
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prog.BindAttribute(1, "a_col0");
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if (textured)
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{
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prog.BindAttribute(2, "a_texcoord");
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prog.BindAttribute(3, "a_texpage");
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prog.BindAttribute(4, "a_uv_limits");
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}
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if (!IsGLES() || m_supports_dual_source_blend)
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{
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if (m_supports_dual_source_blend)
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{
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prog.BindFragDataIndexed(0, "o_col0");
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prog.BindFragDataIndexed(1, "o_col1");
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}
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else
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{
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prog.BindFragData(0, "o_col0");
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}
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}
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}
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};
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std::optional<GL::Program> prog = shader_cache.GetProgram(batch_vs, {}, fs, link_callback);
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if (!prog)
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return false;
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if (!use_binding_layout)
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{
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prog->BindUniformBlock("UBOBlock", 1);
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if (textured)
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{
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prog->Bind();
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prog->Uniform1i("samp0", 0);
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}
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}
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m_render_programs[render_mode][texture_mode][dithering][interlacing] = std::move(*prog);
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UPDATE_PROGRESS();
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}
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}
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}
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}
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|
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for (u8 depth_24bit = 0; depth_24bit < 2; depth_24bit++)
|
|
{
|
|
for (u8 interlaced = 0; interlaced < 3; interlaced++)
|
|
{
|
|
const std::string vs = shadergen.GenerateScreenQuadVertexShader();
|
|
const std::string fs = shadergen.GenerateDisplayFragmentShader(ConvertToBoolUnchecked(depth_24bit),
|
|
static_cast<InterlacedRenderMode>(interlaced));
|
|
|
|
std::optional<GL::Program> prog =
|
|
shader_cache.GetProgram(vs, {}, fs, [this, use_binding_layout](GL::Program& prog) {
|
|
if (!IsGLES() && !use_binding_layout)
|
|
prog.BindFragData(0, "o_col0");
|
|
});
|
|
if (!prog)
|
|
return false;
|
|
|
|
if (!use_binding_layout)
|
|
{
|
|
prog->BindUniformBlock("UBOBlock", 1);
|
|
prog->Bind();
|
|
prog->Uniform1i("samp0", 0);
|
|
}
|
|
m_display_programs[depth_24bit][interlaced] = std::move(*prog);
|
|
UPDATE_PROGRESS();
|
|
}
|
|
}
|
|
|
|
std::optional<GL::Program> prog = shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
|
|
shadergen.GenerateInterlacedFillFragmentShader(),
|
|
[this, use_binding_layout](GL::Program& prog) {
|
|
if (!IsGLES() && !use_binding_layout)
|
|
prog.BindFragData(0, "o_col0");
|
|
});
|
|
if (!prog)
|
|
return false;
|
|
|
|
if (!use_binding_layout)
|
|
prog->BindUniformBlock("UBOBlock", 1);
|
|
|
|
m_vram_interlaced_fill_program = std::move(*prog);
|
|
UPDATE_PROGRESS();
|
|
|
|
prog =
|
|
shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {}, shadergen.GenerateVRAMReadFragmentShader(),
|
|
[this, use_binding_layout](GL::Program& prog) {
|
|
if (!IsGLES() && !use_binding_layout)
|
|
prog.BindFragData(0, "o_col0");
|
|
});
|
|
if (!prog)
|
|
return false;
|
|
|
|
if (!use_binding_layout)
|
|
{
|
|
prog->BindUniformBlock("UBOBlock", 1);
|
|
prog->Bind();
|
|
prog->Uniform1i("samp0", 0);
|
|
}
|
|
m_vram_read_program = std::move(*prog);
|
|
UPDATE_PROGRESS();
|
|
|
|
prog =
|
|
shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {}, shadergen.GenerateVRAMCopyFragmentShader(),
|
|
[this, use_binding_layout](GL::Program& prog) {
|
|
if (!IsGLES() && !use_binding_layout)
|
|
prog.BindFragData(0, "o_col0");
|
|
});
|
|
if (!prog)
|
|
return false;
|
|
|
|
if (!use_binding_layout)
|
|
{
|
|
prog->BindUniformBlock("UBOBlock", 1);
|
|
prog->Bind();
|
|
prog->Uniform1i("samp0", 0);
|
|
}
|
|
m_vram_copy_program = std::move(*prog);
|
|
UPDATE_PROGRESS();
|
|
|
|
prog = shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
|
|
shadergen.GenerateVRAMUpdateDepthFragmentShader());
|
|
if (!prog)
|
|
return false;
|
|
|
|
prog->Bind();
|
|
prog->Uniform1i("samp0", 0);
|
|
m_vram_update_depth_program = std::move(*prog);
|
|
UPDATE_PROGRESS();
|
|
|
|
if (m_supports_texture_buffer || m_use_ssbo_for_vram_writes)
|
|
{
|
|
prog = shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
|
|
shadergen.GenerateVRAMWriteFragmentShader(m_use_ssbo_for_vram_writes),
|
|
[this, use_binding_layout](GL::Program& prog) {
|
|
if (!IsGLES() && !use_binding_layout)
|
|
prog.BindFragData(0, "o_col0");
|
|
});
|
|
if (!prog)
|
|
return false;
|
|
|
|
if (!use_binding_layout)
|
|
{
|
|
prog->BindUniformBlock("UBOBlock", 1);
|
|
prog->Bind();
|
|
prog->Uniform1i("samp0", 0);
|
|
}
|
|
m_vram_write_program = std::move(*prog);
|
|
}
|
|
|
|
UPDATE_PROGRESS();
|
|
#undef UPDATE_PROGRESS
|
|
|
|
return true;
|
|
}
|
|
|
|
void GPU_HW_OpenGL::DrawBatchVertices(BatchRenderMode render_mode, u32 base_vertex, u32 num_vertices)
|
|
{
|
|
const GL::Program& prog = m_render_programs[static_cast<u8>(render_mode)][static_cast<u8>(m_batch.texture_mode)]
|
|
[BoolToUInt8(m_batch.dithering)][BoolToUInt8(m_batch.interlacing)];
|
|
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, m_supports_dual_source_blend ? GL_SRC1_ALPHA : GL_SRC_ALPHA, GL_ONE, GL_ZERO);
|
|
}
|
|
|
|
glDepthFunc(m_GPUSTAT.check_mask_before_draw ? GL_GEQUAL : GL_ALWAYS);
|
|
|
|
glDrawArrays(GL_TRIANGLES, m_batch_base_vertex, num_vertices);
|
|
}
|
|
|
|
void GPU_HW_OpenGL::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::UploadUniformBuffer(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_renderer_stats.num_uniform_buffer_updates++;
|
|
}
|
|
|
|
void GPU_HW_OpenGL::ClearDisplay()
|
|
{
|
|
GPU_HW::ClearDisplay();
|
|
|
|
m_display_texture.BindFramebuffer(GL_DRAW_FRAMEBUFFER);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_fbo_id);
|
|
}
|
|
|
|
void GPU_HW_OpenGL::UpdateDisplay()
|
|
{
|
|
GPU_HW::UpdateDisplay();
|
|
|
|
if (g_settings.debugging.show_vram)
|
|
{
|
|
m_host_display->SetDisplayTexture(reinterpret_cast<void*>(static_cast<uintptr_t>(m_vram_texture.GetGLId())),
|
|
m_vram_texture.GetWidth(), static_cast<s32>(m_vram_texture.GetHeight()), 0,
|
|
m_vram_texture.GetHeight(), m_vram_texture.GetWidth(),
|
|
-static_cast<s32>(m_vram_texture.GetHeight()));
|
|
m_host_display->SetDisplayParameters(VRAM_WIDTH, VRAM_HEIGHT, 0, 0, VRAM_WIDTH, VRAM_HEIGHT,
|
|
static_cast<float>(VRAM_WIDTH) / static_cast<float>(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 InterlacedRenderMode interlaced = GetInterlacedRenderMode();
|
|
|
|
if (IsDisplayDisabled())
|
|
{
|
|
m_host_display->ClearDisplayTexture();
|
|
}
|
|
else if (!m_GPUSTAT.display_area_color_depth_24 && interlaced == GPU_HW::InterlacedRenderMode::None &&
|
|
(scaled_vram_offset_x + scaled_display_width) <= m_vram_texture.GetWidth() &&
|
|
(scaled_vram_offset_y + scaled_display_height) <= m_vram_texture.GetHeight())
|
|
{
|
|
m_host_display->SetDisplayTexture(reinterpret_cast<void*>(static_cast<uintptr_t>(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<s32>(scaled_display_height));
|
|
}
|
|
else
|
|
{
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
m_display_programs[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)][static_cast<u8>(interlaced)].Bind();
|
|
m_display_texture.BindFramebuffer(GL_DRAW_FRAMEBUFFER);
|
|
m_vram_texture.Bind();
|
|
|
|
const u8 height_div2 = BoolToUInt8(interlaced == GPU_HW::InterlacedRenderMode::SeparateFields);
|
|
const u32 reinterpret_field_offset = (interlaced != InterlacedRenderMode::None) ? GetInterlacedDisplayField() : 0;
|
|
const u32 scaled_flipped_vram_offset_y = m_vram_texture.GetHeight() - scaled_vram_offset_y -
|
|
reinterpret_field_offset - (scaled_display_height >> height_div2);
|
|
const u32 reinterpret_start_x = m_crtc_state.regs.X * m_resolution_scale;
|
|
const u32 reinterpret_crop_left = (m_crtc_state.display_vram_left - m_crtc_state.regs.X) * m_resolution_scale;
|
|
const u32 uniforms[4] = {reinterpret_start_x, scaled_flipped_vram_offset_y, reinterpret_crop_left,
|
|
reinterpret_field_offset};
|
|
UploadUniformBuffer(uniforms, sizeof(uniforms));
|
|
m_batch_ubo_dirty = true;
|
|
|
|
glViewport(0, 0, scaled_display_width, scaled_display_height);
|
|
glBindVertexArray(m_attributeless_vao_id);
|
|
glDrawArrays(GL_TRIANGLES, 0, 3);
|
|
|
|
m_host_display->SetDisplayTexture(reinterpret_cast<void*>(static_cast<uintptr_t>(m_display_texture.GetGLId())),
|
|
m_display_texture.GetWidth(), m_display_texture.GetHeight(), 0,
|
|
scaled_display_height, scaled_display_width,
|
|
-static_cast<s32>(scaled_display_height));
|
|
|
|
// restore state
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_fbo_id);
|
|
glBindVertexArray(m_vao_id);
|
|
glViewport(0, 0, m_vram_texture.GetWidth(), m_vram_texture.GetHeight());
|
|
glEnable(GL_DEPTH_TEST);
|
|
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,
|
|
GetDisplayAspectRatio());
|
|
}
|
|
}
|
|
|
|
void GPU_HW_OpenGL::ReadVRAM(u32 x, u32 y, u32 width, u32 height)
|
|
{
|
|
// Get bounds with wrap-around handled.
|
|
const Common::Rectangle<u32> 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.
|
|
const u32 uniforms[4] = {copy_rect.left, VRAM_HEIGHT - copy_rect.top - copy_rect.GetHeight(), copy_rect.GetWidth(),
|
|
copy_rect.GetHeight()};
|
|
m_vram_encoding_texture.BindFramebuffer(GL_DRAW_FRAMEBUFFER);
|
|
m_vram_texture.Bind();
|
|
m_vram_read_program.Bind();
|
|
UploadUniformBuffer(uniforms, sizeof(uniforms));
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glViewport(0, 0, encoded_width, encoded_height);
|
|
glBindVertexArray(m_attributeless_vao_id);
|
|
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::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);
|
|
|
|
// fast path when not using interlaced rendering
|
|
if (!IsInterlacedRenderingEnabled())
|
|
{
|
|
const auto [r, g, b, a] = RGBA8ToFloat(m_true_color ? color : RGBA5551ToRGBA8888(RGBA8888ToRGBA5551(color)));
|
|
glClearColor(r, g, b, a);
|
|
IsGLES() ? glClearDepthf(a) : glClearDepth(a);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
SetScissorFromDrawingArea();
|
|
}
|
|
else
|
|
{
|
|
const VRAMFillUBOData uniforms = GetVRAMFillUBOData(x, y, width, height, color);
|
|
|
|
m_vram_interlaced_fill_program.Bind();
|
|
UploadUniformBuffer(&uniforms, sizeof(uniforms));
|
|
glDisable(GL_BLEND);
|
|
glDepthFunc(GL_ALWAYS);
|
|
glBindVertexArray(m_attributeless_vao_id);
|
|
glDrawArrays(GL_TRIANGLES, 0, 3);
|
|
|
|
RestoreGraphicsAPIState();
|
|
}
|
|
}
|
|
|
|
void GPU_HW_OpenGL::UpdateVRAM(u32 x, u32 y, u32 width, u32 height, const void* data)
|
|
{
|
|
const u32 num_pixels = width * height;
|
|
if (num_pixels < m_max_texture_buffer_size || m_use_ssbo_for_vram_writes)
|
|
{
|
|
const Common::Rectangle<u32> bounds = GetVRAMTransferBounds(x, y, width, height);
|
|
GPU_HW::UpdateVRAM(bounds.left, bounds.top, bounds.GetWidth(), bounds.GetHeight(), data);
|
|
|
|
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));
|
|
m_texture_stream_buffer->Unbind();
|
|
|
|
glDisable(GL_BLEND);
|
|
glDepthFunc(m_GPUSTAT.check_mask_before_draw ? GL_GEQUAL : GL_ALWAYS);
|
|
|
|
m_vram_write_program.Bind();
|
|
if (m_use_ssbo_for_vram_writes)
|
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_texture_stream_buffer->GetGLBufferId());
|
|
else
|
|
glBindTexture(GL_TEXTURE_BUFFER, m_texture_buffer_r16ui_texture);
|
|
|
|
const VRAMWriteUBOData uniforms = GetVRAMWriteUBOData(x, y, width, height, map_result.index_aligned);
|
|
UploadUniformBuffer(&uniforms, sizeof(uniforms));
|
|
|
|
// the viewport should already be set to the full vram, so just adjust the scissor
|
|
const Common::Rectangle<u32> scaled_bounds = bounds * m_resolution_scale;
|
|
glScissor(scaled_bounds.left, m_vram_texture.GetHeight() - scaled_bounds.top - scaled_bounds.GetHeight(),
|
|
scaled_bounds.GetWidth(), scaled_bounds.GetHeight());
|
|
|
|
glBindVertexArray(m_attributeless_vao_id);
|
|
glDrawArrays(GL_TRIANGLES, 0, 3);
|
|
|
|
RestoreGraphicsAPIState();
|
|
}
|
|
else
|
|
{
|
|
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 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<const u8*>(data) + (source_stride * (height - 1));
|
|
u32* dest_ptr = static_cast<u32*>(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_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,
|
|
reinterpret_cast<void*>(static_cast<uintptr_t>(map_result.buffer_offset)));
|
|
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_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::CopyVRAM(u32 src_x, u32 src_y, u32 dst_x, u32 dst_y, u32 width, u32 height)
|
|
{
|
|
if (UseVRAMCopyShader(src_x, src_y, dst_x, dst_y, width, height))
|
|
{
|
|
const Common::Rectangle<u32> src_bounds = GetVRAMTransferBounds(src_x, src_y, width, height);
|
|
const Common::Rectangle<u32> dst_bounds = GetVRAMTransferBounds(dst_x, dst_y, width, height);
|
|
if (m_vram_dirty_rect.Intersects(src_bounds))
|
|
UpdateVRAMReadTexture();
|
|
IncludeVRAMDityRectangle(dst_bounds);
|
|
|
|
VRAMCopyUBOData uniforms = GetVRAMCopyUBOData(src_x, src_y, dst_x, dst_y, width, height);
|
|
uniforms.u_src_y = m_vram_texture.GetHeight() - uniforms.u_src_y - uniforms.u_height;
|
|
uniforms.u_dst_y = m_vram_texture.GetHeight() - uniforms.u_dst_y - uniforms.u_height;
|
|
UploadUniformBuffer(&uniforms, sizeof(uniforms));
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glDisable(GL_BLEND);
|
|
glDepthFunc(m_GPUSTAT.check_mask_before_draw ? GL_GEQUAL : GL_ALWAYS);
|
|
|
|
const Common::Rectangle<u32> dst_bounds_scaled(dst_bounds * m_resolution_scale);
|
|
glViewport(dst_bounds_scaled.left,
|
|
m_vram_texture.GetHeight() - dst_bounds_scaled.top - dst_bounds_scaled.GetHeight(),
|
|
dst_bounds_scaled.GetWidth(), dst_bounds_scaled.GetHeight());
|
|
m_vram_read_texture.Bind();
|
|
m_vram_copy_program.Bind();
|
|
glDrawArrays(GL_TRIANGLES, 0, 3);
|
|
|
|
RestoreGraphicsAPIState();
|
|
|
|
if (m_GPUSTAT.check_mask_before_draw)
|
|
m_current_depth++;
|
|
|
|
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_VERSION_4_3)
|
|
{
|
|
glCopyImageSubData(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 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);
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_vram_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);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
}
|
|
}
|
|
|
|
void GPU_HW_OpenGL::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_VERSION_4_3)
|
|
{
|
|
glCopyImageSubData(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 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);
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_vram_fbo_id);
|
|
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);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_fbo_id);
|
|
}
|
|
|
|
GPU_HW::UpdateVRAMReadTexture();
|
|
}
|
|
|
|
void GPU_HW_OpenGL::UpdateDepthBufferFromMaskBit()
|
|
{
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glDisable(GL_BLEND);
|
|
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
glDepthFunc(GL_ALWAYS);
|
|
|
|
m_vram_texture.Bind();
|
|
m_vram_update_depth_program.Bind();
|
|
glBindVertexArray(m_attributeless_vao_id);
|
|
glDrawArrays(GL_TRIANGLES, 0, 3);
|
|
|
|
glBindVertexArray(m_vao_id);
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
}
|
|
|
|
std::unique_ptr<GPU> GPU::CreateHardwareOpenGLRenderer()
|
|
{
|
|
return std::make_unique<GPU_HW_OpenGL>();
|
|
}
|