// Copyright 2014 Citra Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include #include "common/assert.h" #include "common/emu_window.h" #include "common/logging/log.h" #include "common/profiler_reporting.h" #include "core/hw/gpu.h" #include "core/hw/hw.h" #include "core/hw/lcd.h" #include "core/memory.h" #include "core/settings.h" #include "video_core/video_core.h" #include "video_core/renderer_opengl/renderer_opengl.h" #include "video_core/renderer_opengl/gl_shader_util.h" #include "video_core/renderer_opengl/gl_shaders.h" #include "video_core/debug_utils/debug_utils.h" /** * Vertex structure that the drawn screen rectangles are composed of. */ struct ScreenRectVertex { ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) { position[0] = x; position[1] = y; tex_coord[0] = u; tex_coord[1] = v; } GLfloat position[2]; GLfloat tex_coord[2]; }; /** * Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left * corner and (width, height) on the lower-bottom. * * The projection part of the matrix is trivial, hence these operations are represented * by a 3x2 matrix. */ static std::array MakeOrthographicMatrix(const float width, const float height) { std::array matrix; matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f; matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f; // Last matrix row is implicitly assumed to be [0, 0, 1]. return matrix; } /// RendererOpenGL constructor RendererOpenGL::RendererOpenGL() { hw_rasterizer.reset(new RasterizerOpenGL()); resolution_width = std::max(VideoCore::kScreenTopWidth, VideoCore::kScreenBottomWidth); resolution_height = VideoCore::kScreenTopHeight + VideoCore::kScreenBottomHeight; } /// RendererOpenGL destructor RendererOpenGL::~RendererOpenGL() { } /// Swap buffers (render frame) void RendererOpenGL::SwapBuffers() { // Maintain the rasterizer's state as a priority OpenGLState prev_state = OpenGLState::GetCurState(); state.Apply(); for(int i : {0, 1}) { const auto& framebuffer = GPU::g_regs.framebuffer_config[i]; // Main LCD (0): 0x1ED02204, Sub LCD (1): 0x1ED02A04 u32 lcd_color_addr = (i == 0) ? LCD_REG_INDEX(color_fill_top) : LCD_REG_INDEX(color_fill_bottom); lcd_color_addr = HW::VADDR_LCD + 4 * lcd_color_addr; LCD::Regs::ColorFill color_fill = {0}; LCD::Read(color_fill.raw, lcd_color_addr); if (color_fill.is_enabled) { LoadColorToActiveGLTexture(color_fill.color_r, color_fill.color_g, color_fill.color_b, textures[i]); // Resize the texture in case the framebuffer size has changed textures[i].width = 1; textures[i].height = 1; } else { if (textures[i].width != (GLsizei)framebuffer.width || textures[i].height != (GLsizei)framebuffer.height || textures[i].format != framebuffer.color_format) { // Reallocate texture if the framebuffer size has changed. // This is expected to not happen very often and hence should not be a // performance problem. ConfigureFramebufferTexture(textures[i], framebuffer); } LoadFBToActiveGLTexture(framebuffer, textures[i]); // Resize the texture in case the framebuffer size has changed textures[i].width = framebuffer.width; textures[i].height = framebuffer.height; } } DrawScreens(); auto& profiler = Common::Profiling::GetProfilingManager(); profiler.FinishFrame(); { auto aggregator = Common::Profiling::GetTimingResultsAggregator(); aggregator->AddFrame(profiler.GetPreviousFrameResults()); } // Swap buffers render_window->PollEvents(); render_window->SwapBuffers(); prev_state.Apply(); profiler.BeginFrame(); bool hw_renderer_enabled = VideoCore::g_hw_renderer_enabled; if (Settings::values.use_hw_renderer != hw_renderer_enabled) { // TODO: Save new setting value to config file for next startup Settings::values.use_hw_renderer = hw_renderer_enabled; if (Settings::values.use_hw_renderer) { hw_rasterizer->Reset(); } } if (Pica::g_debug_context && Pica::g_debug_context->recorder) { Pica::g_debug_context->recorder->FrameFinished(); } } /** * Loads framebuffer from emulated memory into the active OpenGL texture. */ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer, const TextureInfo& texture) { const PAddr framebuffer_addr = framebuffer.active_fb == 0 ? framebuffer.address_left1 : framebuffer.address_left2; LOG_TRACE(Render_OpenGL, "0x%08x bytes from 0x%08x(%dx%d), fmt %x", framebuffer.stride * framebuffer.height, framebuffer_addr, (int)framebuffer.width, (int)framebuffer.height, (int)framebuffer.format); const u8* framebuffer_data = Memory::GetPhysicalPointer(framebuffer_addr); int bpp = GPU::Regs::BytesPerPixel(framebuffer.color_format); size_t pixel_stride = framebuffer.stride / bpp; // OpenGL only supports specifying a stride in units of pixels, not bytes, unfortunately ASSERT(pixel_stride * bpp == framebuffer.stride); // Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default // only allows rows to have a memory alignement of 4. ASSERT(pixel_stride % 4 == 0); state.texture_units[0].texture_2d = texture.handle; state.Apply(); glActiveTexture(GL_TEXTURE0); glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)pixel_stride); // Update existing texture // TODO: Test what happens on hardware when you change the framebuffer dimensions so that they // differ from the LCD resolution. // TODO: Applications could theoretically crash Citra here by specifying too large // framebuffer sizes. We should make sure that this cannot happen. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer.width, framebuffer.height, texture.gl_format, texture.gl_type, framebuffer_data); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); state.texture_units[0].texture_2d = 0; state.Apply(); } /** * Fills active OpenGL texture with the given RGB color. * Since the color is solid, the texture can be 1x1 but will stretch across whatever it's rendered on. * This has the added benefit of being *really fast*. */ void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, const TextureInfo& texture) { state.texture_units[0].texture_2d = texture.handle; state.Apply(); glActiveTexture(GL_TEXTURE0); u8 framebuffer_data[3] = { color_r, color_g, color_b }; // Update existing texture glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, framebuffer_data); } /** * Initializes the OpenGL state and creates persistent objects. */ void RendererOpenGL::InitOpenGLObjects() { glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue, 0.0f); // Link shaders and get variable locations program_id = ShaderUtil::LoadShaders(GLShaders::g_vertex_shader, GLShaders::g_fragment_shader); uniform_modelview_matrix = glGetUniformLocation(program_id, "modelview_matrix"); uniform_color_texture = glGetUniformLocation(program_id, "color_texture"); attrib_position = glGetAttribLocation(program_id, "vert_position"); attrib_tex_coord = glGetAttribLocation(program_id, "vert_tex_coord"); // Generate VBO handle for drawing glGenBuffers(1, &vertex_buffer_handle); // Generate VAO glGenVertexArrays(1, &vertex_array_handle); state.draw.vertex_array = vertex_array_handle; state.draw.vertex_buffer = vertex_buffer_handle; state.Apply(); // Attach vertex data to VAO glBufferData(GL_ARRAY_BUFFER, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW); glVertexAttribPointer(attrib_position, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex), (GLvoid*)offsetof(ScreenRectVertex, position)); glVertexAttribPointer(attrib_tex_coord, 2, GL_FLOAT, GL_FALSE, sizeof(ScreenRectVertex), (GLvoid*)offsetof(ScreenRectVertex, tex_coord)); glEnableVertexAttribArray(attrib_position); glEnableVertexAttribArray(attrib_tex_coord); // Allocate textures for each screen for (auto& texture : textures) { glGenTextures(1, &texture.handle); // Allocation of storage is deferred until the first frame, when we // know the framebuffer size. state.texture_units[0].texture_2d = texture.handle; state.Apply(); glActiveTexture(GL_TEXTURE0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } state.texture_units[0].texture_2d = 0; state.Apply(); hw_rasterizer->InitObjects(); } void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture, const GPU::Regs::FramebufferConfig& framebuffer) { GPU::Regs::PixelFormat format = framebuffer.color_format; GLint internal_format; texture.format = format; texture.width = framebuffer.width; texture.height = framebuffer.height; switch (format) { case GPU::Regs::PixelFormat::RGBA8: internal_format = GL_RGBA; texture.gl_format = GL_RGBA; texture.gl_type = GL_UNSIGNED_INT_8_8_8_8; break; case GPU::Regs::PixelFormat::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 GPU::Regs::PixelFormat::RGB565: internal_format = GL_RGB; texture.gl_format = GL_RGB; texture.gl_type = GL_UNSIGNED_SHORT_5_6_5; break; case GPU::Regs::PixelFormat::RGB5A1: internal_format = GL_RGBA; texture.gl_format = GL_RGBA; texture.gl_type = GL_UNSIGNED_SHORT_5_5_5_1; break; case GPU::Regs::PixelFormat::RGBA4: internal_format = GL_RGBA; texture.gl_format = GL_RGBA; texture.gl_type = GL_UNSIGNED_SHORT_4_4_4_4; break; default: UNIMPLEMENTED(); } state.texture_units[0].texture_2d = 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); } /** * Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD rotation. */ void RendererOpenGL::DrawSingleScreenRotated(const TextureInfo& texture, float x, float y, float w, float h) { std::array vertices = { ScreenRectVertex(x, y, 1.f, 0.f), ScreenRectVertex(x+w, y, 1.f, 1.f), ScreenRectVertex(x, y+h, 0.f, 0.f), ScreenRectVertex(x+w, y+h, 0.f, 1.f), }; state.texture_units[0].texture_2d = texture.handle; state.Apply(); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices.data()); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } /** * Draws the emulated screens to the emulator window. */ void RendererOpenGL::DrawScreens() { auto layout = render_window->GetFramebufferLayout(); glViewport(0, 0, layout.width, layout.height); glClear(GL_COLOR_BUFFER_BIT); state.draw.shader_program = program_id; state.Apply(); // Set projection matrix std::array ortho_matrix = MakeOrthographicMatrix((float)layout.width, (float)layout.height); glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data()); // Bind texture in Texture Unit 0 glActiveTexture(GL_TEXTURE0); glUniform1i(uniform_color_texture, 0); DrawSingleScreenRotated(textures[0], (float)layout.top_screen.left, (float)layout.top_screen.top, (float)layout.top_screen.GetWidth(), (float)layout.top_screen.GetHeight()); DrawSingleScreenRotated(textures[1], (float)layout.bottom_screen.left,(float)layout.bottom_screen.top, (float)layout.bottom_screen.GetWidth(), (float)layout.bottom_screen.GetHeight()); 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) { render_window = window; } /// Initialize the renderer void RendererOpenGL::Init() { render_window->MakeCurrent(); int err = ogl_LoadFunctions(); if (ogl_LOAD_SUCCEEDED != err) { LOG_CRITICAL(Render_OpenGL, "Failed to initialize GL functions! Exiting..."); exit(-1); } LOG_INFO(Render_OpenGL, "GL_VERSION: %s", glGetString(GL_VERSION)); LOG_INFO(Render_OpenGL, "GL_VENDOR: %s", glGetString(GL_VENDOR)); LOG_INFO(Render_OpenGL, "GL_RENDERER: %s", glGetString(GL_RENDERER)); InitOpenGLObjects(); } /// Shutdown the renderer void RendererOpenGL::ShutDown() { }