// Copyright 2014 Citra Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "core/hw/gpu.h" #include "video_core/video_core.h" #include "video_core/renderer_opengl/renderer_opengl.h" #include "core/mem_map.h" /// RendererOpenGL constructor RendererOpenGL::RendererOpenGL() { memset(m_fbo, 0, sizeof(m_fbo)); memset(m_fbo_rbo, 0, sizeof(m_fbo_rbo)); memset(m_fbo_depth_buffers, 0, sizeof(m_fbo_depth_buffers)); m_resolution_width = max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth); m_resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight; m_xfb_texture_top = 0; m_xfb_texture_bottom = 0; m_xfb_top = 0; m_xfb_bottom = 0; } /// RendererOpenGL destructor RendererOpenGL::~RendererOpenGL() { } /// Swap buffers (render frame) void RendererOpenGL::SwapBuffers() { m_render_window->MakeCurrent(); // EFB->XFB copy // TODO(bunnei): This is a hack and does not belong here. The copy should be triggered by some // register write We're also treating both framebuffers as a single one in OpenGL. common::Rect framebuffer_size(0, 0, m_resolution_width, m_resolution_height); RenderXFB(framebuffer_size, framebuffer_size); // XFB->Window copy RenderFramebuffer(); // Swap buffers m_render_window->PollEvents(); m_render_window->SwapBuffers(); // Switch back to EFB and clear glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_EFB]); } /** * Helper function to flip framebuffer from left-to-right to top-to-bottom * @param in Pointer to input raw framebuffer in V/RAM * @param out Pointer to output buffer with flipped framebuffer * @todo Early on hack... I'd like to find a more efficient way of doing this /bunnei */ void RendererOpenGL::FlipFramebuffer(const u8* in, u8* out) { int in_coord = 0; for (int x = 0; x < VideoCore::kScreenTopWidth; x++) { for (int y = VideoCore::kScreenTopHeight-1; y >= 0; y--) { // TODO: Properly support other framebuffer formats int out_coord = (x + y * VideoCore::kScreenTopWidth) * 3; out[out_coord] = in[in_coord]; // blue? out[out_coord + 1] = in[in_coord + 1]; // green? out[out_coord + 2] = in[in_coord + 2]; // red? in_coord+=3; } } } /** * Renders external framebuffer (XFB) * @param src_rect Source rectangle in XFB to copy * @param dst_rect Destination rectangle in output framebuffer to copy to */ void RendererOpenGL::RenderXFB(const common::Rect& src_rect, const common::Rect& dst_rect) { const auto& framebuffer_top = GPU::g_regs.Get(); const auto& framebuffer_sub = GPU::g_regs.Get(); const u32 active_fb_top = (framebuffer_top.active_fb == 1) ? framebuffer_top.address_left2 : framebuffer_top.address_left1; const u32 active_fb_sub = (framebuffer_sub.active_fb == 1) ? framebuffer_sub.address_left2 : framebuffer_sub.address_left1; DEBUG_LOG(GPU, "RenderXFB: 0x%08x bytes from 0x%08x(%dx%d), fmt %x", framebuffer_top.stride * framebuffer_top.height, GPU::GetFramebufferAddr(active_fb_top), (int)framebuffer_top.width, (int)framebuffer_top.height, (int)framebuffer_top.format); // TODO: This should consider the GPU registers for framebuffer width, height and stride. FlipFramebuffer(GPU::GetFramebufferPointer(active_fb_top), m_xfb_top_flipped); FlipFramebuffer(GPU::GetFramebufferPointer(active_fb_sub), m_xfb_bottom_flipped); // Blit the top framebuffer // ------------------------ // Update textures with contents of XFB in RAM - top glBindTexture(GL_TEXTURE_2D, m_xfb_texture_top); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight, GL_BGR, GL_UNSIGNED_BYTE, m_xfb_top_flipped); glBindTexture(GL_TEXTURE_2D, 0); // Render target is destination framebuffer glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]); glViewport(0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight); // Render source is our EFB glBindFramebuffer(GL_READ_FRAMEBUFFER, m_xfb_top); glReadBuffer(GL_COLOR_ATTACHMENT0); // Blit glBlitFramebuffer(src_rect.x0_, src_rect.y0_, src_rect.x1_, src_rect.y1_, dst_rect.x0_, dst_rect.y1_, dst_rect.x1_, dst_rect.y0_, GL_COLOR_BUFFER_BIT, GL_LINEAR); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); // Blit the bottom framebuffer // --------------------------- // Update textures with contents of XFB in RAM - bottom glBindTexture(GL_TEXTURE_2D, m_xfb_texture_bottom); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight, GL_BGR, GL_UNSIGNED_BYTE, m_xfb_bottom_flipped); glBindTexture(GL_TEXTURE_2D, 0); // Render target is destination framebuffer glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]); glViewport(0, 0, VideoCore::kScreenBottomWidth, VideoCore::kScreenBottomHeight); // Render source is our EFB glBindFramebuffer(GL_READ_FRAMEBUFFER, m_xfb_bottom); glReadBuffer(GL_COLOR_ATTACHMENT0); // Blit int offset = (VideoCore::kScreenTopWidth - VideoCore::kScreenBottomWidth) / 2; glBlitFramebuffer(0,0, VideoCore::kScreenBottomWidth, VideoCore::kScreenBottomHeight, offset, VideoCore::kScreenBottomHeight, VideoCore::kScreenBottomWidth + offset, 0, GL_COLOR_BUFFER_BIT, GL_LINEAR); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); } /// Initialize the FBO void RendererOpenGL::InitFramebuffer() { // TODO(bunnei): This should probably be implemented with the top screen and bottom screen as // separate framebuffers // Init the FBOs // ------------- glGenFramebuffers(kMaxFramebuffers, m_fbo); // Generate primary framebuffer glGenRenderbuffers(kMaxFramebuffers, m_fbo_rbo); // Generate primary RBOs glGenRenderbuffers(kMaxFramebuffers, m_fbo_depth_buffers); // Generate primary depth buffer for (int i = 0; i < kMaxFramebuffers; i++) { // Generate color buffer storage glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_rbo[i]); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight); // Generate depth buffer storage glBindRenderbuffer(GL_RENDERBUFFER, m_fbo_depth_buffers[i]); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT32, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight); // Attach the buffers glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[i]); glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_fbo_depth_buffers[i]); glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_fbo_rbo[i]); // Check for completeness if (GL_FRAMEBUFFER_COMPLETE == glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER)) { NOTICE_LOG(RENDER, "framebuffer(%d) initialized ok", i); } else { ERROR_LOG(RENDER, "couldn't create OpenGL frame buffer"); exit(1); } } glBindFramebuffer(GL_FRAMEBUFFER, 0); // Unbind our frame buffer(s) // Initialize framebuffer textures // ------------------------------- // Create XFB textures glGenTextures(1, &m_xfb_texture_top); glGenTextures(1, &m_xfb_texture_bottom); // Alocate video memorry for XFB textures glBindTexture(GL_TEXTURE_2D, m_xfb_texture_top); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, m_xfb_texture_bottom); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, VideoCore::kScreenTopWidth, VideoCore::kScreenTopHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glBindTexture(GL_TEXTURE_2D, 0); // Create the FBO and attach color/depth textures glGenFramebuffers(1, &m_xfb_top); // Generate framebuffer glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_top); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_xfb_texture_top, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0); glGenFramebuffers(1, &m_xfb_bottom); // Generate framebuffer glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_xfb_bottom); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_xfb_texture_bottom, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0); } /// Blit the FBO to the OpenGL default framebuffer void RendererOpenGL::RenderFramebuffer() { // Render target is default framebuffer glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glViewport(0, 0, m_resolution_width, m_resolution_height); // Render source is our XFB glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo[kFramebuffer_VirtualXFB]); glReadBuffer(GL_COLOR_ATTACHMENT0); // Blit glBlitFramebuffer(0, 0, m_resolution_width, m_resolution_height, 0, 0, m_resolution_width, m_resolution_height, GL_COLOR_BUFFER_BIT, GL_LINEAR); // Update the FPS count UpdateFramerate(); // Rebind EFB glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo[kFramebuffer_EFB]); m_current_frame++; } /// Updates the framerate void RendererOpenGL::UpdateFramerate() { } /** * Set the emulator window to use for renderer * @param window EmuWindow handle to emulator window to use for rendering */ void RendererOpenGL::SetWindow(EmuWindow* window) { m_render_window = window; } /// Initialize the renderer void RendererOpenGL::Init() { m_render_window->MakeCurrent(); glShadeModel(GL_SMOOTH); glStencilFunc(GL_ALWAYS, 0, 0); glBlendFunc(GL_ONE, GL_ONE); glViewport(0, 0, m_resolution_width, m_resolution_height); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); glDepthFunc(GL_LEQUAL); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); glDisable(GL_STENCIL_TEST); glEnable(GL_SCISSOR_TEST); glScissor(0, 0, m_resolution_width, m_resolution_height); glClearDepth(1.0f); GLenum err = glewInit(); if (GLEW_OK != err) { ERROR_LOG(RENDER, "Failed to initialize GLEW! Error message: \"%s\". Exiting...", glewGetErrorString(err)); exit(-1); } // Initialize everything else // -------------------------- InitFramebuffer(); NOTICE_LOG(RENDER, "GL_VERSION: %s\n", glGetString(GL_VERSION)); } /// Shutdown the renderer void RendererOpenGL::ShutDown() { }