// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "common/settings.h"
#include "video_core/host_shaders/opengl_present_vert.h"
#include "video_core/renderer_opengl/gl_device.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/present/window_adapt_pass.h"
namespace OpenGL {
namespace {
constexpr GLint PositionLocation = 0;
constexpr GLint TexCoordLocation = 1;
constexpr GLint ModelViewMatrixLocation = 0;
struct ScreenRectVertex {
constexpr ScreenRectVertex(u32 x, u32 y, GLfloat u, GLfloat v)
: position{{static_cast<GLfloat>(x), static_cast<GLfloat>(y)}}, tex_coord{{u, v}} {}
std::array<GLfloat, 2> position;
std::array<GLfloat, 2> tex_coord;
};
/**
* Defines a 1:1 pixel orthographic 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.
*/
std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(float width, float height) {
std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
// clang-format off
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].
// clang-format on
return matrix;
}
} // namespace
WindowAdaptPass::WindowAdaptPass(const Device& device_, OGLSampler&& sampler_,
std::string_view frag_source)
: device(device_), sampler(std::move(sampler_)) {
vert = CreateProgram(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER);
frag = CreateProgram(frag_source, GL_FRAGMENT_SHADER);
// Generate VBO handle for drawing
vertex_buffer.Create();
// Attach vertex data to VAO
glNamedBufferData(vertex_buffer.handle, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
// Query vertex buffer address when the driver supports unified vertex attributes
if (device.HasVertexBufferUnifiedMemory()) {
glMakeNamedBufferResidentNV(vertex_buffer.handle, GL_READ_ONLY);
glGetNamedBufferParameterui64vNV(vertex_buffer.handle, GL_BUFFER_GPU_ADDRESS_NV,
&vertex_buffer_address);
}
}
WindowAdaptPass::~WindowAdaptPass() = default;
void WindowAdaptPass::DrawToFramebuffer(ProgramManager& program_manager, GLuint texture,
const Layout::FramebufferLayout& layout,
const Common::Rectangle<f32>& crop) {
glBindTextureUnit(0, texture);
const std::array ortho_matrix =
MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height));
program_manager.BindPresentPrograms(vert.handle, frag.handle);
glProgramUniformMatrix3x2fv(vert.handle, ModelViewMatrixLocation, 1, GL_FALSE,
ortho_matrix.data());
// Map the coordinates to the screen.
const auto& screen = layout.screen;
const auto x = screen.left;
const auto y = screen.top;
const auto w = screen.GetWidth();
const auto h = screen.GetHeight();
const std::array vertices = {
ScreenRectVertex(x, y, crop.left, crop.top),
ScreenRectVertex(x + w, y, crop.right, crop.top),
ScreenRectVertex(x, y + h, crop.left, crop.bottom),
ScreenRectVertex(x + w, y + h, crop.right, crop.bottom),
};
glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices));
glDisable(GL_FRAMEBUFFER_SRGB);
glViewportIndexedf(0, 0.0f, 0.0f, static_cast<GLfloat>(layout.width),
static_cast<GLfloat>(layout.height));
glEnableVertexAttribArray(PositionLocation);
glEnableVertexAttribArray(TexCoordLocation);
glVertexAttribDivisor(PositionLocation, 0);
glVertexAttribDivisor(TexCoordLocation, 0);
glVertexAttribFormat(PositionLocation, 2, GL_FLOAT, GL_FALSE,
offsetof(ScreenRectVertex, position));
glVertexAttribFormat(TexCoordLocation, 2, GL_FLOAT, GL_FALSE,
offsetof(ScreenRectVertex, tex_coord));
glVertexAttribBinding(PositionLocation, 0);
glVertexAttribBinding(TexCoordLocation, 0);
if (device.HasVertexBufferUnifiedMemory()) {
glBindVertexBuffer(0, 0, 0, sizeof(ScreenRectVertex));
glBufferAddressRangeNV(GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV, 0, vertex_buffer_address,
sizeof(vertices));
} else {
glBindVertexBuffer(0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex));
}
glBindSampler(0, sampler.handle);
// Update background color before drawing
glClearColor(Settings::values.bg_red.GetValue() / 255.0f,
Settings::values.bg_green.GetValue() / 255.0f,
Settings::values.bg_blue.GetValue() / 255.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
} // namespace OpenGL