// Copyright 2014 Citra Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "core/hw/gpu.h" #include "core/mem_map.h" #include "common/emu_window.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 /** * 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() { 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() { render_window->MakeCurrent(); for(int i : {0, 1}) { const auto& framebuffer = GPU::g_regs.framebuffer_config[i]; if (textures[i].width != framebuffer.width || textures[i].height != framebuffer.height) { // Reallocate texture if the framebuffer size has changed. // This is expected to not happen very often and hence should not be a // performance problem. glBindTexture(GL_TEXTURE_2D, textures[i].handle); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, framebuffer.width, framebuffer.height, 0, GL_BGR, GL_UNSIGNED_BYTE, nullptr); textures[i].width = framebuffer.width; textures[i].height = framebuffer.height; } LoadFBToActiveGLTexture(GPU::g_regs.framebuffer_config[i], textures[i]); } DrawScreens(); // Swap buffers render_window->PollEvents(); render_window->SwapBuffers(); } /** * Loads framebuffer from emulated memory into the active OpenGL texture. */ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer, const TextureInfo& texture) { const VAddr framebuffer_vaddr = Memory::PhysicalToVirtualAddress( framebuffer.active_fb == 1 ? framebuffer.address_left2 : framebuffer.address_left1); DEBUG_LOG(GPU, "0x%08x bytes from 0x%08x(%dx%d), fmt %x", framebuffer.stride * framebuffer.height, framebuffer_vaddr, (int)framebuffer.width, (int)framebuffer.height, (int)framebuffer.format); const u8* framebuffer_data = Memory::GetPointer(framebuffer_vaddr); // TODO: Handle other pixel formats _dbg_assert_msg_(RENDER, framebuffer.color_format == GPU::Regs::PixelFormat::RGB8, "Unsupported 3DS pixel format."); size_t pixel_stride = framebuffer.stride / 3; // OpenGL only supports specifying a stride in units of pixels, not bytes, unfortunately _dbg_assert_(RENDER, pixel_stride * 3 == framebuffer.stride); // Ensure no bad interactions with GL_UNPACK_ALIGNMENT, which by default // only allows rows to have a memory alignement of 4. _dbg_assert_(RENDER, pixel_stride % 4 == 0); glBindTexture(GL_TEXTURE_2D, texture.handle); 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, GL_BGR, GL_UNSIGNED_BYTE, framebuffer_data); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glBindTexture(GL_TEXTURE_2D, 0); } /** * Initializes the OpenGL state and creates persistent objects. */ void RendererOpenGL::InitOpenGLObjects() { glClearColor(1.0f, 1.0f, 1.0f, 0.0f); glDisable(GL_DEPTH_TEST); // 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); glBindVertexArray(vertex_array_handle); // Attach vertex data to VAO glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_handle); 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. glBindTexture(GL_TEXTURE_2D, texture.handle); 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); } glBindTexture(GL_TEXTURE_2D, 0); } /** * 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), }; glBindTexture(GL_TEXTURE_2D, texture.handle); glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_handle); 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 viewport_extent = GetViewportExtent(); glViewport(viewport_extent.left, viewport_extent.top, viewport_extent.GetWidth(), viewport_extent.GetHeight()); // TODO: Or bottom? glClear(GL_COLOR_BUFFER_BIT); glUseProgram(program_id); // Set projection matrix std::array ortho_matrix = MakeOrthographicMatrix((float)resolution_width, (float)resolution_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); const float max_width = std::max((float)VideoCore::kScreenTopWidth, (float)VideoCore::kScreenBottomWidth); const float top_x = 0.5f * (max_width - VideoCore::kScreenTopWidth); const float bottom_x = 0.5f * (max_width - VideoCore::kScreenBottomWidth); DrawSingleScreenRotated(textures[0], top_x, 0, (float)VideoCore::kScreenTopWidth, (float)VideoCore::kScreenTopHeight); DrawSingleScreenRotated(textures[1], bottom_x, (float)VideoCore::kScreenTopHeight, (float)VideoCore::kScreenBottomWidth, (float)VideoCore::kScreenBottomHeight); 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; } MathUtil::Rectangle RendererOpenGL::GetViewportExtent() { unsigned framebuffer_width; unsigned framebuffer_height; std::tie(framebuffer_width, framebuffer_height) = render_window->GetFramebufferSize(); float window_aspect_ratio = static_cast(framebuffer_height) / framebuffer_width; float emulation_aspect_ratio = static_cast(resolution_height) / resolution_width; MathUtil::Rectangle viewport_extent; if (window_aspect_ratio > emulation_aspect_ratio) { // Window is narrower than the emulation content => apply borders to the top and bottom unsigned viewport_height = std::round(emulation_aspect_ratio * framebuffer_width); viewport_extent.left = 0; viewport_extent.top = (framebuffer_height - viewport_height) / 2; viewport_extent.right = viewport_extent.left + framebuffer_width; viewport_extent.bottom = viewport_extent.top + viewport_height; } else { // Otherwise, apply borders to the left and right sides of the window. unsigned viewport_width = std::round(framebuffer_height / emulation_aspect_ratio); viewport_extent.left = (framebuffer_width - viewport_width) / 2; viewport_extent.top = 0; viewport_extent.right = viewport_extent.left + viewport_width; viewport_extent.bottom = viewport_extent.top + framebuffer_height; } return viewport_extent; } /// Initialize the renderer void RendererOpenGL::Init() { render_window->MakeCurrent(); int err = ogl_LoadFunctions(); if (ogl_LOAD_SUCCEEDED != err) { ERROR_LOG(RENDER, "Failed to initialize GL functions! Exiting..."); exit(-1); } NOTICE_LOG(RENDER, "GL_VERSION: %s\n", glGetString(GL_VERSION)); InitOpenGLObjects(); } /// Shutdown the renderer void RendererOpenGL::ShutDown() { }