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Diffstat (limited to 'src/video_core/renderer_opengl/gl_rasterizer.cpp')
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp879
1 files changed, 879 insertions, 0 deletions
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
new file mode 100644
index 00000000..e4437554
--- /dev/null
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -0,0 +1,879 @@
+// Copyright 2015 Citra Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#include "core/settings.h"
+#include "core/hw/gpu.h"
+
+#include "video_core/color.h"
+#include "video_core/pica.h"
+#include "video_core/utils.h"
+#include "video_core/renderer_opengl/gl_rasterizer.h"
+#include "video_core/renderer_opengl/gl_shaders.h"
+#include "video_core/renderer_opengl/gl_shader_util.h"
+#include "video_core/renderer_opengl/pica_to_gl.h"
+
+#include "generated/gl_3_2_core.h"
+
+#include <memory>
+
+static bool IsPassThroughTevStage(const Pica::Regs::TevStageConfig& stage) {
+ return (stage.color_op == Pica::Regs::TevStageConfig::Operation::Replace &&
+ stage.alpha_op == Pica::Regs::TevStageConfig::Operation::Replace &&
+ stage.color_source1 == Pica::Regs::TevStageConfig::Source::Previous &&
+ stage.alpha_source1 == Pica::Regs::TevStageConfig::Source::Previous &&
+ stage.color_modifier1 == Pica::Regs::TevStageConfig::ColorModifier::SourceColor &&
+ stage.alpha_modifier1 == Pica::Regs::TevStageConfig::AlphaModifier::SourceAlpha &&
+ stage.GetColorMultiplier() == 1 &&
+ stage.GetAlphaMultiplier() == 1);
+}
+
+RasterizerOpenGL::RasterizerOpenGL() : last_fb_color_addr(0), last_fb_depth_addr(0) { }
+RasterizerOpenGL::~RasterizerOpenGL() { }
+
+void RasterizerOpenGL::InitObjects() {
+ // Create the hardware shader program and get attrib/uniform locations
+ shader.Create(GLShaders::g_vertex_shader_hw, GLShaders::g_fragment_shader_hw);
+ attrib_position = glGetAttribLocation(shader.handle, "vert_position");
+ attrib_color = glGetAttribLocation(shader.handle, "vert_color");
+ attrib_texcoords = glGetAttribLocation(shader.handle, "vert_texcoords");
+
+ uniform_alphatest_enabled = glGetUniformLocation(shader.handle, "alphatest_enabled");
+ uniform_alphatest_func = glGetUniformLocation(shader.handle, "alphatest_func");
+ uniform_alphatest_ref = glGetUniformLocation(shader.handle, "alphatest_ref");
+
+ uniform_tex = glGetUniformLocation(shader.handle, "tex");
+
+ uniform_tev_combiner_buffer_color = glGetUniformLocation(shader.handle, "tev_combiner_buffer_color");
+
+ const auto tev_stages = Pica::registers.GetTevStages();
+ for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size(); ++tev_stage_index) {
+ auto& uniform_tev_cfg = uniform_tev_cfgs[tev_stage_index];
+
+ std::string tev_ref_str = "tev_cfgs[" + std::to_string(tev_stage_index) + "]";
+ uniform_tev_cfg.enabled = glGetUniformLocation(shader.handle, (tev_ref_str + ".enabled").c_str());
+ uniform_tev_cfg.color_sources = glGetUniformLocation(shader.handle, (tev_ref_str + ".color_sources").c_str());
+ uniform_tev_cfg.alpha_sources = glGetUniformLocation(shader.handle, (tev_ref_str + ".alpha_sources").c_str());
+ uniform_tev_cfg.color_modifiers = glGetUniformLocation(shader.handle, (tev_ref_str + ".color_modifiers").c_str());
+ uniform_tev_cfg.alpha_modifiers = glGetUniformLocation(shader.handle, (tev_ref_str + ".alpha_modifiers").c_str());
+ uniform_tev_cfg.color_alpha_op = glGetUniformLocation(shader.handle, (tev_ref_str + ".color_alpha_op").c_str());
+ uniform_tev_cfg.color_alpha_multiplier = glGetUniformLocation(shader.handle, (tev_ref_str + ".color_alpha_multiplier").c_str());
+ uniform_tev_cfg.const_color = glGetUniformLocation(shader.handle, (tev_ref_str + ".const_color").c_str());
+ uniform_tev_cfg.updates_combiner_buffer_color_alpha = glGetUniformLocation(shader.handle, (tev_ref_str + ".updates_combiner_buffer_color_alpha").c_str());
+ }
+
+ // Generate VBO and VAO
+ vertex_buffer.Create();
+ vertex_array.Create();
+
+ // Update OpenGL state
+ state.draw.vertex_array = vertex_array.handle;
+ state.draw.vertex_buffer = vertex_buffer.handle;
+ state.draw.shader_program = shader.handle;
+
+ state.Apply();
+
+ // Set the texture samplers to correspond to different texture units
+ glUniform1i(uniform_tex, 0);
+ glUniform1i(uniform_tex + 1, 1);
+ glUniform1i(uniform_tex + 2, 2);
+
+ // Set vertex attributes
+ glVertexAttribPointer(attrib_position, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, position));
+ glVertexAttribPointer(attrib_color, 4, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, color));
+ glVertexAttribPointer(attrib_texcoords, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord0));
+ glVertexAttribPointer(attrib_texcoords + 1, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord1));
+ glVertexAttribPointer(attrib_texcoords + 2, 2, GL_FLOAT, GL_FALSE, sizeof(HardwareVertex), (GLvoid*)offsetof(HardwareVertex, tex_coord2));
+ glEnableVertexAttribArray(attrib_position);
+ glEnableVertexAttribArray(attrib_color);
+ glEnableVertexAttribArray(attrib_texcoords);
+ glEnableVertexAttribArray(attrib_texcoords + 1);
+ glEnableVertexAttribArray(attrib_texcoords + 2);
+
+ // Create textures for OGL framebuffer that will be rendered to, initially 1x1 to succeed in framebuffer creation
+ fb_color_texture.texture.Create();
+ ReconfigureColorTexture(fb_color_texture, Pica::Regs::ColorFormat::RGBA8, 1, 1);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ fb_depth_texture.texture.Create();
+ ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
+
+ // Configure OpenGL framebuffer
+ framebuffer.Create();
+
+ state.draw.framebuffer = framebuffer.handle;
+
+ // Unbind texture to allow binding to framebuffer
+ state.texture_units[0].enabled_2d = true;
+ state.texture_units[0].texture_2d = 0;
+ state.Apply();
+
+ glActiveTexture(GL_TEXTURE0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_color_texture.texture.handle, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, fb_depth_texture.texture.handle, 0);
+
+ ASSERT_MSG(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE,
+ "OpenGL rasterizer framebuffer setup failed, status %X", glCheckFramebufferStatus(GL_FRAMEBUFFER));
+}
+
+void RasterizerOpenGL::Reset() {
+ SyncCullMode();
+ SyncBlendEnabled();
+ SyncBlendFuncs();
+ SyncBlendColor();
+ SyncAlphaTest();
+ SyncStencilTest();
+ SyncDepthTest();
+
+ // TEV stage 0
+ SyncTevSources(0, Pica::registers.tev_stage0);
+ SyncTevModifiers(0, Pica::registers.tev_stage0);
+ SyncTevOps(0, Pica::registers.tev_stage0);
+ SyncTevColor(0, Pica::registers.tev_stage0);
+ SyncTevMultipliers(0, Pica::registers.tev_stage0);
+
+ // TEV stage 1
+ SyncTevSources(1, Pica::registers.tev_stage1);
+ SyncTevModifiers(1, Pica::registers.tev_stage1);
+ SyncTevOps(1, Pica::registers.tev_stage1);
+ SyncTevColor(1, Pica::registers.tev_stage1);
+ SyncTevMultipliers(1, Pica::registers.tev_stage1);
+
+ // TEV stage 2
+ SyncTevSources(2, Pica::registers.tev_stage2);
+ SyncTevModifiers(2, Pica::registers.tev_stage2);
+ SyncTevOps(2, Pica::registers.tev_stage2);
+ SyncTevColor(2, Pica::registers.tev_stage2);
+ SyncTevMultipliers(2, Pica::registers.tev_stage2);
+
+ // TEV stage 3
+ SyncTevSources(3, Pica::registers.tev_stage3);
+ SyncTevModifiers(3, Pica::registers.tev_stage3);
+ SyncTevOps(3, Pica::registers.tev_stage3);
+ SyncTevColor(3, Pica::registers.tev_stage3);
+ SyncTevMultipliers(3, Pica::registers.tev_stage3);
+
+ // TEV stage 4
+ SyncTevSources(4, Pica::registers.tev_stage4);
+ SyncTevModifiers(4, Pica::registers.tev_stage4);
+ SyncTevOps(4, Pica::registers.tev_stage4);
+ SyncTevColor(4, Pica::registers.tev_stage4);
+ SyncTevMultipliers(4, Pica::registers.tev_stage4);
+
+ // TEV stage 5
+ SyncTevSources(5, Pica::registers.tev_stage5);
+ SyncTevModifiers(5, Pica::registers.tev_stage5);
+ SyncTevOps(5, Pica::registers.tev_stage5);
+ SyncTevColor(5, Pica::registers.tev_stage5);
+ SyncTevMultipliers(5, Pica::registers.tev_stage5);
+
+ SyncCombinerColor();
+ SyncCombinerWriteFlags();
+
+ res_cache.FullFlush();
+}
+
+void RasterizerOpenGL::AddTriangle(const Pica::VertexShader::OutputVertex& v0,
+ const Pica::VertexShader::OutputVertex& v1,
+ const Pica::VertexShader::OutputVertex& v2) {
+ vertex_batch.push_back(HardwareVertex(v0));
+ vertex_batch.push_back(HardwareVertex(v1));
+ vertex_batch.push_back(HardwareVertex(v2));
+}
+
+void RasterizerOpenGL::DrawTriangles() {
+ SyncFramebuffer();
+ SyncDrawState();
+
+ glBufferData(GL_ARRAY_BUFFER, vertex_batch.size() * sizeof(HardwareVertex), vertex_batch.data(), GL_STREAM_DRAW);
+ glDrawArrays(GL_TRIANGLES, 0, (GLsizei)vertex_batch.size());
+
+ vertex_batch.clear();
+
+ // TODO: Flush the resource cache at the current depth and color framebuffer addresses for render-to-texture
+}
+
+void RasterizerOpenGL::CommitFramebuffer() {
+ CommitColorBuffer();
+ CommitDepthBuffer();
+}
+
+void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
+ if (!Settings::values.use_hw_renderer)
+ return;
+
+ switch(id) {
+ // Culling
+ case PICA_REG_INDEX(cull_mode):
+ SyncCullMode();
+ break;
+
+ // Blending
+ case PICA_REG_INDEX(output_merger.alphablend_enable):
+ SyncBlendEnabled();
+ break;
+ case PICA_REG_INDEX(output_merger.alpha_blending):
+ SyncBlendFuncs();
+ break;
+ case PICA_REG_INDEX(output_merger.blend_const):
+ SyncBlendColor();
+ break;
+
+ // Alpha test
+ case PICA_REG_INDEX(output_merger.alpha_test):
+ SyncAlphaTest();
+ break;
+
+ // Stencil test
+ case PICA_REG_INDEX(output_merger.stencil_test):
+ SyncStencilTest();
+ break;
+
+ // Depth test
+ case PICA_REG_INDEX(output_merger.depth_test_enable):
+ SyncDepthTest();
+ break;
+
+ // TEV stage 0
+ case PICA_REG_INDEX(tev_stage0.color_source1):
+ SyncTevSources(0, Pica::registers.tev_stage0);
+ break;
+ case PICA_REG_INDEX(tev_stage0.color_modifier1):
+ SyncTevModifiers(0, Pica::registers.tev_stage0);
+ break;
+ case PICA_REG_INDEX(tev_stage0.color_op):
+ SyncTevOps(0, Pica::registers.tev_stage0);
+ break;
+ case PICA_REG_INDEX(tev_stage0.const_r):
+ SyncTevColor(0, Pica::registers.tev_stage0);
+ break;
+ case PICA_REG_INDEX(tev_stage0.color_scale):
+ SyncTevMultipliers(0, Pica::registers.tev_stage0);
+ break;
+
+ // TEV stage 1
+ case PICA_REG_INDEX(tev_stage1.color_source1):
+ SyncTevSources(1, Pica::registers.tev_stage1);
+ break;
+ case PICA_REG_INDEX(tev_stage1.color_modifier1):
+ SyncTevModifiers(1, Pica::registers.tev_stage1);
+ break;
+ case PICA_REG_INDEX(tev_stage1.color_op):
+ SyncTevOps(1, Pica::registers.tev_stage1);
+ break;
+ case PICA_REG_INDEX(tev_stage1.const_r):
+ SyncTevColor(1, Pica::registers.tev_stage1);
+ break;
+ case PICA_REG_INDEX(tev_stage1.color_scale):
+ SyncTevMultipliers(1, Pica::registers.tev_stage1);
+ break;
+
+ // TEV stage 2
+ case PICA_REG_INDEX(tev_stage2.color_source1):
+ SyncTevSources(2, Pica::registers.tev_stage2);
+ break;
+ case PICA_REG_INDEX(tev_stage2.color_modifier1):
+ SyncTevModifiers(2, Pica::registers.tev_stage2);
+ break;
+ case PICA_REG_INDEX(tev_stage2.color_op):
+ SyncTevOps(2, Pica::registers.tev_stage2);
+ break;
+ case PICA_REG_INDEX(tev_stage2.const_r):
+ SyncTevColor(2, Pica::registers.tev_stage2);
+ break;
+ case PICA_REG_INDEX(tev_stage2.color_scale):
+ SyncTevMultipliers(2, Pica::registers.tev_stage2);
+ break;
+
+ // TEV stage 3
+ case PICA_REG_INDEX(tev_stage3.color_source1):
+ SyncTevSources(3, Pica::registers.tev_stage3);
+ break;
+ case PICA_REG_INDEX(tev_stage3.color_modifier1):
+ SyncTevModifiers(3, Pica::registers.tev_stage3);
+ break;
+ case PICA_REG_INDEX(tev_stage3.color_op):
+ SyncTevOps(3, Pica::registers.tev_stage3);
+ break;
+ case PICA_REG_INDEX(tev_stage3.const_r):
+ SyncTevColor(3, Pica::registers.tev_stage3);
+ break;
+ case PICA_REG_INDEX(tev_stage3.color_scale):
+ SyncTevMultipliers(3, Pica::registers.tev_stage3);
+ break;
+
+ // TEV stage 4
+ case PICA_REG_INDEX(tev_stage4.color_source1):
+ SyncTevSources(4, Pica::registers.tev_stage4);
+ break;
+ case PICA_REG_INDEX(tev_stage4.color_modifier1):
+ SyncTevModifiers(4, Pica::registers.tev_stage4);
+ break;
+ case PICA_REG_INDEX(tev_stage4.color_op):
+ SyncTevOps(4, Pica::registers.tev_stage4);
+ break;
+ case PICA_REG_INDEX(tev_stage4.const_r):
+ SyncTevColor(4, Pica::registers.tev_stage4);
+ break;
+ case PICA_REG_INDEX(tev_stage4.color_scale):
+ SyncTevMultipliers(4, Pica::registers.tev_stage4);
+ break;
+
+ // TEV stage 5
+ case PICA_REG_INDEX(tev_stage5.color_source1):
+ SyncTevSources(5, Pica::registers.tev_stage5);
+ break;
+ case PICA_REG_INDEX(tev_stage5.color_modifier1):
+ SyncTevModifiers(5, Pica::registers.tev_stage5);
+ break;
+ case PICA_REG_INDEX(tev_stage5.color_op):
+ SyncTevOps(5, Pica::registers.tev_stage5);
+ break;
+ case PICA_REG_INDEX(tev_stage5.const_r):
+ SyncTevColor(5, Pica::registers.tev_stage5);
+ break;
+ case PICA_REG_INDEX(tev_stage5.color_scale):
+ SyncTevMultipliers(5, Pica::registers.tev_stage5);
+ break;
+
+ // TEV combiner buffer color
+ case PICA_REG_INDEX(tev_combiner_buffer_color):
+ SyncCombinerColor();
+ break;
+
+ // TEV combiner buffer write flags
+ case PICA_REG_INDEX(tev_combiner_buffer_input):
+ SyncCombinerWriteFlags();
+ break;
+ }
+}
+
+void RasterizerOpenGL::NotifyPreRead(PAddr addr, u32 size) {
+ if (!Settings::values.use_hw_renderer)
+ return;
+
+ PAddr cur_fb_color_addr = Pica::registers.framebuffer.GetColorBufferPhysicalAddress();
+ u32 cur_fb_color_size = Pica::Regs::BytesPerColorPixel(Pica::registers.framebuffer.color_format)
+ * Pica::registers.framebuffer.GetWidth() * Pica::registers.framebuffer.GetHeight();
+
+ PAddr cur_fb_depth_addr = Pica::registers.framebuffer.GetDepthBufferPhysicalAddress();
+ u32 cur_fb_depth_size = Pica::Regs::BytesPerDepthPixel(Pica::registers.framebuffer.depth_format)
+ * Pica::registers.framebuffer.GetWidth() * Pica::registers.framebuffer.GetHeight();
+
+ // If source memory region overlaps 3DS framebuffers, commit them before the copy happens
+ if (MathUtil::IntervalsIntersect(addr, size, cur_fb_color_addr, cur_fb_color_size))
+ CommitColorBuffer();
+
+ if (MathUtil::IntervalsIntersect(addr, size, cur_fb_depth_addr, cur_fb_depth_size))
+ CommitDepthBuffer();
+}
+
+void RasterizerOpenGL::NotifyFlush(PAddr addr, u32 size) {
+ if (!Settings::values.use_hw_renderer)
+ return;
+
+ PAddr cur_fb_color_addr = Pica::registers.framebuffer.GetColorBufferPhysicalAddress();
+ u32 cur_fb_color_size = Pica::Regs::BytesPerColorPixel(Pica::registers.framebuffer.color_format)
+ * Pica::registers.framebuffer.GetWidth() * Pica::registers.framebuffer.GetHeight();
+
+ PAddr cur_fb_depth_addr = Pica::registers.framebuffer.GetDepthBufferPhysicalAddress();
+ u32 cur_fb_depth_size = Pica::Regs::BytesPerDepthPixel(Pica::registers.framebuffer.depth_format)
+ * Pica::registers.framebuffer.GetWidth() * Pica::registers.framebuffer.GetHeight();
+
+ // If modified memory region overlaps 3DS framebuffers, reload their contents into OpenGL
+ if (MathUtil::IntervalsIntersect(addr, size, cur_fb_color_addr, cur_fb_color_size))
+ ReloadColorBuffer();
+
+ if (MathUtil::IntervalsIntersect(addr, size, cur_fb_depth_addr, cur_fb_depth_size))
+ ReloadDepthBuffer();
+
+ // Notify cache of flush in case the region touches a cached resource
+ res_cache.NotifyFlush(addr, size);
+}
+
+void RasterizerOpenGL::ReconfigureColorTexture(TextureInfo& texture, Pica::Regs::ColorFormat format, u32 width, u32 height) {
+ GLint internal_format;
+
+ texture.format = format;
+ texture.width = width;
+ texture.height = height;
+
+ switch (format) {
+ case Pica::Regs::ColorFormat::RGBA8:
+ internal_format = GL_RGBA;
+ texture.gl_format = GL_RGBA;
+ texture.gl_type = GL_UNSIGNED_INT_8_8_8_8;
+ break;
+
+ case Pica::Regs::ColorFormat::RGB8:
+ // This pixel format uses BGR since GL_UNSIGNED_BYTE specifies byte-order, unlike every
+ // specific OpenGL type used in this function using native-endian (that is, little-endian
+ // mostly everywhere) for words or half-words.
+ // TODO: check how those behave on big-endian processors.
+ internal_format = GL_RGB;
+ texture.gl_format = GL_BGR;
+ texture.gl_type = GL_UNSIGNED_BYTE;
+ break;
+
+ case Pica::Regs::ColorFormat::RGB5A1:
+ internal_format = GL_RGBA;
+ texture.gl_format = GL_RGBA;
+ texture.gl_type = GL_UNSIGNED_SHORT_5_5_5_1;
+ break;
+
+ case Pica::Regs::ColorFormat::RGB565:
+ internal_format = GL_RGB;
+ texture.gl_format = GL_RGB;
+ texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
+ break;
+
+ case Pica::Regs::ColorFormat::RGBA4:
+ internal_format = GL_RGBA;
+ texture.gl_format = GL_RGBA;
+ texture.gl_type = GL_UNSIGNED_SHORT_4_4_4_4;
+ break;
+
+ default:
+ LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer texture color format %x", format);
+ UNIMPLEMENTED();
+ break;
+ }
+
+ state.texture_units[0].enabled_2d = true;
+ state.texture_units[0].texture_2d = texture.texture.handle;
+ state.Apply();
+
+ glActiveTexture(GL_TEXTURE0);
+ glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
+ texture.gl_format, texture.gl_type, nullptr);
+}
+
+void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::Regs::DepthFormat format, u32 width, u32 height) {
+ GLint internal_format;
+
+ texture.format = format;
+ texture.width = width;
+ texture.height = height;
+
+ switch (format) {
+ case Pica::Regs::DepthFormat::D16:
+ internal_format = GL_DEPTH_COMPONENT16;
+ texture.gl_format = GL_DEPTH_COMPONENT;
+ texture.gl_type = GL_UNSIGNED_SHORT;
+ break;
+
+ case Pica::Regs::DepthFormat::D24:
+ internal_format = GL_DEPTH_COMPONENT24;
+ texture.gl_format = GL_DEPTH_COMPONENT;
+ texture.gl_type = GL_UNSIGNED_INT_24_8;
+ break;
+
+ case Pica::Regs::DepthFormat::D24S8:
+ internal_format = GL_DEPTH24_STENCIL8;
+ texture.gl_format = GL_DEPTH_STENCIL;
+ texture.gl_type = GL_UNSIGNED_INT_24_8;
+ break;
+
+ default:
+ LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer texture depth format %x", format);
+ UNIMPLEMENTED();
+ break;
+ }
+
+ state.texture_units[0].enabled_2d = true;
+ state.texture_units[0].texture_2d = texture.texture.handle;
+ state.Apply();
+
+ glActiveTexture(GL_TEXTURE0);
+ glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
+ texture.gl_format, texture.gl_type, nullptr);
+}
+
+void RasterizerOpenGL::SyncFramebuffer() {
+ PAddr cur_fb_color_addr = Pica::registers.framebuffer.GetColorBufferPhysicalAddress();
+ Pica::Regs::ColorFormat new_fb_color_format = Pica::registers.framebuffer.color_format;
+
+ PAddr cur_fb_depth_addr = Pica::registers.framebuffer.GetDepthBufferPhysicalAddress();
+ Pica::Regs::DepthFormat new_fb_depth_format = Pica::registers.framebuffer.depth_format;
+
+ bool fb_size_changed = fb_color_texture.width != Pica::registers.framebuffer.GetWidth() ||
+ fb_color_texture.height != Pica::registers.framebuffer.GetHeight();
+
+ bool color_fb_prop_changed = fb_color_texture.format != new_fb_color_format ||
+ fb_size_changed;
+
+ bool depth_fb_prop_changed = fb_depth_texture.format != new_fb_depth_format ||
+ fb_size_changed;
+
+ bool color_fb_modified = last_fb_color_addr != cur_fb_color_addr ||
+ color_fb_prop_changed;
+
+ bool depth_fb_modified = last_fb_depth_addr != cur_fb_depth_addr ||
+ depth_fb_prop_changed;
+
+ // Commit if framebuffer modified in any way
+ if (color_fb_modified)
+ CommitColorBuffer();
+
+ if (depth_fb_modified)
+ CommitDepthBuffer();
+
+ // Reconfigure framebuffer textures if any property has changed
+ if (color_fb_prop_changed) {
+ ReconfigureColorTexture(fb_color_texture, new_fb_color_format,
+ Pica::registers.framebuffer.GetWidth(), Pica::registers.framebuffer.GetHeight());
+ }
+
+ if (depth_fb_prop_changed) {
+ ReconfigureDepthTexture(fb_depth_texture, new_fb_depth_format,
+ Pica::registers.framebuffer.GetWidth(), Pica::registers.framebuffer.GetHeight());
+
+ // Only attach depth buffer as stencil if it supports stencil
+ switch (new_fb_depth_format) {
+ case Pica::Regs::DepthFormat::D16:
+ case Pica::Regs::DepthFormat::D24:
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
+ break;
+
+ case Pica::Regs::DepthFormat::D24S8:
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, fb_depth_texture.texture.handle, 0);
+ break;
+
+ default:
+ LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer depth format %x", new_fb_depth_format);
+ UNIMPLEMENTED();
+ break;
+ }
+ }
+
+ // Load buffer data again if fb modified in any way
+ if (color_fb_modified) {
+ last_fb_color_addr = cur_fb_color_addr;
+
+ ReloadColorBuffer();
+ }
+
+ if (depth_fb_modified) {
+ last_fb_depth_addr = cur_fb_depth_addr;
+
+ ReloadDepthBuffer();
+ }
+}
+
+void RasterizerOpenGL::SyncCullMode() {
+ switch (Pica::registers.cull_mode) {
+ case Pica::Regs::CullMode::KeepAll:
+ state.cull.enabled = false;
+ break;
+
+ case Pica::Regs::CullMode::KeepClockWise:
+ state.cull.enabled = true;
+ state.cull.mode = GL_BACK;
+ break;
+
+ case Pica::Regs::CullMode::KeepCounterClockWise:
+ state.cull.enabled = true;
+ state.cull.mode = GL_FRONT;
+ break;
+
+ default:
+ LOG_CRITICAL(Render_OpenGL, "Unknown cull mode %d", Pica::registers.cull_mode.Value());
+ UNIMPLEMENTED();
+ break;
+ }
+}
+
+void RasterizerOpenGL::SyncBlendEnabled() {
+ state.blend.enabled = Pica::registers.output_merger.alphablend_enable;
+}
+
+void RasterizerOpenGL::SyncBlendFuncs() {
+ state.blend.src_rgb_func = PicaToGL::BlendFunc(Pica::registers.output_merger.alpha_blending.factor_source_rgb);
+ state.blend.dst_rgb_func = PicaToGL::BlendFunc(Pica::registers.output_merger.alpha_blending.factor_dest_rgb);
+ state.blend.src_a_func = PicaToGL::BlendFunc(Pica::registers.output_merger.alpha_blending.factor_source_a);
+ state.blend.dst_a_func = PicaToGL::BlendFunc(Pica::registers.output_merger.alpha_blending.factor_dest_a);
+}
+
+void RasterizerOpenGL::SyncBlendColor() {
+ auto blend_color = PicaToGL::ColorRGBA8((u8*)&Pica::registers.output_merger.blend_const.r);
+ state.blend.color.red = blend_color[0];
+ state.blend.color.green = blend_color[1];
+ state.blend.color.blue = blend_color[2];
+ state.blend.color.alpha = blend_color[3];
+}
+
+void RasterizerOpenGL::SyncAlphaTest() {
+ glUniform1i(uniform_alphatest_enabled, Pica::registers.output_merger.alpha_test.enable);
+ glUniform1i(uniform_alphatest_func, Pica::registers.output_merger.alpha_test.func);
+ glUniform1f(uniform_alphatest_ref, Pica::registers.output_merger.alpha_test.ref / 255.0f);
+}
+
+void RasterizerOpenGL::SyncStencilTest() {
+ // TODO: Implement stencil test, mask, and op
+}
+
+void RasterizerOpenGL::SyncDepthTest() {
+ state.depth.test_enabled = Pica::registers.output_merger.depth_test_enable;
+ state.depth.test_func = PicaToGL::CompareFunc(Pica::registers.output_merger.depth_test_func);
+ state.depth.write_mask = Pica::registers.output_merger.depth_write_enable ? GL_TRUE : GL_FALSE;
+}
+
+void RasterizerOpenGL::SyncTevSources(unsigned stage_index, const Pica::Regs::TevStageConfig& config) {
+ GLint color_srcs[3] = { (GLint)config.color_source1.Value(),
+ (GLint)config.color_source2.Value(),
+ (GLint)config.color_source3.Value() };
+ GLint alpha_srcs[3] = { (GLint)config.alpha_source1.Value(),
+ (GLint)config.alpha_source2.Value(),
+ (GLint)config.alpha_source3.Value() };
+
+ glUniform3iv(uniform_tev_cfgs[stage_index].color_sources, 1, color_srcs);
+ glUniform3iv(uniform_tev_cfgs[stage_index].alpha_sources, 1, alpha_srcs);
+}
+
+void RasterizerOpenGL::SyncTevModifiers(unsigned stage_index, const Pica::Regs::TevStageConfig& config) {
+ GLint color_mods[3] = { (GLint)config.color_modifier1.Value(),
+ (GLint)config.color_modifier2.Value(),
+ (GLint)config.color_modifier3.Value() };
+ GLint alpha_mods[3] = { (GLint)config.alpha_modifier1.Value(),
+ (GLint)config.alpha_modifier2.Value(),
+ (GLint)config.alpha_modifier3.Value() };
+
+ glUniform3iv(uniform_tev_cfgs[stage_index].color_modifiers, 1, color_mods);
+ glUniform3iv(uniform_tev_cfgs[stage_index].alpha_modifiers, 1, alpha_mods);
+}
+
+void RasterizerOpenGL::SyncTevOps(unsigned stage_index, const Pica::Regs::TevStageConfig& config) {
+ glUniform2i(uniform_tev_cfgs[stage_index].color_alpha_op, (GLint)config.color_op.Value(), (GLint)config.alpha_op.Value());
+}
+
+void RasterizerOpenGL::SyncTevColor(unsigned stage_index, const Pica::Regs::TevStageConfig& config) {
+ auto const_color = PicaToGL::ColorRGBA8((u8*)&config.const_r);
+ glUniform4fv(uniform_tev_cfgs[stage_index].const_color, 1, const_color.data());
+}
+
+void RasterizerOpenGL::SyncTevMultipliers(unsigned stage_index, const Pica::Regs::TevStageConfig& config) {
+ glUniform2i(uniform_tev_cfgs[stage_index].color_alpha_multiplier, config.GetColorMultiplier(), config.GetAlphaMultiplier());
+}
+
+void RasterizerOpenGL::SyncCombinerColor() {
+ auto combiner_color = PicaToGL::ColorRGBA8((u8*)&Pica::registers.tev_combiner_buffer_color.r);
+ glUniform4fv(uniform_tev_combiner_buffer_color, 1, combiner_color.data());
+}
+
+void RasterizerOpenGL::SyncCombinerWriteFlags() {
+ const auto tev_stages = Pica::registers.GetTevStages();
+ for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size(); ++tev_stage_index) {
+ glUniform2i(uniform_tev_cfgs[tev_stage_index].updates_combiner_buffer_color_alpha,
+ Pica::registers.tev_combiner_buffer_input.TevStageUpdatesCombinerBufferColor(tev_stage_index),
+ Pica::registers.tev_combiner_buffer_input.TevStageUpdatesCombinerBufferAlpha(tev_stage_index));
+ }
+}
+
+void RasterizerOpenGL::SyncDrawState() {
+ // Sync the viewport
+ GLsizei viewport_width = (GLsizei)Pica::float24::FromRawFloat24(Pica::registers.viewport_size_x).ToFloat32() * 2;
+ GLsizei viewport_height = (GLsizei)Pica::float24::FromRawFloat24(Pica::registers.viewport_size_y).ToFloat32() * 2;
+
+ // OpenGL uses different y coordinates, so negate corner offset and flip origin
+ // TODO: Ensure viewport_corner.x should not be negated or origin flipped
+ // TODO: Use floating-point viewports for accuracy if supported
+ glViewport((GLsizei)static_cast<float>(Pica::registers.viewport_corner.x),
+ -(GLsizei)static_cast<float>(Pica::registers.viewport_corner.y)
+ + Pica::registers.framebuffer.GetHeight() - viewport_height,
+ viewport_width, viewport_height);
+
+ // Sync bound texture(s), upload if not cached
+ const auto pica_textures = Pica::registers.GetTextures();
+ for (unsigned texture_index = 0; texture_index < pica_textures.size(); ++texture_index) {
+ const auto& texture = pica_textures[texture_index];
+
+ if (texture.enabled) {
+ state.texture_units[texture_index].enabled_2d = true;
+ res_cache.LoadAndBindTexture(state, texture_index, texture);
+ } else {
+ state.texture_units[texture_index].enabled_2d = false;
+ }
+ }
+
+ // Skip processing TEV stages that simply pass the previous stage results through
+ const auto tev_stages = Pica::registers.GetTevStages();
+ for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size(); ++tev_stage_index) {
+ glUniform1i(uniform_tev_cfgs[tev_stage_index].enabled, !IsPassThroughTevStage(tev_stages[tev_stage_index]));
+ }
+
+ state.Apply();
+}
+
+void RasterizerOpenGL::ReloadColorBuffer() {
+ u8* color_buffer = Memory::GetPhysicalPointer(Pica::registers.framebuffer.GetColorBufferPhysicalAddress());
+
+ if (color_buffer == nullptr)
+ return;
+
+ u32 bytes_per_pixel = Pica::Regs::BytesPerColorPixel(fb_color_texture.format);
+
+ std::unique_ptr<u8[]> temp_fb_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]);
+
+ // Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
+ for (int y = 0; y < fb_color_texture.height; ++y) {
+ for (int x = 0; x < fb_color_texture.width; ++x) {
+ const u32 coarse_y = y & ~7;
+ u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
+ u32 gl_px_idx = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel;
+
+ u8* pixel = color_buffer + dst_offset;
+ memcpy(&temp_fb_color_buffer[gl_px_idx], pixel, bytes_per_pixel);
+ }
+ }
+
+ state.texture_units[0].enabled_2d = true;
+ state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
+ state.Apply();
+
+ glActiveTexture(GL_TEXTURE0);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_color_texture.width, fb_color_texture.height,
+ fb_color_texture.gl_format, fb_color_texture.gl_type, temp_fb_color_buffer.get());
+}
+
+void RasterizerOpenGL::ReloadDepthBuffer() {
+ // TODO: Appears to work, but double-check endianness of depth values and order of depth-stencil
+ u8* depth_buffer = Memory::GetPhysicalPointer(Pica::registers.framebuffer.GetDepthBufferPhysicalAddress());
+
+ if (depth_buffer == nullptr) {
+ return;
+ }
+
+ u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format);
+
+ // OpenGL needs 4 bpp alignment for D24
+ u32 gl_bpp = bytes_per_pixel == 3 ? 4 : bytes_per_pixel;
+
+ std::unique_ptr<u8[]> temp_fb_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]);
+
+ for (int y = 0; y < fb_depth_texture.height; ++y) {
+ for (int x = 0; x < fb_depth_texture.width; ++x) {
+ const u32 coarse_y = y & ~7;
+ u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
+ u32 gl_px_idx = x + y * fb_depth_texture.width;
+
+ switch (fb_depth_texture.format) {
+ case Pica::Regs::DepthFormat::D16:
+ ((u16*)temp_fb_depth_buffer.get())[gl_px_idx] = Color::DecodeD16(depth_buffer + dst_offset);
+ break;
+ case Pica::Regs::DepthFormat::D24:
+ ((u32*)temp_fb_depth_buffer.get())[gl_px_idx] = Color::DecodeD24(depth_buffer + dst_offset);
+ break;
+ case Pica::Regs::DepthFormat::D24S8:
+ {
+ Math::Vec2<u32> depth_stencil = Color::DecodeD24S8(depth_buffer + dst_offset);
+ ((u32*)temp_fb_depth_buffer.get())[gl_px_idx] = (depth_stencil.x << 8) | depth_stencil.y;
+ break;
+ }
+ default:
+ LOG_CRITICAL(Render_OpenGL, "Unknown memory framebuffer depth format %x", fb_depth_texture.format);
+ UNIMPLEMENTED();
+ break;
+ }
+ }
+ }
+
+ state.texture_units[0].enabled_2d = true;
+ state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
+ state.Apply();
+
+ glActiveTexture(GL_TEXTURE0);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height,
+ fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
+}
+
+void RasterizerOpenGL::CommitColorBuffer() {
+ if (last_fb_color_addr != 0) {
+ u8* color_buffer = Memory::GetPhysicalPointer(last_fb_color_addr);
+
+ if (color_buffer != nullptr) {
+ u32 bytes_per_pixel = Pica::Regs::BytesPerColorPixel(fb_color_texture.format);
+
+ std::unique_ptr<u8[]> temp_gl_color_buffer(new u8[fb_color_texture.width * fb_color_texture.height * bytes_per_pixel]);
+
+ state.texture_units[0].enabled_2d = true;
+ state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
+ state.Apply();
+
+ glActiveTexture(GL_TEXTURE0);
+ glGetTexImage(GL_TEXTURE_2D, 0, fb_color_texture.gl_format, fb_color_texture.gl_type, temp_gl_color_buffer.get());
+
+ // Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
+ for (int y = 0; y < fb_color_texture.height; ++y) {
+ for (int x = 0; x < fb_color_texture.width; ++x) {
+ const u32 coarse_y = y & ~7;
+ u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
+ u32 gl_px_idx = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel;
+
+ u8* pixel = color_buffer + dst_offset;
+ memcpy(pixel, &temp_gl_color_buffer[gl_px_idx], bytes_per_pixel);
+ }
+ }
+ }
+ }
+}
+
+void RasterizerOpenGL::CommitDepthBuffer() {
+ if (last_fb_depth_addr != 0) {
+ // TODO: Output seems correct visually, but doesn't quite match sw renderer output. One of them is wrong.
+ u8* depth_buffer = Memory::GetPhysicalPointer(last_fb_depth_addr);
+
+ if (depth_buffer != nullptr) {
+ u32 bytes_per_pixel = Pica::Regs::BytesPerDepthPixel(fb_depth_texture.format);
+
+ // OpenGL needs 4 bpp alignment for D24
+ u32 gl_bpp = bytes_per_pixel == 3 ? 4 : bytes_per_pixel;
+
+ std::unique_ptr<u8[]> temp_gl_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]);
+
+ state.texture_units[0].enabled_2d = true;
+ state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
+ state.Apply();
+
+ glActiveTexture(GL_TEXTURE0);
+ glGetTexImage(GL_TEXTURE_2D, 0, fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_gl_depth_buffer.get());
+
+ for (int y = 0; y < fb_depth_texture.height; ++y) {
+ for (int x = 0; x < fb_depth_texture.width; ++x) {
+ const u32 coarse_y = y & ~7;
+ u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
+ u32 gl_px_idx = x + y * fb_depth_texture.width;
+
+ switch (fb_depth_texture.format) {
+ case Pica::Regs::DepthFormat::D16:
+ Color::EncodeD16(((u16*)temp_gl_depth_buffer.get())[gl_px_idx], depth_buffer + dst_offset);
+ break;
+ case Pica::Regs::DepthFormat::D24:
+ Color::EncodeD24(((u32*)temp_gl_depth_buffer.get())[gl_px_idx], depth_buffer + dst_offset);
+ break;
+ case Pica::Regs::DepthFormat::D24S8:
+ {
+ u32 depth_stencil = ((u32*)temp_gl_depth_buffer.get())[gl_px_idx];
+ Color::EncodeD24S8((depth_stencil >> 8), depth_stencil & 0xFF, depth_buffer + dst_offset);
+ break;
+ }
+ default:
+ LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer depth format %x", fb_depth_texture.format);
+ UNIMPLEMENTED();
+ break;
+ }
+ }
+ }
+ }
+ }
+}