// Copyright 2015 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #pragma once #include #include "common/common_types.h" #include "video_core/hwrasterizer_base.h" #include "video_core/vertex_shader.h" #include "gl_state.h" #include "gl_rasterizer_cache.h" class RasterizerOpenGL : public HWRasterizer { public: RasterizerOpenGL(); ~RasterizerOpenGL() override; /// Initialize API-specific GPU objects void InitObjects() override; /// Reset the rasterizer, such as flushing all caches and updating all state void Reset() override; /// Queues the primitive formed by the given vertices for rendering void AddTriangle(const Pica::VertexShader::OutputVertex& v0, const Pica::VertexShader::OutputVertex& v1, const Pica::VertexShader::OutputVertex& v2) override; /// Draw the current batch of triangles void DrawTriangles() override; /// Commit the rasterizer's framebuffer contents immediately to the current 3DS memory framebuffer void CommitFramebuffer() override; /// Notify rasterizer that the specified PICA register has been changed void NotifyPicaRegisterChanged(u32 id) override; /// Notify rasterizer that the specified 3DS memory region will be read from after this notification void NotifyPreRead(PAddr addr, u32 size) override; /// Notify rasterizer that a 3DS memory region has been changed void NotifyFlush(PAddr addr, u32 size) override; private: /// Structure used for managing texture environment states struct TEVConfigUniforms { GLuint enabled; GLuint color_sources; GLuint alpha_sources; GLuint color_modifiers; GLuint alpha_modifiers; GLuint color_alpha_op; GLuint color_alpha_multiplier; GLuint const_color; GLuint updates_combiner_buffer_color_alpha; }; /// Structure used for storing information about color textures struct TextureInfo { OGLTexture texture; GLsizei width; GLsizei height; Pica::Regs::ColorFormat format; GLenum gl_format; GLenum gl_type; }; /// Structure used for storing information about depth textures struct DepthTextureInfo { OGLTexture texture; GLsizei width; GLsizei height; Pica::Regs::DepthFormat format; GLenum gl_format; GLenum gl_type; }; /// Structure that the hardware rendered vertices are composed of struct HardwareVertex { HardwareVertex(const Pica::VertexShader::OutputVertex& v) { position[0] = v.pos.x.ToFloat32(); position[1] = v.pos.y.ToFloat32(); position[2] = v.pos.z.ToFloat32(); position[3] = v.pos.w.ToFloat32(); color[0] = v.color.x.ToFloat32(); color[1] = v.color.y.ToFloat32(); color[2] = v.color.z.ToFloat32(); color[3] = v.color.w.ToFloat32(); tex_coord0[0] = v.tc0.x.ToFloat32(); tex_coord0[1] = v.tc0.y.ToFloat32(); tex_coord1[0] = v.tc1.x.ToFloat32(); tex_coord1[1] = v.tc1.y.ToFloat32(); tex_coord2[0] = v.tc2.x.ToFloat32(); tex_coord2[1] = v.tc2.y.ToFloat32(); } GLfloat position[4]; GLfloat color[4]; GLfloat tex_coord0[2]; GLfloat tex_coord1[2]; GLfloat tex_coord2[2]; }; /// Reconfigure the OpenGL color texture to use the given format and dimensions void ReconfigureColorTexture(TextureInfo& texture, Pica::Regs::ColorFormat format, u32 width, u32 height); /// Reconfigure the OpenGL depth texture to use the given format and dimensions void ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::Regs::DepthFormat format, u32 width, u32 height); /// Syncs the state and contents of the OpenGL framebuffer to match the current PICA framebuffer void SyncFramebuffer(); /// Syncs the cull mode to match the PICA register void SyncCullMode(); /// Syncs the blend enabled status to match the PICA register void SyncBlendEnabled(); /// Syncs the blend functions to match the PICA register void SyncBlendFuncs(); /// Syncs the blend color to match the PICA register void SyncBlendColor(); /// Syncs the alpha test states to match the PICA register void SyncAlphaTest(); /// Syncs the logic op states to match the PICA register void SyncLogicOp(); /// Syncs the stencil test states to match the PICA register void SyncStencilTest(); /// Syncs the depth test states to match the PICA register void SyncDepthTest(); /// Syncs the specified TEV stage's color and alpha sources to match the PICA register void SyncTevSources(unsigned stage_index, const Pica::Regs::TevStageConfig& config); /// Syncs the specified TEV stage's color and alpha modifiers to match the PICA register void SyncTevModifiers(unsigned stage_index, const Pica::Regs::TevStageConfig& config); /// Syncs the specified TEV stage's color and alpha combiner operations to match the PICA register void SyncTevOps(unsigned stage_index, const Pica::Regs::TevStageConfig& config); /// Syncs the specified TEV stage's constant color to match the PICA register void SyncTevColor(unsigned stage_index, const Pica::Regs::TevStageConfig& config); /// Syncs the specified TEV stage's color and alpha multipliers to match the PICA register void SyncTevMultipliers(unsigned stage_index, const Pica::Regs::TevStageConfig& config); /// Syncs the TEV combiner color buffer to match the PICA register void SyncCombinerColor(); /// Syncs the TEV combiner write flags to match the PICA register void SyncCombinerWriteFlags(); /// Syncs the remaining OpenGL drawing state to match the current PICA state void SyncDrawState(); /// Copies the 3DS color framebuffer into the OpenGL color framebuffer texture void ReloadColorBuffer(); /// Copies the 3DS depth framebuffer into the OpenGL depth framebuffer texture void ReloadDepthBuffer(); /** * Save the current OpenGL color framebuffer to the current PICA framebuffer in 3DS memory * Loads the OpenGL framebuffer textures into temporary buffers * Then copies into the 3DS framebuffer using proper Morton order */ void CommitColorBuffer(); /** * Save the current OpenGL depth framebuffer to the current PICA framebuffer in 3DS memory * Loads the OpenGL framebuffer textures into temporary buffers * Then copies into the 3DS framebuffer using proper Morton order */ void CommitDepthBuffer(); RasterizerCacheOpenGL res_cache; std::vector vertex_batch; OpenGLState state; PAddr last_fb_color_addr; PAddr last_fb_depth_addr; // Hardware rasterizer TextureInfo fb_color_texture; DepthTextureInfo fb_depth_texture; OGLShader shader; OGLVertexArray vertex_array; OGLBuffer vertex_buffer; OGLFramebuffer framebuffer; // Hardware vertex shader GLuint attrib_position; GLuint attrib_color; GLuint attrib_texcoords; // Hardware fragment shader GLuint uniform_alphatest_enabled; GLuint uniform_alphatest_func; GLuint uniform_alphatest_ref; GLuint uniform_tex; GLuint uniform_tev_combiner_buffer_color; TEVConfigUniforms uniform_tev_cfgs[6]; };