// Copyright 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "core/hw/gpu.h"
#include "core/mem_map.h"
#include "common/emu_window.h"
#include "common/profiler_reporting.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 <algorithm>
/**
* 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<GLfloat, 3*2> MakeOrthographicMatrix(const float width, const float height) {
std::array<GLfloat, 3*2> 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 != (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(GPU::g_regs.framebuffer_config[i], textures[i]);
}
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();
profiler.BeginFrame();
}
/**
* 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 == 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_vaddr, (int)framebuffer.width,
(int)framebuffer.height, (int)framebuffer.format);
const u8* framebuffer_data = Memory::GetPointer(framebuffer_vaddr);
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);
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,
texture.gl_format, texture.gl_type, 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);
}
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();
}
glBindTexture(GL_TEXTURE_2D, texture.handle);
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<ScreenRectVertex, 4> 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 layout = render_window->GetFramebufferLayout();
glViewport(0, 0, layout.width, layout.height);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(program_id);
// Set projection matrix
std::array<GLfloat, 3 * 2> 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));
InitOpenGLObjects();
}
/// Shutdown the renderer
void RendererOpenGL::ShutDown() {
}